Aller au contenu

Photo

Pre Alpha Combat Mechanics:


883 réponses à ce sujet

#126
force192

force192
  • Members
  • 190 messages
From what I saw in the video it looks awesome! Hopefully the option to disable auto attack will be in the PC version this time. I really, really hate auto attack. I was disappointed that I couldn't disable it in the PC version like I could in the console version.

#127
Guest_EntropicAngel_*

Guest_EntropicAngel_*
  • Guests

Korusus wrote...

Probably the first reveal that didn't help alleviate some of my skepticism.


Pretty much, and for me personally, only served to make me a bit worried.

#128
cJohnOne

cJohnOne
  • Members
  • 2 372 messages
I hate the harpoon. Not sure I like the shield idea where you don't take damage from the front if you have a shield.

I think dodge should be a die roll like a table top game. At least that would be more fun for me.

#129
slimgrin

slimgrin
  • Members
  • 12 463 messages

cJohnOne wrote...

Not sure I like the shield idea where you don't take damage from the front if you have a shield.


Yeah, cause that's crazy...

#130
leaguer of one

leaguer of one
  • Members
  • 9 995 messages

cJohnOne wrote...

I hate the harpoon. Not sure I like the shield idea where you don't take damage from the front if you have a shield.

I think dodge should be a die roll like a table top game. At least that would be more fun for me.

Wow, your a lobster accountant.

So, an item that helps with crowd control and getting key enemies is bad and a move enhancement you don't need to use is also bad as well?

Really, they are not a big deal.

#131
Silas7

Silas7
  • Members
  • 90 messages

ArenCordial wrote...

Actually it reminds me less of Dark Souls and more like Kingdoms of Amalur.


Qft

#132
Guest_EntropicAngel_*

Guest_EntropicAngel_*
  • Guests

leaguer of one wrote...

Wow, your a lobster accountant.

So, an item that helps with crowd control and getting key enemies is bad and a move enhancement you don't need to use is also bad as well?

Really, they are not a big deal.


The move is TWITCH. And it's not just something they're throwing in there just for the hey of it--if it's a combat mechanic, then on some level the combat will be built to have players use it. Use twitch.

#133
JediHealerCosmin

JediHealerCosmin
  • Members
  • 2 289 messages
It looks... meh what's the point in arguing. It's pre-alpha, a lot of stuff is going to change, we didn't see any party based stuff, and I'm interested in seeing the PC version (which hasn't been shown yet).

For now... it looks like a slow DmC game. To me. I know I will be proven wrong (I hope), but that's my impression. Please change this.

RPG = Dragon Age ≠ Action game

Modifié par JediHealerCosmin, 17 août 2013 - 05:32 .


#134
Genshie

Genshie
  • Members
  • 1 404 messages

EntropicAngel wrote...

leaguer of one wrote...

Wow, your a lobster accountant.

So, an item that helps with crowd control and getting key enemies is bad and a move enhancement you don't need to use is also bad as well?

Really, they are not a big deal.


The move is TWITCH. And it's not just something they're throwing in there just for the hey of it--if it's a combat mechanic, then on some level the combat will be built to have players use it. Use twitch.

Can I ask everyone here what is the problem with a bit of Twitch in a roleplaying game? Twitch is timing and last time I checked timing equals strategy/skill/reaction timing.

Precasting: Confrimed I believe from this video with our new mage friend and all of her fiery glory?:whistle:

#135
Torchlyte

Torchlyte
  • Members
  • 9 messages

EntropicAngel wrote...

The move is TWITCH. And it's not just something they're throwing in there just for the hey of it--if it's a combat mechanic, then on some level the combat will be built to have players use it. Use twitch.


I would definitely dispute that it's a twitch ability - you are not expected to target it on the fly and it looks to enable a slew of tactical decisions. As for die rolls, the more random the game is the less compelling combat will be. Dragon Age could stand to have a lot less randomized missing.

Edit: For a reference on slow, tactical gameplay without random elements see Frozen Synapse.

Modifié par Torchlyte, 17 août 2013 - 05:35 .


#136
Guest_EntropicAngel_*

Guest_EntropicAngel_*
  • Guests

Genshie wrote...

Can I ask everyone here what is the problem with a bit of Twitch in a roleplaying game? Twitch is timing and last time I checked timing equals strategy/skill/reaction timing. 

Precasting: Confrimed I believe from this video with our new mage friend and all of her fiery glory?[smilie]http://social.bioware.com/images/forum/emoticons/whistling.png[/smilie]


The problem, i and some others would argue, is that if i can't dodge, if i'm crappy at twitch combat, my character "suffers." It's player ability where some would argue it should only be character ability.

Torchlyte wrote...

I would definitely dispute that it's a twitch ability - you are not expected to target it on the fly and it looks to enable a slew of tactical decisions. As for die rolls, the more random the game is the less compelling combat will be. Dragon Age could stand to have a lot less randomized missing.


Are you? This raises the question of whether it's an actual ability that you select. I really, REALLY doubt that is so: it is likely that it's something you have to manually do, you can't simply queue it up like you can everything else.

Time will tell. But I doubt it will be that way.

And a die roll, based on your dexterity level and the enemy's, is not random.

Modifié par EntropicAngel, 17 août 2013 - 05:37 .


#137
Genshie

Genshie
  • Members
  • 1 404 messages
If precasting is back from what it looks like in the vid I only pray that rogue's stealth is back to what it use to be like. Let me kite (pull single targets from mass groups), stun as well as scout, and dot **** again like the good old days.

#138
Torchlyte

Torchlyte
  • Members
  • 9 messages

EntropicAngel wrote...

The problem, i and some others would argue, is that if i can't dodge, if i'm crappy at twitch combat, my character "suffers." It's player ability where some would argue it should only be character ability.

Are you? This raises the question of whether it's an actual ability that you select. I really, REALLY doubt that is so: it is likely that it's something you have to manually do, you can't simply queue it up like you can everything else.

Time will tell. But I doubt it will be that way.

And a die roll, based on your dexterity level and the enemy's, is not random.


On the subject of dodge roll I agree, since I don't think that can be effectively implemented in a pause-queue format. That truly is a reaction-time (twitch) ability.

As for randomness, we may be crossing semantics here. All die rolls are random by definition, even if they are weighted by outside forces. Having played and enjoyed X-Com, I fully understand the principle of making certain choices to tip the odds in your favor. However, the very existence of odds (the random factor) detracts from the game's tactical elements.

#139
Steppenwolf

Steppenwolf
  • Members
  • 2 866 messages

Maria Caliban wrote...

LookingGlass93 wrote...
The Venatori (whoever they are) are a enemy faction.

They're a group from the Dresdon Files who try to banish the Old Ones.


I need to get back into those books. I stopped reading halfway into the fifth book and I'm not really sure why.

#140
TyroneTasty

TyroneTasty
  • Members
  • 206 messages
I'm not convinced until I see full on party v. party battle, a good test of a game's tactical RPG combat. So I guess I'll be waiting to see how people view the full release.

Modifié par TyroneTasty, 17 août 2013 - 05:49 .


#141
Guest_EntropicAngel_*

Guest_EntropicAngel_*
  • Guests

Torchlyte wrote...

On the subject of dodge roll I agree, since I don't think that can be effectively implemented in a pause-queue format. That truly is a reaction-time (twitch) ability.

As for randomness, we may be crossing semantics here. All die rolls are random by definition, even if they are weighted by outside forces. Having played and enjoyed X-Com, I fully understand the principle of making certain choices to tip the odds in your favor. However, the very existence of odds (the random factor) detracts from the game's tactical elements.


Fair enough.

The only other real alternative I see is to have dexterity affect, say, what percentage of damage is actually taken (and I thought that was armor's job).

#142
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

EntropicAngel wrote...

The move is TWITCH. And it's not just something they're throwing in there just for the hey of it--if it's a combat mechanic, then on some level the combat will be built to have players use it. Use twitch.

Maybe.  It's one thing to have timing-based elements, and another to require the player implement them in real-time.

If, for instance, all of these abilities can be triggered while paused (so, while paused, you can tell you character to perform a dodge-roll, just like you can tell your character to cast a spell or move to a point), then the only twitch element remaining is the ability to pause when a decision needs to be made.

That's a far lower barrier.  Needing to be able to press a single button at important moments is vastly simpler than needing to press one of many buttons at that same moment.

So, there's that.  Even with that, twitch elements are signficantly reduced.

However, what if we then add some powerful auto-pause options.  If we can set the game to auto-pause when major-attack animations start, that will not only remove the twitch element, but also remove the need for the player to be particularly observant in real-time.

Then, the player will be free to make in-character decisions without being limited by his own skills.  Does the character dodge?  There's no barrier to the player triggering the dodge command, so the only remaining barriers would be self-imposed roleplaying barriers, which is as it should be.

#143
Torchlyte

Torchlyte
  • Members
  • 9 messages

EntropicAngel wrote...

Fair enough.

The only other real alternative I see is to have dexterity affect, say, what percentage of damage is actually taken (and I thought that was armor's job).


Let me suggest just one alternative possiblity. What if the game took your dexterity, divided it by some other number, and used that to store a number of parry/dodge "points" for your character. If you have recently attacked or dodged, those points decrease. These wouldn't be displayed, they'd be hidden like a die roll. This would give a more realistic feel in terms of how you'd fair when starting a fight fresh, when being overwhelmed, etc.

There can be a middle ground between always hit and randomly miss - a system that is nonrandom but implements limited parrying or dodging.

Edit: Once again, the game Frozen Synapse is a great example of using nonrandom but complex rules.

Modifié par Torchlyte, 17 août 2013 - 06:06 .


#144
Guest_EntropicAngel_*

Guest_EntropicAngel_*
  • Guests

Sylvius the Mad wrote...

Maybe.  It's one thing to have timing-based elements, and another to require the player implement them in real-time.

If, for instance, all of these abilities can be triggered while paused (so, while paused, you can tell you character to perform a dodge-roll, just like you can tell your character to cast a spell or move to a point), then the only twitch element remaining is the ability to pause when a decision needs to be made.

That's a far lower barrier.  Needing to be able to press a single button at important moments is vastly simpler than needing to press one of many buttons at that same moment.

So, there's that.  Even with that, twitch elements are signficantly reduced.

However, what if we then add some powerful auto-pause options.  If we can set the game to auto-pause when major-attack animations start, that will not only remove the twitch element, but also remove the need for the player to be particularly observant in real-time.

Then, the player will be free to make in-character decisions without being limited by his own skills.  Does the character dodge?  There's no barrier to the player triggering the dodge command, so the only remaining barriers would be self-imposed roleplaying barriers, which is as it should be.


I mentioned the first part in a later post--it remains to be seen if it will let us do that, but I'm doubtful that it actually will. Still, I suppose I shouldn't rule it out.

The second part about an auto-pause in the midst of combat sounds highly unlikely, however.

#145
dragondreamer

dragondreamer
  • Members
  • 2 638 messages
My general impression was "looks kinda slow", but I'm one of the people who actually enjoyed DA2's gameplay. That said, I also enjoyed DA:O, so I'm not ready to lay down any judgment on it based on what we've seen so far. I'm waiting to see more full party combat, I wanna see what it looks like being played through rather than simply having the moves demo'd. :)

But Vivienne bringing down the fire was pretty cool.

Modifié par dragondreamer, 17 août 2013 - 06:04 .


#146
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

EntropicAngel wrote...

The second part about an auto-pause in the midst of combat sounds highly unlikely, however.

That's something they've traditionally done.  Auto-pause when target killed.  Auto-pause when party member down.  Auto-pause when enemy sighted.

Auto-pause features are a BioWare staple.

#147
Steppenwolf

Steppenwolf
  • Members
  • 2 866 messages
Where does the notion that any twitch is the opposite of strategic come from? Quick reactions are just another layer to combat.

#148
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

EntropicAngel wrote...

I mentioned the first part in a later post--it remains to be seen if it will let us do that, but I'm doubtful that it actually will. Still, I suppose I shouldn't rule it out.

You shouldn't ever rule out anything without cause.

#149
Guest_EntropicAngel_*

Guest_EntropicAngel_*
  • Guests

Sylvius the Mad wrote...

That's something they've traditionally done.  Auto-pause when target killed.  Auto-pause when party member down.  Auto-pause when enemy sighted.

Auto-pause features are a BioWare staple.


Was this a part of the Dragon Age series?

The only auto-pause I remember at ALL is the start of combat. I may have missed something.

#150
Guest_EntropicAngel_*

Guest_EntropicAngel_*
  • Guests

Sylvius the Mad wrote...

You shouldn't ever rule out anything without cause.


That just seems like an unlikely move. The logistics of it seem very difficult. But, fair enough.