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Pre Alpha Combat Mechanics:


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#176
The Hierophant

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After watching the pre alpha footage the only questions i have at the moment are if each class will have a unique dodge animation, versus the roll being universal, or if it'll be rogue only for the finished product?

Plus the shield wielding mook gameplay looks decent, and it'll be cool if the 2 handed warriors could stagger them too, even though i'm on the fence about the harpoon.

#177
Guest_Puddi III_*

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Dunno. I like the harpoon.

So no one cares about this spell targeting stuff, huh? :/

Filament wrote...

I think we haven't really given enough mind to the possibility that you might be able to cast spells at walls, from the looks of Vivienne's targeting cursor. That would be really neat if that's what we are actually seeing there. Even cooler if certain spells targeted the ceiling or sky specifically, like the storm spells, but that's probably wishful thinking. But if we're going in that territory, I'd also like a flying free camera to target area blast spells like fireball, so I can't just target walls, but anywhere in 3d space.



#178
Cainhurst Crow

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^ If that's the case filament than combat is going to get a lot more tactical and fun for mages.

#179
Vaeliorin

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Darth Brotarian wrote...

EntropicAngel wrote...

Darth Brotarian wrote...
I think you would need to go into the tactics menu and set a command to set what you want to do against certain enemies. Like what DAO and DA2 had. Course they probably have a basic knowledge of what to do already, but I don't see this feature being phased out anytime soon.

Was there a "flank" option? There was in the Advanced Tactics mod, but not in the regular game. You're talking about a step up in...AI combat function, to account for something like this.

Why yes. Yes I am.

If they're focusing on new enemy types that have specific weaknesses and strategies needed, it stands that logically, the tactics options would evolve as well to accomidate this change.

I can see it now:

If (target_has_shield) then circle_strafe

Sorry, but as far as I'm concerned, circle strafing has no business in RPGs, let alone party-based RPGs.

#180
Genshie

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Darth Brotarian wrote...

^ If that's the case filament than combat is going to get a lot more tactical and fun for mages.

Hey I am just thrilled with the animations we have seen so far and that it looks like precasting combat abilities are back.

#181
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Darth Brotarian wrote...

^ If that's the case filament than combat is going to get a lot more tactical and fun for mages.


Yeah, but even if you could only target the walls it still feels like a big deal, like you've broken the barrier of what is fundamentally 2d gameplay that, if you wanted, you could break down into circles on a checkerboard. Now the checkerboard has... walls?

#182
Cainhurst Crow

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Filament wrote...

Darth Brotarian wrote...

^ If that's the case filament than combat is going to get a lot more tactical and fun for mages.


Yeah, but even if you could only target the walls it still feels like a big deal, like you've broken the barrier of what is fundamentally 2d gameplay that, if you wanted, you could break down into circles on a checkerboard. Now the checkerboard has... walls?


Earthquake on the ground, Tempest on the ceiling, Inferno on the right wall, Blizzard on the left wall.

Welcome to Die.

#183
The Hierophant

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Filament wrote...

I think we haven't really given enough mind to the possibility that you might be able to cast spells at walls, from the looks of Vivienne's targeting cursor. That would be really neat if that's what we are actually seeing there. Even cooler if certain spells targeted the ceiling or sky specifically, like the storm spells, but that's probably wishful thinking. But if we're going in that territory, I'd also like a flying free camera to target area blast spells like fireball, so I can't just target walls, but anywhere in 3d space.


With such a feature the possibilities are intriguing, as it gives mages the ability to set traps anywhere, and light candles.

#184
Cornughon

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There isn't really much to see in that 'trailer', and it doesn't mean anything.

I heard there is a large difference between the PC and console versions of Dragon Age 2: The console playing more like an action game, while the PC version plays pretty much like Origins.

Could it be the same case here? That the guy with the Xbox controller was just checking out the gameplay for that particular hardware?

And I agree, although I love the Wither series, Dragon Age doesn't need to be like it to be great.

#185
Xerxes52

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From what little was presented in the video, it looks fine so far.

It seems to be faster than DA:O, but not as frantic as DA2, so that's good. And that harpoon attack is pretty interesting.

#186
Fredward

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Filament wrote...

Dunno. I like the harpoon.

So no one cares about this spell targeting stuff, huh? :/

Filament wrote...

I think we haven't really given enough mind to the possibility that you might be able to cast spells at walls, from the looks of Vivienne's targeting cursor. That would be really neat if that's what we are actually seeing there. Even cooler if certain spells targeted the ceiling or sky specifically, like the storm spells, but that's probably wishful thinking. But if we're going in that territory, I'd also like a flying free camera to target area blast spells like fireball, so I can't just target walls, but anywhere in 3d space.


I liked the spell targeting, though I think he was just looking for a nice spot to place the spell. Though frostbite does have destructible environments so who knows?



What I liked from the video was him showing that different enemies really are going to require different strategies. That's gonna be fun. The "more enemies than ever before" comment was cool too. And the idea that using the same tactic on every enemy wasn't going to work very out well for yah was also cool.

What I didn't like - the speed man! The speed! The combat speed was soooo slow. It was better when he ran but I'm assuming that would burn stamina or some such.

#187
Jackums

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I liked what I saw. I'm more about responsive, fluid combat that makes use of utility-like skills (a la the grapple chain), as opposed to the full-on, isometric, tactical combat of DA:O. DAII was a mess and over the top, but the general idea behind it was good, and they seem to have achieved what they were going for in DAII in DA:I, and more.

The combat looks beautiful so far, IMO.

#188
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Foopydoopydoo wrote...

What I didn't like - the speed man! The speed! The combat speed was soooo slow. It was better when he ran but I'm assuming that would burn stamina or some such.

Yeah, the 2hander guy is in full constipation mode with his movement. Hopefully that is a kink that will be worked out  for the post-pre-, not-quite-alpha. Or before release, at any rate. :whistle:

#189
Mecha Elf

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I liked both combat aspects of both games. I didn't like the slow combat of DA:O but loved the tactical way go about it. Loved the faster pace of the DA2 maybe a little too mashy for me but it also lacked the tactics with the almost never ending wave of enemies like golly where do they come from?! From what I saw in the video it's trying to balance both out, while it still looks a little less tactical than Origins it still looks more so than DA2. I've never played The Witcher (mostly cause I can't be a girl) but I hear DA:I is starting to look like it. Idk but I liked the combat that DA:I to turning into.

#190
esper

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Cornughon wrote...

There isn't really much to see in that 'trailer', and it doesn't mean anything.

I heard there is a large difference between the PC and console versions of Dragon Age 2: The console playing more like an action game, while the PC version plays pretty much like Origins.

Could it be the same case here? That the guy with the Xbox controller was just checking out the gameplay for that particular hardware?

And I agree, although I love the Wither series, Dragon Age doesn't need to be like it to be great.


No, there is really not that much of a difference,  from what I have seen when smy brother plays it on PC compared to my PS3. I think that is just PC wish thinking.

#191
esper

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It was a little worrying espically with that dogde roll.

But they did mention that pause and play was still there, so here's hoping the soon will show us a video of the pause and play approach so we can see both.

#192
Androme

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 From the little that we saw, I can't base a fully fletched out opinion yet. It looked worse than DAO but better than DA2 though.

Modifié par Androme, 17 août 2013 - 08:55 .


#193
phunx

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I like the harpoon idea as a gap-closer for warriors very much! It solves the problem of DA:O where you'd slowly chase ranged units around; without adding a huge anime jump/dash we saw in DA:2.

This looks very exciting so far, I just wish they'd show a bit of party-based tactical stuff.

#194
Back_For_You_My_Love

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    I must say that I find everything that was shown awesome! For it to be pre-alpha the game looks amazing and I am LOVING how the combat looks. I know some have said that it is twitchy but if I can avoid damage by rolling behind my emeny to get behind his shield to land some attacks, then I will HAPPILY take it. Getting stronger through buiding up your character and leveling is there; having the option to avoid the damage even if your PC is strong enough to take the hit without much damaged is an addition, not a subtraction. :)


    As far as tactical combat with party members; it will be in the game for sure because the little that was shown gave nice examples of the potentially amazing tactical advances that can be made.

Example; A party that consists of a mage, rogue, and two warriors are fighting two of these guys with shields and four or five of those little buggers that sneak behind you when you're not aware but run away when you try to attack.The party can't dish out damage to the shields and these sneaky little devils are quickly approaching from behind and so you let them get closer and then when they are in range have your two warriors chain grab both enemies shields to take down their guard and in this moment have your mage cast an area effect freeze spell that freezes or slows them all to a crawl. Following this you can go to town on all of them and dish out major damage. :happy:

#195
PillarBiter

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 after seeing the alpha footage, I am somewhat appeased. It's really looking like a good blend! 

The only problem I might have witht his way though, if you do have different enemies with shields, electricity forbidding your use of the chainhook etc., make sure that there is an EXTENSIVE tactic slot screen. You said you wanted the whole party controlled by the player, and, sure, that's fine, but you can't action-play four characters. And honestly, a big part of the fun for me was setting up the tactic slots so perfectly in DAII, that the computer fought together as one.

#196
Wulfram

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BasilKarlo wrote...

Where does the notion that any twitch is the opposite of strategic come from? Quick reactions are just another layer to combat.


Adding another layer always takes away the importance of the existing layers.  If you can dodge the enemies blows, then if you're good at that you inherently don't need to be using as good tactics.  Just like you don't need to be as good at tactics if you can optimise your character into an awesome invincible killing machine, or if you can break the economy to get you a whole bunch of overpowered items.

Also "twitch" stuff also tends to take away the players focus on the tactical side of things.

And it can create a situation where only the character you're playing is operating effectively, because the AI won't dodge.  The active dodging in DA2 made me not want to take more than one melee character to boss fights, because while moving a bunch of people was just about possible it was a huge pain.

#197
Rawgrim

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deuce985 wrote...

Wulfram wrote...

They told us about tactics but they only really showed us action. So I'm ambivalent.


Wait, what? Are you saying action can't have tactics? Because that's actually what was shown and talked about. It might not be tactics you want in a game but it's still tactical nonetheless.


Nope, its reflexes and timing.

#198
Plaintiff

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Rawgrim wrote...

deuce985 wrote...

Wulfram wrote...

They told us about tactics but they only really showed us action. So I'm ambivalent.


Wait, what? Are you saying action can't have tactics? Because that's actually what was shown and talked about. It might not be tactics you want in a game but it's still tactical nonetheless.


Nope, its reflexes and timing.

And everyone knows that in real life reflexes and timing have no place in tactical combat whatsoever.

#199
Rawgrim

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Plaintiff wrote...

Rawgrim wrote...

deuce985 wrote...

Wulfram wrote...

They told us about tactics but they only really showed us action. So I'm ambivalent.


Wait, what? Are you saying action can't have tactics? Because that's actually what was shown and talked about. It might not be tactics you want in a game but it's still tactical nonetheless.


Nope, its reflexes and timing.

And everyone knows that in real life reflexes and timing have no place in tactical combat whatsoever.


That would mean you think Super mario is a tactical game.

#200
Plaintiff

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Rawgrim wrote...

Plaintiff wrote...

Rawgrim wrote...

deuce985 wrote...

Wulfram wrote...

They told us about tactics but they only really showed us action. So I'm ambivalent.


Wait, what? Are you saying action can't have tactics? Because that's actually what was shown and talked about. It might not be tactics you want in a game but it's still tactical nonetheless.


Nope, its reflexes and timing.

And everyone knows that in real life reflexes and timing have no place in tactical combat whatsoever.


That would mean you think Super mario is a tactical game.

Or maybe it means I don't categorise games according to a reductive binary system.