Will "finishing move" animations be back?
#1
Posté 12 septembre 2013 - 07:51
DA2 didn't have them at all. But I'm wondering if they'll be implemented in DA:I again? If yes, then I hope they won't be such a bother again. I woulnd't mind having an option to enable ot disable finishing moves. What do you think?
#2
Guest_Miscellaneous Mind_*
Posté 12 septembre 2013 - 07:54
Guest_Miscellaneous Mind_*
#3
Posté 12 septembre 2013 - 07:56
#4
Posté 12 septembre 2013 - 08:09
#5
Posté 12 septembre 2013 - 08:18
To my sorrow, from what little I've seen of DA:I, it doesn't seem like the kind of combat system that would support them.
#6
Posté 12 septembre 2013 - 08:26
#7
Posté 12 septembre 2013 - 08:56
#8
Posté 12 septembre 2013 - 09:04
#9
Posté 12 septembre 2013 - 09:30
#10
Posté 12 septembre 2013 - 09:47
Plaintiff wrote...
I don't see much point. They're expensive to make, apparently, with very little payoff.
They require time to make, they're not "expensive".
Back to the point:
In theory, they are not that hard to implement. Skyrim did. And it could work like Skyrim. Once the enemy HP reaches a low value, when you hit "attack" it will roll the probability of using fatality.
#11
Posté 12 septembre 2013 - 09:49
Animators work for free, do they?JCAP wrote...
They require time to make, they're not "expensive".
#12
Posté 12 septembre 2013 - 09:53
AlexJK wrote...
Animators work for free, do they?JCAP wrote...
They require time to make, they're not "expensive".
Do you pay them a salary or 10 dolares for each animation?
And the game release date is set, the money is already counted, all they have to do is manage the time left.
Modifié par JCAP, 12 septembre 2013 - 09:55 .
#13
Posté 12 septembre 2013 - 10:32
#14
Guest_greengoron89_*
Posté 12 septembre 2013 - 10:56
Guest_greengoron89_*
Bring 'em back.
#15
Posté 12 septembre 2013 - 11:03
#16
Posté 12 septembre 2013 - 11:05
#17
Posté 12 septembre 2013 - 11:10
#18
Posté 12 septembre 2013 - 11:15
As a Rogue I would get stamina for backstab kills, since I need stamina for the stamina draining substained abilities I had on for extreme DPS...
I'd end up messing that up because my rogue wanted to cut a guy's head off, thus gaining me no stamina. Time is valuable, and getting no stamina for a "FANCY" thing is horrible.
#19
Posté 12 septembre 2013 - 11:24
#20
Posté 12 septembre 2013 - 11:39
Because you could still control the rest of your party it didn't feel like an impersonal cutscene (which is how I felt about the few finishers in DA2), rather like something cool/special happening during my game, which is a way different, more videogame-ey experience.
I understand the concern about the character doing the finishing move while being still vulnerable though. One solution could be to only trigger the animation if the mob being killed is the last hostile around at the moment (I believe that's what Skyrim does) ?
Modifié par nijnij, 12 septembre 2013 - 11:41 .
#21
Posté 12 septembre 2013 - 12:02
Zenor wrote...
Oh, another reason I hated it:
As a Rogue I would get stamina for backstab kills, since I need stamina for the stamina draining substained abilities I had on for extreme DPS...
I'd end up messing that up because my rogue wanted to cut a guy's head off, thus gaining me no stamina. Time is valuable, and getting no stamina for a "FANCY" thing is horrible.
I don't like this human, he doesn't understand.
Is it all numbers and figures to you? The ruthless calculus of RPG? Where is your thirst to spill blood, rend flesh and crush bone? Where is your humanity?!
I would be elated to simply have the melee finishers in DA:I, but it would be cool to also have some for archers and mages as well. While I personally LOVE the DA:O finishers that lock 2 sprites in the same animation, many people don't like losing control of their character, ranged finishers wouldn't necessarily have this problem.
Some examples just off the from the top of my head for humanoid enemies: catching an arrow in the eye, throat or heart, flailing around screaming before burning away to a cinder, actually shattering to pieces after being frozen, spasming uncontrollably due to electrocution, gouging their eyes out from an Entropy spell...
Modifié par Davrel, 12 septembre 2013 - 12:03 .
#22
Posté 12 septembre 2013 - 12:38
#23
Posté 12 septembre 2013 - 12:49
Cantina wrote...
Gosh, I hope they returned. They made winning a battle more satisfying. Not to mention yelling, "OMG! Did you see what my character did to that guy?" "Holy S**t!"
Yeah, I agree. Things like that keep me interested, however small it may seem. Having the same scenario where you just hack them down until they die is fine, but having a little "punch" to end the fight would definitely keep things fun, and hell maybe draw a little more anticipation?
#24
Posté 12 septembre 2013 - 01:00
#25
Posté 12 septembre 2013 - 01:31





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