Clicking fast makes no difference. There are global cooldowns which prevent that, and such stats as "attack speed" to make fast-clicking useless.
So if I clicked once on an enemy, my character would keep on attacking them without stopping in Diablo? No? Then how fast you click determines how much damage you do. Yes, there is an upper limit to that speed, but the fact that there is no Auto Attack means the player's skill is what drives click fests like the Diablo series.
And even in DA:O could you dodge out of the way form an incomming fireball, so that is again something speaking against your own objections.
You could use cover to avoid being hurt by spells and you could get away from an enemy as they were in the casting portion of the spell, but you could not run around and have spells miss you, unless they were area of attack spells. So, again, DA:O was more about your character?'a natural magic resistances in determining if a spell did damage to you after it was cast or by character placement, not by the ability of the player to side step a fireball.
The DA multiplayer doesn't ahve to be fast paced, even though we see from the gameplay demo, that they have increased the speed of combat substanitally from the absolute dredgery that was DA:O, and it can even remain tactical.
The increased speed and whether or not it can present a tactical game (I'd state that I felt DA2 was not, although that wasn't solely due to the speed) is still up for debate. One gameplay demo does not prove anything either way. That being said, speed is not the (prime) issue. It is the fact that the game will turn from a game focusing on character skill to one rooted in player skill. Even if things are faster, where cooldowns are shorter and the auto attacks result in ninja flips... it still wouldn't be a game with dodging, ducks, backstabs, etc. that base their success or efficacy on how well the Ayer executes either the timing or the right button combination of these moves.
Because these things focus on controlling a single character, rather than managing your party.
Nothing of what you describe prevents DA:I from having multipalyer. I'd agree that DA:O would not be a game suited for multiplayer, but taht is mainly because combat in that game was such a bore, that no one would ever sit through a whole session with it.
You are not comprehending what I am saying. I am not saying MP of the type of, say, Diablo, isn't possible. It is... it will just seriously introduce design concepts and philosophies that will have a high probability of trickling down into the SP game, where the DA series will cease to be what it was previously.
If player skill becomes the driver of how effective my character can inflict or avoid damage, suddenly I am now worried about controlling one character only, so as to better my chances of success, instead of managing my party. It turns party management into a sub-optimal game approach, instead of an equally viable way of playing. It also turns the game into one where the player is the one controlling how good the character performs, instead of the other way around. Which is deviating from many of the core principles that DA:O's combat was based around (and which DA2 tried to, unsuccessfully by my book, tried to alter - resulting in a system too action based to be thoughtfully tactical, but still too party and class based to provide satisfaction to action RPG fans).
Again - not something I'd like to see DA:I do. Especially for something I find so little value in (MP).
Modifié par Fast Jimmy, 11 novembre 2013 - 08:59 .