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No more Cleared Areas I hope.


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#1
animedreamer

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 I don't know how else to put it really, but what killed me about the Dragon Age series thus far is that once you've cleared a place, it became this barren place devoid of life. The Brecilian Forest apparently isn't all that dangerous if the Warden could just sake the few hostile creatures there, then walse through it whenever he wanted unopposed after who knows how long between missions, same can be said under the Deep Roads. Also it makes the game boring when you know you have to backtrack through a cleared area and nothing new is happening in it, as well as the few times you might want to load up a game and play a post ending character and just kill some stuff for the hell of it, oops no one left to kil... in the entire world? :( kind of depressing to have to start a whole new game just to see some kill animations, or remember how certain spells looked/worked.

I'm not saying Bioware needs to add some kind of day tracking system to the game, but a simple you visited 3 or 4 other areas, thus earliest place you visited is now respawned, and have every subsequent place from that point on also respawn if you continue to visit other areas that are not on that list of say 10 last visited places.

Modifié par animedreamer, 02 décembre 2013 - 04:07 .


#2
Guest_EntropicAngel_*

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The "problem" with that idea is that it allows grinding, and high levels, which someone like myself would abuse.

That said, with DA I's semi-open world, and the non-scaling enemy levels, it makes a lot more sense.

#3
Magdalena11

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I think part of what's been released so far is that some areas will need to be revisited due to the lack of scaling. Simply put, some enemies will be too tough to tackle first time through. I doubt wandering around after completion killing things will be an option but who knows?

I will admit to going back to the Hawke estate post-game and being disappointed that there was no where to go.

#4
animedreamer

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EntropicAngel wrote...

The "problem" with that idea is that it allows grinding, and high levels, which someone like myself would abuse.

That said, with DA I's semi-open world, and the non-scaling enemy levels, it makes a lot more sense.


I don't think that's as much an issue as you think, most enemies are level matched to your current lv anyway, only difference is what skills you have to make encounters easier. Leveling Grinding is only a issue for those who actually intend to level grind, and if they do so then that's how they choose to play the game. No developer should hinder content simply because a select few will play the game one way in order to get some kind of factious advantage. This isn't a competitive game, it's a single player the only person you are competiting against is yourself.

#5
Guest_EntropicAngel_*

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animedreamer wrote...

EntropicAngel wrote...

The "problem" with that idea is that it allows grinding, and high levels, which someone like myself would abuse.

That said, with DA I's semi-open world, and the non-scaling enemy levels, it makes a lot more sense.


I don't think that's as much an issue as you think, most enemies are level matched to your current lv anyway, only difference is what skills you have to make encounters easier. Leveling Grinding is only a issue for those who actually intend to level grind, and if they do so then that's how they choose to play the game. No developer should hinder content simply because a select few will play the game one way in order to get some kind of factious advantage. This isn't a competitive game, it's a single player the only person you are competiting against is yourself.


You may have missed my second sentence, and you may not have heard the news, but DA I will not have level scaling.

As for the rest of your comment, fair enough. But does Bioware feel the same? The fact that they've had level caps (a particularly low one for DA: O, and a high one for DA ][) implies otherwise.

#6
David7204

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I'd prefer open areas to respawn but dungeons to remain cleared once the player has cleared them. Including the loot.

#7
efd731

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I would really like it if areas has a replenishing supply of enemies. And having a set level for an area would make grinding extremely difficult,so this way the world feels much more alive(to me) and grinding isn't made super easy.

#8
Hazegurl

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I hate respawning. Once I kill it I want it dead. This is next gen. Throwing wave after wave of the same freaking enemies at a player should be done by now. I would prefer it if the devs came up with other dangers and challenges in an area once it's cleared. Traps et al. Or just give us different challenges in each area so it isn't a big deal if one spot is cleared of enemies.

#9
PsychoBlonde

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I find respawning random encounters tedious as well, particularly in open world games. I just want to run around and enjoy the scenery, I don't want my trip to be interrupted every 10 feet by Random Bear. This was something I really hated in Oblivion, Fallout 3, and Skyrim, PARTICULARLY in Fallout 3 and Skyrim because there also were the "scripted" encounters that would sometimes spawn AT THE SAME TIME as random mobs and cause insane stupid chaos that broke both encounters. Bleh.

Granted, there are ways to do this that AREN'T tedious and annoying. Dungeons and Dragons online has big, huge "wilderness explorer" areas that are crammed with groups of mobs. The thing is that you can SEE them, they don't just fall out of the sky and instantly aggro on you. So not only is it your choice to enter these areas in the first place, if you don't feel like fighting a ton of crap you can avoid it. That, and these encounters DON'T SCALE, unlike in the Bethesda games, so after a while they're totally negligible. Something like THAT, I could deal with. Having to fight 40 level 27 wolves every X number of feet, HELL NO.

#10
Guest_The Mad Hanar_*

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Yeah, it would be cool if there were random encounters with three options.

[Skillfully sneak around the poorly planned trap]
[Spring an surprise attack for once!]
[Listen to the mob]

#11
Spectre slayer

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I'm thinking that they will have respawns up to a certain point since i'm pretty sure they said in one of their videos that the area's made to be revisited again promising higher level content if you go back, so coupled with the lack of level scaling it sounds like the enemies will get tougher later on and other enemies that were to strong earlier will remain the same but I could be wrong.

#12
Lebanese Dude

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David7204 wrote...

I'd prefer open areas to respawn but dungeons to remain cleared once the player has cleared them. Including the loot.


Same, although I don't mind dungeons being repopulated after a specific period of time (acts or main quest development).

#13
Guest_EntropicAngel_*

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PsychoBlonde wrote...

I find respawning random encounters tedious as well, particularly in open world games. I just want to run around and enjoy the scenery, I don't want my trip to be interrupted every 10 feet by Random Bear. This was something I really hated in Oblivion, Fallout 3, and Skyrim, PARTICULARLY in Fallout 3 and Skyrim because there also were the "scripted" encounters that would sometimes spawn AT THE SAME TIME as random mobs and cause insane stupid chaos that broke both encounters. Bleh.

Granted, there are ways to do this that AREN'T tedious and annoying. Dungeons and Dragons online has big, huge "wilderness explorer" areas that are crammed with groups of mobs. The thing is that you can SEE them, they don't just fall out of the sky and instantly aggro on you. So not only is it your choice to enter these areas in the first place, if you don't feel like fighting a ton of crap you can avoid it. That, and these encounters DON'T SCALE, unlike in the Bethesda games, so after a while they're totally negligible. Something like THAT, I could deal with. Having to fight 40 level 27 wolves every X number of feet, HELL NO.


Sounds like you would LOVE the old Final Fantasy games.:P

However, I want to point out once again that there will not be level scaling. That means that if you get through an area and come back later, unless the game has replaced the enemies with higher level enemies (which might indeed happen at plot points--would help curb excessive grinding), you'll be able to mostly steamroll through.

And I too feel the game map needs to have enemies present before you trigger their "ambush" or some such, and I actually suspect it will.

#14
CuriousArtemis

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I like the idea of forests that are regularly populated with (dangerous) animals, no matter how many of those animals you kill. And encountering bandits and the such on the road randomly is also nice.

#15
animedreamer

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David7204 wrote...

I'd prefer open areas to respawn but dungeons to remain cleared once the player has cleared them. Including the loot.


That sounds fine in some cases, but areas like the Deep Raods, should definitely respawn because surely the threat of Darkspawn isn't so small that a band of 4 can clear the deep roads permenantly.  Also unless it's loot that the enemies are droping I would assume all chest remain empty. Also a cave that was once home to a dragon, might very well make a good thief/bandit hideout once the Dragon has been cleared and word spreads of it.

^
To build on this more, it doesn't have to be the same encounter everytime, like I mentioned a cleared Dragon's Cave could be a great spot for any group of another creature to move into. 

A abandoned Bandit hideout that was ransacked is still a dwelling in which a a few wild dogs or wolves might make their home, especially if it was a bears cave before the bandits got there.

Modifié par animedreamer, 03 décembre 2013 - 04:24 .


#16
The Spirit of Dance

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The solution for this is simple. An arena mode that puts you in random areas against somewhat random opponents that give you no experience.

#17
Sanunes

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What I think would be a neat idea is that areas can repopulate if something isn't done to prevent enemies from spawning, such as destroying a cave entrance to prevent them from being able to re-enter the area. That way people that don't want the area to re-populate can have a way to prevent it, but those that would like to have areas with enemies have that option too. I am just not sure how much work something like that would be to implement in a game.

#18
Lebanese Dude

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supremebloodwolf wrote...

The solution for this is simple. An arena mode that puts you in random areas against somewhat random opponents that give you no experience.


You forgot the mandatory screen glass breaking when the encounter starts.

#19
katerinafm

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I actually really like the option to be able to clear out areas in video games. Maybe it could be depending on the area. For areas where you go and place a Keep in, it'd make sense if you eventually cleared the area of enemies completely.

Also respawning enemies can be very frustrating. You learn to deal with it, but for example, in Dragon's Dogma, enemies respawned in the same place, and if you wanted to travel through an area multible times, you had to fight the same enemies over and over which was pretty tiring.

However, since enemies won't scale up to the player, the respawning enemies could end up being wiped out quicker and quicker the more you level up, so maybe it won't be really bad.

What's important is to make areas feel populated without just making enemies spawn every two minutes.

#20
nightscrawl

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animedreamer wrote...

Also a cave that was once home to a dragon, might very well make a good thief/bandit hideout once the Dragon has been cleared and word spreads of it.

We had this in DA2, it was called reusing maps.

I get your point though, but there is a good way and a bad way to do it. The Wounded Coast was the bad way, but the Bone Pit Mines in Act 2 was the good way, since the point was to continually clear the mines so your workers could return.

#21
Dabrikishaw

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Re-spawning enemies is an awful idea in this series. The way things are now is great.

#22
Jozape

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IMO it does not matter whether enemies respawn or not. As long as it makes sense from the character's point of view or some point of view from within the character's world, I am satisfied to take both respawning or never respawning areas.

#23
thats1evildude

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I'm not sure if respawning enemies is going to work with Inquisition, as there's limited health regen and enemies don't level with you.

I would hate to have to keep slaughtering some low level pack of wolves every time I want to backtrack Crestwood, for instance.

#24
DRTJR

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thats1evildude wrote...

I'm not sure if respawning enemies is going to work with Inquisition, as there's limited health regen and enemies don't level with you.

I would hate to have to keep slaughtering some low level pack of wolves every time I want to backtrack Crestwood, for instance.

They could implement a Earthbound like system that from the fully armour level forty bloodmage, yet might attack a level five mage in a bathrobe.

#25
Fast Jimmy

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DRTJR wrote...

thats1evildude wrote...

I'm not sure if respawning enemies is going to work with Inquisition, as there's limited health regen and enemies don't level with you.

I would hate to have to keep slaughtering some low level pack of wolves every time I want to backtrack Crestwood, for instance.

They could implement a Earthbound like system that from the fully armour level forty bloodmage, yet might attack a level five mage in a bathrobe.


I did like the Earthbound system. Enemies actually knew to stay the heck away if there was a 100% chance if them getting decimated.