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#126
Cainhurst Crow

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LinksOcarina wrote...

ghostzodd wrote...

........Link we have talked about this already


Since when do I listen to you? :devil:

 

I don't understand this whole awsome button thing.  I played DA2 on Xbox then on PC. the combat is definetly more flashier then origins.  But I enjoyed the combat since I have been of fan of action rpgs since I was like 10.

Stuff like Star Ocean till the end of time, Kingdom hearts, Rogue Galaxy. The awesome button never affected me. Combat is not even why I consider DA2 bad compared to Origins.


What leaguer is trying to say is there was a PR piece talking about the "awesome button" for Dragon Age II, that did everything for you. tap it enough you attack faster basically. 

A lot of people didn't like the PR bit because it was stupid for one, and was against the mechanics of dragon Age as a series...until the game came out and the awesome button aspect was a console only aspect, that was later patched into the PC version. 

Since both games had toggles for combat being tactical, it was basically a terrible PR bit that meant nothing, but people latched onto it as if it was a "problem" with Dragon Age. 

See, trying to make things clear for you. 



So basically...this **** is all about Posted Image, and the people who think Posted Image's exist despite all the evidence against it?

#127
ghostzodd

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leaguer of one wrote...

ghostzodd wrote...

leaguer of one wrote...

ghostzodd wrote...



........Link we have talked about this already

Awnser me this... How does the "awesome button" effect pc  players when they don't even have the option use it on pc?


I don't understand this whole awsome button thing.  I played DA2 on Xbox then on PC. the combat is definetly more flashier then origins.  But I enjoyed the combat since have been of fan of action rpgs since I was like 10.

Stuff like Star Ocean till the end of time, Kingdom hearts, Rogue Galaxy.

*Sigh....http://www.youtube.com/watch?v=SV97ozaD4vs

On the console version of da2, their is an option to turn off auto attack and allow the player to manually apply melee attacks, thus turning the wait time between cooldowns to a button masher. PC players freaked and then critazed devs for doing this because they made console the lead  version. Reguardless, the pc verion never got the contriversal manual melee option nor was it ever planned for pc and pc player still to the day use it to hate on da2.

You should not comment on something you know nothing about.


Well I am a PC player and I did not freak out over it oh=]. Anyway ah I understand what your talking about now the manual attack button. Its been 3 years since DA2 dropped,combat was never a problem for me so I considered it a trivial matter

Seriously its the internet don't take it to the head so much

Modifié par ghostzodd, 10 février 2014 - 08:39 .


#128
Cainhurst Crow

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What makes manual attacks so bad?

#129
LinksOcarina

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ghostzodd wrote...

LinksOcarina wrote...

ghostzodd wrote...

........Link we have talked about this already


Since when do I listen to you? :devil:



Well considering you ran to a moderator, after acting like a petulant child in that one topic<_<. Thats like some grade school stuff. get into an arguement with someone then run to the teacher when they push back:innocent:


Making arguments in a topic that include you, with your replies being nothing but insults and spam towards me just because you can, makes me the child for reporting it?

Man, the internet is a strange, unruly place where black is white it seems.

Darth Brotarian wrote...

What makes manual attacks so bad?


Nothing, it again boils down to personal preference of mechanics. Some people have it locked in that auto-attacking for tactical advancement is better than manual attacking, just like some people like turn-based over real-time. It's a matter of taste and thats what a lot of these concerns always boil down to.

Which is why its always a trivial argument in the end. Fun one to make, sure, if you are good at arguing things, but trivial. 

Modifié par LinksOcarina, 10 février 2014 - 08:39 .


#130
ghostzodd

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Darth Brotarian wrote...

What makes manual attacks so bad?


I have no idea:huh:

#131
ghostzodd

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LinksOcarina wrote...

ghostzodd wrote...

LinksOcarina wrote...

ghostzodd wrote...

........Link we have talked about this already


Since when do I listen to you? :devil:



Well considering you ran to a moderator, after acting like a petulant child in that one topic<_<. Thats like some grade school stuff. get into an arguement with someone then run to the teacher when they push back:innocent:


Making arguments in a topic that include you, with your replies being nothing but insults and spam towards me just because, and i'm the child for reporting it?

Man, the internet is a strange, unruly place where black is white it seems.


Yes knowledgeable gaming journalist grace us with your bountiful wisdom:wizard:

#132
n7stormrunner

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Ieldra2 wrote...

n7stormrunner wrote...

Ieldra2 wrote...

n7stormrunner wrote...

Star fury wrote...

KaiserShep wrote...

I get this impression around these parts that Dragon Age 2 is considered to be some kind of pestilence from which absolutely nothing should be borrowed. Thing is, what are the specific traits of Dragon Age 2 that are being borrowed, and why are they bad? I'm aware of complaints around things like paraphrasing in the dialogue wheel, autodialogue and so forth, but what else is there? 


I'd appreciate if you show me things worth taking from DA2.


not dancing for 5 minute before attacking? mage reacting to the fact they could hit someone with the big stick they all carry? facial expressions? companions caring you feel depressed? need any more?

I agree with most of that, but what people call the "combat shuffle" is actually an important element of tactical combat: movement. Through several related design decisions, DA2 makes positioning tactics completely irrelevant, and that's not a good thing. If positioning is relevant, it will always take some time to move into an attacking position (because again, if it doesn't then positioning is irrelevant). So....yes, it will be missed by some. I want my mage to be able to stand away without being attacked in 0.1 seconds by someone with superhero acrobatics, and I want to cast carefully targeted spells at tactically relevant enemies instead of being in the middle of things and spamming AoE attacks because of the absence of friendly fire.


umm, I'm sorry but I'm going need a few days and some strong drinks figure how wander aimlessly is tactical... far as I can tell it's pointless why can't I just hit the guy just standing in front of me. and I want my character  to not waddle like he has a pinecone.. I'll get banned if finish that thought so for now bed.

p.s, though from what they shown it looks like da: I will be what da2 too should have been, less clumsy and more tactial.

When were you ever unable to hit the guy in front of you? Also, I haven't seen anything like "waddling like a pinecone".


yes when instead of doing what I tell him like, you know hitting the guy, the warden dances... note moving out of the way so the ogre can eat wynne on it's own with me telling it to or the enemy using a skill to move me is not "tactical positioning". again the full statement would get me banned... 

#133
Fast Jimmy

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ghostzodd wrote...

Darth Brotarian wrote...

What makes manual attacks so bad?


I have no idea:huh:


If playing as one character allows you to perform more manual attacks (read as: exert more damage) than an approach that has you managing your entire party actively and equally, such that there is never a time when you would be button mashing, but watching the field and intervening with individual units as needed... then the game is slanting the game design towards being a button masher. 

There are COUNTLESS other games that are action-based button mashers. There are, literally, barely a handful of games being made that let you strategically manage an entire party with equal levels of control between the main character and other NPCs. Any step that slants away from that design is going to be met with more protests than asking why gorillas can't be hunted to make ashtrays out of their hands. You are threatening an endangered species for something that is silly and useless. 

#134
n7stormrunner

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ghostzodd wrote...

Darth Brotarian wrote...

What makes manual attacks so bad?


I have no idea:huh:


because reasons... no really thats it. I'm sure some can make a long list of them but the real one is they "think" it's bad.

#135
n7stormrunner

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Fast Jimmy wrote...

ghostzodd wrote...

Darth Brotarian wrote...

What makes manual attacks so bad?


I have no idea:huh:


If playing as one character allows you to perform more manual attacks (read as: exert more damage) than an approach that has you managing your entire party actively and equally, such that there is never a time when you would be button mashing, but watching the field and intervening with individual units as needed... then the game is slanting the game design towards being a button masher. 

There are COUNTLESS other games that are action-based button mashers. There are, literally, barely a handful of games being made that let you strategically manage an entire party with equal levels of control between the main character and other NPCs. Any step that slants away from that design is going to be met with more protests than asking why gorillas can't be hunted to make ashtrays out of their hands. You are threatening an endangered species for something that is silly and useless. 


ok I was wrong someone can come up with one good reason, but only if you think pressing a button more then once make some less tactial, I don't think so. but I was just prove wrong about one thing.

#136
KaiserShep

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If you play on normal or higher, you won't get far if all you do is mash a single button. Hell some enemies are totally immune to it even on casual. The arishok laughs at our button pumping.

Modifié par KaiserShep, 10 février 2014 - 09:03 .


#137
addiction21

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1. I never played it on consoles so did you actually attack more the faster you pressed the button?
and
2. If its a toggle what is the big issue then?

#138
Cainhurst Crow

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n7stormrunner wrote...

Fast Jimmy wrote...

ghostzodd wrote...

Darth Brotarian wrote...

What makes manual attacks so bad?


I have no idea:huh:


If playing as one character allows you to perform more manual attacks (read as: exert more damage) than an approach that has you managing your entire party actively and equally, such that there is never a time when you would be button mashing, but watching the field and intervening with individual units as needed... then the game is slanting the game design towards being a button masher. 

There are COUNTLESS other games that are action-based button mashers. There are, literally, barely a handful of games being made that let you strategically manage an entire party with equal levels of control between the main character and other NPCs. Any step that slants away from that design is going to be met with more protests than asking why gorillas can't be hunted to make ashtrays out of their hands. You are threatening an endangered species for something that is silly and useless. 


ok I was wrong someone can come up with one good reason, but only if you think pressing a button more then once make some less tactial, I don't think so. but I was just prove wrong about one thing.


Nothing is tactical about the diaper walk or the repositioning shuffle imo. It is a constant problem in auto-attack systems, and I enjoy manual attacking for my ability to position myself in a good spot to actually attack, rather then having my character shuffle to the worst place possible before they start slamming away. For example.

Rogue, what are you doing? I told you to backstab and put you right in the right place to backstab. No rogue, no. Don't walk all the way in front of that guy. No rogue, stop! Don't start circling him cause he turned the other way rogue. Rogue, stop. Stop rogue! STHAP!!!!

#139
LinksOcarina

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addiction21 wrote...

1. I never played it on consoles so did you actually attack more the faster you pressed the button?
and
2. If its a toggle what is the big issue then?


I tried both methods. You didn't really attack faster in long succession. After three-four button presses you do a power attack that has a 2 second cooldown tops. Then you start over. So your DPS is based on a sequence of button presses that has its own built in cooldown, which is why the Arishok whips your ass if you try it. 

It was more beneficial to put auto-attack on and float around positioning players so they can attack, and toggling A.I preferences for talents and spells each time. Espeicially on hard and nightmare. Pressing the button might work, but it would be difficult and you would need to set up your team tactically to do this anyway. 

As for why its a big issue, It wasn't, people made it out to be one though. See, the perception of legitemacy is more important than the legitemacy itself in this case.If you complain so much about the "awesome button" being a reason why the game is bad, it becomes part of the argument despite being completely pointless.

Only thing anyone is guilty of here is making a terrible PR pitch to try to sell the feature. Something, mind you, we should all ignore for sure, but not try to frame a debate that doesn't exist with it. 

Modifié par LinksOcarina, 10 février 2014 - 09:23 .


#140
n7stormrunner

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Darth Brotarian wrote...

n7stormrunner wrote...

Fast Jimmy wrote...

ghostzodd wrote...

Darth Brotarian wrote...

What makes manual attacks so bad?


I have no idea:huh:


If playing as one character allows you to perform more manual attacks (read as: exert more damage) than an approach that has you managing your entire party actively and equally, such that there is never a time when you would be button mashing, but watching the field and intervening with individual units as needed... then the game is slanting the game design towards being a button masher. 

There are COUNTLESS other games that are action-based button mashers. There are, literally, barely a handful of games being made that let you strategically manage an entire party with equal levels of control between the main character and other NPCs. Any step that slants away from that design is going to be met with more protests than asking why gorillas can't be hunted to make ashtrays out of their hands. You are threatening an endangered species for something that is silly and useless. 


ok I was wrong someone can come up with one good reason, but only if you think pressing a button more then once make some less tactial, I don't think so. but I was just prove wrong about one thing.


Nothing is tactical about the diaper walk or the repositioning shuffle imo. It is a constant problem in auto-attack systems, and I enjoy manual attacking for my ability to position myself in a good spot to actually attack, rather then having my character shuffle to the worst place possible before they start slamming away. For example.

Rogue, what are you doing? I told you to backstab and put you right in the right place to backstab. No rogue, no. Don't walk all the way in front of that guy. No rogue, stop! Don't start circling him cause he turned the other way rogue. Rogue, stop. Stop rogue! STHAP!!!!


thank you, just thank you

#141
CybAnt1

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Dragon Age was a hybrid of sorts, tactical/action, that had the pendulum swing both ways in favor of one over the other in both games. 


That's odd, I think I said that. 

A tabletop game is easy to make, hard to make well. Dragon age the tabletop is pretty good, very simple mechanics. It would be easy to make a sci-fi RPG (ive helped in testing one) if you have good mechanics, but they don't sell. Thats likely why it was never made.


Ok. I'll take your word for it. I haven't seen the sales figures for Warhammer 40K, Shadowrun, Traveller, the d20 Star Wars and Star Trek (tabletop) RPGs, GURPS Cyberpunk, etc. There are a lot of tabletop RPG genres ... superhero, horror, modern espionage, etc. ... are they all really doing more poorly than fantasy? Or just sci-fi.

#142
Uccio

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CybAnt1 wrote...

Well, I know I'm often in a minority position on this, but I'd prefer they keep the two series separate, even if one is selling better than the other.

The first was always planned as an action-RPG. The second, by slowly being integrated with the first, was moving in that direction with DA2. As you might know, I don't like that. Certainly, statements I've seen (including on Wikipedia) suggest they are moving back to some aspects of the 1st DA title. Which might be away from the ME series.

Of course, I find that good.

IMHO, the two were meant to appeal to two different audiences. I don't fault people who like them both. As long as they get why I love one, and couldn't get into the other. There are tons of action games out there. I just don't get why the one gaming genre that doesn't have action roots must be melded with action to become the vaunted "action-RPG".

I like shooters - I've played Doom, Unreal Tournament, Quake, Wolfenstein - I thought they got really interesting once vehicles became part of the gaming - I just don't want them mixed into my CRPGs, 1st or 3rd person.

There are so few people out there making RPGs that are not action-RPGs. I'm counting on one of the few remaining developers who seems to know how to do it, they have in the past. I will keep my fingers crossed. What I want is simple: more thinking (in both the combat and the roleplaying), less twitching & fast-emoting. People like me play games. We may be a small cult, but we don't have to be totally ignored. 










This. I skipped ME series after ME2 when I noticed that the game was leaning more and more to pew pew and some video clips. I really hope I don't have to do the same to DA franchise.

#143
LinksOcarina

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CybAnt1 wrote...

Dragon Age was a hybrid of sorts, tactical/action, that had the pendulum swing both ways in favor of one over the other in both games. 


That's odd, I think I said that. 

A tabletop game is easy to make, hard to make well. Dragon age the tabletop is pretty good, very simple mechanics. It would be easy to make a sci-fi RPG (ive helped in testing one) if you have good mechanics, but they don't sell. Thats likely why it was never made.


Ok. I'll take your word for it. I haven't seen the sales figures for Warhammer 40K, Shadowrun, Traveller, the d20 Star Wars and Star Trek (tabletop) RPGs, GURPS Cyberpunk, etc. There are a lot of tabletop RPG genres ... superhero, horror, modern espionage, etc. ... are they all really doing more poorly than fantasy? Or just sci-fi.



Sales figures don't get released because no traders release them, its a very private industry. To answer your question, yes they are, with the exception of White Wolf and Horror/action hybrids like Vampire and what have you. 

Fantasy has the largest niche, as Paizo and Wizards of the Coast can attest to. 

#144
n7stormrunner

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Ukki wrote...

CybAnt1 wrote...

Well, I know I'm often in a minority position on this, but I'd prefer they keep the two series separate, even if one is selling better than the other.

The first was always planned as an action-RPG. The second, by slowly being integrated with the first, was moving in that direction with DA2. As you might know, I don't like that. Certainly, statements I've seen (including on Wikipedia) suggest they are moving back to some aspects of the 1st DA title. Which might be away from the ME series.

Of course, I find that good.

IMHO, the two were meant to appeal to two different audiences. I don't fault people who like them both. As long as they get why I love one, and couldn't get into the other. There are tons of action games out there. I just don't get why the one gaming genre that doesn't have action roots must be melded with action to become the vaunted "action-RPG".

I like shooters - I've played Doom, Unreal Tournament, Quake, Wolfenstein - I thought they got really interesting once vehicles became part of the gaming - I just don't want them mixed into my CRPGs, 1st or 3rd person.

There are so few people out there making RPGs that are not action-RPGs. I'm counting on one of the few remaining developers who seems to know how to do it, they have in the past. I will keep my fingers crossed. What I want is simple: more thinking (in both the combat and the roleplaying), less twitching & fast-emoting. People like me play games. We may be a small cult, but we don't have to be totally ignored. 










This. I skipped ME series after ME2 when I noticed that the game was leaning more and more to pew pew and some video clips. I really hope I don't have to do the same to DA franchise.


I have good news and bad news which do you want first.

#145
CybAnt1

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Only thing anyone is guilty of here is making a terrible PR pitch to try to sell the feature. Something, mind you, we should all ignore for sure, but not try to frame a debate that doesn't exist with it. 


Oh I understand. It was a marketing phrase, and I recognize it was technically incorrect to latch onto it in the senses you're describing. For me, it was just a change of emphasis summarized by a phrase. 

That said, I really wish people would stop telling me the combat between DA:I and DA2 didn't change, when the top-down tactical view disappeared. Whether it was on console in DAO or not, it was something PC players lost, and they noticed. 

Oh yes, I know we're getting it back, but don't think it wasn't because players demanded a comeback.

BTW, we also lost traps (for some people important for their combat activity/strategy), and most importantly, the "new wave" completely changed the importance of positioning:

http://www.quarterto...t-with-tactics/

In many ways, combat in Dragon Age: Origins was about tactical placement and planning ahead for a battle where you usually knew all of the combatants ahead of time, while Dragon Age 2 is an exercise in attrition, resource management, and wading through two or more waves of enemies. One of the most popular complaints about Dragon Age 2 is that second and third waves of enemies spawn in such a way that your party goes from being carefully placed and tactically sound to surrounded, cut-off, and vulnerable. Whether this was an intentional design decision or not, the problem is also easily alleviated by grouping your party up as soon as each wave is defeated, and then moving them again as the next round of combat begins. It does make each scenario feel hectic, filled with tight spots where a character is overwhelmed by hordes of enemies (likely the reason why there is no friendly-fire option), or a caster is cut-off without hope of rescue. This is where I believe people are getting hung up on the combat.

It’s sloppy. Yes, it’s sloppy and messy in the “hero is covered head to toe in blood”, but it’s also sloppy because it’s nearly impossible to plan ahead for the entire battle. Your well laid plans are going to come undone, perhaps as soon as you come into contact with the enemy, or perhaps when a third wave finally exhausts your reserves. It’s frustrating, frantic, sloppy, and oddly exhilarating all in a few minutes of keyboard shortcuts and left-mouse clicks. For those of us who want a slower, measured approach, it’s a sad state of affairs for a series that began with the promise of a return to the roots of old-school RPGs. For those who want combat that feels faster, more interactive, and less planned, Dragon Age II is probably a breath of fresh air. Count me in the latter category, but as someone who has played every single one of those old-school RPGs, there are times when I shake my head in frustration realizing how a little bit of compromise in the two combat philosophies could have made for something truly special.

[snip][end]

I think this guy is spot on, and secondly, the good news for me, for him, for you, and for all, is I think they are seeking that compromise in DA:I. 

So yes, we're arguing about nothing, except in this case, unlike the argument over a word, I *do* consider this one non-trivial. 

At the end of the day, everybody's arguing their preferences - of course. Question is, are the developers going to seek the compromise between sets of preferences, or screw one group? 

Modifié par CybAnt1, 10 février 2014 - 10:11 .


#146
n7stormrunner

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CybAnt1 wrote...

Only thing anyone is guilty of here is making a terrible PR pitch to try to sell the feature. Something, mind you, we should all ignore for sure, but not try to frame a debate that doesn't exist with it. 


Oh I understand. It was a marketing phrase, and I recognize it was technically incorrect to latch onto it in the senses you're describing. For me, it was just a change of emphasis summarized by a phrase. 

That said, I really wish people would stop telling me the combat between DA:I and DA2 didn't change, when the top-down tactical view disappeared. Whether it was on console in DAO or not, it was something PC players lost, and they noticed. 

Oh yes, I know we're getting it back, but don't think it wasn't because players demanded a comeback.

BTW, we also lost traps (for some people important for their combat activity/strategy), and most importantly, the "new wave" completely changed the importance of positioning:

http://www.quarterto...t-with-tactics/

In many ways, combat in Dragon Age: Origins was about tactical placement and planning ahead for a battle where you usually knew all of the combatants ahead of time, while Dragon Age 2 is an exercise in attrition, resource management, and wading through two or more waves of enemies. One of the most popular complaints about Dragon Age 2 is that second and third waves of enemies spawn in such a way that your party goes from being carefully placed and tactically sound to surrounded, cut-off, and vulnerable. Whether this was an intentional design decision or not, the problem is also easily alleviated by grouping your party up as soon as each wave is defeated, and then moving them again as the next round of combat begins. It does make each scenario feel hectic, filled with tight spots where a character is overwhelmed by hordes of enemies (likely the reason why there is no friendly-fire option), or a caster is cut-off without hope of rescue. This is where I believe people are getting hung up on the combat.

It’s sloppy. Yes, it’s sloppy and messy in the “hero is covered head to toe in blood”, but it’s also sloppy because it’s nearly impossible to plan ahead for the entire battle. Your well laid plans are going to come undone, perhaps as soon as you come into contact with the enemy, or perhaps when a third wave finally exhausts your reserves. It’s frustrating, frantic, sloppy, and oddly exhilarating all in a few minutes of keyboard shortcuts and left-mouse clicks. For those of us who want a slower, measured approach, it’s a sad state of affairs for a series that began with the promise of a return to the roots of old-school RPGs. For those who want combat that feels faster, more interactive, and less planned, Dragon Age II is probably a breath of fresh air. Count me in the latter category, but as someone who has played every single one of those old-school RPGs, there are times when I shake my head in frustration realizing how a little bit of compromise in the two combat philosophies could have made for something truly special.

[snip][end]

I think this guy is spot on, and secondly, the good news for me, for him, for you, and for all, is I think they are seeking that compromise in DA:I. 

So yes, we're arguing about nothing, except in this case, unlike the argument over a word, I *do* consider this one non-trivial. 

At the end of the day, everybody's arguing their preferences - of course. Question is, are the developers going to seek the compromise between sets of preferences, or screw one group? 


I do believe there is a saying about plans and enemies that is relevant here... and you forgot screw everyone trying to make everyone happy. :P

#147
LinksOcarina

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CybAnt1 wrote...

Only thing anyone is guilty of here is making a terrible PR pitch to try to sell the feature. Something, mind you, we should all ignore for sure, but not try to frame a debate that doesn't exist with it. 


Oh I understand. It was a marketing phrase, and I recognize it was technically incorrect to latch onto it in the senses you're describing. For me, it was just a change of emphasis summarized by a phrase. 

That said, I really wish people would stop telling me the combat between DA:I and DA2 didn't change, when the top-down tactical view disappeared. Whether it was on console in DAO or not, it was something PC players lost, and they noticed. 

Oh yes, I know we're getting it back, but don't think it wasn't because players demanded a comeback.

BTW, we also lost traps (for some people important for their combat activity/strategy), and most importantly, the "new wave" completely changed the importance of positioning:

http://www.quarterto...t-with-tactics/

In many ways, combat in Dragon Age: Origins was about tactical placement and planning ahead for a battle where you usually knew all of the combatants ahead of time, while Dragon Age 2 is an exercise in attrition, resource management, and wading through two or more waves of enemies. One of the most popular complaints about Dragon Age 2 is that second and third waves of enemies spawn in such a way that your party goes from being carefully placed and tactically sound to surrounded, cut-off, and vulnerable. Whether this was an intentional design decision or not, the problem is also easily alleviated by grouping your party up as soon as each wave is defeated, and then moving them again as the next round of combat begins. It does make each scenario feel hectic, filled with tight spots where a character is overwhelmed by hordes of enemies (likely the reason why there is no friendly-fire option), or a caster is cut-off without hope of rescue. This is where I believe people are getting hung up on the combat.

It’s sloppy. Yes, it’s sloppy and messy in the “hero is covered head to toe in blood”, but it’s also sloppy because it’s nearly impossible to plan ahead for the entire battle. Your well laid plans are going to come undone, perhaps as soon as you come into contact with the enemy, or perhaps when a third wave finally exhausts your reserves. It’s frustrating, frantic, sloppy, and oddly exhilarating all in a few minutes of keyboard shortcuts and left-mouse clicks. For those of us who want a slower, measured approach, it’s a sad state of affairs for a series that began with the promise of a return to the roots of old-school RPGs. For those who want combat that feels faster, more interactive, and less planned, Dragon Age II is probably a breath of fresh air. Count me in the latter category, but as someone who has played every single one of those old-school RPGs, there are times when I shake my head in frustration realizing how a little bit of compromise in the two combat philosophies could have made for something truly special.[snip][end]

I think this guy is spot on, and secondly, the good news for me, for him, for you, and for all, is I think they are seeking that compromise in DA:I. 


Positioning was never important in Dragon Age outside of boss fights. I don't care how tactical the games were, when your best strategy was almost always one of caution, to hold back and fire for the majority of the battles because you can throw down one or two bombs with a mage that pretty much cripples half of the attacking force, there is little in positioning characters that matter. I especially like the triple threat combo of Earthquake, Grease and Fireball. Pretty much ruins anyones day while Leliana or my rogue Warden snipes them from afar. 

Or, if mages aren't your thing, you just pump the tanks up and let them soak it like men and women. And dogs. Throw in some mage buffs or more rogue backstabs to take out the biggest threat. It was not a question of position at all, since the terrain never really figured into things unless you had active choke-points that you can hold at. 

Even if the guy is spot on, it is a difference of simple taste. And honestly has little to do with Mass Effect and what Dragon Age took away from it. It is simply a mechanical combat issue. 

And let's be honest, few people really used traps in the game because they were pointless. Unless you had meta knowledge of a fight coming up, setting up traps and meticulously planning ahead rarely, if ever, worked in the thick of genlock arrow fire. They would have been useful in Dragon Age II due to the spawn mechanics ironically though, perhaps that is why they were taken out. 

As for top down, it was not on consoles. Since I have a rickety laptop that can barely run Baldur's Gate, the top-down change made little difference to me, much like the "awesome button" aspect for PC players. I guess I should be outraged I didn't experience it top-down, but I honestly don't see it as much of a loss really. 

ETA: To be honest,it shouldn't be for me to say what BioWare does. If they want to change things up, it is their choice to change them. If we don't like it we can walk away at any time really. Bemoaning about it should frankly have no effect on what they want to make. 

This constant need for feedback from fans worries me more. Creating a game by committee, most of them unprofessionals, is a dangerous precedent. It's what has me terrified about Wasteland 2 and its development thus far, and Pillars of Eternity. small-time games that I want to see succeed, for sure, and I know Kickstarter games are different beast but I fear they won't because they will be all over the place due to the feedback, and lose out in the end because it will be impossible to satisfy everyone. 

Modifié par LinksOcarina, 10 février 2014 - 10:29 .


#148
ElementalFury106

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Hiemoth wrote...

ElementalFury106 wrote...

@Hiemoth I was going to read and reply to your points in a respectful manner, until I saw you making snarky remarks and a mockery of many points people have agreed with me on. Didnt even give your response the benefit of being fully read and evaluated. Convey your arguments in a mature respectful way or don't reply at all. Simple as that.


Yes, I must admit that ended up being a lot more snarkier in my response than I had intended and than was necessary. It doesn't change the points I made, not that you actually even apparently read them, but it was still something that was not beneficial for any discussion. For that, I do apologize. I will not change what I wrote, because it was what it was, but I will strive for better in the future.

However, if you will allow me to point out a couple of things about your above response. First of all, it doesn't matter that there are people who agree with you about those points. I probably have some people agreeing with me about my points, at least my delusional mind thinks so. It doesn't make the argument stronger nor does it give any more merit. It just means that there are people disagreeing about something.

Second, here's the thing. I really do like, maybe even love, both DA2 and ME3, even with their flaws. You do not seem to share that sentiment, which I cannot even say is completely fine, as that would indicate that it would somehow up to me. If you don't like something, you don't like something. But, in many of your arguments of how those two franchises have been forced to be similar, you made claims that, in my view, distorted the facts to the degree that it almost seemed intentional to force a narrative. You mixed up the Paragon/Renegade system with the tone system, even though they are functionally utterly different  and even serve different purposes. I explained it in more detail in my post, not that you read it. Also, the claim that DA2 and ME3 level progression are now somehow basically the same is a claim so out there that I honestly, and I do not say this snarkily, do not know where to even start with that argument. Again, I explained this in more detail in my initial reply, and again you probably didn't read it.

So while you are critizing me of mocking points you made, I would counterargue that I found your initial arguments and points mocking of games I really liked. Not because they were critically of it, but rather because they were are based on facts that are demonstrably false, no matter how many people agree with them.


I read up to the first half of your post and then got fed up with its tone. I appreciate you recognizing it was unecessary.

I made another reply on page 2 basically saying "don't get me wrong, I still enjoy DA:2 and ME3 very much, but etc etc." You can read my full post there if you want.

I'm not so much criticizing the games you love (which I also enjoy) as I am criticizing the personal identity of the two franchises. I personally believe Bioware is making way too much similar decisions in the direction both franchises go. I believe they should retain their own identities, and go in different directions.

I remember when I got Mass Effect, Origins, and Mass Effect 2 on the days they came out and thinking "wow, Bioware is incredible at making varied games with amazing value." But when DA:2 and ME3 came out in the later years...well let's say I'm losing my unconditional faith for them as game developers.

There's a lot riding on Inquisition, people are hoping its the game that took its time and gets it done right, gets Bioware out of this uncharacteristic hiatus of theirs. I'd be lying if I said I didn't have the same hopes.

#149
CybAnt1

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Even if the guy is spot on, it is a difference of simple taste. 


OK, but his taste matters, and so does mine. At the end of the day, we're all expressing taste.

No offense, but if you want me to weight your taste more than mine because you are a "gaming professional," then no, I will not do that. (I'm not saying I will discount your opinions, either.) 

You have a certain perception of things that doesn't align with mine, but at the end of the day what you say below is what matters. 

This constant need for feedback from fans worries me more. 


So you think ignoring the people who will buy your game is a good idea?

To be clear, I'm surely not suggesting that the BSN does not often express a rather odd variety of ... ideas ... that could lead to a very strangely designed game if all were implemented (and I'm not talking about the oddball "Rumored Features" thread). 

Nor that all opinions need to be listened to equally. 

Again, to be clear, this sounds to me they are listening to the right ones. 

http://www.edge-onli...to-its-origins/

Meanwhile, BioWare has been asking itself what kind of game it wants to make. Inquisition might be a sequel, but not to the game you’d expect. The budget-constricted, single-character-focused misfire that was Dragon Age 2 has been forgotten, it seems, and BioWare is instead crafting a game that – right down to that subtitle – serves more as a sequel to Dragon Age: Origins than its immediate predecessor.

[snip][end]

Tasty music to my ears. And I don't really care how it makes you feel. :innocent:

Modifié par CybAnt1, 10 février 2014 - 10:40 .


#150
addiction21

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n7stormrunner wrote...

I do believe there is a saying about plans and enemies that is relevant here... and you forgot screw everyone trying to make everyone happy. :P


"A plan never survives contact with the enemy"

Which is a big problem at least around here. People conflate strategy and tactics. Strategy is that plan tactics are how you adjust to that plan. Which is why I laugh about waves = no tactics. No the waves in DA2 were silly and abused but it also does place a emphasis on tactics. How well can you adjust to a changing battle scape.

And no I am not defending DA'2 abuse of waves or how they just fell from the sky (you are not witty, clever or making a point linking a meme) but that doesn't mean you cant still be tactical. 

At no point in DA2 did I feel I still could not control the battlefield (and at the least I could meta game knowing there are waves are coming and fall back to a choke point) to be tactical.

And given what we have seen of DAI and if BioWare can follow thru with that then it will easily surpass