(moving this from Scuttlebutt to Feedback & Suggestions)
TRASH MOBS!
#26
Posté 05 mars 2014 - 04:39
#27
Guest_Avejajed_*
Posté 05 mars 2014 - 06:20
Guest_Avejajed_*
#28
Posté 05 mars 2014 - 09:57
No
so long trash mobs dont appear out thin air. there are sign of the might of enemy. And a Important part of the game.
If you dont want trash mobs go play World of warcraft where you have 1 trash mob and one boss.
Trash mobs added the hole rpg story telling and affort you need take to geth from a to b and from b to c.So if the bring him in right like the did whit dragon age orgins how more how better. The are important factor of a Quest if you need lets say fight your way. Trough a hole army of demons the fight a mighty demon and recover a lost artifact.
Then you want go on a epic quest that take some ours to finish.
#29
Posté 05 mars 2014 - 05:24
I'm in a weird place this morning. I saw the topic tiltle 'trash mobs' I immediately had an image of hundreds of npcs gathering together to hinder the Inquisitor. They are all singing and dancing 'Let's do the time warp again.'
#30
Posté 06 mars 2014 - 04:36
I empathize with your desire for less trash, but it really depends on the location, doesn't it? Take the Deep Roads for example. There really should be a lot of darkspawn that we have to mow through if we go down there. In some areas there can be bandits or maybe wildlife. With the plot of DAI I fully expect there to be a lot of random demon trash because of the veil tears.
I think the key is to have logical and also varied trash. Trash that should be there, but also not the same kind of trash over and over again. Different mob types as well as different types of pulls would go a long way to helping with the monotony that DA2 trash caused. And you know... also no raining men.
Well the Mines of Moria are supposed to be infested with Goblins however that diddn't mean Gandalf and co were constantly tripping over them every 5 seconds, in fact they went 3 days unmolested before they attracted the goblin horde and one rather nasty Balrog.
The essence of dungeon crawling is not diving head first into danger, swinging your sword at the horde and decapitating every enemy you see, it is about exploration, caution and avoiding danger where you can, dungeon crawling should be more about the atmosphere than an endless string of combat encounters. While I am sure the Deep Roads are infested with Darkspawn expeditions into the Deep Roads aren't planned through the tunnels where the Darkspawn are thickest, routes are planned through the tunnels with the least resistance and while I am sure you are bound to encounter at least some Darkspawn along the way there is no need to offer trash combat encounters at the frequency at which they are offered in the Dragon Age games.
I am not saying trash mobs need to be eliminated entirely as they do serve a purpose in certain scenarios however the frequency at which they are encountered could be toned down quite a bit.
#31
Posté 06 mars 2014 - 05:05
da2 critter mage: hi, let's play a game.
Imma teleport somewhere and/or use force field within 3 seconds.
if you cannot find and lock me down within 10 seconds, restart from your last checkpoint.
- Cyr8 aime ceci
#32
Posté 07 mars 2014 - 10:54
da2 critter mage: hi, let's play a game.
Imma teleport somewhere and/or use force field within 3 seconds.
if you cannot find and lock me down within 10 seconds, restart from your last checkpoint.
one thing I have a question about: in the lore, it says that teleportation is not possible, and even if you can make yourself unseen, you have to make transportation by foot. So why are mages able to teleport in DA2?
#33
Posté 13 mars 2014 - 04:48
one thing I have a question about: in the lore, it says that teleportation is not possible, and even if you can make yourself unseen, you have to make transportation by foot. So why are mages able to teleport in DA2?
magic.
velana already "teleports" in awakening, and the move, stone throw, became part of merrill's spec.
the thing is, so much of the world is not yet explained.
how did the darkspawn really came to be?
does the maker really exist?
who or what is flemeth?
what really caused decline of elven magic?
while I appreciate the writers' efforts to create a mystery-shrouded world not unlike the one in which we dwell, these uncertainties regarding very fundamental statements of fact seem a bit frustrating.
#34
Posté 13 mars 2014 - 04:44
I dont see why they cant add never ending jobs to the bounty boards. Like they did with the bandit scalps in Baldurs Gate. You make money and gain XP win win in my book.
#35
Posté 13 mars 2014 - 08:10
so long trash mobs dont appear out thin air. there are sign of the might of enemy. And a Important part of the game.
If you dont want trash mobs go play World of warcraft where you have 1 trash mob and one boss.
Are you kidding me? WoW is crammed with them, and they respawn.
You're constantly grinding them, not just for experience, but the 5% chance they drop the critter tooth you need for some silly quest.
I sure loved when WoW got a bit more quest variety, esp. with vehicles, instead of the annoying quests with the low drop rates.
#36
Posté 14 mars 2014 - 11:59
Are you kidding me? WoW is crammed with them, and they respawn.
You're constantly grinding them, not just for experience, but the 5% chance they drop the critter tooth you need for some silly quest.
I sure loved when WoW got a bit more quest variety, esp. with vehicles, instead of the annoying quests with the low drop rates.
I was talking about the raids/dungeons in World of warcraft.
not the world mobs. But in mine defends the are not worth the effort annymore once your reach top lvl and geth heirlooms.
in the decline in the game when the where no more relevant.
Wow was verry good Till the start to listen to all kids.thats was to hard.
and the trash mobs where to manny and to hard. and the dps was not far and tanking and healing was to hard
So did make Wrath of lich kings and look where that took them
#37
Posté 14 mars 2014 - 01:03
I'd like it more if we encountered trash groups a lot less frequent but make the fights you do run into last longer and more difficult. If I see low-level enemies now I don't even bother using an ability or spell. I just auto-attack them to death. (Right-click, right-click, right-click...)
#38
Posté 14 mars 2014 - 01:17
That's exactly the problem. The only thing you can do to make trash mobs a threat is to raise quantity. Throw lots of them at you. Zerging! And if you can't fit them all on the screen at once, keep dropping more from the skies. ![]()
I'd prefer quality over quantity, give me a few, tough, interesting opponents with good AI, abilities, instead of hordes of m.ooks. Please.
Look, if it's hordes of animals, fine, I don't expect "ambient wildlife" encounters to be all that interesting; but fights with sentient humanoids should be.
#39
Posté 14 mars 2014 - 05:34
its need to bee a mix of Quality and quanity. Lets say in the low levels a Group of hungery wolf's whit a slighty bigger wolf as leader thas try strike on say them that one of wolfs hit you in the back.
and i need to fill epic like your are big forrest. geth lost a vieuw times. Survied some ambushes. Find some Intressting stuff and craffting mats.
And then some ours laters after a vieuw frustration moments later. And A epic boss fight you want that feeling that you did more then go from a to b
Thats the feeling i want feel when i play singel player rpg
#40
Posté 17 mars 2014 - 02:05
It doesn't bother me. I just deal with it.
#41
Posté 18 mars 2014 - 12:50
I think this has partly to do with the limited fighting system and the limited enemy variation. I already found it in DA:O very tiring and disappointing, especially in the Deep Roads. You only went through standard moves, it was a way to stall, but there was often little relevant "gameplay" involved. I'm not an expert on tactical gameplay, so I won't try to tell them how to do it (except maybe for fewer trash mobs), but there seem to be lots of difficulties involved that they're still tackling with.
#42
Posté 19 mars 2014 - 06:34
But I like the occasional trash mob. I mean what makes walking through a deep road puzzle scary if not that spiders could jump out at any minute?





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