Perhaps the DA game-series needs to get over its aqua-phobia, people. Many fantasy games are willing to break the "water plane". We want boats, we want swimming, aquatic mounts; heck maybe we want merfolk, underwater/aquatic creatures, underwater civilizations ... just please, for all that is holy, NO MURLOCS.
Jumping and Swimming
#26
Posté 12 mars 2014 - 03:17
- Brass_Buckles, jncicesp et Nuloen aiment ceci
#27
Posté 12 mars 2014 - 06:56
Just like swimming wearing armor being admittedly unrealistic... this is also true.
It may be silly to swim in armor, but if we can't swim, I want one of those cool-looking boats from the gameplay video to float around in.
I was just pointing out the fact that people saying no to swimming with armor on, are forgetting that DA is already way past the point of realism. Having said that, we can hand wave a few things which are unrealistic, as long as they are reasonable additions to the game(like swimming and not like that gate bash skill Cassandra got ugh...).
#28
Posté 12 mars 2014 - 11:57
I was just pointing out the fact that people saying no to swimming with armor on, are forgetting that DA is already way past the point of realism. Having said that, we can hand wave a few things which are unrealistic, as long as they are reasonable additions to the game(like swimming and not like that gate bash skill Cassandra got ugh...).
It's entirely possible that people who talk about the impossibility of swimming are similarly turned off by things like a shield tearing down a two ton barricade, or hitting a sword into the ground so hard rocks jut out, or ninja leaps sixty feet in the air. People may have problems with ALL these things and simply don't want to add more onto the plate than what apparently already exists.
#29
Posté 12 mars 2014 - 01:59
That's a very counterproductive line of thought. "I don't want another unrealistic element added to the game as there already exist 10 others, even though the latest element may actually be a reasonable addition to the game with some value, as opposed to the previous ones". I suppose that is where most naysayers and I part ways on the subject. In most video games, some unrealistic elements are just unavoidable, but their existence is declared justified based on what is added to the game in the expense of immersion. Their value is to be judged, not the overall number of this type of elements.
#30
Posté 12 mars 2014 - 03:12
Which may be a reason I don't wind up playing DA:I at all. You are supposing everyone who has a problem with swimming or jumping three feet in the air while encumbered by 50 lb. armor is going to buy and play the game in spite of knocking down gates with a shield. When, in reality, it may be the straw that breaks the camels back in deciding if I even purchase the game at all.
#31
Posté 12 mars 2014 - 04:13
All I know if that if I play DA:I, I'm going to roll my eyes every time I see someone in full plate doing a barrel roll, going for a swim, knocking down a gate, flying through the air or hitting dirt and somehow making rocks jut out. I'm going to be rolling my eyes and saying "this is SO stupid."
Which may be a reason I don't wind up playing DA:I at all. You are supposing everyone who has a problem with swimming or jumping three feet in the air while encumbered by 50 lb. armor is going to buy and play the game in spite of knocking down gates with a shield. When, in reality, it may be the straw that breaks the camels back in deciding if I even purchase the game at all.
I second this somewhat and hope that with the new direction in visuals, some amendments will be made to the gameplay we have seen so far as well. Over-the-top animations like the rock summoning or gate bashing would ruin the immersion and thus the experience for me. Restricting rolls and similar moves to rogues might even increase replay value as a tank would play very differently from a rogue/fighter relying on speed. Characters who can evade should suffer more damage when hit, characters in heavy armor would suffer less but have a harder time evading incoming attacks.
#32
Posté 12 mars 2014 - 04:33
Well, sorry to say that all of those things already exist. The over the top combat is not going to go, so you'll be spending a lot of time rolling your eyes at most of what you see. I'm not advocating any of it, just saying that most of what you speak of, besides swimming, have nothing much to add to the game.
My own take on Jumping and swimming though? Yeah, I'm not so picky as to consider something so basic like that, which adds more freedom to the game's exploration, a deal breaker.
#33
Posté 12 mars 2014 - 08:32
I'm playing KOA right now and we do get to jump off of platforms and actually swim. Just for fun I've swam all over the place and am picking up some amazing loot too. I think the swimming part is natural looking in the game. You do the breast stroke in it. You dive for loot.
I'd love to see this added to the Dragon Age series.
- Mes et jncicesp aiment ceci
#34
Posté 12 mars 2014 - 08:59
This brings me to ideaPretty funny isn't it? You could roll, shield bash a fortress gate to pieces, sunder the earth with your two handed bladed weapon(not even blunt), but people have a problem if the character is able to swim.
Strenght requirement for swimming in armor, if you dont meet reqirement, you will need to take your armor off and then equip it on other side again
#35
Posté 13 mars 2014 - 04:34
I'm playing KOA right now and we do get to jump off of platforms and actually swim. Just for fun I've swam all over the place and am picking up some amazing loot too. I think the swimming part is natural looking in the game. You do the breast stroke in it. You dive for loot.
I'd love to see this added to the Dragon Age series.
Honestly, I played KOA (too bad there won't be a sequel), and I didn't like the way it handled jumping, since you could only jump at set points and you didn't take fall damage. Swimming was all right--you could climb or jump in as long as you could walk into the water from the shore. I thought I should be able to get into the water from whatever point I could reach, but since I couldn't jump, I worked within the constraints of the game.
If we're being allowed to wander around fairly freely, and jumping/swimming are included, I'd rather we be able to do so freely. And yes, I would want there to be fall damage, though given the combat moves still being pretty flashy, maybe even most fall damage could be waived. Combat's not too realistic either...
#36
Posté 14 mars 2014 - 06:02
The problem is that since DA is a party game the companions would also have to follow the protagonist. In KOA ( KIngdoms of Amalur ) you only control one character. In DA games there are four to control. So the game would control the movement of the companions on a jump or swim. Which means you would have to rely on the game's pathfinding much like what happens in the fight against Corypheus.
KOA breaks immersion by allowing the protagonist to swim in heavy plate, but only jump at certain spots (Platforms). KOA also allows the protagonist to jump from insane heights. Compare that to Fallout 3 or Fallout: New Vegas if the protagonist jumps from to high a height the protagonist takes damage or dies Fallout allows the protagonist to jump anywhere.
A lot of what can be done comes down to the game engine and what it allows.
The big difference between KOA, Dragon's Dogma and DA is the the former two depend more on player controller skill than the two DA games basically because KOA and Dragon's Dogma are single character games. DA is a party based game.
You will notice in KOA (especially Legend of Dead Kel) that your companion (when the protagonist must team up) does not swim or jump. The companion will wait on the shore until the protagonist returns.
#37
Posté 14 mars 2014 - 06:48
I don't think I've seen a satisfying third person jumping-in-place animation for a 'realistic' character. Ever. Jumping to something can look great, as in Uncharted or whatever. But just jumping up and down? It always just looks goofy.
That probably has less to do with animation and more to do with the fact that it looks just as dumb in real life.
#38
Posté 15 mars 2014 - 02:17
I could care less about jumping, but it would be nice if there was an auto-climb sort of thing when you're walking and come to a small enough ledge.
Jumping can cause real problems with AI following you.
Swimming could be cool.
#39
Posté 16 mars 2014 - 11:20
LOL. Lots of splashing with occasional bouts of drowning...
- ElvaliaRavenHart et efd731 aiment ceci
#40
Posté 19 mars 2014 - 06:32
Boats might be more likely than swimming. We saw the red templars using them, didn't we?
#41
Posté 19 mars 2014 - 09:31
Once you do ground mounts, doing boats (as simply a 'kind of mount' that moves on a different surface, i.e. water; essentially the boat is a mount that treats the water like ground) can follow from that.
Maybe we will have boats. They would make a nice addition. (I'm not counting the cutscene-riding of boats we saw in DAO, I'm talking about a boat that moves around, not in a cutscene).
- Brass_Buckles et Aremce aiment ceci
#42
Posté 22 mars 2014 - 02:26
I don't know... why jumping and swimming? Was that necessary in DAO and DA2? I don't think so.
I guess i'm afraid, it would get to some lame, stupid platform-jumping-sessions as it is used in some MMOs with their dreadful controls.
And swimming? Most likely in full armor as well like in Skyrim? What for? I can't think of any rational reason or relevance for that... sorry.
#43
Posté 22 mars 2014 - 04:17
I get that objection, but presuming swimming characters resurface back to where they entered the water, they could leave the armor on the shore.
As for jumping (far enough to be useful) in heavy armor, no, I don't think it makes sense either, which is why I'd suspect rogues would be the ones best at it, as well as climbing. Well, I mean, if either kind of action were possible.
We will be riding horses, though, and even horses in barding carrying people in armor, can jump. They're darn strong animals, that's why we've been domesticating them for a long time.
Necessary? Well, yeah, I dunno. Jumping over a pit trap? Diving into the water to get an object at the bottom of a river?
DA eventually decides to create an aquatic race? (Merfolk?) If we're going to be spending some time with them in their environment, then maybe we need some magic for underwater breathing, too.
Anyway, speaking of jumping, yeah, it is kinda interesting how the Timeless Isle Blizzard stuck at the end of MoP has a lot of treasure chests you have to platform jump to get to. Platform jumpers? Other than that it's in 3D, we're back to Donkey Kong and Pitfall. And yeah, characters in plate armor are doing it.
#44
Posté 22 mars 2014 - 11:37
Necessary? Well, yeah, I dunno. Jumping over a pit trap? Diving into the water to get an object at the bottom of a river?
With dreadful jumping-controls it's quite more likely for you to fall inside and it's wiser to just go around or give a class the ability to disarm that. And about the diving... i'm not too sure if that would fit into DA. These sunken treasure kind of thinks fit more into pirate settings.
but if the mounts were able to jump - that's something i can agree with.
#45
Posté 22 mars 2014 - 03:10
Well, if GameStar is correct (see GameStar thread in Scuttlebutt):
1. There will be jumping. (*)
2. No climbing.
3. Swimming - still unknown.
(*) Again, implementation unknown. In combat? Out of combat? When will we use it? Will they make you jump across platforms to get to treasure chests? (**)
(**) Please, Maker, no.
#46
Posté 23 mars 2014 - 07:03
Well, jumping is confirmed...NOW FOR SWIMMING





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