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DA:I too difficult for casual gamers?


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#326
efd731

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I will admit that I am slightly worried about the lack of Health regen, but at the same time, bioware changing something so intrinsic wouldn't happen if they were sure/thought it would render the game unplayable(or not fun) for us.

#327
Spectre Impersonator

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I really doubt it. Mass Effect 3 was very geared towards story-focused players and was incredibly easy, even on Normal. Dragon Age 2 seemed to follow that pattern in getting easier as the series progressed.



#328
Grieving Natashina

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Something I thought of yesterday when I was mulling over this thread.  The changes to healing and leveling can seem intimidating for some players, and I can understand why.  It's never fun taking a Right Turn of Doom and ending up getting killed by much higher level mobs (well, except when it is,) and it can seem like a hassle to carry enough healing potions/have enough mana to get from battle to battle.

 

I can assure you that, given time, this will become second nature.  It seems weird at first, because the changes are so new.  For the more newer player, the healing regen system changing so much can leave one feeling like the game is forcing them to burn up bag space for potions and materials.  For the more veteran players, many of us remember far too well the Dragon Warrior/Dragon Quest games and the sheer amount of level grinding involved.  A lot of us in that group (hi!) have been burned out on that for years.  

 

Still, neither group should be too hasty to judge.  We still don't know the details behind the healing spell and regen changes and it's probably not wise to jump to too many conclusions based upon footage from pre-alpha and verging on a year old.  I'm not saying that they brought back level scaling or the regen, but I am saying that tweaks to the combat mechanics have happened, and things could have changed a bit (or a lot) since then.


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#329
Dio Demon

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This is one thing I loved to do in Dragon's Dogma. I could find challenge if I wanted it with ease, one example is the 3 ogre's in the mine at early levels. I had sooo much fun fighting enemies that could completely destroy me it gave me so much satisfaction but if I felt like it I could go and get stronger before taking on the enemies that could crush me.


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#330
Guest_Fandango_*

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Immersion is subjective and tends to reflect on what someone does or does not like in the game.


I'm curious, what do you make of the OP Alan? Should Inquisitions casual mode be designed to make people like Zenbry 'feel like a god' or should it be a little more nuanced in offering up genuine challenge to those players who want it, but struggle to cope with the demands of playing on higher difficulty settings?


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#331
Nightdragon8

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I'm the kind of person that not only plays on casual,*Pause to let the "not a real gamer" storm pass*, but I also check every barrel, do every side quest, go down every conversation path, collect every possible rare item, and get in every possible side battle so that I am at a level were when I fight I feel like a god. This is fun for me. I realize I'm strange, but there it is. The dragon age series has always been a favorite, because of it's emphasis on story, the connections to your companions and the world at large. A couple of things have come up though that make me worry about the difficultly level of DA:I.

 

1. Timed events- This was seen in the PAX Prime demo last year. My concern here is the inability to take a breath between battles. The pressure to continually be running ahead to stop the damage leaves little time to take stock of how the last fight left you, to get in the best position for the next fight, or to check that pretty barrel in the corner over there. Also in an event such as the one shown it lends itself to the, "If you do this event fast enough you can save both the town and the keep" Which for a slower, more cautious player is, well, more difficult, and less fun.

 

2. Access to healing- It's been reported in XBox magazine and other places that there will be no regenerating health, mages will be unable to spam healing spells, and our carry for health potions will be limited. Can I just say yikes! I hate dying. Am I going to be dying more often?

 

3. Inability to explore fully- I may be taking this out of context, but it was reported by Lady Insanity from PAX East, that you can't explore everything on your first play-through. Now this might just be a function of the "you make this choice, you either lose x or y" Which I'm good with. I love my actions having consequences. But what I worry this means is events will pop up, like you have to go to the dormant reaper ship now, and this will make it so that you can't go back to certain areas and thus might miss fun content or important leveling opportunities, making the end game harder.

 

Honestly, I am super excited for this game and it can't show up soon enough in my opinion. I just have the concern that I will get to a certain point in the game, and the difficulty will take the fun out of it for me. Anyone else feeling this way? Anyone feeling the opposite?

1. Thats what the pause button is for, also if anything it would make you feel for a reason to be fast, But maybe will be able to do things faster.

 

2. As far as I heard thats all connected to the diffculty setting, the easier the mode the more you regain health

 

3. I think, it would be more of a "Path A vs Path B" sort of thing, where if you start on Path B, you wont be able to go onto Path A. I'm sure the expereince will be equal (plus or minus 5%) But you sacred of gaming "Gates" where you will get stuck going ahead, which I'm sure will happen near the end of teh game. Or when you go on missions.



#332
Topsider

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It would be nice if harder settings meant better AI but usually it just means increased enemy hit points, or the ubiquitous wave combat - more trash to kill. Battles become a repetitive slog.
 
I'd love it if some encounters in DAI are like the "Twisted Rune" in BG2. These guys were very tough. Just charging in with no tactics meant almost certain death. Facing enemy parties, with abilities similar to your own, can be very challenging even on normal.
 
I prefer character skill over player skill in rpgs. So things like the 'ancient rock wraith' will annoy me no matter what setting I use. All that timing and positioning wasn't hard to do, just tedious.


#333
Dominus

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1. Timed events

Does said timed event get paused as the game does? If not, I'd have a stronger reluctance for said addition. Otherwise, it's not an enormous deal to me if the timed events are placed in moderate amounts.

2. Access to healing

Were it not for the scalable difficulties, I'd be iffy about that. My memories of beating Baldur's Gate 2 even on easy mode was not a fun experience. Fortunately, DA:I on normal or casual will likely be a more comfortable experience.

Immersion is subjective and tends to reflect on what someone does or does not like in the game.

I agree it's subjective, but I'm not sure it's as simple as whether or not someone likes a gameplay element. There are plenty of gameplay elements I can enjoy in one title where immersion's unceremoniously tossed out the window, but it may not mesh as well in a title taking a more realistic stance i.e. DA:I. There was one topic long ago discussing doors getting magically locked in Dragon Age, With a game like Mega Man, the immersion value of the locked door after entering a boss room isn't as relevant.

3. Inability to explore fully- I may be taking this out of context, but it was reported by Lady Insanity from PAX East, that you can't explore everything on your first play-through.

Doesn't bug me. Assuming the game gives enough incentive for multiple playthroughs, I'm up for it. Worst Case Scenario? YouTube it later on.



#334
Guest_Trojan.Vundo_*

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Something I thought of yesterday when I was mulling over this thread.  The changes to healing and leveling can seem intimidating for some players, and I can understand why.  It's never fun taking a Right Turn of Doom and ending up getting killed by much higher level mobs (well, except when it is,) and it can seem like a hassle to carry enough healing potions/have enough mana to get from battle to battle.
 
I can assure you that, given time, this will become second nature.  It seems weird at first, because the changes are so new.  For the more newer player, the healing regen system changing so much can leave one feeling like the game is forcing them to burn up bag space for potions and materials.  For the more veteran players, many of us remember far too well the Dragon Warrior/Dragon Quest games and the sheer amount of level grinding involved.  A lot of us in that group (hi!) have been burned out on that for years.  
 .


Oh godz, dragon quest that drove me crazy..specifically metal slime king. It might be second nature, but if I can avoid long hours do grinding I will.

#335
efd731

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Oh godz, dragon quest that drove me crazy..specifically metal slime king. It might be second nature, but if I can avoid long hours do grinding I will.

But but but....dragon warrior parcheesi mini game was worth it.....right?

#336
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Would it be wrong to ask for an enemy who's super overpowered like LuBu from Dynasty Warriors and Tadakatsu Honda from Samurai Warriors? lol


And now they are both an utter joke, even on hardcore. I didn't think you could dumb down a warriors game, looks at dw8."oh wait..."

#337
AresKeith

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And now they are both an utter joke, even on hardcore. I didn't think you could dumb down a warriors game, looks at dw8."oh wait..."


I know  :crying: 

Why they gotta ruin something fun



#338
Allan Schumacher

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I agree it's subjective, but I'm not sure it's as simple as whether or not someone likes a gameplay element. There are plenty of gameplay elements I can enjoy in one title where immersion's unceremoniously tossed out the window, but it may not mesh as well in a title taking a more realistic stance i.e. DA:I. There was one topic long ago discussing doors getting magically locked in Dragon Age, With a game like Mega Man, the immersion value of the locked door after entering a boss room isn't as relevant.

 

When I am talking about immersion being subjective, I mean that within the context of a particular game, things that a particular person likes will often be cited as a list of positive immersion features (or at the very least, not brought up as an example of removing immersion), while things that a player finds annoying will be portrayed as hurting immersion.

 

Someone will say that no level scaling helps with their immersion, when it's just as valid for someone else to say that level scaling helps with the immersion.


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#339
Deflagratio

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When I am talking about immersion being subjective, I mean that within the context of a particular game, things that a particular person likes will often be cited as a list of positive immersion features (or at the very least, not brought up as an example of removing immersion), while things that a player finds annoying will be portrayed as hurting immersion.

 

Someone will say that no level scaling helps with their immersion, when it's just as valid for someone else to say that level scaling helps with the immersion.

 

 

Maybe it's just because I stll play P&P's on occassion, but I always point out that some people need to learn to separate player knowledge from character knowledge. In the case of "Scaling", as long as creature and loot generation makes sense within world context, there should be no conflict. It's nobody's fault but the player's that they researched enough to know about leveled lists and threat zones.

 

I only run into a problem when an aspect of the game causes me to become accutely aware of a mechanic. The badly constructed  dialog trees of Skyrim are a minor, but easy example of this. Still much better than FREEZE WORLD, ZOOM IN, LOCK EYES, MOVE NECK.