Guess we have to start playing on Easy mode to be doing it right :/
Get on mai lower level based god.
Guess we have to start playing on Easy mode to be doing it right :/
Get on mai lower level based god.
PC Mustard Race.
XD that's what I usually do and then once I'm used to the mechanics I'll get rid of the super weapons/armor one by one til I can play on normal difficulty without a issue.
(Screw that first part in Citadel though. Unless I'm an infiltrator I have to cheat
Why does everyone and their mother have damn shields/armor. Freaking biotics the stagger locking doesn't stop me from looking like swiss chiss
)
I got the impression with the third issue that it was more that the world was so expansive we would probably miss a lot on our first playthrough, not that some things are actively cut off.
Other than that, I get where you're coming from, since I often played DAO on Casual and DA2 on Normal. Less so now, but still sometimes. I'm just staying hopeful that DAI won't be too hard. The lack of healing concerns me, given that was a big problem I had with Dragon's Dogma (where no matter how many healing potions/spells you used, only a fraction of your health bar would be restored in total). Hopefully that will be scaled for the difficulty though.
You made a massive leap in conclusions. How does me supporting a gampelay mechanic that adds difficulty automatically make a supporter of "super-ultra-hard" mode? Nowhere did i say i wanted any of this, i only supported a gameplay mechanic presented in the demo, nothing else
Oh no?
Oh true, i see, but i think you missed the point of it being like that. In the demo it demonstrates that some situations you might have to choose what is best or what is the "greater good" of your inquisitor and in some scenarios you can save both parties but it will be hard. It would be pointless to have a choice dynamic if you could save both parties with ease.
The implication here is very clear. For the protagonist to be competent and successful, it needs to be 'earned' by the player through difficulty. It doesn't mean anything if it isn't 'hard' for the player.
Hate or not but it's in the game, here i the reason:
Laidlaw and Darrah told me about another big change in Dragon Age: Inquisition: your characters' health will no longer regenerate. It's an old-school choice we don't see a lot in RPGs these days, but they're psyched about it—they want adventures to be more challenging, and they want resource management to matter. You can no longer stack as many health potions as you want. You've gotta stay resourceful.
"My goal is that people stop thinking of the encounter... and instead think of the adventure," said Laidlaw. "These are your assets... the smarter you play, the more strategic you play, the better."
There's no level-scaling, so you won't have to worry about getting crushed by bandits that should be five levels lower than you. There will also be various difficulty sliders, like one for friendly fire. "We're trying to have more variety," Laidlaw said.
the qoutes is from pax 2013 and here is the link where i found an article about it.
http://kotaku.com/th...ious-1232404991
XD that's what I usually do and then once I'm used to the mechanics I'll get rid of the super weapons/armor one by one til I can play on normal difficulty without a issue.
(Screw that first part in Citadel though. Unless I'm an infiltrator I have to cheat
Why does everyone and their mother have damn shields/armor. Freaking biotics the stagger locking doesn't stop me from looking like swiss chiss
)
If I'm playing as The Chosen One then I might as well go all out like a chosen one! ![]()
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?
Oh no?
The implication here is very clear. For the protagonist to be competent and successful, it needs to be 'earned' by the player through difficulty. It doesn't mean anything if it isn't 'hard' for the player.
How is that in support of a nightmare-hell-super ultra hard mode? Please tell me how i suggested that the game needs to be as hard as possible
The implication here is very clear. For the protagonist to be competent and successful, it needs to be 'earned' by the player through difficulty. It doesn't mean anything if it isn't 'hard' for the player.
That's basic human psychology and phisiology for how we precieve the worth of both reward and worth, as well as challenge. The harder something is, the more endorphins and adrenalin is released, which increases a number of things including tension and biometric responses as well as the pleasure spikes in getting closer to ones goals and getting into "the zone" as some put it. When we beat the challenge, the brian senses the shift in gears and stops releasing Adrenalin, and releases dopamine and endorphins instead to help relax and calm the body down, inverse to the amount of Adrenalin released. You feel better, because your body precieved you were working harder and rewarded you more for it. It's also why when you fail you get frustrated and angry, the chemicals arne't releasing the same way and thus you are getting a different response and still riding that Adrenalin high with less endorphins and little dopamine.
If I'm playing as The Chosen One then I might as well go all out like a chosen one!
XD
Though honestly I didn't need modded weapons for DAO and DA2 casual difficulty (I used them on DA2 though because NOT ANOTHER WAVE started to ****** me the hell off and it became a matter of "I just want this to end.")
But honestly what I don't like about overly hard difficulty in party based games is the AI is usually retarded. And I either deal with said stupidity or end up wasting 10 minutes modifying tactics every 3 level ups >_>
David logic, don't question it.
Im glad i can have an outside party confirm that im not going crazy here
You know what DAi also needs? ME3 journal system? Eh? Eh?
Too extreme?
XD
Though honestly I didn't need modded weapons for DAO and DA2 casual difficulty (I used them on DA2 though because NOT ANOTHER WAVE started to ****** me the hell off and it became a matter of "I just want this to end.")
But honestly what I don't like about overly hard difficulty in party based games is the AI is usually retarded. And I either deal with said stupidity or end up wasting 10 minutes modifying tactics every 3 level ups >_>
Atleast we won't have to deal with level scaling ![]()
You know what DAi also needs? ME3 journal system? Eh? Eh?
Too extreme?
...Don't even joke about this D:
Atleast we won't have to deal with level scaling
XD Thankfully.
Awww I'm going to miss the level scaling bandits with iron swords that where more dangerous then a boss.
You know what DAi also needs? ME3 journal system? Eh? Eh?
Too extreme?
How is that in support of a nightmare-hell-super ultra hard mode? Please tell me how i suggested that the game needs to be as hard as possible
How hard is hard enough to be 'earned'?
Because lets be honest. Doing whatever is necessary to save both the village and keep is almost certainly going to be pretty easy for most anyone with experience with video games playing on normal or an easier mode. A breeze, really. It's designed to be easy.
Is that outcome still 'earned'?
Awww I'm going to miss the level scaling bandits with iron swords that where more dangerous then a boss.
David logic, don't question it.
How hard is hard enough to be 'earned'?
Because lets be honest. Doing whatever is necessary to save both the village and keep is almost certainly going to be pretty easy for most anyone with experience with video games playing on normal or an easier mode. A breeze, really. It's designed to be easy.
Is that outcome still 'earned'?
How hard is hard enough to be 'earned'?
Because lets be honest. Doing whatever is necessary to save both the village and keep is almost certainly going to be pretty easy for most anyone with experience with video games playing on normal or an easier mode. A breeze, really.
Is that outcome still 'earned'?
Now you're concluding that the mechanic for a game you never played, is going to be easy due to other games that have nothing to do with DA or Bioware. This discussion isnt even about your previous point anymore.
Uh, no, this has everything to do with BioWare games. It's reasoned off the simple and obvious fact that modern BioWare games on normal are pretty easy. Just as the overwhelmingly majority of AAA video games are easy. It's not difficult to get the 'best' playthrough for any modern BioWare game.
It stands to reason that DA:I will be similar. Particularly since they've made it clear they want to attract new players with DA:I.
And in any case, whether it will or won't actually be easy is utterly and entirely irrelevant in this conversation. The question at hand is whether you would be satisfied with such a thing. Not whether it will actually happen.
DAI needs moar one hit kills.
Like it or not, if the game is a walk in the park it might as well not be a video game. It needs some challenge and a set of mechanics that offer enough depth to swim in.
There is a reason why the strategy XCOM is a lot more fun than the third person shooter XCOM. Not due to it's different style, but it's challenge and difficulty.
But then again, this is a video game. Video games have options and customization that can (hopefully) be suited for everyone.