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The magical visuals of warrior/rogue abilities


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#51
Al Foley

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I kind of suspect/ hope that these more magical effects are just that 'magic'.  Buffs from Vivienne, for instance it seems that the Dwarf was imbued with a magical shield type spell, it could be that the effects were particle effects created by the shield and the Dwarf rushing.  Same with Sera's exploding arrow, she seemed to be surrounded by her own magic in the trailer, or it could be a specific type of arrow you find throughout the world.  We'll just have to see, because especially with the latter there is precedent with the Bursting Arrow in DA 2.



#52
Treacherous J Slither

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Dragon's Dogma is one of the greatest games that i've ever played. Hire my Pawn Midnight! PSN JSlither

 

I agree that in game combat and cutscene combat should be the same. Ever played Vanquish? In game your characters powersuit overheats after a melee attack. In cutscenes he becomes Cashaan Robot Hunter and pulverizes everything with an apparently limitless boost meter. Pissed me off.

 

The developers at BioWare keep attempting to balance the classes which goes against the lore which causes many problems as a result. I said it before and i'll say it again. There should only be two classes to determine character potential. Mage and mundane. Everything else is simply a job like assassin, and/or a combat style like Arcane Warrior.


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#53
Dabrikishaw

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No.



#54
Tajerio

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I actually quite enjoy the combat visuals I've seen so far. I've never been much into visual realism in combat in games--I'd rather see a pyrotechnic, acrobatic display than see something more grounded. Except for games in which that's central to the main idea--like Mount and Blade, for instance.

#55
Deebo305

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I find it funny when someone says such and such breaks "immersion". When my rain of fire spell isn't one-shotting spiders and slyvans then that should break immersion, when it takes 3-4 hits from my sword to kill a single tiny deep stalker then that should break immersion, when I strip my warrior of all equipment run up to a high dragon and survive the full blast of its fire breath only to lose 1/4 of my health then that should break immersion. Hell the moment numbers representing damage start popping over your enemies head then you should leave your immersion at the door and just enjoy the ride
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#56
Cy.

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Cy thinks the archer skills are the ones that need to be fixed



#57
Jackums

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Exaggeration doesn't bother me (ie. Warriors creating small craters with their sword swings), but giving flashy magic animations to non-Mage classes does irritate me. I get that there's this shiny new engine, but that doesn't mean you have to turn this into a Final Fantasy game and have everyone and their mother creating colorful light shows with every sword swing or arrow fired.

 

Though we've only seen a small snippet of combat, so I'll reserve further judgement.


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#58
Eternal Phoenix

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I find it funny when someone says such and such breaks "immersion". When my rain of fire spell isn't one-shotting spiders and slyvans then that should break immersion, when it takes 3-4 hits from my sword to kill a single tiny deep stalker then that should break immersion, when I strip my warrior of all equipment run up to a high dragon and survive the full blast of its fire breath only to lose 1/4 of my health then that should break immersion. Hell the moment numbers representing damage start popping over your enemies head then you should leave your immersion at the door and just enjoy the ride

 

I'm not asking for realism. However it is possible to connect the "cut scene" combat with actual in-game combat by making it look the same. There is no "realistic" game out there but there are games that are more realistic than others and I'd say that exaggerated visual aesthetics ruin immersion more than enemies being able to withstand hits that you believe should one shot them.

 

Suddenly being pulled from gameplay to watch your character swing a sword normally and then thrown back into gameplay where his sword swing can erupt the earth disrupts the flow.

 

Having one shot hits would be realistic combat. I'm asking for more realistic visuals and so there is a difference. I did talk about this "middle ground" in my original post.

 

And from a lore point (as I and others explained) the magical visual effects don't help convey the setting.

 

I think overly "magical" abilities for non-mages kinda undermine a part of the DA setting, where there's places where magic use is heavily sanctioned and magic users may fall victim to demonic influences. Example: those magic missiles Sera seemed to fire from her bow.

 

Archer conjures a magic missile out of nowhere and shoots it from a bow - all is well.

Mage conjures a magic missile out of nowhere and shoots it with a staff - "OMFG someone call 0-800-TEMPLARS".

 

 

In fact it breaks the lore when rogues have magical looking abilities where they can teleport across the battle-field in a shroud of mist.



#59
Tamahome560

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I was gonna make this thread if it didn't turn up. It's a massive killer of the atmosphere, this is one of the major reasons MMO's put me off, over exaggerated effect on warriors as if they were magic born in human form. All the colours flying around, even mages in MMO's are just too much. Adding magical looking visual effects on non magical classes is the stupidest thing ever. This has actually really killed my hype, silly looking combat. This pilled up with the lack of CE in the UK has killed my enthusiasm. I'll get the game at or after release. 

 

Please make these effects toggle? If not I'll be waiting for mods to remove them if they ever turn up. 



#60
NRieh

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This was a problem in DA2 but not a problem in Origins where everything was clear.

Oh really? Have you ever licked seen Alistair

- with his tanking-heroic stances up

- wielding enchanted sword with lighting+fire runes

- also affected by a cold magic weapon buff

- affected by bard song

- (possibly) with an active lifeward and couple of short buffs

- (possibly) hexxed 

???... 

I think you should check it out, and tell us again something about those 'clear non-magic visuals' in DAO. It was extremely annoyingly glowing and flashy.

 

Imo, DA2 had better sustained effects. It was exaggerated in many ways, and I can't say I'm a big fan of DA2 combat system, but my archer-rogue Hawke never looked anything like my  archer-rogue(bard\ranger)Warden. Much less sparkles, flashes and glitters. 



#61
Asdrubael Vect

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non-mages must stay non-mages and fight like non-mages

 

warriors and rogues looks like mages when they do their bullshit

 

i understand that bioware do not change warriors/rogues combat system for more realistic but they can delete all stupid visual effects what do not fit in Dragon age universe-lore and what make the game look like some old korean mmo

 

if someone would ask me about class system i find it stupid

 

it not make much sense to have 2 warriors what called "Warrior" and "Rogue"

 

i thnk it would be far better if we have only 2 classes..mage and non-mage


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#62
Bayonet Hipshot

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Perhaps there could be some lore explanation for this.

 

Since the Veil has torn apart and magic is going crazy, it stands to reason that not just magical spells will go crazy. Magical enchantments could go crazy as well which would explain why the attacks have some magical effects on them because those weapons might be enchanted. 

 

Additionally, did anyone remember that no matter who you were in the Fade in DAO Mage Questline, you could shapeshift in the Fade ? That is to say, regardless of your magical aptitude or affinity, you could perform magical skills in the Fade. Well now that the Veil is torn and the boundary between Thedas and the Fade is weaker perhaps non magical peoples can perform abilities that seem like magic ?

 

As for Iron Bull and the Inquisitor's two handed sword attacks, well, try bodybuilding yourself to be like the Qunari and slam down a two handed axe with all your might to the ground and see what happens. 



#63
Rawgrim

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It looks childish and cartoony, and it detracts from the serious tone of the game(s). If they want the story and the setting to make sense, the combat should too. Odd that the magic system has rules that makes sense, but regular combat doesn`t.


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#64
The Elder King

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It looks childish and cartoony, and it detracts from the serious tone of the game(s). If they want the story and the setting to make sense, the combat should too. Odd that the magic system has rules that makes sense, but regular combat doesn`t.


Regular combat never made sense in a DA game.

#65
Maraas

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It looks childish and cartoony

Right. No such thing should be allowed in videogames. This is serious business! We're grown ups, mature adults, we hate the frelling cartoons!

 

But really, where do you draw the line? OP doesn't mind weapon trails, but erm body trails somehow irk him. Well how is former better than the latter? It's pretty arbitrary. Some people didn't mind overstrained animations in DAO but were up in arms about over-the-top animations in DA2. And I don't see why.

 

Do these effects communicate something to the player? Yes. They're not there for nothing, they serve a vital purpose. That is all that really matters. Is it really that hard to look at things differently in order to enjoy the game? I'm not a big fan of the flashy combat myself, but I know that whine as I might it's not gonna change, so why not just roll with it?


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#66
DumSheeps

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I hate exaggerated animations and movements. I really really really hate them. Shame BW go this way. Shame there is no dual wielding swords. Thumbs up for Witcher 3 !


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#67
Innsmouth Dweller

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Right. No such thing should be allowed in videogames. This is serious business! We're grown ups, mature adults, we hate the frelling cartoons!

 

But really, where do you draw the line? OP doesn't mind weapon trails, but erm body trails somehow irk him. Well how is former better than the latter? It's pretty arbitrary. Some people didn't mind overstrained animations in DAO but were up in arms about over-the-top animations in DA2. And I don't see why.

 

Do these effects communicate something to the player? Yes. They're not there for nothing, they serve a vital purpose. That is all that really matters. Is it really that hard to look at things differently in order to enjoy the game? I'm not a big fan of the flashy combat myself, but I know that whine as I might it's not gonna change, so why not just roll with it?

well... for one, DA:O combat was slow paced, glistening magical effects just sort of were there, but it didn't give the overall jrpg feel as it did in DA2. because if you combine sparkles and jumping for over 3 meters you might as well add space monkeys (as much as i love Mr. Toriyama's manga)

 

now, i don't want realism in games, and i think it's safe to assume no one in this forum does. especially in a fantasy ones. but what purpose do those visuals actually serve? if it's only added to look cool - well, we might argue about what does 'looking cool' mean in the first place and make this another personal taste thread, along with romances or other crap thing. does it communicate something to the player? maybe it's just a reminder - hey, it's a magical world - maybe if the lightshow was a bit toned down - i'd be able to see a huge hole in the sky, you know: the one pouring demons into the world.

 

and yes, i'm well aware it's not going to change (not soon anyway), and yes i'm going to play the game no matter the visuals and enjoy the hell out of it. but that doesn't change the fact those shiny sparkles make me want to rip my face off and throw it out of the window. i think even more so than warrior/rogue players, cuz yeah - i love playing mages and they are flooding in this ridiculous shininess which i despise and hate from the bottom of my heart  :lol:



#68
Afro_Explosion

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These glowing things are probably buffs from vivenne,so calm down guys before we jump conclusions.

#69
In Exile

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It looks childish and cartoony, and it detracts from the serious tone of the game(s). If they want the story and the setting to make sense, the combat should too. Odd that the magic system has rules that makes sense, but regular combat doesn`t.


That's how everyone knows a game like the walking dead - with cell shaded graphics - is the best gift for a child, with its comical tone and inability to be taken seriously.
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#70
Mukora

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I'm giving this a big fat meh.

Yeah, the visuals may look kinda silly, but in the grand schme of things, so long as the rest of the game is good, I don't really give a ****.
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#71
cindercatz

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I think it looks nice, but also inconsistant with the tone of the story. And it takes visual cues from WoW etcetera. I never really went for that. But I can abstact everything in the combat (crazy jumps? slightly lower gravity. blinking back? Just slipped everybody's notice for a sec), so while it's not my style, it's not a big deal. The actual combat mechanics look good, and that's what's really important. The speed looks good, the level/world/encounter design, all good. Visually it's cohesive.

 

If I had my choice though, they'd look like the best of the best, but plausible, with subtle magical elements if something's enchanted (like slight fire shimmers running down an enchanted weapon), and large, thick effects for powerful magic spells, but otherwise regular weapon combat even for mages. Non lethal attacks would be represented by parries and blocks and glancing blows, dodges visible and core to basic melee, kills by efficient and obvious killing blows, cuts etc. Special attacks would be obvious flourishes that do what they describe. Combat would be consistant with cutscenes.

 

I appreciate visual subtelty and gritty physicality. But I don't really mind flashy visuals too much as long as the actual combat is substantive, and it looks like it is. :)

 

edit: An example of what I like aesthetically for flashy, magical combat? Think Ong Bak 3.



#72
Maraas

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what purpose do those visuals actually serve?

They are visual cues. They indicate and emphasize the action taken and its power. And, of course, the fact that people love flashy things. Well, most of them. So the rest of us will have to endure.

 

Given the rich palette of Inquisition, I'd say all this lightshow actually blends in. Or I prefer to think of it this way to avoid irritation. ))



#73
Innsmouth Dweller

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They are visual cues. They indicate and emphasize the action taken and its power. And, of course, the fact that people love flashy things. Well, most of them. So the rest of us will have to endure.

 

Given the rich palette of Inquisition, I'd say all this lightshow actually blends in. Or I prefer to think of it this way to avoid irritation. ))

oh Maker, i really do hope you're right!

unfortunately we have to wait few more months  :crying:



#74
Kirikou

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My answer is simple. Damn your immersion, I like my effects! 


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#75
VilhoDog13

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My answer is simple. Damn your immersion, I like my effects! 

 

Lol. Immersion. I still don't totally get it. I mean -- just look up. Sorry. I broke your immersion.

 

But really, if the game is more visually appealing, that's what's worth it. DA:O was pretty dull visually. Plus, this is a fantasy game. Ya know, like, not real. It's better to have fun. If you want real life go outside. (A little of this is still residual of ALL the constant "I WANT IMMERSION" from the Mass Effect series).