The magical visuals of warrior/rogue abilities
#76
Posté 16 juin 2014 - 10:07
As long as they disappear during conversations/cutscenes like DA2 I'm fine.
#77
Posté 16 juin 2014 - 11:14
- Treacherous J Slither aime ceci
#78
Posté 17 juin 2014 - 03:52
It's a fantasy video game, I'm not bothered by a lack of realism in combat.
- Devtek aime ceci
#79
Posté 17 juin 2014 - 03:57
Can't say it bothers me too much, or at all really. I'll have to see all of them before a truly definitive verdict can be reached, but I grew up on JRPGs (And then we had a falling out around FF13) so I'm kind of accustomed to a certain degree of ridiculousness. I think the "Flair" is just tied to special techniques and not necessarily regular attacks. In some capacity it gives them a bit more 'oomph' than the base animation, also when playing on the tactical level, it's a lot easier to see what your character just executed; a useful feature if you by chance, want to create a cross-class combo, or if used against you, awareness for particularly devastating attacks.
#80
Posté 17 juin 2014 - 04:17
instead of exploding arrows (something not even invented yet) they should just use flaming arrow.
- Flaming arrow
- Poison arrow
- multi arrow
- speed arrows
- damage/crit arrows
- stun arrow
- Rawgrim aime ceci
#81
Posté 17 juin 2014 - 05:00
also when playing on the tactical level, it's a lot easier to see what your character just executed; a useful feature if you by chance, want to create a cross-class combo, or if used against you, awareness for particularly devastating attacks.
A combat log would accomplish this much easier, why do I feel like I'm the only one requests this? I mean for christ, I've seen pure ARPGs with combat logs recent;y.
#82
Posté 17 juin 2014 - 05:13
- Sir Ulrich Von Lichenstien aime ceci
#83
Posté 17 juin 2014 - 05:51
Meh, flashy effects and ridiculous semi-magical skills have been in the DA franchise since DA:O. At this point, they are pretty much staples of the franchise. It is fine if you don't like them, but you should pretty much expect them to be in the game.
#84
Posté 17 juin 2014 - 06:01
They are visual cues. They indicate and emphasize the action taken and its power.
Not even remotely as informative as a properly placed combat text and\or icon. Seeing the highlight on your icon is much more helpful than trying to recognize which type of effect is supposed to be associated with those pink glitters, and how is it different from the blue ones, you know.
bet Cole is gonna ****** alot of you immersion/lore guys off when the game comes out
That's if they keep his native 'Asunder'...uhm...'skills' intact. Oh my, that's going to be fun.... ![]()
(let's just not spoil the details)
- Eternal Phoenix, Dutchess et Han Yolo aiment ceci
#85
Guest_Avejajed_*
Posté 17 juin 2014 - 06:15
Guest_Avejajed_*
Fire bad. Beer good.
#86
Posté 17 juin 2014 - 07:38
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).
It's nothing to do with that. I thought the ME series were fine in immersion.
Dragon's Dogma is more visually appealing without all the flashy effects. Why are people now only focusing on that "it ruins immersion" statement? It also breaks lore, looks too flashy, is completely over-done and makes the "warrior" look like the Spirit Warrior spec from Awakening.
The video is back up:
I see don't see how the shield charge at 6:35 somehow looks more visually appealing than this:
Or better, yet why don't I just compare it to Dragon's Dogma's shield charge version:
http://www.youtube.com/watch?v=NWf0Cf9YUJM
0:06
Now if you ask me, DD's version is more visually appealing. The character travels at a same speed but it looks more physically intimidating not just in part to the speed but due to the clear strength behind it (i.e dust rising into the air from his movement) and its accompanied by a better sound effect. It looks cool without being flashy so I can still see what's going on. If you continue watching, the assassin performs the "showdown" a sustained ability which lights his body with a blue tint but it's not as flashy as the dwarf's sustained ability which sends out a physical magical looking shock-wave.
To be honest, Inquisition's way is the easy way out. Rather than looking visually appealing from an animation view-point, Bioware threw in a few flashy visuals as opposed to well-performed animations which could have conveyed a similar display of strength and skill (as DD proves) without flashy visual effects to follow.
- Bayonet Hipshot et Han Yolo aiment ceci
#87
Posté 17 juin 2014 - 07:40
You can see why they were so eager to take it down. It also makes you wonder if the reasons they used a mage were more technical than political.
#88
Posté 17 juin 2014 - 08:35
You can see why they were so eager to take it down. It also makes you wonder if the reasons they used a mage were more technical than political.
What do you mean?
#89
Posté 17 juin 2014 - 08:58
What do you mean?
Mages fight from range as does Sera. On that video when they try to attack the dragon in melee, they clip through the head.
#90
Posté 17 juin 2014 - 11:53
A combat log would accomplish this much easier
Not from the user's perspective. Visuals are much easier to read. That's why we have road signs and not text instructions.
#91
Posté 17 juin 2014 - 12:12
The visuals are thrown in not to display a status but to make the ability you're performing look appealing. As I said above though, Dragon's Dogma accomplishes this same thing through animations rather than with over-done visual effects.
Simply displaying a small logo above an enemy's or player's head could easily portray a status without making the battle-ground look like a rave party.
#92
Posté 17 juin 2014 - 12:24
Dragon age may be a fantasy game, but is a fantasy setting were magic is looked upon with suspicion and fear. Anyone that shows any kind of magic ability or does something that looks like magic should end up with the Templars right behind their arses.
Or so the lore made me believe....
In my opinion that the worst part of the Dragon Age setting, a world that outcasts magic users yet has magic users throwing fireballs left and rigth without anyone even raising an eyebrow.
So, in my opinion, adding that flashy effects to warriors and rogues abilities makes absolutely no sense.
- Rawgrim et The Hierophant aiment ceci
#93
Posté 17 juin 2014 - 12:32
The visuals are thrown in not to display a status
Pretty sure they are (and no, small logo wouldn't do). Appealing and informing aren't mutually exclusive, though. As for DD, it's just different aesthetics. You like DD approach better? I do. Doesn't make Inquisition any worse in this respect. Just different. Not exactly my cup of tea, but I can live with that and can't see any point in devaluing something that clearly works for so many games and players.
So, in my opinion, adding that flashy effects to warriors and rogues abilities makes absolutely no sense.
Funny, but considering that indifference to magic display it actually makes a ton of sense—how the hell are you supposed to notice a mage casting fireball when everyone and their mother is glowing like a Christmas tree anyway? ![]()
- Cigne aime ceci
#94
Posté 17 juin 2014 - 12:50
Funny, but considering that indifference to magic display it actually makes a ton of sense—how the hell are you supposed to notice a mage casting fireball when everyone and their mother is glowing like a Christmas tree anyway?
Then I wonder how there any mages in the Circles, after all Templars can only find mages through their phylacteries...
#95
Posté 17 juin 2014 - 12:52
Then I wonder how there any mages in the Circles, after all Templars can only find mages through their phylacteries...
Dude, you don't wanna go there.
#96
Posté 17 juin 2014 - 12:52
The system in the 30 min Pax leaked video was much better. But it was pre-alpha though, so they must've not been ready in adding the effects.
#97
Posté 17 juin 2014 - 02:43
Yeah it's kinda annoying for me. Bringing back DA:O's glowing flashing effects mixed in with faster combat is not a good combination. If they just get rid of that aspect, then the combat would have been perfect.
The system in the 30 min Pax leaked video was much better. But it was pre-alpha though, so they must've not been ready in adding the effects.
Ha no. Based on what? Your personal preference? And what about those who actually like those effects?
#98
Posté 18 juin 2014 - 12:23
DAI is just trying to do what ME3 improved from ME2 : flashy, awesome effect (just compare ME3 vanguard charge+Nova to the clunky ME2 charge) and implement that into DA world. Afterall, one of the most praised point for DA2 came from combat visual, so you can see how they want to step up their game.
If you want realism or immersion, that's like another separated genre nowadays. DA has been moving into this direction since DA2. DA series is no longer an indy-rpg-flashback game like when it came out and BW is becoming AAA studio who wants to push out blockbuster game. Plus Dragon Dogma is Dark Soul wannabe (abeit being great game itself), so stop comparing. If immersion is your thing, Soul Series is better suit. Or you can always go back and play good old days RPG.
#100
Posté 18 juin 2014 - 01:27
I like them honestly. So long as my characters don't glow from after-effects during cutscenes.





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