Your opinion on the combat ?
#76
Posté 22 juin 2014 - 08:56
#77
Posté 22 juin 2014 - 10:02
It's good they brought back the isometric view, but combat effects, weapons and animations are straight from DA2, way over the top and inspired by JRPGs. It's too bad they couldn't exercise a bit of moderation in terms of the aesthetic qualities of the game.
This is my main concern about the combat, it looks like it's still way too far on the wrong side of my personal 'GoT <----> Naruto' scale for my taste. The presentation of the combat was a far greater problem I had with DA2 than the recycled environments. But...
...I have by now done a really good job disconnecting myself from the DA franchise, to the point where I might actually be able to just start fresh with Inquisition sometime during the next years. All I wish for from now on is that the aesthetics they use in Inqusition are as close to a definitive version of how Bioware wants their world to look as possible (combat, races etc). And if it's the flashy, over the top combat that's fine with me. I don't have to love it, I just want to have the feeling there's an actual vision about how Dragon Age looks and feels.
There is, btw, nothing wrong with having action like that, it just needs to compliment the game's world and story. I'd say you can very well tell a compelling, convincing story about a teleporting, backflipping, bomb-kicking uber-killer... it just wasn't the story told in DA2 imo.
But yeah, DA:I = fresh start (hopefully
).
#78
Posté 22 juin 2014 - 01:21
I think its terrible, just like the combat in any other game, but i will suffer trough it just like i always do
- Rawgrim aime ceci
#79
Posté 22 juin 2014 - 03:44
#80
Posté 22 juin 2014 - 04:10
Frankly speaking, the combat style looks average. Pretty close to something you may find in a modern asian mmorpg: exaggerated blows, too many sparks, etc. I'd love to have "Assassin Creed" (first game) combat animations, but that's just not possible. We'll see if things improve closer to the release.
#81
Posté 22 juin 2014 - 04:31
Looks too anime-esque, it doesn't impress 'nor does it look good, make the combat look stupid if anything.
- Rawgrim aime ceci
#82
Posté 22 juin 2014 - 04:46
my guess is that there will be a ton of bitching here when the game comes out, which will make it seem (to the people who frequent these forums) like everyone hates the combat.
#83
Posté 22 juin 2014 - 04:54
Every time someone says the combat looks anime-esque I am tempted to put in a link to Berserk.
#84
Posté 22 juin 2014 - 05:08
And I wasn't either. I declared my opinion of DA:O difficulty clearly enough, I thought.
That leaves me a bit more confused as to what your original point was. DA:O was easy, but that's OK because such a game shouldn't be too hard? OK, I can see that. But then why were you getting involved in the conversation in the first place? I was saying that DA:O was relatively easy too, in opposition to Pateu's implication that it was relatively difficult. Was it just that I was being mean to Pateu?
#85
Posté 22 juin 2014 - 05:11
#86
Posté 22 juin 2014 - 05:18
#87
Posté 22 juin 2014 - 05:52
Although they said they're "toning it down" compared to DA2 speeds, I'm not seeing a relevant difference, at all.
The attack speed is still rather Xtreme™, just how Bioware and its new fans (and some old ones) like it. Of course, it's important to adjust enemies' attack speed to only be 1/10 as Xtreme™ as that of characters whose buttons are being mashed. Players need to feel stronK and special.
At least we won't be seeing mages who need "1 hour" or "10 minutes" to cast a spell, right?
- Giant ambush beetle aime ceci
#88
Posté 22 juin 2014 - 06:06
I prefer as much over top as possible, Meredith boss battle was my favourite, more like this.
if we have something like this I would be so happy.
#89
Posté 22 juin 2014 - 06:15
I have no qualms with flashy animations. Honestly, I thought Warriors and Rogues in DA:O looked quite boring in Terms of Abilities (but at least in Case of the Warriors, the fact that they had the only interesting Armor made up for it - Rogues really got the short end of the Stick...). So as I watched the dwarven Gameplay Demo I was exited about the new Taunt Animation, which featured some kind of yellow Orb Thingy erupting from the Warrior.
Frankly, though, I think these "over the Top" Animations are mostly in there to please the Developers themselves. They have a cool new Engine where they can make cool new Stuff that looks very nice, so why waste Opportunities?
- Russian Berserker aime ceci
#90
Posté 22 juin 2014 - 06:19
I prefer as much over top as possible, Meredith boss battle was my favourite, more like this.
if we have something like this I would be so happy.
Spoiler
- 9TailsFox et Russian Berserker aiment ceci
#91
Posté 22 juin 2014 - 06:24
Spoiler
now watch this on speed 2 ![]()
#92
Posté 22 juin 2014 - 06:28
I prefer as much over top as possible, Meredith boss battle was my favourite, more like this.
if we have something like this I would be so happy.
Spoiler
Sorry, that's not fast enough. Attack speeds in DA:I are faster, ergo combat is more awesome clearly.
Poor enemies though, they don't get to be awesome, they're stuck with DA:O speeds forever. ![]()
I think these "over the Top" Animations are mostly in there to please the Developers themselves.
Indeed.
However, I would like to point out that I think animations can be "over the top" and also have a reasonable attack speed (i.e. the character doesn't swing like a robot, but instead makes a little pause between each swing). Just a thought.
#93
Posté 22 juin 2014 - 06:30
lol.. I really like the dark souls ''weight'' during combat. I'm not asking for an action game, but action game tend to make combat feel more weighty. When I am weilding a heavy warhammer. I just wish it seem to be a heavy two handed war hammer.
I really hate the ''floaty'' feeling a lot of RPG have.
#94
Posté 22 juin 2014 - 06:40
Dark Souls heavy weapons attacks are as ridiculous in their way as DA2 attacks are. Though I guess they fit the generally ridiculous weapons they're applied to.
The weapons that aren't ridiculously heavy are pretty cool, though.
#95
Posté 22 juin 2014 - 06:47
How can anyone say before we've had a look at the actual mechanics?
Of course, visually, DA combat has never looked better.
#96
Posté 22 juin 2014 - 06:53
How can anyone say before we've had a look at the actual mechanics?
What's your opinion about Bioware's tendency to not reveal 'the actual mechanics' or their design principles for DA's combat encounters (other than +++fast/+++DMG)?
#97
Posté 22 juin 2014 - 07:06
#98
Posté 22 juin 2014 - 07:14
What's your opinion about Bioware's tendency to not reveal 'the actual mechanics' or their design principles for DA's combat encounters (other than +++fast/+++DMG)?
Well, to be honest, for DA:I they already have, to an extent. And it looked really good.
However, I would really like a little encounter demo with commentary, showing the different ways in which the three classes may approach the same battle, while giving us a look at how specific abilities will work and their utility.
#99
Posté 22 juin 2014 - 07:29
Well, to be honest, for DA:I they already have, to an extent. And it looked really good.
However, I would really like a little encounter demo with commentary, showing the different ways in which the three classes may approach the same battle, while giving us a look at how specific abilities will work and their utility.
But.. wasn't it.. "How can anyone say before we've had a look at the actual mechanics?"
K, then we can comment, after all? Something has been shown, yes? ![]()
What we know so far:
- giant discrepancy between enemies' HP and player characters' HP
- giant discrepancy between enemies' attack speed and player characters' attack speed
- classes are still comically made distinct by being divided into 'can wield these weapons' and 'cannot wield these weapons' categories
- ianvillan aime ceci
#100
Posté 22 juin 2014 - 07:46
That leaves me a bit more confused as to what your original point was. DA:O was easy, but that's OK because such a game shouldn't be too hard? OK, I can see that. But then why were you getting involved in the conversation in the first place? I was saying that DA:O was relatively easy too, in opposition to Pateu's implication that it was relatively difficult. Was it just that I was being mean to Pateu?
My point was that your position lacks bearings. When you've played games like these a good part of your life, you acquire the ability to quickly understand the mechanics and what will be the most powerful factors and flows. I have to assume you are in that position. How many times have you finished DA:O? It's impossible to make a game that remains both highly challenging and satisfying, when the player has finally learned the ropes well. In particular if that player is mainly concerned with powergaming, optimizing, exploiting.
Personally, I don't care **** for that. I don't make optimal parties, I don't make optimal chars, and I'm not particularly interested in learning the under-hood mechanics either. My interest is in a game that still works, whatever choices I make for the sake of role-play sentiments, or variation. I learn what I need to win, from feedback, no more. A more "difficult" game has the meaning that I need to learn more, and do more retries. To me, DA:O 'Nightmare' is difficult. And it is so to most people. Which is the meaning of what I said: DA:O has about the right difficulty. On the PC, DA2 is IMO easier. Some battles may take longer, or rely on a little bit of randomness, but that has nothing to do with difficulty.
There is a certain type of person, for whom everything which they actually manage to succeed with, "is easy", and sometimes, often, even if they didn't succeed, "it still wasn't so hard, they could do it anyday, if they just could be bothered".





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