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I wish that there would be no party limit


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#26
Sylvius the Mad

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GameInformer had a very good article where they a developer discussed, (and I fully agree) that once you go over four or so people working together, the brain is no longer really able to conceptualize them as meaningful individuals and starts thinking of them of in terms of a crowd.

They are a crowd.  Why would that be a bad thing?  They're working as a team.  In a party-based game, I'm playing the party.  Their individual characteristics don't matter.



#27
Bob from Accounting

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It's a bad thing because the player isn't able to effectively control a crowd.



#28
Fast Jimmy

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They are a crowd.  Why would that be a bad thing?  They're working as a team.  In a party-based game, I'm playing the party.  Their individual characteristics don't matter.

 

I'd be curious to see this article. 

 

For instance, when I'm playing chess, I am able to visualize that bishops are different than rooks. They aren't one big crowd of chess pieces. So maybe the issue is that if there is too much similarity (or, possibly the reverse, too much disparity) between the 10 or more units that make them easy to lump together and treat as one blob?

Again... I'd like to see this article. It is a fascinating thing to contemplate. Kind of like Dunbar's Number, but for group video games.



#29
Bob from Accounting

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Perhaps I should have said the player can't meaningfully differentiate between that many people when combat is moving in real time at a moderate or higher pace, as the bulk of combat for the game is likely to be for most players.

 

I poked around for it, but the search function on GameInformer really sucks.



#30
General TSAR

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Oh that would be awesome. Check out origins with this mod.



#31
Fast Jimmy

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Oh that would be awesome. Check out origins with this mod.

 

Huh. I would have thought it would have been heavily disjointed and terribad, but that actually flowed pretty well throughout. 

 

There are still combat and technical concerns, but getting the whole party in on one conversation could be interesting.



#32
General TSAR

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It does have some pretty lolzy moments.


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#33
Fast Jimmy

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For the record, I'm going to congratulate this thread for going two pages without one "No Limit" references, such as giant gold chains or East Coast/West Coast beef. Good job guys.


<secretly fighting urge to post giant gold chains everywhere>

#34
Realmzmaster

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I would enjoy having extra companions along. I play Skyrim with a mod that lets me have more followers at once (I usually have 3).

It makes the combat a lot easier, yes, but more and more I find the combat is my least favourite part of these games.

 

The OP in a subsequent post what more companions for the interaction in conversation between the characters. I believe with the mod in Skyrim that you use there is no real interaction between the followers outside of head canon.



#35
Guest_Caladin_*

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Mods great if yer schizophrenic tbh



#36
aTigerslunch

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I could see in certain battles where the point of taking more to the big bad was necessary. The dragon fight only having four people out of the whole group cause the others were needed to contain the horde down below. Awakening, not sure why the others cant make it, don't remember the reason others staid behind. DA2, fighting the last two wasn't exactly alone, the others swam in and fought kind of from the sidelines. So I'm curious how this next one will go in this aspect. So far its been reasonable to why or what the extras were doing. I do prefer small groups when exploring, gives me another reason to play again. :)  Otherwise, I prefer special occasions like wild party fun times and such to have them around in one giant group.



#37
aTigerslunch

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Oh, about that individual versus crowd thing. A platoon I was in felt like and looked like a crowd when my squad actually felt more personal. Even though I was buddies with a bunch, they did seem a little distant in the big picture. When broken up it didn't seem so bad and was more private. I believe the dev. would be right in this aspect at least with me. Cause I seen, done and felt this. Army vet here. :)



#38
metatheurgist

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I like 5 for a party. 2 Fighters, 1 Blaster, 1 Healer, 1 Utility. I think massive party fights should be reserved for special occasions like a attack on the camp or a final siege. 4 feels like too little, the 6 of previous D&D games was OK.
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#39
Schreckstoff

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I like 5 for a party. 2 Fighters, 1 Blaster, 1 Healer, 1 Utility. I think massive party fights should be reserved for special occasions like a attack on the camp or a final siege. 4 feels like too little, the 6 of previous D&D games was OK.

What the heck are fighters and blasters supposed to be?

The archetypes are Tank / DD (single target and or AoE) / Healer / Support or Utility

4 is the right number with 5 you'd have to take 3 of a class or 2 of 2 classes.

#40
Googleness

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I played once NWN2: MOTB expansion using console code to have ALL possible companions in my group (think it was 6 or so) it was really nice story wise.

 

but on DA... hmmm... too much.

on DA:O at the battle of denerim gates my maxed level uber geared tactic adjusted companions smacked all of the enemies in seconds... same for DA:2 meredith battle.

 

But would love some kind of quests which will allow me to send unassigned party member to flank the enemy or something.



#41
Sylvius the Mad

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The OP in a subsequent post what more companions for the interaction in conversation between the characters. I believe with the mod in Skyrim that you use there is no real interaction between the followers outside of head canon.

But the objection raised related to combat difficulty. I'm saying that doesn't matter.

And head canon is at least as good as any other type of content, but that's not relevant to my point.

#42
Sylvius the Mad

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Perhaps I should have said the player can't meaningfully differentiate between that many people when combat is moving in real time at a moderate or higher pace, as the bulk of combat for the game is likely to be for most players.

That's what Pause is for.
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#43
ManOfSteel

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No thanks. I'd rather they stick to the small party and then find something for the rest of the companions to be doing whilst the Inquisitor is out and about. Even if it's just flavour stuff that makes it look like they've been busy whilst the player is out, instead of them just staying at base and eating all the cupcakes.


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#44
Fast Jimmy

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No thanks. I'd rather they stick to the small party and then find something for the rest of the companions to be doing whilst the Inquisitor is out and about. Even if it's just flavour stuff that makes it look like they've been busy whilst the player is out, instead of them just staying at base and eating all the cupcakes.


Bear Falls Through Ceiling Birthday Party Eats Cupcakes


Bear for party companion in DA:I. Semi-confirmed rumor.
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#45
metatheurgist

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What the heck are fighters and blasters supposed to be?


A fighter is one who fights. What's so hard to understand? He might be tank, doesn't have to be, might not even be a warrior. A Blaster is someone that does damage at range, usually AoE. Mostly this is a mage, but I'd accept anyone that can simulate the effect. Of course I'm talking less restrictive systems than the over simplistic Warrior/Mage/Rogue system of DA.

#46
Basement Cat

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I don't know about a bigger party, but controlling two different parties during a mission could be interesting. Sort of 'you go high, I go low' kind of deal. Say the Inquisitor takes his party to act as a diversion while the other party sneaks in to catch the enemy in the middle. It could be interesting, but I don't think it's going to happen.



#47
Vindicare175

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If the game is mod friendly.. well There will be a mod for that lol



#48
AlanC9

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They are a crowd.  Why would that be a bad thing?  They're working as a team.  In a party-based game, I'm playing the party.  Their individual characteristics don't matter.


I'd prefer that their individual characteristics did matter, myself.

#49
Realmzmaster

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They are a crowd.  Why would that be a bad thing?  They're working as a team.  In a party-based game, I'm playing the party.  Their individual characteristics don't matter.

 

Actually in a team individual characteristics and abilities do matter. For example if you remember in BG1 , Khalid would break under pressure and retreat during battle when at low health. Also individual characteristics play a part in forming any team.



#50
Sylvius the Mad

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Actually in a team individual characteristics and abilities do matter. For example if you remember in BG1 , Khalid would break under pressure and retreat during battle when at low health. Also individual characteristics play a part in forming any team.

Those differences should be defined by the rules. Every party member should be subject to morale checks.