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Spell Reactivity


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16 réponses à ce sujet

#1
Ukillwegrill

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Having just played Divinity: Original Sin, I find some of the recent DA: I gameplay videos a bit bland, combat wise.

 

Whilst I'm sure the story and characters will be miles ahead, I worry that the combat wont be up to even that kickstarter RPG.

The sheer amount interaction and spell/item combinations is at times overwhelming but keeps combat fresh and exciting, I really feel it would add a lot to Dragon Age also.

 

For instance casting a water based spell would leave the target, and perhaps parts of the surrounding area wet, which you could then freeze, creating a surface/wall of ice that would be either impassable or impose heavy movement penalties and even cause enemies to slip and be stunned.

 

Or casting a fire based spell onto the aforementioned ice wall or surface would then create a steam cloud which could obscure vision, etc.

 

Combinations like these really open up options in combat and can add tons of tactical depth, which since DA 2 the series hasn't really touched on

 


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#2
NoForgiveness

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I think it was mentioned that cross class combos were still there...

#3
DaySeeker

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I like this, but I'm biased because I like playing a mage, and since this isn't a game of only mages it would seem unfair or unbalanced to have the mages so in control.  I hope the cross class combos are easier to pull off than they were in DA2.  I liked in DAO that your spells could interact



#4
Ukillwegrill

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I think it was mentioned that cross class combos were still there...

This isn't so much cross class combo's as it is having the each individual spell or rather elements react with one another in a natural way, effecting both the environment and the enemies/allies inside it.

 

Think of a mage casting a water based spell creating a surface of water between himself (and allied ranges unit) and the enemy units, then for instance electrifying it, so any enemies that pass through it are stunned, or even freezing it so they slide or if they're unlucky enough to already be in contact with the water, have their feet frozen into place for a short while allowing the mage and the other ranged units to regroup.

 

I believe the Original Dragon Age touched on this, but it was really improved in the title I mentioned Divinity:Original Sin. I feel it does the new environments a giant disservice not to have a similar system in place



#5
Ukillwegrill

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I like this, but I'm biased because I like playing a mage, and since this isn't a game of only mages it would seem unfair or unbalanced to have the mages so in control.  I hope the cross class combos are easier to pull off than they were in DA2.  I liked in DAO that your spells could interact

Aren't mages OP according to DA lore though?

 

It's a single player game after all, it's not as if you're getting a competitive edge against someone else who decided to roll with a party full of warriors (who'd do that anyway??) 

 

The system works both ways though, as the situations I've mentioned can also hugely backfire on the mage if he's not careful. Creating a surface of water is all well and good, but it would impede movement, and even allow enemy geomancers to perhaps manipulate the earth easier.

 

Obviously using a system like this would mean friendly fire would have to be enabled by default or as you said it might make the game a tad unbalanced unless the AI was clever enough to counter you



#6
aTigerslunch

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I'm editing myself outta here. It was already stated. 

 

But: honestly don't mind where it is regardless. I don't want every game to be the same as another game.



#7
Schreckstoff

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Dibinty is a game on a different scope the graphics while gorgeous are very simplistic and the battle system, turn based, makes it easier to implement.

#8
UltimateGohanSS

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I think it was mentioned that cross class combos were still there...

What is cross class combos?thanks :)



#9
Innsmouth Dweller

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a kickstarter doesn't necessary mean the game is bad or weak or less worked on. it means no publisher wanted the game, the gamers did and actually paid devs (some of them actually created great games before; Obsidian, Larian Studios) to create it and since it doesn't compare to the publisher budget - it doesn't have the content usual games do (using free or cheap engine, less fancy graphics, little to none VA, so on). imho Larian Studios is one of the most interesting devs ever (maybe they lack decent graphics, controls are usually crappy but they do have excelent ideas for sidequests, interaction, combat mechanics and have that fresh feel - which Original Sin really shows in terms of co-op, combat mechanics, etc.). i really do hope the game will become a commercial success, even if only to inspire other dev studios to actually make complex and interesting games, not the same old flashy, casual-friendly, triple A crap. 

/rabble rabble rabble

 

on topic tho:

they've mentioned there will be some interesting cross class combo mechanics in DA:I. tbh, i haven't seen it (the interesting part) in gameplay demos shown so far. something to look forward to then, i suppose.


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#10
Fast Jimmy

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To point out, Divinity doesn't just open this type of elemental interaction for mages. Both rogues and warriors can "get in on the fun" with arrows, weapons, armors and consumables (such as potions or poisons) and have them interact in the same ways.

Got a sword that does fire damage? Then even you attack a poisoned target (or a target that naturally poisons YOU, such as a zombie), they will take extra burning damage due to it. Got an arrow with an electrify arrowhead? Shooting it at an enemy in the rain will do extra damage AND send currents jumping to anyone else around them who is also wet.

Very cool mechanics, but ultimately it is the lower budget and scale of the project which allows them to do this, not in spite of it.



Still, the jury is out on this for DA:I. Some of the demos have shown us being able to crèche an ice wall that protects from enemy archers, or to knock down structures where enemies are perched on high. I'm sure it won't be the "chess with landmines" kind of gameplay Divnity has, but given that this was a HUGE focus of Divinity's project, I think it almost downplays the work they did to say "wow, a cheap Kickstarter can do this - why can't every other RPG?"

#11
Fast Jimmy

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What is cross class combos?thanks :)


Instances where one class sets up an enemy state and then another another class uses an appropriate skill to do even more damage.

It was introduced in DA2. An example would be if you cast a cold spell that gave the "brittle" status, you could have a warrior come in with a skill like Shatering Blow, which would do a lot more damage than either if those two skills would individually.

There were also spell combos in DA:O, where if a Mage cast a Grease spell, where enemies would become slowed walking across it, and then cast a fire spell such as fireball, it would catch the grease on fire and do burning damage to the entire area.


This thread is a request asking for more of both of these things.
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#12
Samahl na Revas

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I complained about a similar issue ever since they removed the grease spell, enviromental & spell combo's mages could perform in DA:O: such as nightmare. Instead they replace that with this "cross-class combo" and it does not seem they are looking back. 

 

They are most likely not going to look back!

 

 

A.I countering the player spell would be a nice evolution. stealing the player glyph and expanding it against the player. Reanimating their fallen comrades, etc... 



#13
Schreckstoff

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I complained about a similar issue ever since they removed the grease spell, enviromental & spell combo's mages could perform in DA:O: such as nightmare. Instead they replace that with this "cross-class combo" and it does not seem they are looking back.

They are most likely not going to look back!

Actually the shatter mechanic is back, albeit not as insta-kills. Enemies can burn now as well.

#14
efd731

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I've been playing divinity pretty steady for the last couple if weeks, and dragon age implementing their system of environmental effects probably wouldn't work all that well. But if they increased the reactivity between various elemental attacks in the DA universe that is a step that I would personally like.

#15
Sylvius the Mad

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Dibinty is a game on a different scope the graphics while gorgeous are very simplistic and the battle system, turn based, makes it easier to implement.

We should be honest, then, about the costs we pay for real time combat.

If features like this are easier to implement with turn-based combat, then the lack of those features is part of the cost of real time combat.

#16
efd731

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We should be honest, then, about the costs we pay for real time combat.

If features like this are easier to implement with turn-based combat, then the lack of those features is part of the cost of real time combat.


I actually think it could work just as well in real time, it would just need a set time for the effects to last. It could easily work in DAI. The only problem would be implementing all the new spells and effects. Because some of then don't exist in the dragon age universe.

#17
themikefest

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To the original post

 

With a water spell , you could use a lightning bolt to zap everyone who steps in the water