seriously its not been shown in any of the videos and no one's talked about it (that I've seen)...
is anyone else concerned by the lack of weapon switching mid combat?
#1
Posté 13 juillet 2014 - 12:41
#2
Posté 13 juillet 2014 - 12:51
#3
Posté 13 juillet 2014 - 01:05
like how you could switch from using a sword and board to a bow and arrow mid combat...
#4
Posté 13 juillet 2014 - 01:09
It wasn't in DA2. Doesn't look like it will be in DAI. There might've been a confirmed "no," but I don't recall it.
#5
Posté 13 juillet 2014 - 01:38
Damn it, I miss weapon sets. What I'd really like is to have 2 weapon sets with an overriding "pick this set when condition is X" and have your tactics from there bound to the weapon. That'd be SWEET.
#6
Posté 13 juillet 2014 - 02:05
Damn it, I miss weapon sets. What I'd really like is to have 2 weapon sets with an overriding "pick this set when condition is X" and have your tactics from there bound to the weapon. That'd be SWEET.
They haven't shown the Tactics screen either. Or how companion AI will handle pathfinding or AoE. Or how things like rate of attack is influenced by the speed and timing of when the player hits buttons. Or how potion using or other consumables such as traps/bombs/poisons will be used (or even if they exist in the game at all).
They haven't shown a lot of anything, really. Other than "oooh, big dragon! Pew-pew-pew!" And, of course, a bunch of the companion's sexuality.
One would think the player was going to be having sex for 40 hours of the 50 hour campaign while doing combat for fifteen minutes on the side and not the other way around.
Man, I really wish my air conditioning was fixed. I'm getting full-blown crabby.
- abnocte, ManOfSteel, Enigmatick et 2 autres aiment ceci
#7
Posté 13 juillet 2014 - 02:31
They haven't shown the Tactics screen either. Or how companion AI will handle pathfinding or AoE. Or how things like rate of attack is influenced by the speed and timing of when the player hits buttons. Or how potion using or other consumables such as traps/bombs/poisons will be used (or even if they exist in the game at all).
They haven't shown a lot of anything, really. Other than "oooh, big dragon! Pew-pew-pew!" And, of course, a bunch of the companion's sexuality.
One would think the player was going to be having sex for 40 hours of the 50 hour campaign doing combat for fifteen minutes on the side and not the other way around.
Man, I really wish my air conditioning was fixed. I'm getting full-blown crabby.
That's kind of what happens when social issues take importance over the rest of the product as a whole. There's still time for that, I guess, but with only a few months to deadline..
#8
Posté 13 juillet 2014 - 02:34
#9
Posté 13 juillet 2014 - 02:34
They haven't shown the Tactics screen either. Or how companion AI will handle pathfinding or AoE. Or how things like rate of attack is influenced by the speed and timing of when the player hits buttons. Or how potion using or other consumables such as traps/bombs/poisons will be used (or even if they exist in the game at all).
They have (kind of) shown this stuff they just didn't TALK much about it. For instance, the video shows that you get a nice glowy line to show what path a character will take when you tell them to move in tactical mode. That's cool. The rate of attack stuff will probably be too dependent upon the PC interface (for me) for them to show that until they have the PC stuff up and ready. They did show characters using potions in the demo video a couple of times (it was fast) and they've mentioned traps and bombs (specifically a bomb that shoots bees).
#10
Posté 13 juillet 2014 - 02:42
It wasn't in DA2. Doesn't look like it will be in DAI. There might've been a confirmed "no," but I don't recall it.
yeah it was confirmed as a no, not sure whether it was in the Q&A or from twitter though (i could just be hallucinating that it was confirmed so..)
#11
Posté 13 juillet 2014 - 03:01
Re: the OP, no. I don't think I've ever had the desire to switch a weapon once in all of DA beside when I found a superior weapon of the same type.
They have (kind of) shown this stuff they just didn't TALK much about it. For instance, the video shows that you get a nice glowy line to show what path a character will take when you tell them to move in tactical mode. That's cool. The rate of attack stuff will probably be too dependent upon the PC interface (for me) for them to show that until they have the PC stuff up and ready. They did show characters using potions in the demo video a couple of times (it was fast) and they've mentioned traps and bombs (specifically a bomb that shoots bees).
But it hasn't been featured. It's 2 months to release, give or take, and I have no idea what the game will actually be like under the hood, what crafting will look like, how combat could be optimized, what ability trees look like, etc.
While I disagree with Jimmy on the latter part of his post, because to me it looks like most of the featured content was just a bunch of story spoilers, I certainly think Bioware totally dropped the ball in actually selling gameplay.
#12
Posté 13 juillet 2014 - 03:05
Damn it, I miss weapon sets. What I'd really like is to have 2 weapon sets with an overriding "pick this set when condition is X" and have your tactics from there bound to the weapon. That'd be SWEET.
Why just two? NWN set a wonderful precedent by letting us map weapons or combinations of weapons or weapons and shields to the hotbar to allow us to swap them out. We could even map the same weapon more than once if we wanted to combine it in multiple ways (say, you might have one really good weapon, and another weapon that is good, but does a damage type to which undead are immune - but you also have a shield that protects really well against undead, so you could use one slot for your good weapon and the weapon that didn't hurt undead, and another slot for that same good weapon and the undead shield). I was disappointed when DAO didn't let us do this, and I'm not simply going to forget about how well it worked in NWN.
Man, I really wish my air conditioning was fixed. I'm getting full-blown crabby.
Live somewhere colder.
#13
Posté 13 juillet 2014 - 03:08
Re: the OP, no. I don't think I've ever had the desire to switch a weapon once in all of DA beside when I found a superior weapon of the same type.
I liked to swap out to a different weapon type sometimes. Like how, if you learned a single 2H talent (Pommel Strike), you could use some other weapon type most of the time, but if you really needed a stun attack right now (perhaps to break up an overwhelm attack) you could swap to the 2H and find just such an attack that was guaranteed not to be on cooldown.
Also, I switched back and forth between melee and ranged weapons a lot, or between weapons that did different damage types for mages.
#14
Posté 13 juillet 2014 - 03:16
Re: the OP, no. I don't think I've ever had the desire to switch a weapon once in all of DA beside when I found a superior weapon of the same type.
But it hasn't been featured. It's 2 months to release, give or take, and I have no idea what the game will actually be like under the hood, what crafting will look like, how combat could be optimized, what ability trees look like, etc.
While I disagree with Jimmy on the latter part of his post, because to me it looks like most of the featured content was just a bunch of story spoilers, I certainly think Bioware totally dropped the ball in actually selling gameplay.
I really tried to find the video I'm thinking of, but I can't.
It was pre-DA2 and was demonstrating how they made the combat sleeker and, yet, still able to be tactical. They showed how before a fight, you could pause the game, issue orders and direct your powers, then unpause and let the action play out.
It SO reminds me of the gameplay demonstrations we are getting with DA:I. Total Deja Vu.
#15
Posté 13 juillet 2014 - 03:16
Live somewhere colder.
Ha! Well played.
- NoForgiveness aime ceci
#16
Posté 13 juillet 2014 - 03:20
In all fairness, DAO may have it but it doesn't support it. It was more of a "older games have it so let's add it too".
For example switching between melee and ranged as rogue/warrior deactivates momentum. That's HUGE. Momentum is the single most important melee talent. It's pretty much the only talent from DW tree that is a must have. There is no possible scenario that deactivating momentum for 30 seconds does ANY good at all. Range safety not good enough, pommel strike stun not good enough, shield defensive stats not good enough. You can be more efficient by drinking a potion.
The fact that the made momentum have a 30 sec cooldown makes their intention perfectly clear. If they wanted switching to be a thing, they would have made the cooldown 5 seconds, like ALL the other non weapon specific toggles.
Sure switching can be fun, if you like to play the less optimal way for roleplaying reasons. But if the coding is more trouble than it's worth, I couldn't care less if it didn't make it into the game.
#17
Posté 13 juillet 2014 - 03:21
I liked to swap out to a different weapon type sometimes. Like how, if you learned a single 2H talent (Pommel Strike), you could use some other weapon type most of the time, but if you really needed a stun attack right now (perhaps to break up an overwhelm attack) you could swap to the 2H and find just such an attack that was guaranteed not to be on cooldown.
Also, I switched back and forth between melee and ranged weapons a lot, or between weapons that did different damage types for mages.
I had that idea for DA:O (re e.g. pommel strike), but it was never worth it because it reset my shield talents. You make a good point about mage staff's in DA2, however. If that kind of resistance returns I'd like to be able to switch weapons.
I really tried to find the video I'm thinking of, but I can't.
It was pre-DA2 and was demonstrating how they made the combat sleeker and, yet, still able to be tactical. They showed how before a fight, you could pause the game, issue orders and direct your powers, then unpause and let the action play out.
It SO reminds me of the gameplay demonstrations we are getting with DA:I. Total Deja Vu.
I think I know the DA2 video you're talking about. I would prefer something on the PC, with PC UI. That they've shown a great deal of console gameplay is meaningless to me. Even the fact they've shown this console tactical view doesn't matter, because when it comes to playing the game I'll never see it (unless I want to play something as a hack & slash, in which case I'm picking the lowest possible difficulty and a melee character).
#18
Posté 13 juillet 2014 - 03:22
I would like a video where they just showed off the tactical camera, some combat abilities, equipping, crafting and such. Hopefully in the next gameplay vid.
#19
Posté 13 juillet 2014 - 07:19
IDK why but the Sacred Ashes was my favorite representation how weapon swapping is very adaptive for a Rogue mostly than any other class, how they could switch from bow and arrow to daggers in the heat of combat in case they were pinned to a close corner. It's not realistic for me for Archers to continue shooting so up close unless they build in some melee archer combat like in DA2, while that's nice and all, I'd like to be able to switch weapons. I could see Sera going from bow to knives if the situation called for it. And I loved how Leliana did it in the Sacred AShes trailer, despite not being representative at all of DA combat. Still it'd be nice. I love weapon sets and it also allows us to strategize more, like how Bull would use a blunt weapon for some situations and a bladed weapon for others. Or equipping a Mage with two elemental staves to switch in between so Seeker Swarm could be the most affective. But I'm not sure if they're including weapon sets again.
#20
Posté 13 juillet 2014 - 08:52
Not concerned anymore, just utterly disappointed.
#21
Posté 13 juillet 2014 - 09:06
Switching between ranged and melee I found very useful in previous games. Usually for characters that are primarily melee but can use ranged situationally. Whether to get in a few shots before the enemy can close, or because the foe is one it's unwise to let a squishy rogue get too close to.
For rogues DA2 was actually better for weapon switching, because most talents weren't tied to a particular weapon. But it was made more annoying to do because of the interface, so I certainly hope they make it easier in DA:I
#22
Posté 13 juillet 2014 - 09:27
Pretty sure there won't be weapon swapping since we've seen the inventory screen and there were no slots for alternate weapon sets.
I'm really not sold on the combat gameplay at all so far. Maybe I'm getting too old for this sh*t, but aside from the big dragon, if there weren't all those damage numbers floating around in the gameplay videos, I'd have a hard time telling who was actually hitting whom.
#23
Posté 13 juillet 2014 - 10:23
I´m also concerned of the combat in general. Too fast, too overpowered and too colourful. It´s like Awesome Button all over again.
#24
Posté 13 juillet 2014 - 10:58
One would think the player was going to be having sex for 40 hours of the 50 hour campaign doing combat for fifteen minutes on the side and not the other way around.
"Make love, not war"
#25
Posté 13 juillet 2014 - 11:16
I would like a video where they just showed off the tactical camera, some combat abilities, equipping, crafting and such. Hopefully in the next gameplay vid.
I've been saying that to myself since the first gameplay was revealed back at PAX Prime 2013.





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