tactical view, what I'm not liking about it
#1
Posté 20 juillet 2014 - 05:08
and yes very easy to say then don't look but that's not the issue
#2
Posté 20 juillet 2014 - 05:10
For all we know, the inquisition has encountered a mage like him before and stuck it on a post-it on Quizzy's staff.
Or it could just be a matter of gameplay over realism. It's still a game.
- NUM13ER et phantomrachie aiment ceci
#4
Posté 20 juillet 2014 - 05:13
#5
Posté 20 juillet 2014 - 05:15
If I'm not mistaken, they've said in one of these gameplay videos that the more we encounter a certain type of enemy, the more we learn about them. So it is possible that defeating a certain ammount of these mages or using an ice spell on one of them permanently reveals this weakness on this type of enemy.
#6
Posté 20 juillet 2014 - 05:15
I was rewatching the E3 videos and tactical view got me a little skeptical . I like the idea of the tactical view to move players around and set up defenses and traps but watching the red cliff castle battles were they hovered over the Mage it said weakness to ice . how do we know he has that weakness ? shouldn't we not know about that until we fight him and go my ice spells are doing better damage that's his weakness instead of getting told prior hey look look weakness here exploit ?????
and yes very easy to say then don't look but that's not the issue
I recall reading about the various skills the Inquisitor can invest in. Along with some social skills, I believe there are knowledge skills that give you extra info on the critters you fight.
It's possible that if you don't put points in those skills, you don't get that information.
- phantomrachie aime ceci
#7
Posté 20 juillet 2014 - 05:17
They've said that you'll learn about the weaknesses and defences as you fight more enemies like that. You don't start out with this information.
#8
Posté 20 juillet 2014 - 05:18
I see the mechanic of spotting enemy weakness mechanic as a problem too. In my opinion, it is for the player to reveal, they should've made it so that the weaknesses are "???", the first time we fight them, and when we hit them with a certain damage-type the weakness should get revealed.
For example:
(in Tactical view)
Enemy Mage weak to: ???
???
(real time)
Hit with ice attacks
(tactical view again)
Enemy Mage weak to: Ice damage(new weakness revealed)
If the system is like this already, then all's good.
#9
Posté 20 juillet 2014 - 05:19
It said that because the player encountered the enemy type before and discovered the weakness. This is a fairly common thing in JRPGs.
doesn't that loose the individualism of the enemy's ? it's not like they are darkspawn . everyone should have different strengths and weaknesses . so when ur fighting a human each one should have its own weaknesses we shouldn't know about unless we physically fought that human not a carbon copy version
#10
Posté 20 juillet 2014 - 05:23
doesn't that loose the individualism of the enemy's ? it's not like they are darkspawn . everyone should have different strengths and weaknesses . so when ur fighting a human each one should have its own weaknesses we shouldn't know about unless we physically fought that human not a carbon copy version
Agreed that humans should have alternating weaknesses, unless the trait is a racial one. Creatures of the same type however, should share the same weakness.
#12
Posté 20 juillet 2014 - 05:24
#14
Posté 20 juillet 2014 - 05:26
It could also be part of their "I'm super ultra mega awesome and can take on end game content at lvl 7 with 7 extra talent points while still using a decent number of abilities" difficulty.
#15
Posté 20 juillet 2014 - 05:32
doesn't that loose the individualism of the enemy's ? it's not like they are darkspawn . everyone should have different strengths and weaknesses . so when ur fighting a human each one should have its own weaknesses we shouldn't know about unless we physically fought that human not a carbon copy version
Enemies are not individuals, they are types and subtypes. Their abilities, hit points, strengths, and weaknesses are based on a template.
This is a game.
- Giubba, In Exile, SurelyForth et 13 autres aiment ceci
#17
Posté 20 juillet 2014 - 05:39
I was rewatching the E3 videos and tactical view got me a little skeptical . I like the idea of the tactical view to move players around and set up defenses and traps but watching the red cliff castle battles were they hovered over the Mage it said weakness to ice . how do we know he has that weakness ? shouldn't we not know about that until we fight him and go my ice spells are doing better damage that's his weakness instead of getting told prior hey look look weakness here exploit ?????
and yes very easy to say then don't look but that's not the issue
Tactical views never really work for consoles and that is what we have only seen so far except one really old video. Also who knows maybe you have to hit the weakness once before it just tells you we don't know much about it or how it works at all just that it is there and it has cool features that tell you stuff.
Wait till we see PC tactical view or you get your hands on it for yourself before declaring it bad.
#18
Posté 20 juillet 2014 - 05:46
It would also make it the most useless mechanic ever.
Know a single enemy's weakness after you've already killed them.
Heh, like an attack version of the Hindsight belt in DA2? I kinda like it.
#19
Posté 20 juillet 2014 - 05:57
I think it would help to look at it as different styles. If you are a Venatori mage then you learned your powers a certain way and as a result of that you have certain inherent strengths and weaknesses. Much like there are hundreds of different styles of martial arts and each style has things it is good at and things that its not so good at. Same deal.
- phantomrachie aime ceci
#20
Posté 20 juillet 2014 - 06:57
Could be a good thing or bad thing -
If you know this information because of skills or knowledges learned by your character - Good Thing
If this information is displayed right from the start for all enemies without some in-game system of acquiring it - Bad thing.
#21
Posté 20 juillet 2014 - 07:35
Like Maria said...it's a video game. There are going to have to be some concessions to that.
- Lady Luminous aime ceci
#22
Posté 20 juillet 2014 - 07:47
doesn't that loose the individualism of the enemy's ? it's not like they are darkspawn . everyone should have different strengths and weaknesses . so when ur fighting a human each one should have its own weaknesses we shouldn't know about unless we physically fought that human not a carbon copy version
Jesus Christ, Mr. Complainypants. It's a game.
#23
Posté 20 juillet 2014 - 07:56
Maybe they already encountered many like him and found out their weaknesses. Everything about this tactical cam blows DAO's out the water. All I wanted was it to return but Bioware really outdid themselves on this feature. It's hard to find something about it just to nitpick...especially one we don't have full info on yet.
#24
Posté 20 juillet 2014 - 07:57
I see the mechanic of spotting enemy weakness mechanic as a problem too. In my opinion, it is for the player to reveal, they should've made it so that the weaknesses are "???", the first time we fight them, and when we hit them with a certain damage-type the weakness should get revealed.
For example:
(in Tactical view)
Enemy Mage weak to: ???
???
(real time)
Hit with ice attacks
(tactical view again)
Enemy Mage weak to: Ice damage(new weakness revealed)
If the system is like this already, then all's good.
This is how Divine Divinity and Divinity: Original Sin works. (Although you have to invest in a skill to learn about an enemy and if you haven't invested, then question marks are displayed for their weaknesses)
For all we know, Inquisition works like this too.
#25
Posté 20 juillet 2014 - 08:40
It's a demo with almost no context in regards to gameplay. How do you know this particular Inquisitor hasn't encountered that class of mage before? The developers have stated that we will learn more about enemies as we encounter more of them. It may also be there for demo purposes, to show that we can indeed learn such information about the enemies we will be facing.
Also, it's a game. With gameplay mechanics. The information the UI provides extends beyond the knowledge of the protagonist.





Retour en haut






