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DRAGON AGE™: INQUISITION Gameplay Features – Combat


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#326
Rawgrim

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The combat animations for nonmages look lame and cartoony. Everyone seems to be a mage in this game. If Sera can leap 100 yards backwards from a standstill position, for no good reason, she will be able to leap castle walls n the game too. For continuity, I hope that is implemented.

 

I hope the game lets me build a castle. My warrior could just slam his sword into the ground a few times to get enough rocks for it...

 

The tactical element, with the pausing etc, looks very good though.


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#327
Kjetil Magne

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Great video! But I didn't see a single physical finisher (kill animation/execution move etc. in combat), which BioWare allegedly was still working on in july. Here's hoping they've kept  that part of the prior games (which were awesome).

 

The grisly decapitations from Dragon Age: Origins, I believe, are needed to prevent bass assery monoply for the mages!



#328
Dermain

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I've noticed that on the top left corner of the video it says Alpha...

 

The thing is, the video was recently released, yeah? But when was it recorded? :huh:

 

The game is about 4 months away from release (if they don't delay it again), but the current build (I.E. the one they're working on right now as I type this) is still in Alpha? Or have they been using a much older build to record those various demonstrations (including the post-EA ones which also have that "Alpha" stamp on them). Well, anyway, the combat looks fun, I guess that's the important part.

 

If I remember from other threads on the subject, the game is still in alpha, and will remain in alpha until it goes gold. 



#329
Rawgrim

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One of the enemy mages in the vid is flying\levitating while casting a spell. Does this mean we can too? Would solve alot of traveling problems.



#330
Dermain

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One of the enemy mages in the vid is flying\levitating while casting a spell. Does this mean we can too? Would solve alot of traveling problems.

 

It may be a demon/abomination instead of a mage.



#331
Rawgrim

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Looked to be one of those Tevinter mages.



#332
Dermain

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Looked to be one of those Tevinter mages.

 

I'm assuming you're referring to 2:24 where a robed creature seems to fly in the air while shooting a white/blue (ice) beam at the party?

 

If you look at the feet it appears to be a corpse. There is also some speculation in a different thread that it is this:

 

DAI_06-09-14.jpg

 

The narrator also say "...fight swarms of demons..." at that moment as well.



#333
Kidd

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I don't think the Spellbinders are mages, personally. I have no proof or anything, but they require this book which other mages do not and they are differentiated as "spellbinders" instead of mages. Methinks they're Tevinter plebeians who have been granted the gift to use limited magic in service of their master or something.

#334
KaiserShep

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Great video! But I didn't see a single physical finisher (kill animation/execution move etc. in combat), which BioWare allegedly was still working on in july. Here's hoping they've kept  that part of the prior games (which were awesome).

 

The grisly decapitations from Dragon Age: Origins, I believe, are needed to prevent bass assery monoply for the mages!

 

Beheading is nothing. I want the epic lunge into the chest of the ogre animation, and the dragon head-stab.


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#335
Ridwan

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The staff dance returning... eugh.. Like really? The enemy is right there, why do that? Just not in to the whole weird anime, make the characters look like they jumped out of a Hong Kong Kung-Fu flick style.

 

127811838931.gif


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#336
Nohvarr

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The staff dance returning... eugh.. Like really? The enemy is right there, why do that? Just not in to the whole weird anime, make the characters look like they jumped out of a Hong Kong Kung-Fu flick style.

 

127811838931.gif

Personally I'd like it if the Inquisitor showed a little more flair and skill in their fighting.

 

tumblr_lkci7zcqMO1qbqayg.gif

 

1996186_o.gif

 

jzaD6KP.gif


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#337
Ridwan

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Why? It's very impractical and it gets visually annoying fast when they keep doing that twirling spinning stuff.


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#338
Araceil

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Why? It's very impractical and it gets visually annoying fast when they keep doing that twirling spinning stuff.

Yeah It looks ok the first few times you see it, but after your mage has been spinning on the spot 5 minutes it gets very silly. 



#339
Andraste_Reborn

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See, I love the staff twirling. It's one of the things I really missed when I went back and played DAO, so I'm glad it seems to have returned. It's a lot more visually interesting than the mage just standing still.


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#340
Chron0id

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As a bo practitioner myself, those "spinny twirly" moves you see with the staff in kung-fu movies are borderline useless in a real fight because you have no control over the damn thing if someone hits it while you're spinning it.  All it would take is one tiny tap and the staff would go flying out of your hand.  With the bo, you're taught to never actually take either hand off the staff. Ever.  Even when manipulating it or maneuvering it around.  But seeing as how this is a video game and the characters are using the staff to just shoot magic, I actually enjoy the flash and flare.  It makes it more fun to watch. 

 

I honestly hated the mage combat in DA:O because it was so dull. 


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#341
Who Knows

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Sera's portrait is glorious.



#342
kingjezza

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Not all that impressed.

 

For all Bioware's bluster about this amazing camera they have for Inquisition it's pretty clearly still a step backwards from the camera we got for Origins on PC.


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#343
TheChris92

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All I know is that I won't miss those ridiculous ranged-Mage attacks of Origins.

#344
Brogan

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Not all that impressed.

 

For all Bioware's bluster about this amazing camera they have for Inquisition it's pretty clearly still a step backwards from the camera we got for Origins on PC.

 

console ui is all we've seen



#345
Bayonet Hipshot

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Personal Feedback

 

The auto-attack animations for mages should be the one they showcased with the female Qunari mage demo, not the staff twerking from Dragon Age 2.. It makes more sense. The staff is there to just assist and augment the mage. Handblasts are therefore, more appropriate. 

 

The animation for non magic powers are cheesy and some of them are downright weird. How does a humanoid just leap a few feet backward without any spring or crouching first ? Also I find it odd that you can perform a single blow with a hammer or a greatsword, the Mighty Blow, that breaks the ground, but leaves the enemy with just some blood flecks. Non magic animations, especially the ones for abilities, should feel visceral and bloody. Only mages should have the over-the-top flashiness. 


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#346
hexaligned

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The staff dance returning... eugh.. Like really? The enemy is right there, why do that? Just not in to the whole weird anime, make the characters look like they jumped out of a Hong Kong Kung-Fu flick style.

 

127811838931.gif

 

Someone with some pull on the development side obviously has a love for anime/JRPGS.  Which is fine for them and people who like both those things.  I am not one of those people, sadly.


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#347
Innsmouth Dweller

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i don't know what is more baffling - the lack of any vital info about combat whatsoever (beside tactical mode /yay... shown with console GUI /booo) or the fact no one seem to notice that and focus on... visuals instead of somewhat disturbing little things... like

 

weapon damage as a base for spell damage (no other 'modifier' visible in spell description), 

 

lack of char tactics/scripts interface (is it gone or just doesn't look cool enough to show?),

 

no info on focus mechanics (it's a new bloody thing! how does it work? devs said it's build by party cooperation and used to close rifts! i think it's a big thing, worth more information, no?),

 

types of damage/mitigation options, not even a hint on those (is it copy&paste from ME? how those shields/bariers work in-game?)



#348
Brogan

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Someone with some pull on the development side obviously has a love for anime/JRPGS.  Which is fine for them and people who like both those things.  I am not one of those people, sadly.

 

Same here.  It clearly goes away from the 'realistic' feel that drew me to Origins in the first place.

 

However, it's a superficial flaw that I think I could live with as long as Bioware follows through on the story/gameplay like they always have.


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#349
HellaciousHutch

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i don't know what is more baffling - the lack of any vital info about combat whatsoever (beside tactical mode /yay... shown with console GUI /booo) or the fact no one seem to notice that and focus on... visuals instead of somewhat disturbing little things... like

 

weapon damage as a base for spell damage (no other 'modifier' visible in spell description), 

 

lack of char tactics/scripts interface (is it gone or just doesn't look cool enough to show?),

 

no info on focus mechanics (it's a new bloody thing! how does it work? devs said it's build by party cooperation and used to close rifts! i think it's a big thing, worth more information, no?),

 

types of damage/mitigation options, not even a hint on those (is it copy&paste from ME? how those shields/bariers work in-game?)

 

You know what's really disturbing, you seemingly not understanding that this is the first video in a series of videos like they said more than once.

 

Also. There's no way you're going to get all the specifics anyway, all the minor specifics and "little things", like damage/mitigation. No other game developer does this, so I'm not sure why you think BioWare should be doing it.


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#350
Heimdall

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I prefer the staff twirling to the little jabs DAO mages used