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DRAGON AGE™: INQUISITION Gameplay Features – Combat


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#351
Brogan

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His point remains..  in general there are alot of features that many of us expected to be shown off/detailed by this point in time. 

 

At the very least it's risky in a financial sense.  Lotta people waiting to pre-order until they see certain things.



#352
HellaciousHutch

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His point remains..  in general there are alot of features that many of us expected to be shown off/detailed by this point in time. 

 

At the very least it's risky in a financial sense.  Lotta people waiting to pre-order until they see certain things.

 

If not seeing damage/damage mitigation and other silly things like that turns you away from pre-ordering/purchasing the game, then, you really didn't want the game in the first place.


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#353
Jazzpha

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Any word so far on the timeline for the other videos in the series? I'd love for it to be a daily thing, but since they have a lot of time to fill before launch, I wouldn't be surprised if it was weekly.



#354
Brogan

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If not seeing damage/damage mitigation and other silly things like that turns you away from pre-ordering/purchasing the game, then, you didn't want the game in the first place.

 

No, but an accumulation of smaller things like that might make you hesitant and wonder how much they changed in a game with many high expectations.

 

Like I said, risky.



#355
Nohvarr

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

1. What makes it impractical? Is there anything in the lore that suggest twirlign the staff is a bad idea? For all you know adding a spin to a staff while casting magic, allows you to transfer the kinetic energy into the mystic blast increasing the effectiness of your attack. Sine the Magic blasts of DAI look 'weighter' than those of DAO, I am inclined to believe this.

 

2 I like the visuals and feel they add a sense of urgency to the actions. Having a mage stand there and just point their staff casually is not visually interesting to me.

 

Now, all that said, the current method of employing mystic attacks is not the only one I would accept. I could also see using no staff if I could do something like this:

 

IanMcKellen-MagnetoX2Spinningballs_zps8b

 

With mystic energy. Heck at that point my mage could stand still with his arms folded as mystic energy spheres swirl around them, cause then I could tell they are active and concentrating.


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#356
Rawgrim

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Crouching tiger, hidden dragon age....Combat looks almost the same as DA2. Bad.



#357
HellaciousHutch

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Crouching tiger, hidden dragon age....Combat looks almost the same as DA2. Bad.

 

That means it's still better than Dragon Age: Origins' gameplay.

 

If there's 1 thing DA2 has over DA:O it's the combat system. The tactical camera/view/etc in Origins was great, but other than that, no. It was the most clunky, slow-paced, tedious combat system I've ever seen implemented into a supposed modern game; it almost felt turned based it moved so slow. Far too archaic for this day and age.

 

Though... I suppose different strokes for different folks, really.



#358
CronoDragoon

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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

 

Because Kung-fu adds +6/+4 to any weapon, ye uninitiated.

 

equilibrium-shootout-1-1-o.gif



#359
Ridwan

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1. What makes it impractical? Is there anything in the lore that suggest twirlign the staff is a bad idea? For all you know adding a spin to a staff while casting magic, allows you to transfer the kinetic energy into the mystic blast increasing the effectiness of your attack. Sine the Magic blasts of DAI look 'weighter' than those of DAO, I am inclined to believe this.

 

2 I like the visuals and feel they add a sense of urgency to the actions. Having a mage stand there and just point their staff casually is not visually interesting to me.

 

Now, all that said, the current method of employing mystic attacks is not the only one I would accept. I could also see using no staff if I could do something like this:

 

IanMcKellen-MagnetoX2Spinningballs_zps8b

 

With mystic energy. Heck at that point my mage could stand still with his arms folded as mystic energy spheres swirl around them, cause then I could tell they are active and concentrating.

 

And while you're spinning around, trying to look cool random monster jabs you with his mace and it flies out of your hand. There's a reason why all the cool kung fu stuff doesn't work in combat sports, efficiency is the keyword here. Not to mention, watching a tiny elf doing twirls and acting like he's on speed during a long boss fight gets incredible tedious to watch.



#360
Ridwan

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Because Kung-fu adds +6/+4 to any weapon, ye uninitiated.

 

equilibrium-shootout-1-1-o.gif

 

 

More like -4 to hit and plus 1 damage.



#361
Nohvarr

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And while you're spinning around, trying to look cool random monster jabs you with his mace and it flies out of your hand. There's a reason why all the cool kung fu stuff doesn't work in combat sports, efficiency is the keyword here. Not to mention, watching a tiny elf doing twirls and acting like he's on speed during a long boss fight gets incredible tedious to watch.

And how would this monster get close to me when I'm attacking him with magic from a distance? In fact why wouldn't i have used any number of spells at my disposal to freeze said beast in place then pummel him from a safe distance with magic? If a monster's in melee range then I have done something wrong already.

 

Also, if the point of a mage twirling a staff is to add a little energy to a ranged attack using the kinetic energy of motion then they are not 'trying to look cool' they are doing what they need to in order to increase the spells power. Like how some wizards in baldur's gate did hand motions to invoke spells and or increase their power.


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#362
CronoDragoon

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And while you're spinning around, trying to look cool random monster jabs you with his mace and it flies out of your hand. There's a reason why all the cool kung fu stuff doesn't work in combat sports, efficiency is the keyword here. Not to mention, watching a tiny elf doing twirls and acting like he's on speed during a long boss fight gets incredible tedious to watch.

 

This isn't a combat sports game. Realistic kung-fu physics or fighting styles are not the goal. Badass spells and such are.



#363
Ridwan

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This isn't a combat sports game. Realistic kung-fu physics or fighting styles are not the goal. Badass spells and such are.

 

And casting a bad ass spell shouldn't require a mage to spin around doing acrobatics. Last I checked spells requires one to focus mentally, and acting like you're Jet Li while summoning a fireball spell doesn't really seem very logical. I prefer the more "realistic" approach that Dragon Age Origins took (just speed it up a tiny bit) over the laughable anime combat animation that Dragon Age 2 had. It looks cool for an hour, but then gets very bothersome and tedious.


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#364
Ridwan

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And how would this monster get close to me when I'm attacking him with magic from a distance? In fact why wouldn't i have used any number of spells at my disposal to freeze said beast in place then pummel him from a safe distance with magic? If a monster's in melee range then I have done something wrong already.

 

Also, if the point of a mage twirling a staff is to add a little energy to a ranged attack using the kinetic energy of motion then they are not 'trying to look cool' they are doing what they need to in order to increase the spells power. Like how some wizards in baldur's gate did hand motions to invoke spells and or increase their power.

 

Spinning around like a clown means you quickly lose sight of the battlefield too, you're going to get monsters trying to sneak up and ambush you. Drawing runes in the air like they did in Baldur's gate, can not be compared to acting like a breakdancer.



#365
Brogan

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That means it's still better than Dragon Age: Origins' gameplay.

 

If there's 1 thing DA2 has over DA:O it's the combat system. The tactical camera/view/etc in Origins was great, but other than that, no. It was the most clunky, slow-paced, tedious combat system I've ever seen implemented into a supposed modern game; it almost felt turned based it moved so slow. Far too archaic for this day and age.

 

Though... I suppose different strokes for different folks, really.

 

PC or console DAO?



#366
CronoDragoon

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And casting a bad ass spell shouldn't require a mage to spin around doing acrobatics.

 

Yes it should. A spell that does not double as a dance is not a spell worth casting.


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#367
Sylvius the Mad

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That means it's still better than Dragon Age: Origins' gameplay.

If there's 1 thing DA2 has over DA:O it's the combat system. The tactical camera/view/etc in Origins was great, but other than that, no. It was the most clunky, slow-paced, tedious combat system I've ever seen implemented into a supposed modern game; it almost felt turned based it moved so slow. Far too archaic for this day and age.

Though... I suppose different strokes for different folks, really.

I would prefer turn-based as opposed to the chaos of DA2's combat.

DAO's was just about perfect, I thought. I liked the speed, the control, the flexibility. DA2 changed most of that, and improved none of it.
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#368
Nohvarr

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Spinning around like a clown means you quickly lose sight of the battlefield too, you're going to get monsters trying to sneak up and ambush you. Drawing runes in the air like they did in Baldur's gate, can not be compared to acting like a breakdancer.

The characters are not 'spinning around like clowns'. In generally they swing their staff and launch magic down it's length. The few times they do turn their heads can clearly be shown reacquiring their target before launching another attack. As for the staff twirl, that appears to occur right before they slam said staff into the ground launching multiple burst of magic.

 

Now, last I checked, I am playing a video game that gives me the ability to observe a fight between my forces and the enemy from on high. So no, I am not going to have any trouble keeping sight of my target. I can set a plan in motion, place my front line fighters where I want them execute and then watch the fun. I am allowed to enjoy my mages executing their powers with a visual flair.


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#369
Sylvius the Mad

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Yes it should. A spell that does not double as a dance is not a spell worth casting.

I thought the casting animations in DAO were too elaborate. I wanted my mage to fire off energy with minimal gestures.

So DA2 was, again, a step in entirely the wrong direction.
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#370
CronoDragoon

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I would prefer turn-based as opposed to the chaos of DA2's combat.

 

Outside of new waves jumping down there's nothing chaotic about DA2's combat.


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#371
kingjezza

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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.

 

Lead designer DAO: Brent Knowles

Lead designer DA2: Mike Laidlaw

Lead designer DAI: Mike Laidlaw

Laidlaw was also lead writer on Jade empire

 

Not a knock or an insult as all people like different things but I think it's clear to see there has been a change in direction since Origins.



#372
Sylvius the Mad

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Outside of new waves jumping down there's nothing chaotic about DA2's combat.

It's too fast, and the movement of characters too erratic.

Fine, I dislike the speed. I wanted combat to be slower.

#373
CronoDragoon

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It's too fast, and the movement of characters too erratic.

Fine, I dislike the speed. I wanted combat to be slower.

 

Fair enough. Origins was too slow for me. Maybe we'll both find something to like in Inquisition.



#374
Revi

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the whole video was just meh. :|



#375
Degenerate Rakia Time

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DAO combat was like pulling teeth with pliers, it was slow and painful, DA2 combat was like getting hit in the mouth with a lead pipe, it still sucked but at least it was over fast :D


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