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#126
Vapaa

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Because it renders the lore utterly pointless.

 

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#127
Milan92

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The game should make us buy those healing potions and pulleys, then. Not just magically give it to us because its "kewl". If you don't have the gear you can't do the trick. This is seriously the awesome-button all over again.

 

You're not forced to use it. Its just an option for those that want to use it.



#128
CannotCompute

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Someone went on twitter and asked, and Mr Laidlaw said you can't use abilities from the radial menu

 

Though I don't know if it's a huge deal, losing access to my five least used talents at the end of the game wouldn't change things too much for me I don't think.  Though it does risk making levelling up less interesting at high levels, when you're not only picking up the talents you're less interested in, but you won't be using them.

 

Though I wonder if tactics will allow you to get at the talents you can't map?

 

Wow, that's really surprising. Kind of a strange move. I use the radial menu all the time in Origins & DA2. It's gonna be quite a hassle to change the lay-out every couple of battles, just because we can't use other spells on the fly.



#129
Rawgrim

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You're not forced to use it. Its just an option for those that want to use it.

 

Seems to be more and more cartoony combat showing up these days. 90 percent to the combat seems to belong in an episode of The Power Rangers. Kind of hard not to be forced to use any of it.



#130
Milan92

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Seems to be more and more cartoony combat showing up these days. 90 percent to the combat seems to belong in an episode of The Power Rangers. Kind of hard not to be forced to use any of it.

 

Why don't we just wait and see how it will play out first?



#131
Illyria God King of the Primordium

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The game should make us buy those healing potions and pulleys, then. Not just magically give it to us because its "kewl". If you don't have the gear you can't do the trick. This is seriously the awesome-button all over again.

Isn't the whole point of artificer abilities setting up gear though?  I agree that maybe rather than stamina they should expend some other resource, but it seems a bit unfair to whine that a specialisation whose whole focus is insane tech is using insane tech.  



#132
Vapaa

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The game should make us buy those healing potions and pulleys, then. Not just magically give it to us because its "kewl". If you don't have the gear you can't do the trick. This is seriously the awesome-button all over again.

 

No it's an ability and you have to spend points to have it, and spend some more to upgrade.

It works just like Stone fist, Mighty blow or in fact, EVERY OTHER ABILITY.

 

Spouting buzzwords like "Power rangers" or "Awesome button" isn't going to change that.



#133
Rawgrim

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No it's an ability and you have to spend points to have it, and spend some more to upgrade.

It works just like Stone fist, Mighty blow or in fact, EVERY OTHER ABILITY.

 

Spouting buzzwords like "Power rangers" or "Awesome button" isn't going to change that.

 

Creating an artifact requires materials. Casting a spell or hitting someone really hard doesn't. Spending points on it (if sense is a factor) should reflect how skilled the character is at crafting the artifacts, not just magically give you expensive material you get for no other reason that you have spent a skillpoint at crafting.



#134
Wulfram

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The materials may not be particularly expensive, and they may be recoverable after use.  The limiting factor is the skill to utilise them.



#135
Rawgrim

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Isn't the whole point of artificer abilities setting up gear though?  I agree that maybe rather than stamina they should expend some other resource, but it seems a bit unfair to whine that a specialisation whose whole focus is insane tech is using insane tech.  

 

Setting up and crafting gear. Sure. By all means. But not without having the material to create it, and not having it do things that is utterly against the lore.

 

And no. Its not unfair to expect the developers to stick to the information they give us (the lore). Gaider even said teleporting doesn't work in DA, when they got stick for the teleporting mages in DA2. Now its possible by simply creating a non magical artifact. That is a serious 180 right there.



#136
Rawgrim

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The materials may not be particularly expensive, and they may be recoverable after use.  The limiting factor is the skill to utilise them.

 

Its not very limiting when someone, we are told can't use magic at all, can suddenly teleport.


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#137
Illyria God King of the Primordium

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Setting up and crafting gear. Sure. By all means. But not without having the material to create it, and not having it do things that is utterly against the lore.

 

And no. Its not unfair to expect the developers to stick to the information they give us (the lore). Gaider even said teleporting doesn't work in DA, when they got stick for the teleporting mages in DA2. Now its possible by simply creating a non magical artifact. That is a serious 180 right there.

I literally just explained that it likely isn't actually (lorewise) teleporting.  I agree that it should take other materials, probably.  That seems sensible.  But I just explained how it could work lorewise without involving magic.  I agree, his phrasing is a little disturbing, but we don't even know what it will look like.  

 

If the animation is you/Varric disappearing in a flash of twinkly light, then I agree that it doesn't work lore wise.  Hell, even if it uses the old 'cloud of smoke' or 'incredible backflip' I'll give it a stern eye.  But the fact is we don't know much of the lore about it other than a) it's a gear thing and b ) it involves moving you quickly from one space to another.  Why aren't people complaining that clearly DA has now invented remote controlled ornithopters?  

 

Also, relating to above - going as far back as Origins, tonnes of the abilities make no lore sense.  Ranger animal summons, the glowing effects of bard songs/momentum, stealth - all of these graphically look like magical effects that break the lore.  If you want to complain about something, complain about the pocket dimension companions disappear to while you're on a mount.  


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#138
Rawgrim

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I literally just explained that it likely isn't actually (lorewise) teleporting.  I agree that it should take other materials, probably.  That seems sensible.  But I just explained how it could work lorewise without involving magic.  I agree, his phrasing is a little disturbing, but we don't even know what it will look like.  

 

If the animation is you/Varric disappearing in a flash of twinkly light, then I agree that it doesn't work lore wise.  Hell, even if it uses the old 'cloud of smoke' or 'incredible backflip' I'll give it a stern eye.  But the fact is we don't know much of the lore about it other than a) it's a gear thing and B) it involves moving you quickly from one space to another.  Why aren't people complaining that clearly DA has now invented remote controlled ornithopters?  

 

Also, relating to above - going as far back as Origins, tonnes of the abilities make no lore sense.  Ranger animal summons, the glowing effects of bard songs/momentum, stealth - all of these graphically look like magical effects that break the lore.  If you want to complain about something, complain about the pocket dimension companions disappear to while you're on a mount.  

 

Stuff like this is more glaring, I guess. Summoning makes no sense in any game. I agree with you there. But this bit here goes directly against statements devs have made in the past. I will see how it ends up looking, though. Its not like there arn't other rpgs coming out around the same time either.



#139
Illyria God King of the Primordium

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Stuff like this is more glaring, I guess. Summoning makes no sense in any game. I agree with you there. But this bit here goes directly against statements devs have made in the past. I will see how it ends up looking, though. Its not like there arn't other rpgs coming out around the same time either.

Fair enough.  I just think that given that there ARE non-lore breaking explanations, it seemed funny that everyone instantly rushed to assume the lore breaking one.  



#140
Rawgrim

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Fair enough.  I just think that given that there ARE non-lore breaking explanations, it seemed funny that everyone instantly rushed to assume the lore breaking one.  

 

DA2 and ME3 is fresh in people's minds. None of the weird stuff in those games got adressed later, so its only natural to assume.



#141
Vapaa

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Creating an artifact requires materials. Casting a spell or hitting someone really hard doesn't. Spending points on it (if sense is a factor) should reflect how skilled the character is at crafting the artifacts, not just magically give you expensive material you get for no other reason that you have spent a skillpoint at crafting.

 

Point is, DA talents never ever worked that way: how does Mark of the Assassin work ? and Song of Valor ? And what about Dirty fightinhg ? shouldn't you be crafting materials instead of magically incapacitate your target out of nowhere ?

 

I'm not fan of gameplay and story segregation either but complaining about that in a DA game is like complaning that water is wet.



#142
Illyria God King of the Primordium

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DA2 and ME3 is fresh in people's minds. None of the weird stuff in those games got adressed later, so its only natural to assume.

Eh, I still think those both get worked up by people too much.  Lord knows I hated ME3's ending, and a lot of its main campaign before the ending as well, but gameplay wise almost everything was explained and balanced.  The issues weren't a lack of explanations, more that the explanations didn't actually make any sense in regards to what was going on.  And DA2 simply suffered from the same gameplay/story segregation issues that I highlighted in DAO.  Ok, maybe a couple more with the incredible pocket dimension mabari, but always remember the old aphorism about assuming.  Be neutral first THEN swing left or right when you've actually got evidence.  



#143
Rawgrim

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Point is, DA talents never ever worked that way: how does Mark of the Assassin work ? and Song of Valor ? And what about Dirty fightinhg ? shouldn't you be crafting materials instead of magically incapacitate your target out of nowhere ?

 

I'm not fan of gameplay and story segregation either but complaining about that in a DA game is like complaning that water is wet.

 

Wanting improvements is not a bad thing.


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#144
Vapaa

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Wanting improvements is not a bad thing.

 

I'd rather have fun and tactical tools to work with than nitpicking over abilities.

 

An yes I do mean "nitpicking" because it's just a convenient stylization of a thing that can happen in-universe, the taint deal is a much bigger offender.


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#145
krogan warlord83

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I'd rather have fun and tactical tools to work with than nitpicking over abilities.

 

An yes I do mean "nitpicking" because it's just a convenient stylization of a thing that can happen in-universe, the taint deal is a much bigger offender.

 

yup i love how kill Hundreds of darkspawn and never worry about the taint



#146
The Elder King

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Wanting improvements is not a bad thing.

It's not, but based on the abilities in the previous games, I prefer to assume that they won't change their mind on making abilities -and animations that go beyond lore.
I guess that It'd be better for you to wait and see the whole picture on gameplay after release.

#147
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Okay, I was actually wrong about this, and am sort of surprised. Hrungr tweeted Mike about this, and Mike confirmed that you cannot access abilities through the radial menu but can change the 8 you have mapped while in the field.

I'm shocked, but I'm becoming more open to this idea the more I think about it.

-It provides a way of really THINKING about what you're going to need during fights.

-It's limiting, but only in the short-term since we can change it up, and it allows us to diversify the party more (i.e. Solas and Vivienne can both be in the party and cast fire spells but have DIFFERENT fire spells than each other).

I am really surprised they removed spell access from the radial. I'm also a little worried and can't help but remember how awkward the controls felt for DA:O on the console (targeting was awful, no tactical view) and think maybe shortcuts were made somehow. I hope they made the changes because the mapping works better, but I have my reservations.

Modifié par Crescent_Moon, 22 août 2014 - 07:51 .


#148
LexXxich

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It's one thing to have ~250 abilities unlocked and being able to use only 7 of them simultaneously.
It's quite another to only have about 15 abilities unlocked and being able to use 8 at one time. Limited Action Set gameplay philosophy is not applicable in cases where PC is already restricted by amount of points it can spend unlocking abilities.

#149
MattH

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Just fired off a tweet to Mike...
... and got a super-quick answer!
Mike Laidlaw ‏@Mike_Laidlaw
Nope, but you can change them up in the field.

This is the first thing I've heard that I'm genuinely sad about *gross sobbing*

#150
Arvaarad

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Popping into the thread to say I love the idea of focus. It seems like they've captured the resource management of waves, without needing actual waves.

When I start combat with 100% of every resource, every combat is going to follow the optimal path. Mass paralyze, stack AoE, rinse and repeat. It made encounters very rote in DA:O.

DA2 was better in this regard, but a lot of people seem to dislike waves. I'm pleased they found a way to scratch that resource-management itch without irritating people who hate wave combat.

Every time new combat info comes out, I think back to that combat survey that came out ages ago. I don't know how it's even possible, given that many people took the survey, but it seems like ALL of my feedback was incorporated. It's uncanny.

For example, Engage mode is a fantastic tool for micromanagers like myself. Focus addresses my desire for resource management. They're showing off all kinds of fancy new CC spells like walls, which I love. Next, they'll probably announce that combat dispenses sushi and backrubs to the player.

TL;DR: when a combat survey comes out, take it.
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