What's with all the Giant Mooks?
#26
Posté 08 octobre 2014 - 05:51
#27
Posté 08 octobre 2014 - 05:52
lol... a dwarf the size of a human?
Well, looks like this "Giant Mooks" thing is just one more item on the list of crap I never wanted but will have to adapt to... it's getting kind of long though. I hope the story makes up for that.
Seriously though, do they think people are too stupid to figure out which enemy is a mini-boss or boss? Or do they think people are just too lazy to check?
It´s the size man, it´s the size!!
The cool effect.
#28
Posté 08 octobre 2014 - 06:03
I almost think the size difference is intended to be an immediate visual warning to the player that "this is a boss-level enemy, be careful!"
I find it mildly insulting that they assume players would even desire such visual cues, let alone need them... Ideally this would be a feature limited to "Easy" difficulty, but it's probably more complex than simply shrinking or enlarging the model... that would also change hit detection and possibly other things... meh. I'll get used to it. This game is shaping up to be very similar to Marvel Ultimate Alliance. If I look at it that way rather than trying to take it seriously, I think I'll be fine.
- In Exile et Cyrus Amell aiment ceci
#29
Posté 08 octobre 2014 - 06:08
Then at 15:35 we run into a Hurlock Alpha who seems to be similar in size to a Chasind Barbarian and is indeed far taller than the human player attacking it.
Well, in fairness, the hurlock alphas have been that size since Legacy.
#30
Posté 08 octobre 2014 - 06:19
Well, in fairness, the hurlock alphas have been that size since Legacy.
A large Darkspawn was never really going to upset anyone, but a dwarf as tall as a human? That is something else entirely.
It is just kinda silly that Bioware made the combat so flashy and frantic that they needed to enlarge certain enemies just to make sure the players can see and target them.
- Joe-Poe aime ceci
#31
Posté 08 octobre 2014 - 07:27
Maybe it's something to do with red lyrium. The Carta smuggle it and aren't the Freemen in league with the Red Templars?
#32
Posté 08 octobre 2014 - 08:45
This probably has nothing to do with anything lore wise. The NPCs are big because they are bosses. I don't know why they felt the need to do this; to me it's some weird, pseudo MMO gimmick they are tacking onto the game. It's distracting and annoying at the same time. I can't think of anything I've seen that I dislike more visually.
- KonguZya et Cyrus Amell aiment ceci
#33
Posté 08 octobre 2014 - 08:46
Maybe it's something to do with red lyrium. The Carta smuggle it and aren't the Freemen in league with the Red Templars?
It seems unlikely as close proximity is not enough to cause such growth (see Knight Commander Meredith). Only Templars and Mages would have cause to ingest it, the former is unlikely for a dwarf carta boss and the latter impossible for dwarves period.
#34
Posté 09 octobre 2014 - 01:03
Do you have any screenshots? If any human is larger than a qunari in the absence of magical influence, I find that disconcerting.
The Avaar I can just about accept, since they look like giant celtic barbarians, who are generally depicted as being massive.
That's the key word "depicted."
Giant humans just don't work when it is only one out of the bunch that is huge. If they are all huge that's one thing, but a single one stands out.
Could be dietary differences between the Avvar and lowland Alamarri. That was at least part of the reason behind the size gap between the ancient Germanic tribes and Mediterranean peoples like the Greeks and Romans.
Another important difference was the temperature.
If the size is a visual indicator of the danger posed by the mob, then why isn't my player character as tall as a skyscraper to warn the mobs about how dangerous I am to them?
- Cyrus Amell aime ceci
#35
Posté 09 octobre 2014 - 01:19
If the size is a visual indicator of the danger posed by the mob, then why isn't my player character as tall as a skyscraper to warn the mobs about how dangerous I am to them?
Because defeating an enemy that is bigger than you is more heroic than an act equitable to stepping on an insect.
Mind you, descriptions of the various races tend to lose meaning when dwarves the size of humans and humans the size of qunari run around like it was nothing special on a sunny day. I don't know what Bioware was thinking when it went this route but now I think it has gotten well out of hand. This kind of fanciful perversion might be acceptable in an mmo like World of Warcraft but it certainly does not mesh with my expectations of Dragon Age.
#36
Posté 09 octobre 2014 - 01:48
Because defeating an enemy that is bigger than you is more heroic than an act equitable to stepping on an insect.
I actually prefer seeing my character squash a NPC like it was a bug. And she needs to use a really snide laugh while doing it after which she will make a comment about how the NPC's guts ruined her new shoes.
- Cyrus Amell aime ceci
#37
Posté 09 octobre 2014 - 01:54
It feels more like they're borrowing another page from the Asian games/aesthetics than actual need to enlarge enemies -- the prominent figures being 2-3 times larger than regular characters is pretty common trope there. Unfortunately, it looks as silly and out of place as the combat animations dialed up to eleven 24/7.It is just kinda silly that Bioware made the combat so flashy and frantic that they needed to enlarge certain enemies just to make sure the players can see and target them.
- Joe-Poe aime ceci
#38
Posté 10 octobre 2014 - 04:40
I just watched the video with Sister Costeau and holy ****, she is ridiculously huge! This was a minor detail that I hated in SWTOR, when facing a Sith boss, he'd be unnecessarily huge. But this is a whole new level of stupidity, especially for Dragon Age.
Since an optional patch to scale down these monsters to normal size is never going to happen, I just hope that Bioware won't continue this trend in future games. Now, I don't expect that they'd do something this dumb in Mass Effect, but then again, I didn't expect it in Dragon Age either...
#39
Posté 10 octobre 2014 - 05:48
It feels more like they're borrowing another page from the Asian games/aesthetics than actual need to enlarge enemies -- the prominent figures being 2-3 times larger than regular characters is pretty common trope there. Unfortunately, it looks as silly and out of place as the combat animations dialed up to eleven 24/7.
But in those games power doesn't actually correlate with size - those are usually more of the "Worf" type enemies, to borrow from TVTropes (without linking, to save everyone an afternoon).
Anyway this is just an incomprehensible and bizarre design decision.
#40
Posté 11 octobre 2014 - 04:15
Well as long as this trend continues, the less fantastical armors for verisimilitude argument people make seems a bit silly in comparison.
I mean really I'd buy fighting in a nighty more realistic then large numbers of normal non magically enhanced people ten feet high. ![]()
The giant humans and dwarves definitely takes me out of the setting more than any dress or silly armor.





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