That second one isn't even a meaningful assertion. It can't be a lie.You wrote this, which was a lie.
No attribute points on level up
#1551
Posté 09 octobre 2014 - 07:15
#1552
Posté 09 octobre 2014 - 07:16
I can't speak to MotA, but Legacy didn't fix that problem at all. Combat was still wave-based.
No, in legacy it was not. It had wave based fights in it but it generally was about straight up fights based on tactics. The only enemies that came in waves were the creepers.
#1553
Posté 09 octobre 2014 - 07:17
Show me my quote where I wrote that "those who disagree with you are not allowed to point out they've seen similar argument before....". Why do you lot lie so easily?
You complained about other people with differing here.
You lot quickly resort to name calling like "naysayers", whiners, or some jabs about bsn and fandom
I pointed out you were complaining about people who had noticed 'Patterns in the fandom', in the same way you were using Bioware's past mistakes as justification to be worried. Now you're accusing me of lying.
Noted.
#1554
Posté 09 octobre 2014 - 07:17
You no using the weapon you want has nothing to do with the issues now.
Will you be able to put Dex on a sword? Strength on a dagger?
#1555
Posté 09 octobre 2014 - 07:17
It's yet another example of how they're limiting character builds.
An that has nothing to do with the issue now and state months ago. No one really complain about it then.
#1556
Posté 09 octobre 2014 - 07:17
Now you're accusing me of lying.
Noted.
He is talking to me.
#1557
Posté 09 octobre 2014 - 07:18
No, in legacy it was not. It had wave based fights in it but it generally was about straight up fights based on tactics. The only enemies that came in waves were the creepers.
Only during the actual Legacy quest. And like the rest of the game it didn't require tactics. Just button mashing.
#1558
Posté 09 octobre 2014 - 07:18
I'm not fond of them deciding my characters build, but I do like reducing attribute dependency for items and abilities.
Also it seems rogue attack is based entirely on cunning, which is a shame, I preferred Origins, playing an archer with dexterity high enough to make me all but intangible.
#1559
Posté 09 octobre 2014 - 07:18
It adds to the issue.
No It does not. If it did then the complaint would of came up them moment it was stated and not months later. The issues have nothing to do with each other.
#1560
Posté 09 octobre 2014 - 07:19
Sure, but that has nothing to do with the issue now. As I said before,it was already stated classes had weapon restrictions well before the details of the attribute system was stated. You no using the weapon you want has nothing to do with the issues now.
No, it really does. It's symptomatic of the elimination of player choice and the oversimplification of gameplay.
- I only have two weapon choices per class, and no weapon choices if I'm a mage. DAO allowed you to use all ten weapon types on each character. DA2 restricted you to seven for Warriors, two for rogues, and none for mages.
- I have no control over my own attribute gains - only what the developers allow me through the talent trees (which are all apparently primary stats only) and the supposedly optional crafting system.
- I am limited to eight abilities while in combat, and cannot alter them without exiting combat/reloading. If I have to explain why this kills versatility builds by itself, well..
- I cannot change weapons during combat. Even DA2 allowed this to some degree.
- I can't have two weapon slots, which DA2 did not allow. In DAO, I could be geared with a range weapon if I had to engage at range, or a melee weapon if my ranged character was engaged in close combat. In a game that is supposedly all about tactics, I should not have to explain why the lack of this, combined with the unchangeable slot limit is a bad thing.
- Uccio, ShadowLordXII et Joe-Poe aiment ceci
#1561
Posté 09 octobre 2014 - 07:20
Only during the actual Legacy quest. And like the rest of the game it didn't require tactics. Just button mashing.
Put it on hard then. Most of the enemies made you relocate your tactics on the fly.
#1562
Posté 09 octobre 2014 - 07:21
No It does not. If it did then the complaint would of came up them moment it was stated and not months later. The issues have nothing to do with each other.
The complaint did come up bigtime. And two issues that removes player's choices do have something to do with eachother. They are both parts of the same problem. Simplification.
#1563
Posté 09 octobre 2014 - 07:21
You complained about other people with differing here.
I pointed out you were complaining about people who had noticed 'Patterns in the fandom', in the same way you were using Bioware's past mistakes as justification to be worried. Now you're accusing me of lying.
Noted.
I don't know what are you talking about. I have an issue with people who quickly resort to name calling, using expressions like "naysayers". whiners. So you don't have my quote. Okay..
#1564
Posté 09 octobre 2014 - 07:22
He is talking to me.
He also accused me of lying in another post.
#1565
Posté 09 octobre 2014 - 07:22
He also accused me of lying in another post.
Oh? Didn't even notice that.
#1566
Posté 09 octobre 2014 - 07:23
Put it on hard then. Most of the enemies made you relocate your tactics on the fly.
Yeah by teleporting in from the ceilling and raining down on people. Just spamming area spells took care of that. Since there was no friendly fire. That simplification they have adressed in the new game, though. It has a friendly fire toggle.
#1567
Posté 09 octobre 2014 - 07:25
Don't know if this has been posted or not, but a few screens of the attributes page for characters.
I took a screenshot of the recent gameplay footage released.
I believe all the characters are lvl 12. From the looks of things, everything just seems dumped into a specific attribute for the specific classes. Rogue = Dex, Mage = Magic. Or, in the case Varric, it's split between dex and cunning.
However, this is from a restricted / early build of the game that was being played.
#1568
Posté 09 octobre 2014 - 07:25
Having played RPG's since '75, I am somewhat aware of Class play and distinction. But not every Class must be the same design as the the same class from a different Player, as was the case originally in DAO. My Rogues preferred to play Thugs or Mercs rather than light armored second story thieves. My Mages of the same Specializations were different than the others.
I accept the DA series as class system, but prefer the Player to maintain the option to be different; even misguided in their choices rather than having the same build for the same class.
I agree that not every class build must be the same as another... though I don't see why you would think that was the case just because class builds don't overlap with other classes anymore. I'm sure there are still ways to make a bad build.
When I want front line straightforward fighter, like a Thug or a Mercenary, I roll a warrior. If I want a character that's more nimble and fights with his wits, I roll a rogue. I choose the class that fits my character concept. Since there's no lore distinction between warrior and rogue, the way you do it sounds a bit backwards to me.
- Muspade aime ceci
#1569
Posté 09 octobre 2014 - 07:27
No, it really does. It's symptomatic of the elimination of player choice and the oversimplification of gameplay.
- I only have two weapon choices per class, and no weapon choices if I'm a mage. DAO allowed you to use all ten weapon types on each character. DA2 restricted you to seven for Warriors, two for rogues, and none for mages.
- I have no control over my own attribute gains - only what the developers allow me through the talent trees (which are all apparently primary stats only) and the supposedly optional crafting system.
- I am limited to eight abilities while in combat, and cannot alter them without exiting combat/reloading. If I have to explain why this kills versatility builds by itself, well..
- I cannot change weapons during combat. Even DA2 allowed this to some degree.
- I can't have two weapon slots, which DA2 did not allow. In DAO, I could be geared with a range weapon if I had to engage at range, or a melee weapon if my ranged character was engaged in close combat. In a game that is supposedly all about tactics, I should not have to explain why the lack of this, combined with the unchangeable slot limit is a bad thing.
1. Nothing to do with the issue of the attribute system now.
2. You can pick any attribute you want that there. It might not be any attribute you want but you also need to consider much what is there benefits to the abilities of the class. In the end it sound like you want to make a jack of all trades that's a master on none.
3.Not an issue on how you can build your character, just on what abilities you can use at a time.
4.A minor issue if your gear is not effective to the target your facing. That just means you need to plan ahead before attacking.
5. That was well announce months ago and as no issue on the current issue.
#1570
Posté 09 octobre 2014 - 07:28
The complaint did come up bigtime. And two issues that removes player's choices do have something to do with eachother. They are both parts of the same problem. Simplification.
Not really. If it did people would be still complaining about it.
#1571
Posté 09 octobre 2014 - 07:28
I don't know what are you talking about. I have an issue with people who quickly resort to name calling, using expressions like "naysayers". whiners. So you don't have my quote. Okay..
Oh you mean like this?
It would,but then the Anti RPG crowd would complain about how trivial it is and that everyone should be forced down a linear path for their characters.
CJONES91 made that comment and was called on it by myself and others, since we're not 'Anti RPG' or 'Simplified RPG'. We just happen to have a different opinion and are as interested in arguing about it as those who are against the changes.
#1572
Posté 09 octobre 2014 - 07:29
1. Nothing to do with the issue of the attribute system now.
2. You can pick any attribute you want that there. It might not be any attribute you want but you also need to consider much what is there benefits to the abilities of the class. In the end it sound like you want to make a jack of all trades that's a master on none.
3.Not an issue on how you can build your character, just on what abilities you can use at a time.
4.A minor issue if your gear is not effective to the target your facing. That just means you need to plan ahead before attacking.
5. That was well announce months ago and as no issue on the current issue.
The other poster is clearly listing up how choices have been removed dramatically. The topic of this thread is part of that issue.
#1573
Posté 09 octobre 2014 - 07:29
2. You can pick any attribute you want that there. It might not be any attribute you want but you also need to consider much what is there benefits to the abilities of the class. In the end it sound like you want to make a jack of all trades that's a master on none.
his means, for instance, I can't create a sword-and-shield Templars with most of my attributes put into defense and magic to focus on defense. It's rather irksome.
#1574
Posté 09 octobre 2014 - 07:30
Yeah by teleporting in from the ceilling and raining down on people. Just spamming area spells took care of that. Since there was no friendly fire. That simplification they have adressed in the new game, though. It has a friendly fire toggle.
They did not do that in legacy. Not once.
#1575
Posté 09 octobre 2014 - 07:30
Not really. If it did people would be still complaining about it.
You just commented on someone that complained about it 1 minute ago. It pays to read the posts you reply to.





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