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No attribute points on level up


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#1851
seraphymon

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Yes, DAO did have wave combat. And I hated it. Wave combat is bad.

Any enemy that spawns during the encounter and then attacks is a new wave. It doesn't matter where or how the enemy appears - if he attacks before this fight is finished, it's wave combat.

And wave combat is bad. Always.

Not always.  Wave combat does break things up, making for something different. But only when it is handled in the correct ways, like with mark of assassin or when an all out war is breaking out and the waves come from appropriate places. But when it is in every fight and coming from nowhere its just ridiculous


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#1852
Elhanan

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Yes, DAO did have wave combat. And I hated it. Wave combat is bad.

Any enemy that spawns during the encounter and then attacks is a new wave. It doesn't matter where or how the enemy appears - if he attacks before this fight is finished, it's wave combat.

And wave combat is bad. Always.
DA2's fights rarely required any more tactics than "retreat to chokepoint". Since the waves always spawned at the location of the original encounter, simply not being there anymore solved that problem.


I recall waves in this series, and in the old Gold Box games that were quite enjoyable. Still recall battling multiple Kobolds in Pool of Radiance(?), and I nearly ran out of spells. As long as they spawn from a sensible location, it is generally fine with me.

And at least one could use chokepoints in DA2; some games eliminate terrain and locations from tactics altogether.
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#1853
TheKomandorShepard

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Wait since when dao had wave combat? Im pretty sure that enemies were already around save for some situations like in denerim or final boss fight in daa plus some other situations where enemies spawn.

 



#1854
In Exile

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Wait since when dao had wave combat? Im pretty sure that enemies were already around save for some situations like in denerim or final boss fight in daa plus some other situations where enemies spawn.

 

 

The Carta. 


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#1855
Sylvius the Mad

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Wait since when dao had wave combat? Im pretty sure that enemies were already around save for some situations like in denerim or final boss fight in daa plus some other situations where enemies spawn.

 

Deep Roads.



#1856
TheKomandorShepard

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The Carta. 

Hm you are talking about quest with jarvia or something else?

Pretty sure that there is no something there as wave combat unless you count their rogues that stealth attack you same as in some moments shrieks.



#1857
hexaligned

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Wait since when dao had wave combat? Im pretty sure that enemies were already around save for some situations like in denerim or final boss fight in daa plus some other situations where enemies spawn.

 

The console version phased enemies in, in some encounters, although not to the degree of DA2.  I don't specifically remember any fights on the PC version that did so, but there may have been.



#1858
TheKomandorShepard

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Deep Roads.

 

Here as well i don't recall that as most enemies on deep roads were already there save for shrieks that stealth attacked you and perhaps spiders.

 

 

The console version phased enemies in, in some encounters, although not to the degree of DA2.  I don't specifically remember any fights on the PC version that did so, but there may have been.

Well i played on pc so i don't know how things were on console versions there were combat waves on the pc but were rather rare and most fights in game were fighting with enemies that were around unlike in da 2.  



#1859
SetecAstronomy

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Deepstalkers. Wave after wave. Until the Matron showed up.


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#1860
In Exile

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Hm you are talking about quest with jarvia or something else?

Pretty sure that there is no something there as wave combat unless you count their rogues that stealth attack you same as in some moments shrieks.

 

It was the boss battle with her had waves, and so did the deepstalkers that came up to you I think. It might have also been the case at a few of the doors you open spawning enemies behind you. 


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#1861
The Baconer

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There was also that god damn spider mini-boss in the Deep Roads.


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#1862
falconlord5

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It was the boss battle with her had waves, and so did the deepstalkers that came up to you I think. It might have also been the case at a few of the doors you open spawning enemies behind you. 

 

I don't remember the deepstalkers in waves, though I could be wrong.

 

I do remember the 'opening doors and spawning enemies', though. But I thought it was DA2?



#1863
TheKomandorShepard

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It was the boss battle with her had waves, and so did the deepstalkers that came up to you I think. It might have also been the case at a few of the doors you open spawning enemies behind you. 

Those aren't combat waves well save for boss fights you mentioned where enemies were coming out or some other rare instances like denerim battle or redcliff battle and other moments.Deepstalkers either mostly were there waiting for you or jumped at you in ambush starting fight. Sometimes game ineed spawns enemies behind you but those are ambushes that start fight not waves. 



#1864
Cyr8

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They're just ****** it up right and left. Calling it now. From all I've seen, the game will be good from a story and character aspect but the gameplay will fall flat.



#1865
Shadow Fox

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They're just ****** it up right and left. Calling it now. From all I've seen, the game will be good from a story and character aspect but the gameplay will fall flat.

So continuing the proud tradition then eh?



#1866
nutcrackr

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I only remember enemy groups placed 10m away from each other for eternity. So pleased to see that DA3 does not have this, and the enemy groups seem to be avoidable in many situations.



#1867
Dutchess

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Darkspawn spawned in the broodmother fight as well.



#1868
Vilegrim

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No there isn't. I'm glad we agree :)

 

the exact opposite, he lied about where the game mechanics where coming from, pollution from MP.



#1869
Vilegrim

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That's not really much more of an abstraction than your character literally being five or six times stronger/more cunning/smarter than he was at level 1 in a couple of month.

 

I mean, the way I see it, we're trading one abstraction for another. But apparently one of these abstractions is an untouchable sacred cow even when it's definitely not a mechanic most RPGs use, including some of the deepest, most acclaimed ones.

 

 

Torment had it so..that's the deepest and best RPG ever made having it



#1870
Vilegrim

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That's why I said it's a matter of preference (what kind of customization do I like?) rather than an analysis of the depth of customization in the game (how many avenues does the game provide for customization and how robust/meaningful are my options there?)

 

Anyway, I'm sure some people are making a claim with that specificity, however others are conflating that with a game-wide accusation of dumbing down or casualization, such as this post:

 

 

Such statements selectively ignore all the things Inquisition is introducing that are an upgrade in terms of customization over the previous games in order to fit a narrative.

 

 

say it with me: loot is not customisation it is just loot, not customisation, not character development.


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#1871
Keroko

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They're making it into soup. Catch my drift?


... no? When you say 'soup' the first thing that comes to mind is that everything becomes bland and similar, but what we see now is rather the opposite.
 

I see what you're saying. They are improving some things and doing the opposite for other things. Believe me I totally get it. I like that skill trees have a very cool layout, but I really wanted to be many more abilities and passives that we can assign. I expect that at least.

 

I don't know how many we have.  I do think that the trees they're in shouldn't be linear, though.  There should be actual choices to be made about whether we should choose a new ability or choose the stat increase - not just the order in which we do both.

 

Ideally, I'd like to see many more abilities than we could learn in a single playthough.  Perhaps three times as many, and without linear progressions so we could learn them in any combination.

 

You say 'many more' but how many did Origins have, really? The rogue for example had 40, 24 of which crossed with the warrior making for 16 unique talents. 24 if you count the two specializations you can choose, topping at 32 when you count all four of them.

The Inquisition rogue has 52 entirely unique talents before we add the specializations. When we add the specializations, which, if Varric's Artificer is any indication, will hover around 11, the Inquisition rogue gets 63 unique talents in one playthrough, topping at 84 different choices.

 

The Inquisition rogue has almost double the amount of total talents the Origins rogue had. And all of the Inquisitions rogue talents are unique to the class.



#1872
Vilegrim

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I was playing as a mage today and was able to make a build that was pretty clearly the most powerful build in terms of speed of killing enemies today than I was with my rogues.  There are certainly some very good synergies you can make early that can make the mage smash opponents.  My favourite was using an ability that let me one on one the guardians (which can be hard with their shields) because it was an arcing blast the ended up curling around and hitting them in the rear while reducing their magic resistance letting me chain an a spell that did large damage while knocking them down, allowing me to finish them off with basic attacks while on the ground.

 

 

and yet, this fails to address the point of the entire thread.  You can be a complete badass in God of War, doesn't make it an RPG, and that is what appears to be being removed from Bioware games.



#1873
Keroko

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and yet, this fails to address the point of the entire thread.  You can be a complete badass in God of War, doesn't make it an RPG, and that is what appears to be being removed from Bioware games.

 

Stats being enhanced by gear more than your own allocation of attribute points is rather common in RPG's.


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#1874
KoorahUK

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the exact opposite, he lied about where the game mechanics where coming from, pollution from MP.

Lol, you are hilarious. 
 

If the best argument you can raise in the absence of any proof of your claim is "well he must be lying", I'm not going to indulge you any further.



#1875
Vilegrim

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Stats being enhanced by gear more than your own allocation of attribute points is rather common in RPG's.

 

 

Stats that YOU CHOOSE, either at creation in IE games, or at level up..here nothing nope all warriors have the same stats can't be more clever, or cunning or dexterous than any other warrior.  Unless your magic pants make you cleverer you are exactly the same.