I liked having the option of radical menu. But it does give you the chance to mix up your peoples specializations so you have like 2 different types of warriors/rogues/mages I guess.
Eight slot limit destroys the entire point of Dragon Age
#151
Posté 24 décembre 2014 - 12:51
#152
Posté 24 décembre 2014 - 01:29
What was wrong with the DA2 fighting? OK, the animations looked a bit silly, but as a tactical combat game it's fine. Better than DA:O in a lot of respects, such as speed and balance.
What was wrong ? Is it a joke ? It was atrocious, boring, ridiculous, over the top, dumbed down, omnipresent and including the dreadful "wave" design. The question would rather be "what was RIGHT ?", because it was the single worst point in DA2, and that's including the rehashed caves.
At least you recognize the animations looked "a bit" (understatement of the year...) silly...
- Chinadrgn, killtrocity et Wurm_king aiment ceci
#153
Posté 24 décembre 2014 - 01:52
What was wrong ? Is it a joke ? It was atrocious, boring, ridiculous, over the top, dumbed down, omnipresent and including the dreadful "wave" design. The question would rather be "what was RIGHT ?", because it was the single worst point in DA2, and that's including the rehashed caves.
At least you recognize the animations looked "a bit" (understatement of the year...) silly...
It dern sure may have been boring but it got the job done quicker than Origins' combat where it took a year to kill a darn wolf.
How it's dumbed down you say is beyond me. I didn't even think the animations look bad. Origins' was worse it looked like you were a gorilla with the movements.
Some people like DA2's combat system, such as myself, better than Origins.
Don't be a douche and tell someone that they had the "understatement of the year" if you disagree with their opinion.
- Razir-Samus et N7Revenant aiment ceci
#154
Posté 24 décembre 2014 - 02:00
It dern sure may have been boring but it got the job done quicker than Origins' combat where it took a year to kill a darn wolf.
How it's dumbed down you say is beyond me. I didn't even think the animations look bad. Origins' was worse it looked like you were a gorilla with the movements.
Some people like DA2's combat system, such as myself, better than Origins.
Don't be a douche and tell someone that they had the "understatement of the year" if you disagree with their opinion.
his opinion isn't even concise to boot... i'd like to know why he thinks those things, not reiterate his previous mysterious opinions
#155
Posté 24 décembre 2014 - 02:27
I agree, 8 slots is enough only until you get your specialization, after that it is not enough.
- JPR1964, taglag et Chinadrgn aiment ceci
#156
Guest_MauveTick_*
Posté 24 décembre 2014 - 03:33
Guest_MauveTick_*
I wouldn't say it "destroys the entire point". Because honestly, aside from possibly the lead devs, who can possibly tell what the "point" is?
However, I will agree that the eight slot limit contributes absolutely nothing and instead detracts a lot from the combat system. It's one of the things I totally dislike.
It follows the trend in other games to dumb down the ability slots in order to theoretically make for "a more meaningful choice". Except that choice simply boils down to being forced to take the abilities that are generally the most useful while ignoring the niche abilities.
Yes, IMO freedom of choice in ability slots, skills, spells and character build have been dumbed down in Inquisition, a "development" I hate ![]()
#157
Posté 24 décembre 2014 - 06:48
What was wrong ? Is it a joke ? It was atrocious, boring, ridiculous, over the top, dumbed down, omnipresent and including the dreadful "wave" design. The question would rather be "what was RIGHT ?", because it was the single worst point in DA2, and that's including the rehashed caves.
Boring and omnipresent would apply to DA:O too. I've never really felt the need to get hysterical about the wave design, myself. "Atrocious " is the value judgement that come in after you've added up the other stuff.Ridiculous and over the top sound like they mean the same thing, but I'm not quite sure what that thing specifically is. So... looks like this is one of those different tastes things, huh?
- Sidney et N7Revenant aiment ceci
#158
Posté 24 décembre 2014 - 07:29
So far I've only run into a problem with my Knight Enchanter Inquisitor (who is obviously indestructible anyway):
-Mark of the Rift
-Spirit Blade
-Barrier
-Resurgence
-Winter's Grasp
-Lightning Bolt (set up detonation)
-Energy Barrage
-Immolate (Eldritch detonator)
No room for thing like static cage, fire mine, blizzard, etc, but with Knight Enchanter it's mostly just spamming Spirit Blade + Barrier anyway.
Still it is mildly annoying.
The lack of ability slots is really more of an overall gameplay criticism - you would only need more abilities if gameplay were more nuanced. All that you need to be successful is to spam a few abilities. Shallow. What I really love about this game is the exploration.
Besides, I rarely use rogues anyway because of the painfully stupid AI, so there are usually 2-3 mages on my team and you can delegate different abilities to each one. Honestly though with two tanks and two knight enchanters with +3 guard on hit robes it's literally god mode. Or use cole and that 18,000% damage ability. Very very easy game
#159
Posté 24 décembre 2014 - 07:58
I'm with you. I like the 8 slot limit, it makes me pick and choose abilities that I want or think will be useful that also fit my character. Much happier with 5-8 upgraded skills and plenty of passive abilities to suit my play style. Worrying about 20+ different spells is just unnecessary, and clutters the screen up. I don't need to collect every single ability.
I don't miss sustained abilities. Hated them.
And you my friend are the consumer I guess bioware is after. You should be playing action games, oh wait you are. This game is so dumbed down it's pathetic. I thought DA was a RPG, I was wrong.
- Chinadrgn et N7Revenant aiment ceci
#160
Posté 24 décembre 2014 - 08:40
So basically you liked DA2 for the WORST part of it ? Fighting in DA2 is absolutely terribad, and DAI fighting is actually pretty much a copy-paste of it, dumbed down even more.
And if it's funny you blame EA for listening too much to the core fans considering both that it seems more logical to listen to your core audience than to people who haven't bought your games, and also because the entire problem of DA2 and DAI is precisely that they did NOT listen to their fans, but instead catered to the console crowd...
I agree with almost everything you said except the catering to the console crowd. I'm in the console crowd and this is not the game I wanted. They didn't decide to make a action game based on our feedback but influenced by sales of other franchise games. I guess since they figured enough people have heard the name DA that maybe they could sell the **** out of it. They have one goal and that's money. To dumb a game down makes it accessible to more people, which means more money. They could care less what the fans of the series want as long as a few of them buy it, their after the ones that never played a bioware game before.
#161
Posté 24 décembre 2014 - 08:58
It dern sure may have been boring but it got the job done quicker than Origins' combat where it took a year to kill a darn wolf.
How it's dumbed down you say is beyond me. I didn't even think the animations look bad. Origins' was worse it looked like you were a gorilla with the movements.
Some people like DA2's combat system, such as myself, better than Origins.
Don't be a douche and tell someone that they had the "understatement of the year" if you disagree with their opinion.
Well I guess if you see nothing wrong with ridiculously useless and over-the-top cartoony moves that completely breaks from the general design, and that tactics have been an afterthought, then obviously you wouldn't have found DA2 combat wanting... but that's kinda the point.
And do you undestand what "understatement" even means ?
#162
Posté 24 décembre 2014 - 09:23
WoW FTW!
You can have all the ability slots you want. In fact, 1 full bar is not enough
!
I am using a full keyboard!
No Mods!
Fun Fun Fun!
And how would you do that.. as the skillbar only allows for 8 skills?
I wouldn't say it "destroys the entire point". Because honestly, aside from possibly the lead devs, who can possibly tell what the "point" is?
However, I will agree that the eight slot limit contributes absolutely nothing and instead detracts a lot from the combat system. It's one of the things I totally dislike.
It follows the trend in other games to dumb down the ability slots in order to theoretically make for "a more meaningful choice". Except that choice simply boils down to being forced to take the abilities that are generally the most useful while ignoring the niche abilities.
Eventually those niche abilities stop existing altogether and the combat system is dumbed down even further.
Why would I take something like spinning blades on my assassin when I can take shadow strike instead? Why take something which is only really useful when I have a tightly packed group of enemies when I can pick an ability that is useful all the time. Sod it that such an ability would still BE FUN to have when I occasionally encounter a tight packed group of enemies, because screw you for going with the most logical course of action.
The whole choice is made even more absurd because the AI does seem to use all the abilities at its disposal, regardless of the limit.
I totally agree except in my experience the AI dosent use skills that is not on the skillbar.. but will test it out again...
another one with an irrational hate of DA2? what was so bad about it? sure they "recycled" areas, because the story was based in and around kirkwall itself... combat was also fine, granted it was more mobile (or quicker paced) and backstabbing was gone, there was still tactics and behaviors to ensure control of every action your party made, and it was an enjoyable experience, just like DA:O
the problem with DA:I is that the personal whims of a dev got in the way of really improving an already concrete base that was present in both DA:O and DA2, the party and tactics based combat... instead we get a whole lot of filler content and collectibles, which isn't all bad, but there's simply too much of the mundane stuff to really mean anything in most cases... and aforementioned base torn to pieces and presented back to us looking a bit like dog food
Ohhh the problems where much bigger then that starting with the storyline was way too linear with next to no choices.. Areas was recycled too much as you point out yourself.. Tactics was dumbed down just as they have done i DAI aleast make an advanced tactics option for those who like it.. the combat system felt like hack and slash.. the character customization of companions where nearly gone.. the tacticcamera was gone and they went with a dumbed down version for DAI too unfortunetly but at least its there 90%, of DAO was played in tactical mode for me becourse it resembled old rpg's like baldursgate and icewinddale.. the feeling I have of DA2 isent that its a bad game but it wasent a sequel to DAO it could have been so much more...
#163
Posté 24 décembre 2014 - 09:34
Yeah....the skill limit feels forced and like an additional poor design decision especially considering you can actively neuter a party member by switching to them because they CAN use any skill at any time the only person limited is yourself. You also basically have to choose whether you want your rift making ability or the focus ability from your Spec because having both on the bar is a SEVERE waste and you can't even switch the spells on the fly if you are willing to take the time to enter the character menu then try to pull abilities into positions. It means you need to build the characters bars in such a way that it works for YOU to play them and if you don't plan on playing them the skills most likely to keep them alive while they run around and pick up the dead characters you WANT to play on the off chance all the ones you care to play are dead.
The pick a bar and use the radial menu system worked very well and I liked it and miss it. Especially since the radial menu is now full of junk, potions, and calling your horse. My take wasn't that it was 'console limitation' it was 'multiplayer limitation' where its mostly designed around you only having 4 skills instead of 8 even*so they could use the other buttons for potions and potion access since for consoles the radial menu is too slow when you can't pause* This is also the reason why they decided 'spend stat points? That sounds like unbalanced multiplayer' and decided that you'd get any and all stat bonuses from your abilities and items*barring specific interactables in singleplayer.*. I don't mind the idea of Multiplayer and it can be fun but single player should inform the multiplayer not be limited by what it necessary to balance the multiplayer.
#164
Posté 24 décembre 2014 - 02:00
And you my friend are the consumer I guess bioware is after. You should be playing action games, oh wait you are. This game is so dumbed down it's pathetic. I thought DA was a RPG, I was wrong.
Do you play Skyrim or Witcher? Are those RPGs because those are clearly action games in combat far, far, far, far, far more than DA. One is an FPS the other is Assassin's Creed.
Really this whole criticism is silly, sorry. There is nothing "action" about selecting a target, picking a power and running time. Really there is nothing more or less action-y about DAI than DAO. That same select target and select power is the same thing that has been happening since BG. There were variations in KOTOR, variations with DAO and its successors but it is fundamentally the same thing. Play splitter all you want but it plays exactly nothing like AC or Arkham or Borderlands or anything else action oriented. the fact that the avatars you use move fast doesn't make it action oriented.
#165
Posté 24 décembre 2014 - 02:01
And how would you do that.. as the skillbar only allows for 8 skills?
I totally agree except in my experience the AI dosent use skills that is not on the skillbar.. but will test it out again...
Ohhh the problems where much bigger then that starting with the storyline was way too linear with next to no choices.. Areas was recycled too much as you point out yourself.. Tactics was dumbed down just as they have done i DAI aleast make an advanced tactics option for those who like it.. the combat system felt like hack and slash.. the character customization of companions where nearly gone.. the tacticcamera was gone and they went with a dumbed down version for DAI too unfortunetly but at least its there 90%, of DAO was played in tactical mode for me becourse it resembled old rpg's like baldursgate and icewinddale.. the feeling I have of DA2 isent that its a bad game but it wasent a sequel to DAO it could have been so much more...
- i don't think the areas were too recycled, but they were certainly re-used, there's no denying that
- the storyline was too linear? as opposed to just being linear, which role-playing games tend to be anyway, you had small choices just like in DA:O
- tactics weren't dumbed down in DA2, you could still program your entire team albeit not as much because there was fewer rows
- the combat system did feel like hack n slash but i think this is just because of the newer animations, but it wasn't hack n slash was it? it was still party+tactics based, you could use tactical pause, reposition at will, co-ordinate on the fly
- the character customization of companions was gone, being their gear? of which you could give them a few accessories and there was 4 upgrades per companion to buff their chest to the stat level you'd see if you had a full set of class appropriate gear, you could also spec them however you desired just like in DA:O so i can't find a way to agree with this point at all
- the tactical camera was gone? i hadn't noticed, there was still the tactical pause you could use to push more control than the tactics allowed onto your party
- the tactical camera in DA:I is indeed poor, it's completely catered to the console crowd and just doesn't work efficiently on PC, i've tried using it a few times but it's just a mess and doesn't provide the level of control i'd like, plus it makes my teammates teleport around when i switch to others...
- i agree, DA2 wasn't a bad game, it wasn't DA:O but it was still an enjoyable experience, slightly different from DA:O in a few ways but it was solid (and still had healing!) it wasn't a proper sequel either no, as it didn't directly follow the events of DA:O but instead was set after, just like in DA:I, you get some randomer that is chosen to be the protagonist simply because the story demanded it and neither stories slotted into the dragon age canon
- JPR1964 et N7Revenant aiment ceci
#166
Posté 24 décembre 2014 - 02:11
- i don't think the areas were too recycled, but they were certainly re-used, there's no denying
- tactics weren't dumbed down in DA2, you could still program your entire team albeit not as much because there was fewer rows
- the character customization of companions was gone, being their gear? of which you could give them a few accessories and there was 4 upgrades per companion to buff their chest to the stat level you'd see if you had a full set of class appropriate gear, you could also spec them however you desired just like in DA:O so i can't find a way to agree with this point at all
- the tactical camera in DA:I is indeed poor, it's completely catered to the console crowd and just doesn't work efficiently on PC, i've tried using it a few times but it's just a mess and doesn't provide the level of control i'd like, plus it makes my teammates teleport around when i switch to
DA2 allowed more tactics because it didn't have the limits DAO did in terms of many tactics slots you had based on level/skill
DA2 had more customization thanks to runes whereas in DAO there were amazingly few usable armor options at each level. By the end, for example, there were 3 armors you would actually slap on warriors. With runes in DA2 you could bui,d a more custom build.
DAI's tactical cam isn't for console players. I am one and nothing I hate more in the game than tactical cam. It isn't for console gamers or PC gamers. It is just poorly done in total.
- JPR1964 aime ceci
#167
Posté 24 décembre 2014 - 02:31
I agree, 8 slots is enough only until you get your specialization, after that it is not enough.
I agree 100%
Inquisitor rogue archer, tempest specialization
1 opening attack skills (archer skill tree)
3 dps skills for rotation (archer skill tree)
1 survability skill (sneak)
2 flask skill (tempest skill tree, for rotation and bonus dps from passive)
1 aoe dps skill (focus)
At level 19, I have all passives, and the next skill will need to override one...
Cannot take at least one more focus skill to have a choice,
Cannot add a flask more without sacrifying a dps skill
And with the dumb AI for NPC, sneak is just too usefull...
I'm not playing DIABLO3 no? this game was supposed more tactical than the 2 no?
At this moment, just no...
JPR out!
#168
Posté 24 décembre 2014 - 09:26
Sorry...just have to say it (although someone else probably already has)...
How does a limit of 8 destroy the lore of the game? i don't understand this argument. I could also ask, why, in all these RPG games, can I only take 3 members with me? Do I have a fred-flinstonish car that gets us from one place to the other, with my people clambering for the front seat? Do we flip coins? Or, do I simply take the mechanics of the game and go with it and assume my other peeps are on other missions, that we travel light to travel quickly and quietly, that Cassandra is healing from the last battle and Varric is working on his novel and his poor little legs couldn't handle the steep climbs of the western approach.
For me, the RPG part of it is finding a way to balance everything in your mind to accept the limitations already in place and then go with it. Why only 8 abilities for my powerful mage? Cause magic takes lyrium and I can only take so much in the field with me. What about my warrior? Maybe he needs a certain type of shield with a particular kinda grip to do the shield bash? What about my rogue? She either takes the flaming coating for her arrows or takes a few flasks...her belt can only carry so much.
Point is, I don't think restrictions destroy lore...there is some aspect of creating the experience that requires our own imagination.
Oh, and about being able to take only 3 characters... lo and behold, bioware answered... ![]()
- Angloassassin aime ceci
#169
Posté 24 décembre 2014 - 11:29
- i don't think the areas were too recycled, but they were certainly re-used, there's no denying that
- the storyline was too linear? as opposed to just being linear, which role-playing games tend to be anyway, you had small choices just like in DA:O
- tactics weren't dumbed down in DA2, you could still program your entire team albeit not as much because there was fewer rows
- the combat system did feel like hack n slash but i think this is just because of the newer animations, but it wasn't hack n slash was it? it was still party+tactics based, you could use tactical pause, reposition at will, co-ordinate on the fly
- the character customization of companions was gone, being their gear? of which you could give them a few accessories and there was 4 upgrades per companion to buff their chest to the stat level you'd see if you had a full set of class appropriate gear, you could also spec them however you desired just like in DA:O so i can't find a way to agree with this point at all
- the tactical camera was gone? i hadn't noticed, there was still the tactical pause you could use to push more control than the tactics allowed onto your party
- the tactical camera in DA:I is indeed poor, it's completely catered to the console crowd and just doesn't work efficiently on PC, i've tried using it a few times but it's just a mess and doesn't provide the level of control i'd like, plus it makes my teammates teleport around when i switch to others...
- i agree, DA2 wasn't a bad game, it wasn't DA:O but it was still an enjoyable experience, slightly different from DA:O in a few ways but it was solid (and still had healing!) it wasn't a proper sequel either no, as it didn't directly follow the events of DA:O but instead was set after, just like in DA:I, you get some randomer that is chosen to be the protagonist simply because the story demanded it and neither stories slotted into the dragon age canon
reclycled or reused "potato/potado"...
granted there werent many choices that changed things in DA:O but in DA:2 I just felt like where locked on a track from a to b no matter what you did you couldnt change any thing.. im not saying the story was bad becourse i liked the story...
its a long time since i played DA:2 and i played like to times and ive replayed DA:O maybe 20 times so maybe im remembering wrong but i dont remember the tactics as being ass good as in origins.. in any case now they are dumbed down now and im not saying its a bad thing for those who dont wanna spent alot of time on tactics setup but there should an advanced tactacs button then for those who want to setup some detailed tactics..
No it wasent it was just the feeling you got when you came from origins...
I remember it as being one of the parts of the game that anoyed me the most.. and there was that "in me mind crappy" customization of your companions with upgrades and so on but as soon as a mod came out i downloaded it so i had it like in origins..
Yeah the tactical camera was dead in DA:2 and it anoyed me alot in the start becourse 90% of my origins game was spent i top down mode and becourse it reminded me of games like baldursgate and icewinddale good old fashioned rpg's but I learned to play the game in third person mode so in DA:I i dont use tactical camera at all becourse its not useble in its current state and ive learned to play in third person..
if you look at DA:2 as its own game it wasent a bad game but when you came from origins it didnt feel it had added anything to the game but took away.. its a little you had a big icecreamcone with all you favorites and then you get a simpel icecreamstick form the freezer next its not that the second one is bad its just not what you where expecting..
#170
Posté 24 décembre 2014 - 11:47
reclycled or reused "potato/potado"...
granted there werent many choices that changed things in DA:O but in DA:2 I just felt like where locked on a track from a to b no matter what you did you couldnt change any thing.. im not saying the story was bad becourse i liked the story...
its a long time since i played DA:2 and i played like to times and ive replayed DA:O maybe 20 times so maybe im remembering wrong but i dont remember the tactics as being ass good as in origins.. in any case now they are dumbed down and im not saying its a bad thingfor those who dont wanna spent alot of time on tactics setup but there should an advanced tactacs button then for those who want to setup some detailed tactics..
No it wasent it was just the feeling you got when you came from origins...
I remember it as being one of the parts of the game that anoyed me the most.. and there was that "in me mind crappy" customization of your companions with upgrades and so on but as soon as a mod came out i downloaded it so i had it like in origins..
Yeah the tactical camera was dead in DA:2 and it anoyed me alot in the start becourse 90% of my origins game was spent i top down mode and becourse it reminded me of games like baldursgate and icewinddale good old fashioned rpg's but I learned to play the game in third person mode so in DA:I i dont use tactical camera at all becourse its not useble in its current state and ive learned to play in third person..
if you look at DA:2 as its own game it wasent a bad game but when you came from origins it didnt feel it had added anything to the game but took away.. its a little you had a big icecreamcone with all you favorites and then you get a simpel icecreamstick form the freezer next its not that the second one is bad its just not what you where expecting..
i feel like you're insinuating that the numerous changes in DA2 were all bad just because they were changes...
recycled/reused? what's the problem? really? given the storyline it only makes sense that some places were used more than once, in the larger zones there were subtle changes like caves opening up and closing and new paths opening... plus the caves would have certain sections shut off so it wasn't always the same
DA:O had an ending, DA2 had an ending, you had little choice in both of them
i remember the tactics mod for DA:O, it brought an extensive list of variables to the table, ontop of what was already a highly customizable system... i'm still not seeing why you're picking apart the tactics that DA2 had, i was still able to program my team just as well
i'm not sure DA2 was meant to add anything at all, just offer a slightly different experience in the same universe... and that it did... i'm not saying i don't have issues with the game, but some of these issues were so blown out of proportion that all it took to see the absurdity of the complaints was a step-back to see the broader scope, yet there are still people around that adamantly hate DA2 for what it was (i bet these same people are the ones that hail DA:I as the best rpg ever)
i just don't agree with your analogy, or many of your points at all... i wish we could see eye to eye on this but i don't think it will happen, maybe it's perspective, maybe it's age, who knows
- d4eaming aime ceci
#171
Posté 25 décembre 2014 - 12:57
How does a limit of 8 destroy the lore of the game
Who's saying that? I certainly didn't in the OP.
Can't believe this thread has exploded so much, lol.
- N7Revenant aime ceci
#172
Posté 25 décembre 2014 - 01:18
i feel like you're insinuating that the numerous changes in DA2 were all bad just because they were changes...
recycled/reused? what's the problem? really? given the storyline it only makes sense that some places were used more than once, in the larger zones there were subtle changes like caves opening up and closing and new paths opening... plus the caves would have certain sections shut off so it wasn't always the same
DA:O had an ending, DA2 had an ending, you had little choice in both of them
i remember the tactics mod for DA:O, it brought an extensive list of variables to the table, ontop of what was already a highly customizable system... i'm still not seeing why you're picking apart the tactics that DA2 had, i was still able to program my team just as well
i'm not sure DA2 was meant to add anything at all, just offer a slightly different experience in the same universe... and that it did... i'm not saying i don't have issues with the game, but some of these issues were so blown out of proportion that all it took to see the absurdity of the complaints was a step-back to see the broader scope, yet there are still people around that adamantly hate DA2 for what it was (i bet these same people are the ones that hail DA:I as the best rpg ever)
i just don't agree with your analogy, or many of your points at all... i wish we could see eye to eye on this but i don't think it will happen, maybe it's perspective, maybe it's age, who knows
While i'll agree that people love to exaggerate especially when comparing DA:O to later DA (which felt rushed and ware more streamlined so ...) DA2 was step back in many areas. And you can't really say that you didn't have much choice in regard to story in DA:O as you could get God baby with Morrigan, lose one of companions in last fight or even become king/queen of Denerim. Not to mention that your main char could be used as sacrifice in last fight which results in different last part.
Now something bit off topic: when i saw those green exploding rifts i was afraid that it will be ME type ending all over again, aka random color explosions.
And something on topic: TBH. in DA:I 8 skill limit works just fine. Sure game isn't build or balanced around that concept(which is why they added cheap unlimited respec amulets) but after all CDs are not that long, same for CC duration. Combat is more about spamming then thinking and timing. Only thing that i wish is that they make focus skill use its own slot coz atm those feel like biggest waste of space. It could be combat changing skill but at same time not like you can depend on it always unlike other choices which you have aplenty by time focus skill become available
#173
Posté 25 décembre 2014 - 01:36
I liked having the option of radical menu. But it does give you the chance to mix up your peoples specializations so you have like 2 different types of warriors/rogues/mages I guess.
No. They always had that. Except back in the Origin days it was more like four or five types of each class.
#174
Posté 25 décembre 2014 - 07:28
i feel like you're insinuating that the numerous changes in DA2 were all bad just because they were changes...
recycled/reused? what's the problem? really? given the storyline it only makes sense that some places were used more than once, in the larger zones there were subtle changes like caves opening up and closing and new paths opening... plus the caves would have certain sections shut off so it wasn't always the same
DA:O had an ending, DA2 had an ending, you had little choice in both of them
i remember the tactics mod for DA:O, it brought an extensive list of variables to the table, ontop of what was already a highly customizable system... i'm still not seeing why you're picking apart the tactics that DA2 had, i was still able to program my team just as well
i'm not sure DA2 was meant to add anything at all, just offer a slightly different experience in the same universe... and that it did... i'm not saying i don't have issues with the game, but some of these issues were so blown out of proportion that all it took to see the absurdity of the complaints was a step-back to see the broader scope, yet there are still people around that adamantly hate DA2 for what it was (i bet these same people are the ones that hail DA:I as the best rpg ever)
i just don't agree with your analogy, or many of your points at all... i wish we could see eye to eye on this but i don't think it will happen, maybe it's perspective, maybe it's age, who knows
Yeah lets just agree to disagree and get back on topic that a 8 slot skillbar just dosent work in DA:I i only have some minor issues with the other then that..
I think you misunderstand me when i say reused.. its not at problem that the game always is around kirkwall, stormcoast etc.. thats the story and i dont mind that at all.. but they reused elements all the time in broad strokes if you had seen a cave you had seen them all becourse it was the same walls just copy pasted in a different order it sometimes felt like you came running and thought "that rock looks famillier" and you realize thats its the same rock you passed 10 meters ago and when you run 10 more meters you think "okay thats the same rock again" it got a little boring to look at in the long run...
you say "DA:O had an ending, DA2 had an ending, you had little choice in both of them" I see it this way in origins you had fight to kill the arch demon but how you did it was up to you either the warden died or survied, alistiar did it, logain did the deed maybe the wardan and anora rules now or maybe not etc.. it wasent set i stone.. in DA:2 no matter what you did it alwas went the same way first you kill osino and meridith just so anders can blow up kirkwall...
you said: "i remember the tactics mod for DA:O, it brought an extensive list of variables to the table, ontop of what was already a highly customizable system... i'm still not seeing why you're picking apart the tactics that DA2 had, i was still able to program my team just as well" but I think you misunderstood me again.. the mod i mentioned wasent a tactics but allowed you to customize your companions gear.. as I wrote "its a long time since i played DA:2 and i played like to times and ive replayed DA:O maybe 20 times so maybe im remembering wrong but i dont remember the tactics as being ass good as in origins.. in any case now they are dumbed down and im not saying its a bad thingfor those who dont wanna spent alot of time on tactics setup but there should an advanced tactacs button then for those who want to setup some detailed tactics.." maybe the tactic system was fine and it was just a feeling of lemitations i the game...
In my mind a sequel is always meant to build on its predesesor and add to the experience.. but I agree that the isueses was blown out of proportion and as i said I dont think DA:2 is a bad game it just shouldent have been called Dragon age 2 as its didnt build on DA:O its fine as a stand alone in the same universe but DA:O was an old shcool strategic RPG where DA:2 was a fast paste action RPG its not even the same genre of game not saying one is better than the other but they dont fit together
But back to topic as i said: "My big problem with a 8 slot skillbar is that you unlock around 20 activeted skills and you get 1 focus skill for free and can unlock 1 more so around 22 skills in total. so you can have less then half of your skills at your disposel at any given time.
In my first playthough i ended up not having any focus skills on my bar becourse you dont use them as often so i felt they were a waste of space, every time i leveled up it became a hunt in the skills to see how I could get the most passive skils with wasteing the least amount of skillpoints on activeted skills that i didnt have room for"
#175
Posté 25 décembre 2014 - 01:04
Do you play Skyrim or Witcher? Are those RPGs because those are clearly action games in combat far, far, far, far, far more than DA. One is an FPS the other is Assassin's Creed.
Really this whole criticism is silly, sorry. There is nothing "action" about selecting a target, picking a power and running time. Really there is nothing more or less action-y about DAI than DAO. That same select target and select power is the same thing that has been happening since BG. There were variations in KOTOR, variations with DAO and its successors but it is fundamentally the same thing. Play splitter all you want but it plays exactly nothing like AC or Arkham or Borderlands or anything else action oriented. the fact that the avatars you use move fast doesn't make it action oriented.
Actually, I prefer Skyrim and TW2 fighting. They are "action", but actually follow through and manage to be decent action. DAI is making an atrocious mashing-up of "action" and "tactical", which completely fail at being usable and interesting in either case : there is no skill required in the action part where the only input is boring ("yeah I have to keep the R key/left mouse button pushed all throughout or my character stand doing nothing", that sure is fun...), and the ridiculously bad taccam and utterly unusable AI makes any attempt at using tactics an exercice in futility.
I'd be happiest with a real tactical gameplay like in DAO (it's the basic design of the franchise, FFS), but I'd actually perfectly accept a REAL action gameplay, if it was well-done and not half-done.
On the other hand, saying the gameplay is not more actiony in DAI than DAO is just plain retarded. Please, don't do that. Even the very designers of the game said it was made as such.
- N7Revenant aime ceci





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