I like DAI's combat. The challenge Bioware was facing designing DAI gameplay is obvious: they wanted to make it more skill oriented but also make it tatical. In some ways they got it right, but there are a few shortcomings in the combat system that doesn't make sense to be because they are so easily fixed/improved. And that's what I want to talk about:
i. Let's us queue at least one command. Sometimes I want a character go someplace and then use a power and the only way to do that is to move the character to that place and then use the power. If we could queue orders it would be much easier to control your squad and focus on the controlled character.
ii. Allow us to give 'Hold position' command individually. It's often that I want a character to stay in one place, but I can't do it without ordering everyone to hold position. That doesn't make sense. It would much better if I can give that order to individual characters. And thinking back at 'i', you can easily imagine a scenario that you order a character to go to a certain place and queue the order to hold position. It's seem pretty straightfoward, yet we can't do this.
Edit: It seems you can actually do this by double clicking in the position you want your squadmate to go.
iii. More behaviours. Tatics are pretty much gone in DAI and for the most part I don't miss them, but it seems logical to me that there should be more options for character to behave. For example the option to order a rogue/mage to stay far from the combat.
iv. Minor improvements to the AI. I'm sure many people would say to improve the AI. That's said for pretty much every game ever made, but here I just wanted to talk to minimal changes that I don't think should take much effort. For example, a rougue and a mage running away if closed by a strong melee oponent or not running towards or staying in a wall of fire. Sometimes I even wonder if characters doing that is a bug because it doesn't look that hard to make them not do it. Obviously I'm no game developer so I can't know that, but I do feel it chould be changed.
Four minor changes that can greatly improve DAI's combat.
#1
Posté 13 décembre 2014 - 05:14
- metalfenix, CeruleanPax, Gibsy et 1 autre aiment ceci
#2
Posté 13 décembre 2014 - 05:19
Here are four minor changes that I think could improve the combat in DA:I immensely.
i. Copy DA:O's combat system
ii. Copy DA:O's combat system some more
iii. Copy DA:O's combat system even more
iv. And last but not least, copy the rest of DA:O's combat system
I think it might work.
- Natureguy85, ORTesc et Chaos17 aiment ceci
#3
Posté 13 décembre 2014 - 05:40
Here are four minor changes that I think could improve the combat in DA:I immensely.
i. Copy DA:O's combat system
ii. Copy DA:O's combat system some more
iii. Copy DA:O's combat system even more
iv. And last but not least, copy the rest of DA:O's combat system
I think it might work.
I don't think this would work. You would need to copy DA:O's combat system a bit more.
- dlux aime ceci
#4
Posté 13 décembre 2014 - 06:46
But I am talking about DA:I. Combat in DA:I is garbage IMO.
Anyway, you could just ignore my post if you disagree. I don't think it would be in your interest to derail your own thread with bickering... but if you want to start a discussion as to why my opinion doesn't belong in this thread, then please, be my guest. I will respond.
It's often not enough to state that you dislike something however.
What part of DA:O's combat system (or general design) would you like to see implemented into DA:I? The UI? The more traditional tac-cam interface? The more extensive AI combat-behavior augmenting?
It would be a tenuous point to argue that DA:I doesn't do a better job with combat overall (In my opinion, of course.) Combat in DA:O was teeth-grindingly slow paced with lackluster combat animations, poor rotations, stupid enemy AI, and some rather horrendous level designs, to name a few. Most fights were so simplistic that I never even required the tac-cam. I think, personally, that you are looking back on Origins with rose-tinted glasses.
DA:O was good, but combat (IMO) was one of it's weakest links.
- FrontlinerDelta aime ceci
#5
Posté 13 décembre 2014 - 06:54
DA:O was good, but combat (IMO) was one of it's weakest links.
Absolutely.
#6
Posté 13 décembre 2014 - 07:07
Bug fix first. Quite a few abilities don't work properly and it has the annoying habit of unpausing randomly when changing characters.
#7
Posté 13 décembre 2014 - 07:10
ii. Allow us to give 'Hold position' command individually.
You can in the tactical cam.
#8
Posté 13 décembre 2014 - 07:15
You can in the tactical cam.
Can I? As I recall even in tactical can when I give the order it goes to all characters.
#9
Posté 13 décembre 2014 - 07:19
Can I? As I recall even in tactical can when I give the order it goes to all characters.
You double click where you want them to go to 'hold it', instead of pressing 'H'
A little shield should pop up under the mark..
- SNascimento et dreamgazer aiment ceci
#10
Posté 13 décembre 2014 - 07:28
Can I? As I recall even in tactical can when I give the order it goes to all characters.
Nope, just whoever you've selected. It's not the radial, though, you double click either on the ground where you want them to move and then stay, or where they are to simply get them to hold.
I don't believe the tutorial ever informs you of this and I found it accidentally.
Amusingly I've found it's the only way to get Hold Position to work correctly as the Radial "everyone hold" rarely works for me.
- SNascimento aime ceci
#11
Posté 13 décembre 2014 - 07:41
Nope, just whoever you've selected. It's not the radial, though, you double click either on the ground where you want them to move and then stay, or where they are to simply get them to hold.
I don't believe the tutorial ever informs you of this and I found it accidentally.
Amusingly I've found it's the only way to get Hold Position to work correctly as the Radial "everyone hold" rarely works for me.
Gratitude.
#12
Posté 13 décembre 2014 - 08:30
It's often not enough to state that you dislike something however.
What part of DA:O's combat system (or general design) would you like to see implemented into DA:I? The UI? The more traditional tac-cam interface? The more extensive AI combat-behavior augmenting?
It would be a tenuous point to argue that DA:I doesn't do a better job with combat overall (In my opinion, of course.) Combat in DA:O was teeth-grindingly slow paced with lackluster combat animations, poor rotations, stupid enemy AI, and some rather horrendous level designs, to name a few. Most fights were so simplistic that I never even required the tac-cam. I think, personally, that you are looking back on Origins with rose-tinted glasses.
DA:O was good, but combat (IMO) was one of it's weakest links.
Those things can be fixed without major changes to the combat mechanics. Combat should be sped up, but not changed to characters flying across the screen like in DA2.
- dlux aime ceci
#13
Posté 13 décembre 2014 - 08:41
While I am enjoying this combat the most out of all the Dragon Age games (it strikes a nice middle-ground between Origins and 2 imo), I do agree with the OP.
All of those points would go a long way to making the combat even better.
#14
Posté 13 décembre 2014 - 09:00
There seems to be a rubber band effect that if you get to far away from your party they will move to your location even if you have them all set to follow themselves. I noticed this when I attempted to take out an archer with my rogue and my party ignored the enemies right in front of them to be closer to my character. I'm not sure, I'm speculating on this but I think that distance is probably the same as that of the tactical camera. When you're in tac cam you can only move the camera so far and that's it, so I think that if you go beyond that boundary then the follower ai kicks in and brings the party back close to you. The unfortunate side effect is that you're going to have to manually reposition those characters, particularly the squishy ones, if they get in harms way.
#15
Posté 13 décembre 2014 - 11:53
3 and 4 are basically the same thing. The AI is probably better in this game than it's ever been in the series. But in previous games you could customize it. That's all that was needed. Let me set a mage to fade step when surrounded. Let me specify the conditions when a warrior should use charging bull. Problem solved. Now I can have the AI use abilities I would otherwise disable or not pick up.
Restoring auto-attack and the ability to select multiple units to move in tac mode would help too. Without the tac-cam, controlling the party was better in DA2, because it had all the functionality of Origins tac mode just lacking the overhead view. I suspect that the tactical camera was bad in this game for the same reason it wasn't included in DA2, which is that they could not get ceilings to disappear in the game engine. So, in DA:I you get a tactical camera that zooms IN in many cases, which is worse than not having one at all.
Also healing.





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