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Combat is so... Clean and sanitary. Inoffensive and happy.


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#526
o Ventus

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There's designed to be beaten, and zero effort required. High difficulties should really challenge you, and not just with more hp and barriers, but real ai challenge, stronger numbers, and options to control the field that we didn't get in this game but had in previous entries.

 

I guess it's a good thing that DAI isn't one of those "zero effort required" kinds of games at high difficulties then, is it?

 

"Not just with more hp and barriers" but you want "stronger numbers"? What else could you possibly mean by stronger numbers if NOT more HP and barriers? And good luck on programming video game AI that is capable of formulating tactics and strategies on-the-fly. When you're done programming that, be sure to let the Nobel people know, because you deserve a prize for scientific advances if you manage it, because then you'll have developed a crude semi-thinking AI out of I, Robot.

 

Really, you and others make it out to be some simple task to make the game "hard" without it just buffing the enemies and their health and attack. You say "high difficulties should really challenge you" as though the high difficulties don't already do this. If they don't "really challenge you", what then? Do they fictionally challenge you by inflating enemy stats? There is no other way to do it.



#527
Torgette

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I guess it's a good thing that DAI isn't one of those "zero effort required" kinds of games at high difficulties then, is it?

 

"Not just with more hp and barriers" but you want "stronger numbers"? What else could you possibly mean by stronger numbers if NOT more HP and barriers? And good luck on programming video game AI that is capable of formulating tactics and strategies on-the-fly. When you're done programming that, be sure to let the Nobel people know, because you deserve a prize for scientific advances if you manage it, because then you'll have developed a crude semi-thinking AI our of I, Robot.

 

Really, you and others make it out to be some simple task to make the game "hard" without it just buffing the enemies and their health and attack. You say "high difficulties should really challenge you" as though the high difficulties don't already do this. If they don't "really challenge you", what then? Do they fictionally challenge you by inflating enemy stats? There is no other way to do it.

 

I do think it'd be nice if they could make preset strategy personalities that you can adjust, ie: cowardly, antagonist, trolling, etc. at the very least so you can go about changing battle tactics on the fly. I doubt many people here played Final Fantasy 13 but imo it had strong combat and the key to that combat was the paradigm shifting - before battles you took your 3 member party and assigned combat roles into various different styles, ie: in one style person A is a medic, person B creates barriers and person C aggros in a defensive position... this takes care of all the buffing and healing you might need; then in the next style A and C use magic attacks and B uses physical attacks. The fun part is being able to change those literally on the fly throughout battle at any time, it's micro-management without feeling tedious - this is something I think would work well in a Dragon Age game.



#528
Saphiron123

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I guess it's a good thing that DAI isn't one of those "zero effort required" kinds of games at high difficulties then, is it?

 

"Not just with more hp and barriers" but you want "stronger numbers"? What else could you possibly mean by stronger numbers if NOT more HP and barriers? And good luck on programming video game AI that is capable of formulating tactics and strategies on-the-fly. When you're done programming that, be sure to let the Nobel people know, because you deserve a prize for scientific advances if you manage it, because then you'll have developed a crude semi-thinking AI our of I, Robot.

 

Really, you and others make it out to be some simple task to make the game "hard" without it just buffing the enemies and their health and attack. You say "high difficulties should really challenge you" as though the high difficulties don't already do this. If they don't "really challenge you", what then? Do they fictionally challenge you by inflating enemy stats? There is no other way to do it.

Nobody's saying it's a simple task, but many devs successfully do it, and t's quite literally their job to figure it out. Difficulty isn't giving the shoddy cut and paste mages with fire and ice mines 10000 barrier points. DAI is a bad offender because they HAD more complicated combat with tons of options for controlling the field and dividing the enemy to take them on, it made nightmare difficulty in origins a lot of fun. Most of those options are gone. Companion tactics are gone. The AI is terrible. And the enemy has very little attack variety compared to what they used to. Sure the origins enemies got buffs, but their attacks and the options to counter then were meaty enough to make you use your brain.

I know bioware can do better, because they have.


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#529
Saphiron123

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I do think it'd be nice if they could make preset strategy personalities that you can adjust, ie: cowardly, antagonist, trolling, etc. at the very least so you can go about changing battle tactics on the fly. I doubt many people here played Final Fantasy 13 but imo it had strong combat and the key to that combat was the paradigm shifting - before battles you took your 3 member party and assigned combat roles into various different styles, ie: in one style person A is a medic, person B creates barriers and person C aggros in a defensive position... this takes care of all the buffing and healing you might need; then in the next style A and C use magic attacks and B uses physical attacks. The fun part is being able to change those literally on the fly throughout battle at any time, it's micro-management without feeling tedious - this is something I think would work well in a Dragon Age game.

Exactly. The problem with dai is they took out ALL micromanagement to the point we barely get a say. Origins and DA2 tactics was a really great system for people who tried it, and it was uniquely dragon age.

They replaced it with on, off, and more often. Terrible design decision.


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#530
Rawgrim

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Exactly. The problem with dai is they took out ALL micromanagement to the point we barely get a say. Origins and DA2 tactics was a really great system for people who tried it, and it was uniquely dragon age.

They replaced it with on, off, and more often. Terrible design decision.

 

They took it out because it wasn't needed. And it wasn't needed because EA thinks the games are way too hard, and Bioware had to simplify the game.



#531
Mark of the Dragon

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I would not say that I am in love with gore but I do think some is necessary in games like this. It really destroys immersion to have such a beautiful world and then not see the enemies react to it when you are in combat. Killing people is bloody, especially when you are swinging swords around. Combat somehow loses its edge when there is no blood. It seems less brutal. 



#532
KaiserShep

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There actually is blood when you slash at enemies, and it even pools on the ground. It's just not liters of the stuff flying everywhere like it was in the past. It's much more obvious when the enemies are larger. If you slash at a dragon or giant's leg you see the stuff pouring out of wounds.



#533
Torgette

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They took it out because it wasn't needed. And it wasn't needed because EA thinks the games are way too hard, and Bioware had to simplify the game.

 

I don't know why they made those changes, but FF13 was also considered dumbed down because you can't manually control your squadmates, in fact a lot of FF purists hated it. That said it was still challenging and in the spirit of FF combat, if Bioware feels like streamlining combat that's not inherently bad - if it still is the tactical combat people enjoy. I wish it were more intuitive and balanced to be tactical anyways.



#534
Ennai and 54 others

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There was a mod for dragon age 2,persistent corpses.You would have a long battle,wave after wave and afterwards you would be rewarded with a pile of dead bodies and a lake of blood,which remained there even after you left.

This was especially rewarding after you slew the higher dragon and its offspring.

#535
Saphiron123

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There was a mod for dragon age 2,persistent corpses.You would have a long battle,wave after wave and afterwards you would be rewarded with a pile of dead bodies and a lake of blood,which remained there even after you left.

This was especially rewarding after you slew the higher dragon and its offspring.

I've always liked persistent corpses. It's a pity considering this game was designed for last gen, ps4 couldn't at least have that.


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#536
Natashina

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There actually is blood when you slash at enemies, and it even pools on the ground. It's just not liters of the stuff flying everywhere like it was in the past. It's much more obvious when the enemies are larger. If you slash at a dragon or giant's leg you see the stuff pouring out of wounds.

This can be handy during the fight too.  When you see one limb bleeding profusely, you switch targets until all four limbs are bleeding.  Having someone like Iron Bull or Cass with a sundering weapon can make a difference as well.  It's a good way to cripple a dragon and if you do enough damage, you have the chance to ground her.



#537
KaiserShep

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I've always liked persistent corpses. It's a pity considering this game was designed for last gen, ps4 couldn't at least have that.

 

Dragon Age never really did corpse disposal particularly well, either the pile of bones, being sucked into the ground and the odd green dissolving were all sort of meh. I admit that I'd like to see this a bit detailed, perhaps a grisly little reminder that you're leaving lots of death in your wake, from returning to a spot where you previously fought to see it overrun with scavengers, to people burning bodies. If you kill dragons, you'd see either scavengers going over the hulking corpse, or people harvesting what they can from it. Return late enough in the game, and it's just a skeleton. 


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#538
Br3admax

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I'm with you up until the dragon business. In game it's explained the Inquisition collects all of the materials from the dragons, including the skeleton. 



#539
Malanek

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Meh, I didn't really notice until it was pointed out to be honest. If changing that stuff leads to a lower rating it is fine by me. I don't think it is important.



#540
KaiserShep

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I'm with you up until the dragon business. In game it's explained the Inquisition collects all of the materials from the dragons, including the skeleton. 

 

I'm aware, but that can still be reflected in the game just the same. We could see the Inquisition's people collecting its corpse. It is, after all, humongous. Just the same, we won't always be playing a PC running a huge organization. We could simply be a band of adventurers, leaving monsters where they lay when we encounter them. Like, for example, when Hawke kills the Bone Pit high dragon, she and her merry band of miscreants are not going to pick the entire corpse clean themselves. 



#541
Br3admax

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Yeah, but even then, Hawke's the big, bad champion, who turns that dragon into a suit of champion armor, most likely. WE'll probably never be so unimportant to leave something like a dragon behind.  



#542
KaiserShep

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If the Warden left dragons behind. 



#543
Innsmouth Dweller

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I guess it's a good thing that DAI isn't one of those "zero effort required" kinds of games at high difficulties then, is it?

 

"Not just with more hp and barriers" but you want "stronger numbers"? What else could you possibly mean by stronger numbers if NOT more HP and barriers? And good luck on programming video game AI that is capable of formulating tactics and strategies on-the-fly. When you're done programming that, be sure to let the Nobel people know, because you deserve a prize for scientific advances if you manage it, because then you'll have developed a crude semi-thinking AI out of I, Robot.

 

Really, you and others make it out to be some simple task to make the game "hard" without it just buffing the enemies and their health and attack. You say "high difficulties should really challenge you" as though the high difficulties don't already do this. If they don't "really challenge you", what then? Do they fictionally challenge you by inflating enemy stats? There is no other way to do it.

1. i'm fairly sure she/he's not game dev.

2. it's not so hard to create more sophisticated AI than the one in DAI. unless you put your resources in graphics instead

3. there is another way to do it, a much less cringeworthy than bloated hp pool... like breaking the first line and going for healer, less balanced classes, hostiles seeking optimal positions (flanking, anyone?), more enemy abilities (cue crowd control)

 

but expanding healthbar and adding resistances is much easier. and people who don't like to learn game before playing it are happy, because all they can do is repeat every move ad nausem.


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#544
Br3admax

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If the Warden left dragons behind. 

The Warden was obviously just there for the kill. The Warden brought dragons back to life just to kill them again. 



#545
Saphiron123

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They took it out because it wasn't needed. And it wasn't needed because EA thinks the games are way too hard, and Bioware had to simplify the game.

It was definitely needed. It was uniquely dragon age. It was fun, and it was a hell of a lot better then the terrible AI we're stuck with now.

 

1. i'm fairly sure she/he's not game dev.

2. it's not so hard to create more sophisticated AI than the one in DAI. unless you put your resources in graphics instead

3. there is another way to do it, a much less cringeworthy than bloated hp pool... like breaking the first line and going for healer, less balanced classes, hostiles seeking optimal positions (flanking, anyone?), more enemy abilities (cue crowd control)

 

but expanding healthbar and adding resistances is much easier. and people who don't like to learn game before playing it are happy, because all they can do is repeat every move ad nausem.

Exactly. And I wasn't pushing for a bloated hitpoint pool, I actually meant stronger numbers as in more enemies. With the tactical spells we had in DAO and the options available to us for crowd control, they could throw 30 guys at us in a single fight, and it was great. In DAI you fight tiny separate groups, like heading to the temple while your army beats corypheus' forces off screen (I'll never cease to be disappointed by that, not even a cut scene) and fighting those little groups of 5 enemies... what a let down for the final push in the campaign.

I wanted to hack my way through a strong enemy position, with a tiny flood of my army (who i almost never even see after haven) at my back.

I wanted something memorable, and even challenging. Beating on a guy with 10x your hp and two totally predictable attacks isn't challenging. The hardest part of DAI is making your teammates do what you want them to.

"Hey Solas, cast blizzard!" "I can't! it's disabled by defauly because if it isn't I use all my mana at all times"

"Hey Solas, the enemy is getting close, give me a barrier" "I can't, i cast it 15 seconds before the fight started so it's in cooldown now"

"Hey Varrick, don't go over there, he'll hurt you! use your backflip attack to get away" "I can't, I wasted it at 100 meters, but if I run right up to him and shoot him point blank with a standard attack everything will be alrig-".

Varrick is dead now. Again.



#546
Saphiron123

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I'm with you up until the dragon business. In game it's explained the Inquisition collects all of the materials from the dragons, including the skeleton. 

And yet, the dicks can't mine my ore for me. And if they do, they take 30 real minutes to do it and come back with what I could mine in 10 seconds. Some army.

Thanks guys, 30 minutes and you found me 150 gold. Awesome. I'll add it to the 73,000 i'm carrying.