Any excuse Multiplayer mounts
#1
Posté 20 mai 2015 - 02:11
Side note: there are always people who complain that there is no reason for mounts in certain games or game modes, but there is always a reason for a mount-- awesomeness, and there is only ONE good reason not to have one- it literally interferes with gameplay. On The current maps mounts would be clunky confusing and would keep you from moving around effectively, so it would mean at least a new more open map or game mode, but even then it wouldn't have to mean a game mode where mounts were essential, just where they wouldn't interfere with gameplay...
#2
Posté 20 mai 2015 - 02:24
Druffalo mount with charge attack when sprinting.
Biower pls.
Seriously, though, mounts in DA:I and the idea of going fast are two very different things.
#3
Posté 20 mai 2015 - 02:26
Too much work and resources. You have to account for an extra four sprites on each level and the resources it takes for them. You have to have combat animations and potential deaths fro the mounts. Just too much stuff to add i am afraid.
#4
Posté 20 mai 2015 - 04:41
Too much work and resources. You have to account for an extra four sprites on each level and the resources it takes for them. You have to have combat animations and potential deaths fro the mounts. Just too much stuff to add i am afraid.
How do you figure? The mounts and their animations are already in the game... it's as simple as creating a gameplay space they can move in, and coding that specific multiplayer map to allow their use.... no extra animation would be needed.
As far as CPU resources, the game allows the use of mounts now even in the presence of large groups of enemies. not to mention rendering large environments... the multiplayer map certainly wouldn't be as large for environment draw space, and groups of enemies in multiplayer would be no more demanding than those in single player...
#5
Posté 20 mai 2015 - 04:53
As far as CPU resources, the game allows the use of mounts now even in the presence of large groups of enemies. not to mention rendering large environments...
But if you add 4 Zither.......
#6
Posté 20 mai 2015 - 05:08
But if you add 4 Zither.......
Zither's animation needs help anyway, it's not the mounts that would be the issue, it's the spell effects overload. As it is HE is the problem that needs to be fixed. once he is, mounts shouldnt be a problem.
#7
Posté 20 mai 2015 - 08:23
But in equipping the mount...would you be required to choose between your abilities and the mount's for your four slots...or would you suggest a 'dependent' bar that changes based on your 'mounted' status?
Because I'm thinking there'd be a lot of charging Druffys and not a lot of Barrier going around. xD
And what happens when you encounter a Tevinter Jedi and he just dismissive arm-waves Druffy Charge? He'd probably OHK the Druffy, you'd fail a recovery check, and wind up face down in the Fade before you could say 'Knickerweasels!'
#8
Posté 20 mai 2015 - 08:28
Only once mounts are legitimately useful in the series.
As a warrior in the single player, I just spammed Charging Bull for distance travel on solid terrain, or shield bash-surfed off rocks to fly across the map. Both faster and more efficient.





Retour en haut






