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Combat mechanics ?


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#1
Aathis

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Is the combat system in this game at all similar to the Baldur's Gate games?

(I know the system is not D&D; that is not what my question is about)

 

In those games character actions occurred in cycles or turns which were time-based.

So when you gave an order to a character there was often a delay in execution as the character could only act in the timed turn sequence.

This was all going on in the background; or under the hood.

 

What's going on under the hood in Dragon Age Origins?



#2
Qis

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Yes, everything calculated in the background, but you can bypass in the way, let say executing some skills/talents, you can do it right away. It is similar to KotOR, but you don't need a turn to execute skills, you simply bypassed the turn

 

So it depends on your build, your party builds, set up, strategy and party AI

 

It is not button mashing combat


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#3
dainbramage

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It's real time. No hidden turns like kotor or nwn, as soon as one animation finishes you can start the next (actually most you can interrupt). There is a combat pause though, so you can pause, issue commands to everyone, pause again when someone's finished their current talent/spell etc. Though generally you only need to micromanage like that for harder fights
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#4
Aathis

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Some people complain of a lag between when they issue an order and when it gets implemented

Presuming those people are not suffering from crap PCitis the logical conclusion is that the game is not an ARPG or FPS

in terms of its underlying mechanics



#5
dainbramage

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Some people complain of a lag between when they issue an order and when it gets implemented
Presuming those people are not suffering from crap PCitis the logical conclusion is that the game is not an ARPG or FPS
in terms of its underlying mechanics

It's a combination of an ageing engine (only uses 2 thrads) and so much work being done in the scripting language. You also only see the lag when there's a lot going on.

EDIT: also it's not a delay between giving a command and it being executed, it's between an event firing and it being handled. So when it lags you'll see a weapon hit something then it take damage a second later. But you'll swing the weapon as soon as you tell your character to
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