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Larger groups for the next dragon age ?


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#26
Nixou

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Instead of a larger party, I would rather be able to split my group

 

 

Seconded: I, too, would rather have a few dungeons/maps being taken on by multiple group, à la FF6: select a secondary groups (and perhaps a third), and have them work in tandem.


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#27
Addictress

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Instead of a larger party, I would rather be able to split my group.  I really liked in the battle of Denerim when you switched and fought as the characters you left behind to guard the gate.  It would be easy enough, you have two missions you need to complete simultaneously so you have to form two parties.  Picking which 3 come with you and what 4 go on the other quest would be interesting.  Imagine putting Sera, Blackbeard, Bull, and Doorman in a party all together trying to blow up a bridge to block the escape of the Red Templars so you can ambush them.    

I liked this too! As well as the final collector ship in Mass Effect 2!



#28
Andraste_Reborn

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So you say its too hard and it costs too much so why do it, people will buy it anyways ??   Lol...   That's the EA attitude right there ...

 

It's the attitude BioWare have had since they started making games in three dimensions. The Dragon Age franchise actually has a LARGER party than anything they've made since BG2 - you're restricted to a single uncontrollable henchperson in Neverwinter Nights (two in the expansions) Jade Empire and TOR, and in both KOTOR and the Mass Effect series you're limited to two companions at a time.

 

In fact, off the top of my head, I can't think of any non-isometric cRPGs that let you have more than four characters in a party. (Not that I've played everything.)


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#29
Eelectrica

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Pathfinding in an engine with an isometric view, like the Infinity Engine that the Baldur's Gate games were made in, is very different to pathfinding in an engine like Frostbite. The companions in BG were also a lot cheaper to make because they didn't have full voice acting and animation to worry about, and it's only in BG2 that they starting having more than half a dozen lines each and fully-developed personalities. Well, most of them. Let us not speak of Cernd.

 

You can already see the effect of investing more in individual characters in BG2 - there were twenty-five companions in Baldur's Gate, and only fifteen that you could finish the game with in BG2. (There's a sixteenth you unavoidably lose half way through, easily replaced with the companion that's been missing for most of the first half of the game. You also get another one in Throne of Bhaal. Still considerably less than the original roster of twenty-five.)

Even then the path finding in the IE games hasn't been that great with companions frequently getting stuck or taking very strange paths to reach their destinations. Can be fun to watch though, just gotta have a quick save handy in case they wander into a beholder lair or something. LOL

 

The other thing about increasing party size means a combat rebalance as well to account for the extras. Honestly, I'm happy with 4 (MC+3 followers), but I can see how 6 (MC+5) could be beneficial to easier experience companion dialogues.

 

As much as I enjoy POE, i find the path finding to be absolutely terrible there as well with 6 chars.



#30
BillyK

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It's doable, but everything is harder without a tank.

 

This was only the case pre trespasser, everything has changed now. Dual wield Tempest and Knight Enchanter are extremely competent tanks and can stand every bit as strong as Warrior tanks (perhaps even more so.) You have a lot of options available to you now.

* Trespasser added Andraste's sacrifice early game, rogue and mage only, taunt's all enemies within 8m and gives guard
* Guard on hit masterwork

* Rogue tree now has illusive which absorbs 1 hit, 3 stack and is easily reapplied
* Silverite crafted warrior armor to remove class restriction
* Accessories to increase threat gain, guard amount, health

Tempest has Frost Armor acting as a taunt already, lightning flask is like 10 seconds of inviniciblity and now has access to illusive shadows (no cooldown with fire flask) AND life on hit. All knight enchanter needs to do is get the first hit with fire mines or blizzard or something. KE is almost unkillable as it is and that's without guard on hit or encore staff. Tempest doesn't take too much work to get to unkillable. Honestly, it's pretty effortless, the only hard part is knowing where to go first on your skill trees and what items to hunt down early on when power is an issue.


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#31
Toasted Llama

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YES for companion interaction/story reasons, NO for gameplay reasons.