Game = Too easy
#76
Posté 01 février 2010 - 08:12
Dragon Age Orgin's have won several awards for best music, best game. The A I are already smart, to my understanding this is first game of it's kind to provide a pause and make you actually think of a combat tatic. Before this came along, games
didn't compare to these tatics. For example Ice Freeze, and mind blast. Then pausing the screen to move your PC around, the game already has enough combat tatics. To try to spice it up by adding that creatures should have a special combo move of breathing fire, perhaps a game like final fantasy is best suited to your tastes
Games like Final Fantasy have encounters where the boss has a unique move and as you say surprises the player. Though the intention of Dragon Age was not soley to be about combat tatics. This is not Command and Conquar video game. If you are looking
For a Stragery video game there are more on the market to suit your needs. However Dragon Age will be a RPG game. It's not about the actual combat though in alot of the fights it's purely using alot of tatics and I'm happy for that. Though for them to
Try to expand the game to suit your needs, waste rescoures on a budget trying to make a boss fight harder because you haven't met your match is simply put a waste they can be putting on Voice actions or a digloge secne. If it ain't broke don't fix it, the game is rated as an RPG, not a stragerty game..that's like
Trying to make a stragerty game into a RPG..., While if you find the game being too easy. Most likely because you have played it so much, you know exactly what to expect. The game is intended from anywhere from casual to serious gamers, though it would be foolish to spend time and money on making tatics harder
to appeal to stragery players inside the game. Dragon Age, knows what they are doing. While most apperciate the thought's on the fights. I think most if not all of Dragon Age, want's to keep things the way they are. Not change a system engine tatics to appeal to a certain crowd while ditching the RPG fan base
#77
Posté 01 février 2010 - 08:15
EJ42 wrote...
You may want the game to be chess, but it's designed to be checkers (at best). You need to learn to accept that. This game is about storytelling, not about an incredible tactical challenge.
If you want that, then play RTS games.
Theres no reason why the game cannot be both chess and chequers. Accomodating both hardcore and casual gamers (personally I think i lie somewhere in between) through its levels of difficulty.
The current problem (for many) is that the game doesn't provide this challenge (on any difficulty) once you reach a certain skill level, because the same tactics will work in virtually every battle.
#78
Posté 01 février 2010 - 08:16
#79
Posté 01 février 2010 - 08:29
I would like to see a slow down mode in the game instead of a pause, much like dungeon siege. Then we could all appreciate the artwork in the game and save our characters from dyeing because they did not receive the order to drink and heath potion..
#80
Posté 01 février 2010 - 08:29
purplesunset wrote...
The reason that people like the OP are getting flack is the poor choice of words for the thread title.
There are a few people here who think that any criticism of the game is akin to spitting in their food, so with a title like "Game=too easy" you're just asking them to go into "Combat mode" so to speak.
However, if we look past the unfortunate title, we will see that you guys are NOT really saying that the game is too easy. You mean that the game lacks tactical nuances and variety. You're saying that once one figures out what works, it becomes a matter of wash, rinse, repeat on auto-pilot. This seems like a valid criticism to me, if it's true.
Exactly. It should be titled Combat = Too samey, or something like that.
Someone above mentioned the mages in BG 2. It's quite clear to me how having pre-buffed mages with different combinations of spells would lead to a more opportunities for tactical variety. This is not possible in DA, however, unless you want to allow enemy mages to wear multiple persistent buffs (which would be cheating on the A.I's part).
If you ask me, 'whats good for the goose is good for the gander'. If PC mages can pre-buff, why not enemy mages?
I understand that rather than simply giving more hitpoints to enemies, what you guys really want is more intelligent enemies.
Doesn't even have to be 'intelligence' per see, just the illusion of identity. You just need to give each individual enemy type a 'signature' tactic or ability that differentiates them from the others.
Someone raised the point that its chequers not chess...and thats the crux of the matter. Rewarding combat needs to be more like chess, where individual 'pieces' (ie. the games enemies) have a different function.
Enemies with more special abilities to do random things like the ogres with their "bad breath special move" or the spiders with their "face eating goodness." More enemies with special or unpredictable abilities would definitely open up more opportunities for a varied tactical experience.
Totally.
Modifié par Upper_Krust, 01 février 2010 - 08:29 .
#81
Posté 01 février 2010 - 08:34
The enemy mages actually do it in the worst possible way. They start the encounter with the buffs down (so they need to take the time to cast them during combat), but they also cast them first (so they pay the fuill mana cost of the spells).Upper_Krust wrote...
If you ask me, 'whats good for the goose is good for the gander'. If PC mages can pre-buff, why not enemy mages?
Ideally, NPC mages would enter combat with buffs down, cast other spells until they've used up that mana, and then cast their buffs (thus getting them free).
That's how I do it. I cast Flaming Weapons almost every fight, but I never have it up at the start because then there's 30 mana I can't use.
#82
Posté 01 février 2010 - 08:36
Joshd21 wrote...
Try to expand the game to suit your needs, waste rescoures on a budget trying to make a boss fight harder because you haven't met your match is simply put a waste they can be putting on Voice actions or a digloge secne. If it ain't broke don't fix it, the game is rated as an RPG, not a stragerty game..that's like
Hiring voice actors and creating cut scenes costs FAR MORE time and money than typing a few lines of code into a game to better individualise a monster.
Trying to make a stragerty game into a RPG..., While if you find the game being too easy. Most likely because you have played it so much, you know exactly what to expect. The game is intended from anywhere from casual to serious gamers, though it would be foolish to spend time and money on making tatics harder
I'm not asking for HARDER tactics, I'm asking for ANY tactics on the part of the enemies that make them feel more varied and unique.
to appeal to stragery players inside the game. Dragon Age, knows what they are doing. While most apperciate the thought's on the fights. I think most if not all of Dragon Age, want's to keep things the way they are. Not change a system engine tatics to appeal to a certain crowd while ditching the RPG fan base
I am sure Bioware take onboard all constructive criticism and will weigh up whats best for the future of the game.
#83
Posté 01 février 2010 - 08:42
To reiterate, my main problem with the difficulty is the AI's poor reaction to spells. I remember the first time I cast forcefield, I was shocked. My tank was about to die and in desperation I quickly cast forcefield on him. The last thing I expected was for every enemy attacking him to continue to attack him for the length of the spell (something like 20 seconds) while he was invulnerable the entire time. The limited AI makes the spell too powerful. I basically do not want to cast it because it is a game changer.
Instead, if the enemies changed targets and started attacking my other party members, the encounter would be much more interesting. Suddenly, I prevented my tank from dying, but now I have no tank while the rest of my people are taking hits for a significant period of time. Then, when the spell ends the enemy can either go back to my tank (or better) my tank needs to get their attention again. With a change like this, a game-breaking overpowered spell has some real consequences.
If the AI also more intelligently used spells (for example, CC'ing my mage when a party member is low on health to try and finish off whoever is weak before I can heal them), that would make things more challenging as well. Maybe it would be a good idea to limit the more intelligent AI to the higher difficulties.
The other change I would like to see is an increased cooldown on health potions and/or put all health potions on the same cooldown. Right now, potions are incredibly cheap to make and very easy to spam, making it way too easy to keep people alive. I think part of the point is: sure I could just refuse to use these spells or items, but I'm already playing it on nightmare, I would prefer if the game forced me to come up with new tactics to beat encounters, not just me deciding to place more limitations on myself.
#84
Posté 01 février 2010 - 08:44
But keep saying it, it is a part of the chain that makes this game awesome.
Yes, the game is a JEWEL, that will let US, the players, POLISH it.
MODS!!!!!!!!!!!!!!! owned.
[for further details please contact the google maxtor that will share the history on baldurs gate, nwn, morrowind, diablo and pretty much all succesuful rpgs. facts beat theories. hehe]
P.S.
I wonder... how long would the game load for each area if it would have that miraculous AI implemented... 5 minutes each load? ...Guns anyone?
MODS!!!!!!!!!!!!!!! owned.
Modifié par nemaca, 01 février 2010 - 08:53 .
#85
Posté 01 février 2010 - 08:51
#86
Posté 01 février 2010 - 08:56
Reply;
It's not as simple as writing a few extra digits into a game. It's not like flipping the switch. You do have combat tatics to deal with inside the game. For example in the boss encounters, there is one in "Pargon of her Kind" where she split's into three seperate people and you have to fight
In the backroads of Denrim, you walk toward what looks to be the opening of a castle and you trigger a trap. Without warning the barrels explode, fire comes out and the archers shoot at you from a distance. Even with fighting darkspawn, there
Are traps that trigger, there are alot of different tatics on the game and they depend on which boss you fight. In the BroodMother for example she has things that pop out of the ground and swat you away, she has foes come out.
There are alot of tatics in this game already. I see no one trying to complain that because Final Fantasy has a unique boss which throws a firebomb at you, and each person gets one attack. That is more focused on combat and tatics, and just not Bioware style
I'm not asking for HARDER tactics, I'm asking for ANY tactics on the part of the enemies that make them feel more varied and unique.
Reply: See above post for this answer as well
I am sure Bioware take onboard all constructive criticism and will weigh up whats best for the future of the game.
Reply: Bioware does accept constructive feedback that is correct. Though fact is anyone can weigh on for example a person can feedback More health Potions, and decide what's best for the game. I think what they have been doing
Is already best for the game. They have won all these awards simply because this is how the game is, Bioware has the final thought though to say there are no tatics inside the game is misleading and false. There are several encounter's where Rouges appear behind you without warning
Dragon fights where fire breathes on you, though you are focusing on one aspect of the game the combat/stragery and in my thought not on the entire game as a whole. Yes, combat is apart of it but nothing is broken with the system to
Make it have more of a final fantasy feel, you can say thats not true but I have played most final fantasy games and this deff sounds like the tatics system they use. While your thought is your own, I know anything to write a code into a game and takes work
Costs money, no matter if you are throwing a fireball or speaking to a person. RPG video game
#87
Posté 01 février 2010 - 10:17
Joshd21 wrote...
Hiring voice actors and creating cut scenes costs FAR MORE time and money than typing a few lines of code into a game to better individualise a monster.
Reply;
It's not as simple as writing a few extra digits into a game.
I disagree, I think it is. I think for existing monsters that are already in Bioware's database, you could easily set out some new tactics with a line or two of code. I'll happily defer to any with programming knowledge though.
It's not like flipping the switch. You do have combat tatics to deal with inside the game. For example in the boss encounters, there is one in "Pargon of her Kind" where she split's into three seperate people and you have to fight
The problem is, for every half decent encounter there are 100 samey battles. That could all easily be changed by giving each monster type different tactics.
In the backroads of Denrim, you walk toward what looks to be the opening of a castle and you trigger a trap. Without warning the barrels explode, fire comes out and the archers shoot at you from a distance. Even with fighting darkspawn, there
I thought traps were a great touch, arguably underused in the game.
Are traps that trigger, there are alot of different tatics on the game and they depend on which boss you fight. In the BroodMother for example she has things that pop out of the ground and swat you away, she has foes come out.
I'm sure I could pick out 20-30 encounters in the game I really enjoyed. But 20-30 from about a thousand battles isn't a fantastic percentage.
There are alot of tatics in this game already. I see no one trying to complain that because Final Fantasy has a unique boss which throws a firebomb at you, and each person gets one attack. That is more focused on combat and tatics, and just not Bioware style
Not sure I agree. Then again, haven't played FF since #9.
[/i]Reply: Bioware does accept constructive feedback that is correct. Though fact is anyone can weigh on for example a person can feedback More health Potions, and decide what's best for the game. I think what they have been doing
Is already best for the game. They have won all these awards simply because this is how the game is, Bioware has the final thought though to say there are no tatics inside the game is misleading and false.
The bulk of the game is comprised of encounters where you have something like...
A few basic warriors + a few basic archers + (either) a spellcaster (or) a strong soldier type.
...now if the various different races attacked differently or had some sort of defining special attribute, then we could mix amd match and the variety would be tremendous. But theres no real difference between a basic Human, Elf, Dwarf, Hurlock, Skeleton, Corpse, Werewolf, Genlock, Shriek...and those are the bulk of the enemies you face.
There are several encounter's where Rouges appear behind you without warning
Criminally too few occasions do we see assassins.
Dragon fights where fire breathes on you, though you are focusing on one aspect of the game the combat/stragery and in my thought not on the entire game as a whole. Yes, combat is apart of it but nothing is broken with the system to
Make it have more of a final fantasy feel, you can say thats not true but I have played most final fantasy games and this deff sounds like the tatics system they use. While your thought is your own, I know anything to write a code into a game and takes work
Costs money, no matter if you are throwing a fireball or speaking to a person. RPG video game.
Well I don't know enough about programming to put money on it, but I can't imagine a few tweaks and changes to the monsters AI would be either too costly or too time consuming.
#88
Posté 01 février 2010 - 10:22
nemaca wrote...
I wonder... how long would the game load for each area if it would have that miraculous AI implemented... 5 minutes each load? ...Guns anyone?
Actually im having load times of up to 8 minutes.
#89
Posté 01 février 2010 - 11:20
Some Dude On The Internet wrote...
Interestingly, for every "Way too easy" thread, there's also a "Way too hard" thread... obviously there's a learning curve to the game if you are used to certain types of shooters or MMO's - but having said that, it's OK to be creative with your playing style to artificially impose a higher difficulty level. For example:
- Nude playthrough (No armor except boots / helmets)
- No potions allowed
- Stupid tactics (Set tanks to run away and weakest chars to rush in blindly)
There's LOTS of ways to challenge yourself if the base game is too easy...
Unfortunately, this type of play style does not appeal to a lot of people. I could play one handed too, but that doesn't make the game any more engaging for me, it is just a test of patience.
#90
Posté 02 février 2010 - 12:00
nemaca wrote...
Blah blah blah.
But keep saying it, it is a part of the chain that makes this game awesome.
Yes, the game is a JEWEL, that will let US, the players, POLISH it.
MODS!!!!!!!!!!!!!!! owned.
[for further details please contact the google maxtor that will share the history on baldurs gate, nwn, morrowind, diablo and pretty much all succesuful rpgs. facts beat theories. hehe]
P.S.
I wonder... how long would the game load for each area if it would have that miraculous AI implemented... 5 minutes each load? ...Guns anyone?
MODS!!!!!!!!!!!!!!! owned.
Unfortunately this isn't a multi player game so all the modding in the world isn't going to be that useful. The mod community makes a bigger impact when a game can be played by many people together.
Your list is a list of games all with a multiple player aspect excluding BG, which doesn't have that many mods and frankly doesn't need them since it's that good.
#91
Posté 02 février 2010 - 01:09
I disagree, I think it is. I think for existing monsters that are already in Bioware's database, you could easily set out some new tactics with a line or two of code. I'll happily defer to any with programming knowledge though.
reply: Again, it's not like switching on a light bulb. A man doesn't just go into the PC and type in a few letters then it magically becomes written in the game. It's just not that easy, you are speaking of a strategy combat game. I can't stress this enough
This game was not designed to rest on the arm of strategy, it's an RPG game. It even says so in the title, true if they wished they could change tatics in the game. They also could make Morrgian appear in a DLC, they could make it even easier to gain new levels
They could do alot of things. While you have said and I quote there are no tatics combat in the game. I believe I pointed out that misleading information, there are traps, flasks, foes just don't blindly run in combat with you the way it's designed, the distance apart. The type of foes you face
All that is tatics, I don't see a strong following of support or any other thread requesting to change the entire engine so the bosses can have unique spells that pop out of nowhere. People at least, I'd say more then half are content with the combat system the way it is
If Bioware saw a flaw, they would have changed the expansion combat system. And I honestly see them making no changes to Dragon Age two, to detail what you describe. The Game is fine, just because it might not appeal to people wishing something harder then nightmare, doesn't really mean it should be re written to those people
If they did support that, and ignored the fan base that is content with the system, while making you happy. They risk causing frusation among other gamers
.
The problem is, for every half decent encounter there are 100 samey battles. That could all easily be changed by giving each monster type different tactics.
reply:
Their is no problem. In fact it has won nearly a 10 from 1-10 from nearly every gaming source newsletter review on the planet. Part of the sucess I believe was focusing on the roleplay and while adding unique things, different tatics for each boss
You can not honestly say, it's the exact same tatic for a pargon of her kind quest at the ending. Along with Brood Mother, as well as winter fang. They are all quite different and those are tatics. Though you may feel free to voice your support for a revamp of the game engine
If you are seeking combat base designed perhaps a strategy game would be up your way. However if you coutinue to ignore this and thinking this will make game better tone looking at it from a one sided view then theres nothing I can say to cloud that
In closing, Dragon Age is a great game. Detailed graphics, actual good storylines and moral choices that affected you throughout the game. During the entire time the game has been out, I have never seen threads This is too easy, Hard please untill now
I'm thinking you played it so much, you know exactly what to do. There are some mods you can download if it's that big of an issue you cannot enjoy the actual storyline which make it harder. They have a tool set, you can make your own game
Instead of asking Bioware to revamp their combat system, while not create one, or don't use potions in a fight. Only fight with perhaps by yourself against foes, there are unlimited number of things you can do but most of dragon age has casual pc gamers
Modifié par Joshd21, 02 février 2010 - 01:10 .
#92
Posté 02 février 2010 - 01:23
I think DA:O's biggest hurdle in modding, though, is the complexity of the toolset. Sure, its powerful, but a lot of people who want to do modding aren't experienced with the concepts you need to understand before you can make any sort of headway. Plus, the multi-faceted approach makes it difficult for a single guy to make a mod. Its usually got to be a team effort.
#93
Posté 02 février 2010 - 01:27
Joshd21 wrote...
If you are seeking combat base designed perhaps a strategy game would be up your way. However if you coutinue to ignore this and thinking this will make game better tone looking at it from a one sided view then theres nothing I can say to cloud that
You forget that DA is the spiritual successor to BG2, which had much more strategic combat and, last I checked, was a RPG
#94
Posté 02 février 2010 - 01:32
Joshd21 wrote...
The problem is, for every half decent encounter there are 100 samey battles. That could all easily be changed by giving each monster type different tactics.
reply:
Their is no problem. In fact it has won nearly a 10 from 1-10 from nearly every gaming source newsletter review on the planet. Part of the sucess I believe was focusing on the roleplay and while adding unique things, different tatics for each boss
You can not honestly say, it's the exact same tatic for a pargon of her kind quest at the ending. Along with Brood Mother, as well as winter fang. They are all quite different and those are tatics. Though you may feel free to voice your support for a revamp of the game engine
A lot of people, myself included, are not saying this is a bad game, but just because it is a good game does not mean it cannot be improved. I think it is a great game, one of the best RPGs I have ever played. There are, however, a variety of ways a lot of people think it can be improved.
You mention bosses. While yes, some of the bosses have some unique tactics (Brood Mother is a unique battle, yes. Witherfang on the other hand isn't really), most of them do not. It even goes beyond an "easy" thing, having more unique boss fights, even if they are not "harder" makes the game more entertaining and immersive. Even beyond bosses, the way the game's AI handles spell casting could use a lot of work (for example, I taunt with my warrior, have my mage cast forcefield on my warrior, throw a fireball into the mix -- that alone is enough to win just about every fight in the game, and could be fixed if the AI didn't slash at invulnerable targets for 20 seconds).
Again, this doesn't mean it isn't a good game, but just because I like the game doesn't mean I'm blind to the fact that it could be improved.
#95
Posté 02 février 2010 - 01:50
Kaoschizm wrote...
Unbind pause and play the entire game in real time, if that doesn't work then solo, if that doesn't work then solo naked, if that's still too easy then move to Korea and become a pro-gamer.
ROFL!! Ok I'm by no means a leet gamer, but I have been playing for years, I HAD to play on easy mode the first time through. Mages in your party make it all much more easy..specially if you have the AOE sleep spell...I was massacreing whole groups of darkspawn/spiders last night with that..hehe
But as others have said, try some of the community mods, maybe that will help? OR..don't have a mage in your party...maybe.
Modifié par Feraele, 02 février 2010 - 01:50 .
#96
Posté 02 février 2010 - 02:04
Rage Machine wrote...
Seriously... nightmare mode and im not having enough variation in my tactics. Set up my party very carefully to interact with one another and cast spell combos to really bring the heat and now its not even really that big of a challenge.
Sounds like you did your homework. That is the key. A first blind playthrough on NM is rough because you just aren't aware of the tricks and screwed up builds. But once you learn all the tricks (like spell combos) and such, it really makes the game much easier. I got my ass handed to me the first blind playthrough. Subsequent playthrough were A LOT easier when I knew which spells/talents to get, where to get the top gear, etc.
I think the game difficulty is pretty hard when played without prior knowledge.
#97
Posté 02 février 2010 - 01:58
[quote]Joshd21 wrote...
This is going to be my last reply in this thread, because I felt I must agree to disagree with some people here. Allow me to reply to just a few points[/quote]
No harm in disagreeing with one another as long as we are civil about it. Everyone is entitled to their point of view.
[quote]I disagree, I think it is. I think for existing monsters that are already in Bioware's database, you could easily set out some new tactics with a line or two of code. I'll happily defer to any with programming knowledge though.
reply: Again, it's not like switching on a light bulb. A man doesn't just go into the PC and type in a few letters then it magically becomes written in the game. It's just not that easy, you are speaking of a strategy combat game. I can't stress this enough[/quote]
I have to disagree, in fact I think I can prove you are wrong right now. In Dragon Age Origins, you can set the tactics of a companion in the game to do carry out different orders. In my opinion, EVERY monster in the game has been programmed by Bioware using the same (or VERY similar) set of tactics. That means Bioware could change the tactics of a monster very easily indeed...it would be almost as easy as me changing Morrigans and Alastairs tactics in the game.
[quote]This game was not designed to rest on the arm of strategy, it's an RPG game. It even says so in the title, true if they wished they could change tatics in the game. They also could make Morrgian appear in a DLC, they could make it even easier to gain new levels[/quote]
Here are a few snippets from the back cover of the Official Game Guide:
"Full equipment lists to gear out your PCs and expert tactics to conquer the intricacies of combat!"
Its clear that combat and tactics are a part of the game. I'm not saying they are the whole game, not by any means, but they are a key component to Dragon Age.
[quote]They could do alot of things. While you have said and I quote there are no tatics combat in the game. I believe I pointed out that misleading information, there are traps, flasks, foes just don't blindly run in combat with you the way it's designed, the distance apart. The type of foes you face[/quote]
I think I may have said virtually no tactics...which was a reference to monsters, in particular the basic monster you face for most of the game.
[quote]All that is tatics, I don't see a strong following of support or any other thread requesting to change the entire engine so the bosses can have unique spells that pop out of nowhere. People at least, I'd say more then half are content with the combat system the way it is[/quote]
No one is asking for a complete overhaul of combat. We are simply pointing out where the game is weak and suggesting possible improvements.
[quote]If Bioware saw a flaw, they would have changed the expansion combat system. And I honestly see them making no changes to Dragon Age two, to detail what you describe. The Game is fine, just because it might not appeal to people wishing something harder then nightmare, doesn't really mean it should be re written to those people.[/quote]
I don't want it to be harder than nightmare, I want it to be more varied with regards monster identity and encounter composition.
[quote]If they did support that, and ignored the fan base that is content with the system, while making you happy. They risk causing frusation among other gamers[/quote]
I fail to see how the game will alienate anyone by improving it. Easy difficulty would still be 'easy', no one is suggesting anything different.
[quote]The problem is, for every half decent encounter there are 100 samey battles. That could all easily be changed by giving each monster type different tactics.
reply:
Their is no problem. In fact it has won nearly a 10 from 1-10 from nearly every gaming source newsletter review on the planet. [/quote]
...well I hate to burst your bubble, but it only got 5/10 from Edge magazine and they are by far the most widely respected computer magazine certainly in the UK, arguably the world.
Personally I think their review was slightly harsh (I disagreed with them on a number of elements). But at the same time, while I really enjoyed the game I certainly don't think its perfect.
[quote]Part of the sucess I believe was focusing on the roleplay and while adding unique things, different tatics for each boss[/quote]
I agree the roleplaying aspects are great, I love the choices and how they affect the story.
However, I disagree most of the bosses require different tactics, and even if they did, bosses only make up about 2-3% of the game.
[quote]You can not honestly say, it's the exact same tatic for a pargon of her kind quest at the ending. Along with Brood Mother, as well as winter fang. They are all quite different and those are tatics.[/quote]
I can't comment on Winterfang, since I battled the elf mage. Did fighting Branka or the Broodmother require me to necessarily use different tactics, I don't think they did to be honest.
[quote]Though you may feel free to voice your support for a revamp of the game engine[/quote]
Why would that be necessary when Bioware can simply revise monster tactics in their own tactics menu...and in future they can give a bit more thought to the encounter composition.
[quote]If you are seeking combat base designed perhaps a strategy game would be up your way. [/quote]
Strategy and tactics are already a big part of Dragon Age.
[quote]However if you coutinue to ignore this and thinking this will make game better tone looking at it from a one sided view then theres nothing I can say to cloud that[/quote]
If anyone is being one-sided then it must be yourself, since you are suggesting Bioware shouldn't try to improve the game.
[quote]In closing, Dragon Age is a great game. Detailed graphics, actual good storylines and moral choices that affected you throughout the game. During the entire time the game has been out, I have never seen threads This is too easy, Hard please untill now[/quote]
Then you should open your eyes more, there were two created yesterday alone, and I have seen a number of them over the past 2 weeks I have been here.
[quote]I'm thinking you played it so much, you know exactly what to do. [/quote]
Actually I've only finished my first playthough and this is the first game of its kind I have ever bought (party based RPG). I've never played Warcraft or any MMO either.
[quote]There are some mods you can download if it's that big of an issue you cannot enjoy the actual storyline which make it harder. They have a tool set, you can make your own game [/quote]
I play on Xbox 360.
[quote]Instead of asking Bioware to revamp their combat system, [/quote]
I'm not asking them to revamp their combat system, I'm asking them to increase the variety of monster tactics, make them more unique to each monster type, and I'm asking them to mix up the encounter variety a bit more.
All of which could be done very easily.
[quote]while not create one, or don't use potions in a fight. Only fight with perhaps by yourself against foes, there are unlimited number of things you can do[/quote]
...because (for the umpteenth time) I don't want combat to be statistically harder, I want it to be laterally more varied.
[quote]but most of dragon age has casual pc gamers[/quote]
As far as I am aware, the Xbox 360 version alone outsells the PC version, so combined with the PS3, I think we can say most Dragon Age gamers are not casual PC gamers.
However, I should point out that the changes I am suggesting would not alienate casual gamers at all, because I am not asking for greater difficulty for combat, simply greater variety to combat.
#98
Posté 02 février 2010 - 10:13
Upper_Krust wrote...
However, I should point out that the changes I am suggesting would not alienate casual gamers at all, because I am not asking for greater difficulty for combat, simply greater variety to combat.
That greater variety would do exactly that, simply because some folks already have trouble with the game on the easiest setting, or expect the normal setting in DA to be like the normal setting in any other RPG they have played. I recall someone saying earlier in this thread that it shouldn't be possible to set the party AI up in such a way that it could defeat the monters AI; however, what is overlooked is that the monster AI in this game only have maybe 5 tactics slots the entire game whereas your party ends up with around 25 tactics slots by the end of the game. They also likely only have a fraction of the abilities that members of your party do.
#99
Posté 02 février 2010 - 11:37
ladydesire wrote...
Upper_Krust wrote...
However, I should point out that the changes I am suggesting would not alienate casual gamers at all, because I am not asking for greater difficulty for combat, simply greater variety to combat.
That greater variety would do exactly that, simply because some folks already have trouble with the game on the easiest setting,
The ability to complete the game on 'easy' difficulty, can still be balanced to 'be' easy.
Just like a monsters statistical differences between difficulty levels, so can any tactical mechanics we introduce.
For example. I have suggested that Hurlocks attack in a phalanx, gaining a defense/armor bonus for each Hurlock adjacent to the hurlock you attack. If that defense/armor bonus is +2 on normal, +3 on hard and +5 on nightmare, it might only be +0.5 on easy.
or expect the normal setting in DA to be like the normal setting in any other RPG they have played.
I fail to see how that could really be judged. Difficulty is as much subjective as objective.
Also in Dragon Age, you can change the difficulty at ANY stage of the game.
I recall someone saying earlier in this thread that it shouldn't be possible to set the party AI up in such a way that it could defeat the monters AI; however, what is overlooked is that the monster AI in this game only have maybe 5 tactics slots the entire game whereas your party ends up with around 25 tactics slots by the end of the game.
The monsters have as many tactics slots as Bioware want to give them.
They also likely only have a fraction of the abilities that members of your party do.
Yet another reason why each monster ability should be as unique as possible.
#100
Posté 02 février 2010 - 11:43





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