Edit: Just added a sixth idea.
Sylixe wrote...
Welcome to your first experience with a single player MMO. Companies do not release games in the RPG genre anymore that require much thought beyond spamming one or two abilities in combat. If you want something more tactical you are going to have to go for the strategy games to get any real strategic depth.
That may be the end result of all this,
but surely it can't be the fundamental goal of the designers?While I understand the need to accomodate the casual gamer (with regards difficulty) or lowest common denominator (with regards puzzles), surely that doesn't preclude inventive enemy strategies, tactics and unique abilities that
scale up with the difficulty level?
I have expounded on this theory in other threads and maybe its worth repeating.
Krusty's Top Six Tips for Improving Dragon Age Combat1. Unique Enemy (Type) IdentityFar too many enemies 'feel' the same, have the same tactics (or non-tactics). Give each broad category some sort of unique 'schtick'. Here are some examples:
General Groups
a.
Humanoid Leaders (Lieutenants or better) can use potions they carry
b. Remember
Demons can possess other creatures, we may not know these people are possessed, when you kill them you set the demon free.
c. Unholy Areas/Necromancers could reanimate fallen enemies (or allies, including the PCs) as
Undead.
d. Packs of
Beasts would have shaky morale and try and escape when their numbers drop below 50%...any who escape may show up added to another encounter.
Specific Group Example: Undead
a.
Corpses Inflict Injuries as well as damage
b.
Ghouls Drain Energy from Enemies (Inceasing their own Health)
c. Can't Heal/Regenerate the Damage done by a
Ghost until you lay it to rest.
d.
Skeletons cannot be permanently destroyed, they rise back up (after 10 seconds) unless you slay the Necromancer that animated them or destroy the unholy artifact that powers the area.
2. Enemy StrategiesJust to clarify the difference between a strategy and a tactic (or at least for the purposes of making this point). A strategy is having an overarching 'game plan' before any combat that works to your strengths. In the game I would handle this with situational statistical bonuses. Here are some examples:
a. While the Standard Bearer is still standing, all
Skeletons gain a bonus to Defense/Armour.
b. For each
Ghost you lay to rest, the remaining Ghosts all gain a bonus to Attack/Damage.
c. If a
Ghoul downs one of your characters it gains a rank (normal would become a Lieutenant).
d. When a Rage Demons Health reaches 75%, 50% and 25% it gains a (Strength) Attack/Damage bonus.
3. Enemy Battle Formations
Where the game could really use some help is in enemy attacking patterns. At the moment, they either rush at you or hang back (archers and spellcasters)
a.
Column formation would give a large Physical and Mental Resistance bonus (more difficult to knock down or mind effect - Remember the retreating soldier in the Ostagar battle when his colleague behind him stopped him from retreating)
b.
Line Formation good for defending a second line of ranged allies (archers/spellcasters)
c.
Square Formation would give a large bonus to Armour/Defense
d.
Wedge Formation would give a large bonus to Attack/Damage
e.
Skirmish (Loose) Formation prevents too many from being caught in the same AOE spell.
f.
Testudo formation would give a massive bonus to Armour/Defense but also a penalty to Attack/Damage (allies are so tightly packed you don't have full room to swing)
4. Enemy Group CompositionFar too many groups consist of:
Normals (either Grunts or Archers) + Leader (either Mage or Alpha).
The way to break that up is with more varied encounter groups. With 5 different ranks of enemies (the Official Prima Bestiary lists 7 but there are no entries for two of the ranks) there are a finite number of possibilities: From the top: Elite Boss, Boss, Lieutenant, Normal, Weak. Its difficult to gauge but my guesstimate is that each higher rank is worth maybe 3 of the next lowest rank (obviously Bioware would have more accurate data on that).
So if the enemies evaluate roughly as follows:
Weak Enemy = 0.33
Normal Enemy = 1
Lieutenant = 3
Boss = 10
Elite Boss = 30
Then we set out what we see as Easy, Standard, Tough, Very Tough, Deadly and Very Deadly Encounters
Easy = 5
Standard = 10
Tough = 15
Very Tough = 20
Deadly = 25
Very Deadly = 30
Then we set out Frequency
Easy = 21%
Standard = 42%
Tough = 21%
Very Tough = 10%
Deadly = 5% (1 in 20 encounters, such as the battle at the end of a Dungeon)
Very Deadly = 1% (1 in 100 encounters, such as the battle at the end of a series of linked Dungeons)
Then we are left with composition, lets take the example of a
Very Tough encounter and see what variety we can have:
a. 2 Bosses
b. 1 Boss + 3 Lieutenants (possible enemy party?)
c. 1 Boss + 10 Normals
d. 1 Boss + 33 Weak Enemies (now technically I think the game engine handles about 16 enemies onscreen at once so this would only work if the additional weaker enemies were reinforcements when the others are slain)
e. 1 Boss + 2 Lieutenants + 3 Normals
f. 1 Boss + 1 Lieutenant + 6 Normals
g. 6 Lieutenants
h. 1 Lieutenant + 15 normals (keeping our cap at 16)
etc. You get the picture
5. Enemy Reinforcements
When playing on
Hard difficulty, have battles every so often (maybe 1 in 10?) where the PCs have to fight two encounters simultaneously. In
Nightmare difficulty have battles where you also have to fight three encounter groups simultaneously.
I use the terms Vanguard and Rearguard to better explain what I mean.
Lets say we have three seperate encounters in a dungeon. Lets call these groups the Vanguard (first), Main Force (second) and Rearguard (third). On easy or normal difficulty, I would always battle these groups seperately. But on Hard I would fight the Main Force with either the Vanguard or Rearguard simultaneously, while on Nightmare I would fight all three forces simultaneously.
If you remember my point #4. This idea allows us to have more 'Deadly' and 'Very Deadly' encounters*. But means we don't make the game harder for those playing on Easy or Normal.
*As well as actually exceeding those limits should we want to.
6. Characters Cannot Move Through Another Characters Space (ie. Red Circle)
I don't think Bioware can 'push' the relevance of terrain too much until they instigate some sort of auto-blocking for character space (with certain classes such as Rogues or enemies such as Ghosts; immune to this).
When I stand my two warriors in a doorway I don't want the entire horde of hurlocks to run THROUGH them to attack my mage. If they simply disallow overlapping character space circles then the game would be much better.
Characters could still be bypassed in certain circumstances.
a. The blocking character is Knocked Down
b. The the blocking character is Killed (obviously)
c. A Rogue could walk through another creatures Space while Stealthy.
d. Certain Enemies could walk through another creatures Space (Ghosts spring to mind, as do Swarms)
e. Certain Spells could enable characters to 'Ghost Walk' or become Swarms (the latter already exists).
f. The blocking character is teleported
g. The blocking character is picked up (such as by an Ogre)
I think that makes the Knock Down all the more relevant.
Modifié par Upper_Krust, 12 février 2010 - 04:47 .