Are there Evade/Dodge/Block/Parry Animations in the game?
#1
Posté 18 octobre 2009 - 11:27
I just recently re-played Neverwinter Nights 2, and I have to say I love watching the characters do their evades and ducking to avoid blows in the game. It makes the combat more intense to watch. Stats is the governing factor of a lot in this game, like dexterity handling the level of dodging ability your character has.
I'm worried that the fighting in Dragon Age will mainly be individual A and individual B just pounding at each other, with no blocking nor dodging animations involved - that it'll be about spamming special attacks until the other guy/monster drops before you do.
Will we be so fortunate to see our Warriors use their shield to block the occasional blow? I'm not saying that animations need to reflect -all- combat stat rolls, but some of them would be nice.
Will we be so fortunate to see our Rogues use their high level of dexterity to avoid the big Ogre's club by quickly rolling away or ducking under it?
I'd like to add that there are such animations in The Old Republic game, and like in NWN, they aren't triggered always, but on occasion to show a character successfully being able to block for example blaster fire.
#2
Posté 18 octobre 2009 - 11:30
...ok, I have no idea, but it seems logical to assume they have included them.
#3
Posté 18 octobre 2009 - 11:32
#4
Posté 18 octobre 2009 - 11:41
I can't spot a single dodging/parrying/blocking move... just two guys bashing.
#5
Posté 18 octobre 2009 - 11:41
#6
Posté 18 octobre 2009 - 11:43
#7
Posté 18 octobre 2009 - 11:53
I'd love to see a combat system that reflected every maneuvre, ability and what have you, in the future however. How awesome would that be? Characters actually ducking under the swing of your sword and then slamming their blade up into the torso of your armour, denting it, before you slam your shield into their face, knocking them to the floor, etc...
A-w-e-s-o-m-e.
Modifié par SwankyMcSwish, 18 octobre 2009 - 11:55 .
#8
Posté 18 octobre 2009 - 11:57
They have some of this in old NWN2, and the KOTOR games have parrying and such + the upcoming MMORPG set in The Old Republic, we've all seen that. Please, if someone finds a clip of the game where this is portrayed in Dragon Age.
Dragon Age, without any dodging and parrying
Modifié par Arandomindividual, 18 octobre 2009 - 11:57 .
#9
Posté 18 octobre 2009 - 12:20
Hopefully there isn't as much combat that I will notice a great deal, its a small disappointment, but easily looked over and certainly not game breaking.
#10
Posté 18 octobre 2009 - 12:24
Sure, it doesn't actually "Affect game play", but it "reflects" the combat rolls through actually showing a swing and a miss or a dexterous character at work. It doesn't break the game.
#11
Posté 18 octobre 2009 - 12:29
DAO is fully realtime, the only pauses in combat are from weapon speeds, so there aren't any filler animations. On the plus side, at least all the special attacks appear to have a unique animation, unlike those other games.
#12
Posté 18 octobre 2009 - 12:33
#13
Posté 18 octobre 2009 - 12:41
Modifié par Amyntas, 18 octobre 2009 - 12:49 .
#14
Posté 18 octobre 2009 - 12:52
#15
Posté 18 octobre 2009 - 01:02
#16
Posté 18 octobre 2009 - 01:13
No jumping in game that Video is all CG and is not something to base the game off of. Hell the PC doesn't talk, Sten doesn't have a beard. And dragons aren't that easy to beat.Dennis Carpenter wrote...
After watching the latest vid Sacred Ashes I was interested in all the unique maneuvers used in the vid and fully expect them to be in the game. I will probably have my npcs choose their own attackmodes so as to see how the AI uses their special attacks. Like Sten in the push off the cliff and Liliana with the somersault jump or the PC pinning the darkspawn with the shield etc
#17
Posté 18 octobre 2009 - 01:33
Phoenixblight wrote...
No jumping in game that Video is all CG and is not something to base the game off of. Hell the PC doesn't talk, Sten doesn't have a beard. And dragons aren't that easy to beat.Dennis Carpenter wrote...
After watching the latest vid Sacred Ashes I was interested in all the unique maneuvers used in the vid and fully expect them to be in the game. I will probably have my npcs choose their own attackmodes so as to see how the AI uses their special attacks. Like Sten in the push off the cliff and Liliana with the somersault jump or the PC pinning the darkspawn with the shield etc
Bummer I was looking forward to seeing some of this stuff in game as I know there is alot more than we have been allowed to see so far. And yes I realize it was CG but the moves nonetheless would be nice things to have even if only for the NPC's AI. I really enjoy those things in the game.
#18
Posté 18 octobre 2009 - 01:46
#19
Posté 18 octobre 2009 - 02:11
#20
Posté 18 octobre 2009 - 02:24
Can't happen in any substantial form. NWN used rounds. DAO doesn't. Follow this little bit of logic:I'd love to see a combat system that reflected every maneuvre, ability and what have you, in the future however. How awesome would that be? Characters actually ducking under the swing of your sword and then slamming their blade up into the torso of your armour, denting it, before you slam your shield into their face, knocking them to the floor, etc...
A-w-e-s-o-m-e.
1) 2h warrior with a high dodge ability.
2) warrior is attacked by a dual-wielding dagger user.
3) Warrior dodges.
4) dagger attack again
5) warrior dodges
6) dagger attack again
7) warrior dodges
Dodging animations would completely mess up the timing/animation of attack animations and reduce responsiveness. Since 2h weapons take a while to swing, the game would have to choose between attacking or dodging.
Now, maybe the game is smart enough to drop the dodge animation if it's going to interfere with an attack animation and keep them if it won't, but I'd wager against seeing 100% of the blocks, evades, dodges.
Modifié par Koralis, 18 octobre 2009 - 02:28 .
#21
Posté 18 octobre 2009 - 03:11
#22
Posté 18 octobre 2009 - 07:19
#23
Posté 18 octobre 2009 - 07:38
Round pauses and weapon speeds aren't valid reasons for not having parry or dodge animations. It's just something the developers left out. The technology is available, it just wasn't used.dbankier wrote...
DAO is fully realtime, the only pauses in combat are from weapon speeds, so there aren't any filler animations. On the plus side, at least all the special attacks appear to have a unique animation, unlike those other games.
#24
Posté 18 octobre 2009 - 07:48
#25
Posté 18 octobre 2009 - 11:38
He wasn't fighting against someone swinging at him fast enough to make sure he can never retaliate?Arandomindividual wrote...
How does that add up with Dragon_Azareth's comment?





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