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Post by bloodmagereaver on Feb 20, 2017 16:00:47 GMT
Well...
I like the idea of having agency over my character without having to pause combat every few seconds to tell them what to do, what I don't like is giving too much agency to a stupid AI so that it screws up and makes me pause or reload the game.
Truth be told, removing the tactics from DAI was a major step back. In DAO and DAII we could program them to set or detonate combos in a way that matches our playstyle but in DAI we can only pray that the stupid computer fire an Archer's Lance on the guy you just froze.
In my opinion, moving to real time play is not bad so long as the devs let us program companions to act on a coherent fashion.
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mmoblitz
N3
USN-Retired
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
Origin: mmoblitz
PSN: NotPC
Posts: 515 Likes: 590
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
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Post by mmoblitz on Feb 20, 2017 16:23:08 GMT
I remember reading an interview with one of the EA suits where he said, Our games are to hard for the causal player. I don't remember if it was those exact words, but it was something to that effect. This was several years back and the first game released by Bioware after that, as DAI with it's simplified combat. I have a feeling that the tactic system was removed because EA told them it was too hard for people to understand. My 14 yr old daughter plays DA2 and figured it out on her own.
As much as I would love to see it come back, I don't think we will.
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Ponendus
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
Origin: Ponendus
Posts: 104 Likes: 223
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by Ponendus on Feb 21, 2017 9:13:36 GMT
I remember reading an interview with one of the EA suits where he said, Our games are to hard for the causal player. I don't remember if it was those exact words, but it was something to that effect. This was several years back and the first game released by Bioware after that, as DAI with it's simplified combat. I have a feeling that the tactic system was removed because EA told them it was too hard for people to understand. My 14 yr old daughter plays DA2 and figured it out on her own. As much as I would love to see it come back, I don't think we will. What I don't understand is that in the early games you can play the entire game without even opening the tactics screen if you wanted to? It works just fine and automatically updates with level ups for all characters so you don't even need to look at them if you don't want to. So why on earth would they remove it as an option completely? It baffles me.
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Post by cloud9 on Feb 21, 2017 9:32:51 GMT
This combat system should've been in DA:I In a future game, I wouldn't mind seeing a little more... style in the basic attack animations, particularly for the melee classes. Not OTT, but perhaps with a little flair that implies a high level of skill. And then combine that with Glory Kills/Finishers. If I had a pie-in-the-sky wish, it would be that your basic attack animations would change when you pick up your specialization, in a way that reflects your new training. A tankier spec might change your animation with a more pronounced defensive posture, while you might adopt a flamboyant, acrobatic style with an appropriate rogue spec. In a roundabout way, they've kinda done that with the KE and the spirit blade. And to pile on the wish list, I'd be nice to a somewhat different animation style for mages rather the odd-feeling staff twirl, but still something with a little style. And as we've seen cloth physics introduced in DAI, I'm hoping they'll go that one step further in the next game and have cloaks. I think they could do an even better job than ME:SoM. Mike Laidlaw tweeted this image a few days back and it got me thinking... Cloaks are great in that they emphasize motion. And that off-the-one-shoulder look is fantastic visually. (Go ahead and hit me with your best "No Capes!" jokes, I can take it! )BioWare needs some serious help when it comes to combat design because they suck when it comes to swordplay, and I would suggest they hire people who are savants of combat design to have a well balanced Action/RPG game.
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"Abso-fraggin-lutely!" ~ Captain John Sheridan and Satai Delenn
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Post by Absafraginlootly on Feb 21, 2017 11:34:22 GMT
DAI's combat is one of the major reasons that it didn't supplant DAO as my favourate dragon age game.
I missed the tactics menu, having a hold command that actually works so that my tanks holding a choke point and archers in a high sniper position don't randomly run off, having auto attack work when zoomed in, etc.
I'm neutral to most games combat systems, and many are just a thing you have endure/go through to get to the good part of the game (looking at you witcher games), DAO and DA2 are the rare games whose combat I actively enjoy.
Here's hoping they don't make DA4 another manually dodging, blocking, action game. That's just not fun for me, i'd rather let the hitting/blocking and such be dealt with automatically by the game, so instead of having to spend time concentrating on 'dodging at the exact right moment' and spamming the LMB, I can enjoy controlling the battlefield, choosing tactics, and figuring out how to approach each scenario.
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Post by Link"Guess"ski on Feb 21, 2017 15:28:50 GMT
I liked DA2's combat way more than DA:I and I liked DA:O's combat over all of them even on consoles.
I never thought of it as turn-based just because I frequently used pausing. I just think DA2 and DA:I are more generic for favoring constant flashy action but require way less investment on my behalf to control the flow of the battle. I felt like DA:O is often defined by how I get to design my combat layout by mixing classes in specific ways and then the moment where my party is getting rekt but in the last second I use Wynne to make a handful of buffs across the party and stun the enemy to turn the tide. DA2 I remember mostly by how I'd be in a really tough battle but then I would quickly return the favor by making cross-class combinations with abilities. DA:I I just remember holding down the R2 button for an hour being incredibly bored and the sense of waiting for the long swings. Then I'd switch to Sera and have her jump around just to feel a little bit stimulated.
That's the key. It has to stimulate you. Cool animations isn't enough. DA2 had a good feel to its mechanics on top of being flashy and good-looking and DA:O had genuine strategy. I hate how DA:I has the feeling of being able to take whatever party combination you want with you. It favors you picking your favorite characters instead of thinking strategically when DA:O managed to do both things at the same time. I wouldn't pick a party of a Warden Rogue, Leliana and Zevran and then one tank but I'd have the camp to have most of the same conversations with them as I'd be able to out in the field and then there was Denerim with less combat to drive their character development further if I wanted that. DA:I just has Skyhold where everyone is too far apart and a few really half-hearted scenes where the gang plays cards together or something. I wish they could go back to making strategically smart combat whilist still creating opportunities for character favoritism in non-combat areas. Val Royeaux should've been that in DA:I but instead it was a hollow, ghost town of robo-NPCs that couldn't even tell you about the place and almost no companion commentary unless it was Sera.
They have to make a proper big city, a Citadel or Denerim area next time where you can get some unique party development - not just banter because banter is meandering, but a place where I can walk around with them and stop up to talk with them just like in DA:O. I'm sick of BioWare making changes that suck and call it "an improvement". Removing the option of talking to your companions outside of the main base is not an improvement. It just kinda homogenizes the game and makes everything feel formulaic.
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Wynne
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 199 Likes: 658
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Wynne on Feb 23, 2017 10:24:18 GMT
I feel like DAI just couldn't decide whether it wanted to be an action game or a strategy game. If they could make both work separately, that would be great--they'd accommodate both my and my dad's playstyles. But he stopped playing around WEWH and I did not. (I just waited for a mod to change those awful outfits.)
When I was younger, I would play just about any style if the game appealed. Now, I'm mostly too impatient for strategy games. I feel like that's the opposite of how I'm supposed to change as I age, especially being a PC gamer, but that's how it is--I have less free time and I'm more goal-oriented. I mostly enjoy a mobile, fast-paced gameplay. I do like setting my companions up with the right gear well enough, and I would fiddle with tactics a bit if needed, but I really prefer not to have to micromanage every trash fight. I feel like Dragon Age could stand to continue to evolve its own playstyle, or maybe mimic The Secret World's 7 actives/7 passives synergystic style a bit, something like that--such a style is brilliant in its simplicity rather than being dumbed down. It's already a bit similar, though then of course the individual abilities all have to be en pointe and interact with each other. There should be some way to accommodate both action and tactical players without it feeling like a mishmash.
I personally found it very frustrating that I couldn't even run to dodge giants' attacks; I was forced to stop in my tracks and let the rock hit me. That was excruciating. I learned to hide behind things as much as possible, but it's still ridiculous that I couldn't manually dodge that if I wanted to even by running. I do wish the game would give me more options to get clear and have it count. But at least Varric is no longer telling the story, so extra mobs don't constantly pop up in my rear every time a fight is ostensibly over and I used all my good spells which are on heavy CDs.
On the other hand, a less actiony thing--I LOVED the autopause for targeted abilities. I miss that so much in DA2! If I have to aim, I want to be able to aim strategically.
As for the Witcher series, I honestly liked the rhythm style of the first game better than any subsequent style. Later systems felt too bogged down to me. I prefer to agonize over roleplay choices, not which of a million samey-looking improvements I don't care about that I will choose. Thank goodness I've never felt that way in DA.
In general, I WOULD love to see a sort of huge final battle where both the way you built up your forces and the way you equipped your non-active companions will end up mattering. I mean, look at how crazy popular Mass Effect 2 was. Give me a sense of what there is to lose, make me feel like the power I've gained and the relationships I've formed matter (Bull in Trespasser was an AWESOME step in the right direction btw), and it's far more enjoyable than accumulating a high score that is useless after a point. I'd have been happier to have fewer filler quests, really. I don't need that in necessarily every game--but it does feel great. I just re-watched the bad ending of ME2, and watching everything go to hell truly makes it all feel worthwhile when you do the good playthroughs. I literally played a 'bad Shepard' run, and it was insanely rewarding somehow to watch everything go down in flames. To improve on that model would have impressed me so much.
As much as I liked DAI, imagining it more ME2-style with an epic and desperate final conflict where your choices matter just makes it so much better. I'm a bit sad when I think of what could've been. I loved the game, but it could have been mind-blowing instead of just great, if it had shown up the vast array of so-called RPGs out there by going that route. Imagine the dragon attacking Skyhold and your upgrades to the defenses of the castle as well as your war table choices really mattering, to the point where you could lose some companions. Imagine other assassination attempts occurring, and your spy network that you built up carefully detecting them. Imagine the placement of your soldiers affecting whether certain areas are lost. Imagine diplomatic relations affecting who comes to your aid when you need it. If DAI had thought a bit more outside the box and shown us a more desperate struggle, instead of following the admittedly solid formula of Skyrim-but-better, it could have shaken the industry out of its stupor.
In addition, I want healing back--the intention was good but the new system did not work, it just felt hobbled, irritating, and fussy, and I really missed being the character who patches up the others. And they should also get better people on hairstyles. Dear goodness. Hire some of those awesome modders out there.
Ideally, there should be some actiony moves available for those who want them, but they shouldn't be mandatory to win fights; there should be an equal option in tactical mode. Tactics should exist and already start out the way you'd want them to be for those of us who don't want to micromanage, but be alterable for those who do.
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mmoblitz
N3
USN-Retired
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
Origin: mmoblitz
PSN: NotPC
Posts: 515 Likes: 590
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
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Post by mmoblitz on Feb 23, 2017 13:07:10 GMT
I liked DA2's combat way more than DA:I and I liked DA:O's combat over all of them even on consoles. I never thought of it as turn-based just because I frequently used pausing. I just think DA2 and DA:I are more generic for favoring constant flashy action but require way less investment on my behalf to control the flow of the battle. I felt like DA:O is often defined by how I get to design my combat layout by mixing classes in specific ways and then the moment where my party is getting rekt but in the last second I use Wynne to make a handful of buffs across the party and stun the enemy to turn the tide. DA2 I remember mostly by how I'd be in a really tough battle but then I would quickly return the favor by making cross-class combinations with abilities. DA:I I just remember holding down the R2 button for an hour being incredibly bored and the sense of waiting for the long swings. Then I'd switch to Sera and have her jump around just to feel a little bit stimulated. That's the key. It has to stimulate you. Cool animations isn't enough. DA2 had a good feel to its mechanics on top of being flashy and good-looking and DA:O had genuine strategy. I hate how DA:I has the feeling of being able to take whatever party combination you want with you. It favors you picking your favorite characters instead of thinking strategically when DA:O managed to do both things at the same time. I wouldn't pick a party of a Warden Rogue, Leliana and Zevran and then one tank but I'd have the camp to have most of the same conversations with them as I'd be able to out in the field and then there was Denerim with less combat to drive their character development further if I wanted that. DA:I just has Skyhold where everyone is too far apart and a few really half-hearted scenes where the gang plays cards together or something. I wish they could go back to making strategically smart combat whilist still creating opportunities for character favoritism in non-combat areas. Val Royeaux should've been that in DA:I but instead it was a hollow, ghost town of robo-NPCs that couldn't even tell you about the place and almost no companion commentary unless it was Sera. They have to make a proper big city, a Citadel or Denerim area next time where you can get some unique party development - not just banter because banter is meandering, but a place where I can walk around with them and stop up to talk with them just like in DA:O. I'm sick of BioWare making changes that suck and call it "an improvement". Removing the option of talking to your companions outside of the main base is not an improvement. It just kinda homogenizes the game and makes everything feel formulaic. I stopped taking companions with me halfway through DAI. I found them more of a hindrance than a help. I took them only when needed to for loyalty quests. Far easier to do the game solo, even on nightmare. The AI was ridiculously stupid. Give me back my Tactics from DAO/DA2 and I'm happy.
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mmoblitz
N3
USN-Retired
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
Origin: mmoblitz
PSN: NotPC
Posts: 515 Likes: 590
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USN-Retired
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
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Post by mmoblitz on Feb 23, 2017 13:24:41 GMT
I feel like DAI just couldn't decide whether it wanted to be an action game or a strategy game. If they could make both work separately, that would be great--they'd accommodate both my and my dad's playstyles. But he stopped playing around WEWH and I did not. (I just waited for a mod to change those awful outfits.) When I was younger, I would play just about any style if the game appealed. Now, I'm mostly too impatient for strategy games. I feel like that's the opposite of how I'm supposed to change as I age, especially being a PC gamer, but that's how it is--I have less free time and I'm more goal-oriented. I mostly enjoy a mobile, fast-paced gameplay. I do like setting my companions up with the right gear well enough, and I would fiddle with tactics a bit if needed, but I really prefer not to have to micromanage every trash fight. I feel like Dragon Age could stand to continue to evolve its own playstyle, or maybe mimic The Secret World's 7 actives/7 passives synergystic style a bit, something like that--such a style is brilliant in its simplicity rather than being dumbed down. It's already a bit similar, though then of course the individual abilities all have to be en pointe and interact with each other. There should be some way to accommodate both action and tactical players without it feeling like a mishmash. I personally found it very frustrating that I couldn't even run to dodge giants' attacks; I was forced to stop in my tracks and let the rock hit me. That was excruciating. I learned to hide behind things as much as possible, but it's still ridiculous that I couldn't manually dodge that if I wanted to even by running. I do wish the game would give me more options to get clear and have it count. But at least Varric is no longer telling the story, so extra mobs don't constantly pop up in my rear every time a fight is ostensibly over and I used all my good spells which are on heavy CDs. On the other hand, a less actiony thing--I LOVED the autopause for targeted abilities. I miss that so much in DA2! If I have to aim, I want to be able to aim strategically. As for the Witcher series, I honestly liked the rhythm style of the first game better than any subsequent style. Later systems felt too bogged down to me. I prefer to agonize over roleplay choices, not which of a million samey-looking improvements I don't care about that I will choose. Thank goodness I've never felt that way in DA. In general, I WOULD love to see a sort of huge final battle where both the way you built up your forces and the way you equipped your non-active companions will end up mattering. I mean, look at how crazy popular Mass Effect 2 was. Give me a sense of what there is to lose, make me feel like the power I've gained and the relationships I've formed matter (Bull in Trespasser was an AWESOME step in the right direction btw), and it's far more enjoyable than accumulating a high score that is useless after a point. I'd have been happier to have fewer filler quests, really. I don't need that in necessarily every game--but it does feel great. I just re-watched the bad ending of ME2, and watching everything go to hell truly makes it all feel worthwhile when you do the good playthroughs. I literally played a 'bad Shepard' run, and it was insanely rewarding somehow to watch everything go down in flames. To improve on that model would have impressed me so much. As much as I liked DAI, imagining it more ME2-style with an epic and desperate final conflict where your choices matter just makes it so much better. I'm a bit sad when I think of what could've been. I loved the game, but it could have been mind-blowing instead of just great, if it had shown up the vast array of so-called RPGs out there by going that route. Imagine the dragon attacking Skyhold and your upgrades to the defenses of the castle as well as your war table choices really mattering, to the point where you could lose some companions. Imagine other assassination attempts occurring, and your spy network that you built up carefully detecting them. Imagine the placement of your soldiers affecting whether certain areas are lost. Imagine diplomatic relations affecting who comes to your aid when you need it. If DAI had thought a bit more outside the box and shown us a more desperate struggle, instead of following the admittedly solid formula of Skyrim-but-better, it could have shaken the industry out of its stupor. In addition, I want healing back--the intention was good but the new system did not work, it just felt hobbled, irritating, and fussy, and I really missed being the character who patches up the others. And they should also get better people on hairstyles. Dear goodness. Hire some of those awesome modders out there. Ideally, there should be some actiony moves available for those who want them, but they shouldn't be mandatory to win fights; there should be an equal option in tactical mode. Tactics should exist and already start out the way you'd want them to be for those of us who don't want to micromanage, but be alterable for those who do. When the devs did some alpha playthroughs with the game early on, it showed some areas of the game where the decisions you made mattered. It was supposed to be like that throughout the game. Come launch time, they were all cut from the game and no matter what you did in the game, we all got the same outcome. No decision you make in the game mattered one little bit. Only on romances did your choice of reply matter. I found all the companions forgettable so I never bothered to romance any of them. Didn't even bother taking them with me unless I had to for quest purposes. I loved how they handled them in DA2. They seemed more like friends and it covered a longer time span. The banter in DA2 was by far the best of the series for me. I never heard more than 10 lines of it in an entire play-through I did in DAI. I would love to see companions handled the same way in the next DA. Make them more like friends and people you WANT to bring with you instead people you feel obligated to bring with you.
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Post by wickedcool on Feb 23, 2017 14:09:00 GMT
Ive noticed in the me gameplay shown you seem to have more control over abilities than you did in dai. Instead of just pushing x and you launch a spell in me you hold down a flame ability/shield. This is more of how magic (its me so its not magic) works in skyrim. I really really hope that in da4 we get more of this
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Post by cloud9 on Mar 8, 2017 23:11:26 GMT
BioWare remember: NO excuses!!!
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Hrungr
Twitter Guru
ღ N-Special
More coffee...? More coffee.
Staff Mini-Profile Theme: Hrungr
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem
Origin: Hrungr
Prime Posts: 18,258
Prime Likes: 65,767
Posts: 29,465 Likes: 104,059
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More coffee...? More coffee.
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Hrungr
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Post by Hrungr on Mar 9, 2017 2:58:07 GMT
BioWare remember: NO excuses!!! Holy crap that looks good! I'm gonna have to watch this a few more times - lots goin' on here!
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Post by PapaCharlie9 on Mar 9, 2017 21:23:00 GMT
And that's only an alpha ... wow.
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Post by simsimillia on Mar 10, 2017 13:51:08 GMT
I like combat in Dragon Age: Inquisition the most. I think Origins is by far the worst. I'm not really a fan of Real-Time with Pause combat, because it often either feels like a poorer version of turn based combat or the pause is a crutch for the real time combat. The only thing I liked about DAO combat where the spell combats and I wish they would expand on that for the next Dragon Age Game.
Hell I would like to see a Dragon Age Game, that focuses on the PC being a mage and a modular combat system with lots of combos.
I'd even be cool if we then just focused on the Primal school with the four elements (Fire, Air/Electricity, Earth/Stone, Winter/Water). Each Element would have one that cancels out the other and two others with which you can combo. (Fire vs Water and Air vs Earth, obviously). Possible Combos would be things like this:
Basic combos: Set Enemy ablaze with Fire Spell -> Use Wind Spell to increase the burn.
Encase enemy in stone, making them unable to move -> use fire spell melting the stone to lava, ending the cc but dealing high damage.
Advanced combo: Cast a water spell to turn an area into mud, slowing enemies down -> cast a frost spell to freeze the ground and immobilize enemies -> cast a fireball, melting the ice on your enemies and dousing them in water -> cast a lightning spell to shock them.
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Post by Obsidian Gryphon on Mar 14, 2017 6:00:33 GMT
Yep, MESoW beat DA to dragon riding though it's isn't the first game to implement it; Drakan was one of the forerunners. Still, if they're going to implement it, there better be a good reason than riding dragons is cool.
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Post by simsimillia on Mar 14, 2017 9:35:45 GMT
Yep, MESoW beat DA to dragon riding though it's isn't the first game to implement it; Drakan was one of the forerunners. Still, if they're going to implement it, there better be a good reason than riding dragons is cool. Dragon riding wouldn't make much sense in Dragon Age...Griffon riding on the other hand...
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Post by Obsidian Gryphon on Mar 14, 2017 10:43:03 GMT
Yep, MESoW beat DA to dragon riding though it's isn't the first game to implement it; Drakan was one of the forerunners. Still, if they're going to implement it, there better be a good reason than riding dragons is cool. Dragon riding wouldn't make much sense in Dragon Age...Griffon riding on the other hand... Indeed, except that I've a feeling only wardens would ride the surviving griffins.
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Post by Iddy on Mar 14, 2017 12:42:27 GMT
Yep, MESoW beat DA to dragon riding though it's isn't the first game to implement it; Drakan was one of the forerunners. Still, if they're going to implement it, there better be a good reason than riding dragons is cool. What about Skyrim?
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loquacious
N1
I like to discuss ideas and role play - feel free to say hello!
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR
Posts: 37 Likes: 66
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loquacious
I like to discuss ideas and role play - feel free to say hello!
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March 2017
loquacious
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR
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Post by loquacious on Mar 14, 2017 16:49:58 GMT
I liked the balance of DAI's battle system that gave users the option of planning tactics or just running in there and button mashing (I like to mash). I think the tact planning method is a homage to turn based system in dungeons and dragons or pathfinder as you plan for each item with each character. If it were to change, I think Bioware would lose fans as its had the options for the last 3 games.
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3,871
Aug 14, 2016 11:41:22 GMT
August 2016
cloud9
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2
sicklyhour015
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Post by cloud9 on Apr 3, 2017 6:11:04 GMT
I think they should revamp combat to fast pace, fun, and epic like the video and they wasted so much potential of Dragon Age when it comes to combat.
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May 18, 2017 21:36:13 GMT
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shroomofdoom
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February 2017
shroomofdoom
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Post by shroomofdoom on Apr 3, 2017 8:21:02 GMT
BioWare remember: NO excuses!!! Wow, that actually looks epic. The first was good but got monotonous after a while, this looks like a step in the right direction. I am dubious about overly flashy moves in combat, derived from a minimum of effort on the plyers part. I find those games (Batman Arkham Asylum is one) in which, with but a single press of the button my character is leaping about doing all manner of awesome sauce things, but all I've really done is press one button, to be a step in the wrong direction. It's fun and frenetic, but I think there needs to be more player engagement to sustain my interest, beyond flashy animations. I need to put more thought into my combat to be engaged, long-term, SoM came abit too close to succumbing to that problem but narrowly avoided it and it seems the sequel may build on that, from these first impressions. I think Bioware would do well, to keep in mind the need to keep their combat engaging in a mental fashion aswell as a visual one too. An example of how that didn't work so well in DA:I is the knght enchanter, a powerful class and potentially awesome to play, it certainly looked unique and flashy, but god, was it dull to play one! Repetitive button mashing gets old fast, if their isn't a really solid combat system underneath the shine and sparkle.
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tidus
N1
Posts: 41 Likes: 44
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Apr 10, 2018 14:47:09 GMT
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tidus
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Jan 12, 2017 11:54:51 GMT
January 2017
tidus
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Post by tidus on Apr 3, 2017 16:24:13 GMT
I see no problem with the current combat system since it doesn't require 20 fingers and 10 thumbs just to kill a baddie. I'm not pleased with FF15 in fact I regret buying it.
As far as DA:I combat being to chaotic I chuckle at that since combat is indeed very chaotic.
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3,871
Aug 14, 2016 11:41:22 GMT
August 2016
cloud9
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2
sicklyhour015
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Post by cloud9 on Apr 3, 2017 19:15:17 GMT
BioWare remember: NO excuses!!! Wow, that actually looks epic. The first was good but got monotonous after a while, this looks like a step in the right direction. I am dubious about overly flashy moves in combat, derived from a minimum of effort on the plyers part. I find those games (Batman Arkham Asylum is one) in which, with but a single press of the button my character is leaping about doing all manner of awesome sauce things, but all I've really done is press one button, to be a step in the wrong direction. It's fun and frenetic, but I think there needs to be more player engagement to sustain my interest, beyond flashy animations. I need to put more thought into my combat to be engaged, long-term, SoM came abit too close to succumbing to that problem but narrowly avoided it and it seems the sequel may build on that, from these first impressions. I think Bioware would do well, to keep in mind the need to keep their combat engaging in a mental fashion aswell as a visual one too. An example of how that didn't work so well in DA:I is the knght enchanter, a powerful class and potentially awesome to play, it certainly looked unique and flashy, but god, was it dull to play one! Repetitive button mashing gets old fast, if their isn't a really solid combat system underneath the shine and sparkle. As long as the combat on Shadow of War is great I don't mind the button mash, and BioWare on the other hand need to get on their P's and Q's if they want to stay on top.
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rapscallioness
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire
Posts: 731 Likes: 1,531
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1,531
rapscallioness
731
August 2016
rapscallioness
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Jade Empire
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Post by rapscallioness on Apr 3, 2017 22:18:07 GMT
I miss the If/Then tactics you could program. I loved that. Pre-programming it, then watching it unfold in battle real time.
I did not like the combat in DAI, at all. I mean, even small things like when I was playing a stabby rogue, I would get the enemy down on their back, but then I couldn't hit them. I couldn't connect when the enemy was finally on their back to finish them off. I had to wait until they friggin got up again to finish them off. Or playing as an archer, I spent the majority of combat time just holding down the right trigger, waiting for the occasional power.
The companions won't do anything I tell them to do. They won't do anything their class should do. Rangers, would you please step back and let the tanks, tank? Instead they run up on the enemy, drink all my potions and die anyway. Then I look up and my tank is just standing there picking lint out of their navel.
The actual feel of combat in DAI felt diluted to me, or like I was shooting a water gun. The sound, the feel of connection to the blows, it wasn't there. I like that Mordor vid in that combat was more visceral and in your face. Although, I don't want DA to incorporate that exact approach, I would like the combat to be more on that level of intensity.
I thought the cutscene,or main mission battles in DAI were kind of fun and more intense, but most of the game was the combat encounters while out and about, and those were very lackluster, imo.
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alihou
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Neverwinter Nights
Posts: 257 Likes: 460
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Oct 18, 2021 23:46:30 GMT
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alihou
257
Oct 13, 2016 19:08:08 GMT
October 2016
alihou
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Neverwinter Nights
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Post by alihou on Apr 4, 2017 5:33:21 GMT
I think the combat was a weakpoint of DAI, it just wasn't much fun. Too much button mashing and not actively being a part of the battle. I want real time action, but executed better. I want to be able to manually block with a shield or to see actual swordfighting. It was a bit cartoony, I know it was a design choice...it worked for DA2, but graphics are better now as they're more realistic and seeing cartoony action was a bit off putting to me. I think Witcher 3 had very decent combat, it wasn't the best, but that is something i'd be very happy with if we got that in the next installment of DA. Mages can block with their staves and rogues have to use their dodge skills to evade. I think it's a more responsive style and more engaging imo.
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