Polka Dot
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Post by Polka Dot on Sept 10, 2020 5:40:50 GMT
Maybe but I'm not sure how much of a shift it will really take. Though in realms of difficulty...yes I know people who found aspects of Odyssey's combat to be unplayable because of x reason...but they still adapted to it anyways. Other than that there is and should be pure difficulty which should mitigate at least some of these concerns. Set it on 'Casual/ Narrative' and the game should basically, maybe, play itself. If I understand your request for active blocking correctly - you're asking that people be required to activate a control to block incoming attacks. This is something that DA has never required of them before. I'd like the tactics to be fully programmable and under my control again. Mmkay... you want active blocking and have mentioned dodge mechanics. I assume you expect animations to go along with these. Aveline is a helluva tank, even when she's standing perfectly still. In fact, DA2 has some talents that make her immobile and allow her to better absorb incoming blows that way. She may be surrounded by half a dozen enemies beating on her and the math/mechanics have her blocking and/or dodging the attacks despite the lack of animations of her doing so. If active blocking was an animated thing, she could block only one enemy at a time, which means she would be taking damage from the others attacking her at the same time. IME with games that support active blocking and dodge mechanics, characters typically don't engage large numbers of enemies simultaneously.
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Post by colfoley on Sept 10, 2020 7:57:03 GMT
Maybe but I'm not sure how much of a shift it will really take. Though in realms of difficulty...yes I know people who found aspects of Odyssey's combat to be unplayable because of x reason...but they still adapted to it anyways. Other than that there is and should be pure difficulty which should mitigate at least some of these concerns. Set it on 'Casual/ Narrative' and the game should basically, maybe, play itself. If I understand your request for active blocking correctly - you're asking that people be required to activate a control to block incoming attacks. This is something that DA has never required of them before. I'd like the tactics to be fully programmable and under my control again. Mmkay... you want active blocking and have mentioned dodge mechanics. I assume you expect animations to go along with these. Aveline is a helluva tank, even when she's standing perfectly still. In fact, DA2 has some talents that make her immobile and allow her to better absorb incoming blows that way. She may be surrounded by half a dozen enemies beating on her and the math/mechanics have her blocking and/or dodging the attacks despite the lack of animations of her doing so. If active blocking was an animated thing, she could block only one enemy at a time, which means she would be taking damage from the others attacking her at the same time. IME with games that support active blocking and dodge mechanics, characters typically don't engage large numbers of enemies simultaneously. Kind of incorrect: In Inquisition you had both two handed warriors and dagger rogues with abilities that, when activated at a time, would allow them to block an incoming strike with their weapon. Cass was especially effective for me, and neat. Now this is taking it one step further but it wouldn't entirely be out of DAs wheelhouse... And they would already have animations for it and given Inquisition already doing it the combat would seem to even work for DA. This is the second time you mentioned it and I didn't really know how to deal with it the first time...but the vast majority of Inquisition's mob sizes are pretty much ideal for this sort of thing already. Except for a few notable exceptions in the DLCs the amount of enemies you would have to deal with were on the fire team to squad level...to borrow a phrase from the United States military. So it was your small group of around 4 against another small group. Only at max ten people/ creatures per mob. Now yes, you are right, maybe they need to go smaller still but I think Inquisition stirkes a good balance. And given all the other potential ways of mitigating and dealing with or tanking damage in Inquisition makes it possible that one warrior can deal with multiple foes in a straight up fight.
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Post by Absafraginlootly on Sept 10, 2020 8:20:17 GMT
Barrier and Guard are essentially just like Temporary HP in dnd, lasting for a duration or until used respectively.
I get the desire to spread out HP management beyond magic healing and potion spammming and give the other classes something else. In the Dragon Age ttrpg your Defense is increased by Dexterity not armour and if an attack does hit you then you minus your Armour Rating from the Damage (unless its Penetrating Damage, in which case you take all of it). So Rogues avoid losing HP by avoiding being hit and Warriors avoid losing HP by their armour absorbing impact/blocking some or all of the blow.
I get the sense the later is kinda what they were going for with guard in DAI, with it being meant to represent the warrior parrying blows with their sword or shield and absorbing them with their armour rather then taking the damage. I'm just not sure Temporary Hit Points was the best way to go for this. They also had it so that special abilities did bonus dmg to the guard rather than bypassing it to dmg your Health like Penetrating dmg.
While rolling to see if you hit a targets defense and minusing AR from dmg is fairly active in a ttrpg, since you do it yourself and see/make the increases yourself, in a crpg those things would tend to be handled by the computer and not be particurly visible so I imagine they want to add something more visual/engaging in a video game setting.
Guard could become a %* minus from on incoming damage, unless the damage is Special DMG that ignores Guard. With you increasing that percentage as you level. It could either be something thats triggered when you use certain abilities, a sustained mode/stance, or passive that's just always on, depending on balanceing issues and on how "active" they're intent on things being. Could still be represented by a bar above the Health bar, increasing in length as the buff gets more powerful, or with some other visual representation.
Then Rogues could have a Dodge giving them an increase to Defense, or decrease to incoming Attacks, something to avoid being hit is the point. I haven't touched the DAIMP very much but it sounds like that Isabela ability is something like this, though I would hope any da4 ability isn't exclusive to a specialisation or to dual wielders.
When it comes to mages I hope they bring back all the spell schools and by preference that includes having the Creation trees Healing and Regeneration spells back. And I wouldn't mind seeing Barrier back, but differently. A defense Barrier to to decrease chance to hit, a Barrier that grants physical damage resistance, a Barrier that grants magical damage resistance - but a limitation on it, like maybe a mage can only do one at a time. Or maybe they're sustained like in origins, so sure, you could do more than one, but the amount that it decreases your max mana to sustain multiple Barriers is prohibitive. Or a mage can cast more than one at a time but an individual can only benefit from one.
If they still limit potions to prevent spamming, and don't bring back Temporary HP pools then with Guard, Dodge and Barrier dmg prevention in place I don't think bringing back healings going to entirely dominate the resource management scene. Particurlarly not if its just base healing and not the spirit healer spec.
So yes to bring back Guard and Barrier but not as Temporary Hit point pools - what is that on the poll?
*it might be better to have a set number rather than a percentage, thats a detail an actual game dev would know better than me.
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Post by Beerfish on Sept 10, 2020 13:56:56 GMT
Yes bring both back, they added a the ability to have legit support classes. They were certainly beneficial in Multiplayer.
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Polka Dot
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Post by Polka Dot on Sept 10, 2020 15:56:29 GMT
Kind of incorrect: In Inquisition you had both two handed warriors and dagger rogues with abilities that, when activated at a time, would allow them to block an incoming strike with their weapon. Cass was especially effective for me, and neat. Now this is taking it one step further but it wouldn't entirely be out of DAs wheelhouse... Okay - if you say so. I don't remember much about DAI, as I completed but one playthrough (skipped a lot of the optional content and never did any of the DLCs). I found the combat to be a mind-numbing slog, and despite my general interest in DA's lore, story, and characters - I just couldn't bring myself to put myself through that again. I do remember that my Qunari warrior/tank was often obscured by fx to the point where I could barely see her. I've no interest in any sort of co-op or MP, and am really disappointed that the SP combat was gutted to support it. While DAO remains my favorite game of all time (and DA2 is in the top 10), DAI may well have marked my exit from the franchise. Unless they correct course and bring back more of the features I loved from the first 2 games, I don't actually expect I'll be playing DA4. Shrug.
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Post by LukeBarrett on Sept 10, 2020 16:21:49 GMT
I'll wade in to this since this topic is something that has come up a lot internally over the past 10 years or so. Guard and Barrier are the same thing from a high-level perspective: temporary health. They are different in DAI mostly because Barrier could be cast on others and thus needed to be a little more fleeting than Guard but for the purpose of this thread, assume they are the same. It comes as a solve for: how do we make pacing matter in combat? We could simply heal you back to full after every fight but then all fights need to, roughly, be the same challenge and that makes for a bit of a grueling experience over a long haul. So we need to have attrition in some form, that is, some kind of stakes between fights so you don't just have a binary outcome. Games solve this with: - limited healing (potions, health orbs, non-regening mana, 3 hits of estus) - temp health/defense stacks (you get 3 extra hits per fight before real damage is taken so be careful) - leeching/sustain (play/build well to regain lost health) Now, you'll notice DAI had all 3 which is a product of combat not finding its place early enough in production but that's a side note. The question you may ask, why do we need any of these? The answer is that we have to avoid getting in a situation where your health is too low to proceed but your progress has been saved. It works in a Souls game or a delving game because that's sort of the point - get as far as you can and then retreat to try again - but in our linear games we can't have you get all the way up to the boss and realize everyone has <10% health left. Ideally the solve is to allow the Player ways to remedy this without it being too handhold-y (a crate of healing pots at the door for example) but once the whole game starts coming together it's difficult to fix a problem that is so core to the experience (not an excuse, just a reason). All that said, it's only half of the equation. The other half is, do you want a game where you have support characters and if you do are they mandatory? In DAI having support was mandatory IF your PC didn't have self-sustain but most games either lean hard one way (holy trinity) or the other (no support classes). Once you throw in the ability to heal actual health, with no caveat you now basically may as well have heal to full on combat end which brings as back to the initial problem. It's all VERY connected to the actual combat experience and cadence that the game is trying to accomplish so some of the end results are a byproduct of a long series of IF/THENs starting from the combat vision. Hope that helps a little bit - I will always appear when combat systems are being discussed (assuming I can answer for game design and not for the current project I'm working on )
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Post by Polka Dot on Sept 10, 2020 18:02:17 GMT
I'll wade in to this since this topic is something that has come up a lot internally over the past 10 years or so. Guard and Barrier are the same thing from a high-level perspective: temporary health. They are different in DAI mostly because Barrier could be cast on others and thus needed to be a little more fleeting than Guard but for the purpose of this thread, assume they are the same. I understand that they all serve the same goal (make toons harder to kill), yet there are specific abilities and item bonuses designed to do greater damage to different segments of that total pool - and players are limited in the number of abilities available and are not allowed to swap weapons during battle. I would suggest that being able to swap weapons and try different tactics set-ups can go a long way toward making the experience less grueling. At least, it worked for me in DAO & DA2. I also found that there were significant differences in the challenge presented in different battles in those games. That problem never existed in DAO & DA2, given the full restoration post-battle. I really appreciate your participation and explanations here, yet I feel like this was a classic case of trying to fix something that wasn't broken. DA2's combat was mostly a refinement to DAO's, while DAI took an entirely different path. My pet theories for the impetus behind the complete re-conceptualization of how to do combat in DA include frostbite and MP. If you can knock down my pet theories or offer any other insight here, I'd appreciate it.
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luketrevelyan
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Post by luketrevelyan on Sept 10, 2020 18:58:27 GMT
We could simply heal you back to full after every fight but then all fights need to, roughly, be the same challenge and that makes for a bit of a grueling experience over a long haul. So we need to have attrition in some form, that is, some kind of stakes between fights so you don't just have a binary outcome I always appreciate any insights you can give us, and I can see where you are coming from, but I disagree with the idea the auto-heal is necessarily a problem. I find the lack of auto-heal can also create a long grueling experience. I remember in Kotor you didn't heal automatically after fights, so once my party had healing powers, I would sometimes just wait around to get everyone healed and for force meters to replenish. That obviously gets horribly time-consuming so I would only do it when needed. Anyway, I was glad when games started doing the auto-heal because then I didn't have to waste time doing that anymore. In The Witcher 3 health regenerates very slowly so I use the "wait" feature to skip ahead hours until my health regenerates fully. Again, very monotonous but I consider it worth it to avoid dying and re-loading (by far my most common reason for abandoning games). In DAI it felt more like Kotor/TW3, except compounded because there were now also limited health potions and no healing magic. When exploring if I get low on health potions I have to actually go back to camp to replenish, and then make my way back to where I was. That really disrupts flow in a way auto-heal could have prevented. In the more linear story-based areas I feel like I had less of an issue with these changes because there were health potion boxes placed fairly liberally and obviously linear areas are going to be easier to balance, but as a health-potion hoarder, I'm still always in some fear of running out. Maybe that fear is intentional but I'm not a Dark Souls player - I just want it to be a fun part of an overall experience that also includes story, characters, and romance. So some of this is going to come down to playstyle and I think with a franchise like DA, there is a very wide range of how people want to play it and that's going to be the source of some tension. Desigining a single combat experience for that cannot be easy. DAO's combat still works the best for me because it has a ton of flexibility whereas I find DAI is more focused but also restricting as a result.
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Post by themikefest on Sept 10, 2020 19:03:18 GMT
Not everyone who plays these games is a combat god, you know. People can think I'm a scrub; I don't care. While I do enjoy combat -- I wouldn't play a "narrative mode" if it were offered -- it's not the reason I play these games. Consequently, I don't run the best, most efficient builds and whatnot. My parties do not "demolish" dragons. (My typical dragon killing group is my SnS Inquisitor, Dorian, Cole, and Varric. I always run with Dorian and Cole; I swap Varric with Cassandra for mood or if combat dictates.)
I do alright when in combat. When I get in a situation that I'm having trouble with, I turn to youtube to see what people do to get through that situation. I apply what I saw. It helps. May take a couple of tries, but I get by.
The one thing that bothered me in DAI is the slow-mo running when a weapon is unholstered. Why? Look at a qunari. They're big and strong yet gain the power of lead foot by moving slowly. It's one of the reasons why I get hit by whatever from an enemy that could have been avoided if the lead foot power was not around. I get a weapon could slow a person down, but unless you're sprinting for an extended period of time, it makes no sense. If the slow-mo movement is to continue, then I like to see a dodge and roll implemented into the game. It was seen in DAO when the warden jumped/dodged out of the way of the falling tree trunk when ambushed by Zevran.
I hope that healing magic will return, I felt it was cheap that they removed it in DAI. I rarely used it in the previous games, so I didn't miss it. If I need health, I would use grenades or potions. The other thing is adding Fade-Touched Snoufleur Skin (Heal) to a weapon to gain health. For me, I used fade touched that adds guard on hit, if not playing as a warrior.
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Post by colfoley on Sept 10, 2020 19:13:14 GMT
I'll wade in to this since this topic is something that has come up a lot internally over the past 10 years or so. Guard and Barrier are the same thing from a high-level perspective: temporary health. They are different in DAI mostly because Barrier could be cast on others and thus needed to be a little more fleeting than Guard but for the purpose of this thread, assume they are the same. It comes as a solve for: how do we make pacing matter in combat? We could simply heal you back to full after every fight but then all fights need to, roughly, be the same challenge and that makes for a bit of a grueling experience over a long haul. So we need to have attrition in some form, that is, some kind of stakes between fights so you don't just have a binary outcome. Games solve this with: - limited healing (potions, health orbs, non-regening mana, 3 hits of estus) - temp health/defense stacks (you get 3 extra hits per fight before real damage is taken so be careful) - leeching/sustain (play/build well to regain lost health) Now, you'll notice DAI had all 3 which is a product of combat not finding its place early enough in production but that's a side note. The question you may ask, why do we need any of these? The answer is that we have to avoid getting in a situation where your health is too low to proceed but your progress has been saved. It works in a Souls game or a delving game because that's sort of the point - get as far as you can and then retreat to try again - but in our linear games we can't have you get all the way up to the boss and realize everyone has <10% health left. Ideally the solve is to allow the Player ways to remedy this without it being too handhold-y (a crate of healing pots at the door for example) but once the whole game starts coming together it's difficult to fix a problem that is so core to the experience (not an excuse, just a reason). All that said, it's only half of the equation. The other half is, do you want a game where you have support characters and if you do are they mandatory? In DAI having support was mandatory IF your PC didn't have self-sustain but most games either lean hard one way (holy trinity) or the other (no support classes). Once you throw in the ability to heal actual health, with no caveat you now basically may as well have heal to full on combat end which brings as back to the initial problem. It's all VERY connected to the actual combat experience and cadence that the game is trying to accomplish so some of the end results are a byproduct of a long series of IF/THENs starting from the combat vision. Hope that helps a little bit - I will always appear when combat systems are being discussed (assuming I can answer for game design and not for the current project I'm working on ) question: why is it considered a 'problem' to heal the character back to full after every fight? ACOD did it and that game is probably my favorite combat system ever...and I did consider that a highlight of it. So much so that Valhallas combat removing such things is making me worried.
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Post by biggydx on Sept 10, 2020 19:27:49 GMT
I'll wade in to this since this topic is something that has come up a lot internally over the past 10 years or so. Guard and Barrier are the same thing from a high-level perspective: temporary health. They are different in DAI mostly because Barrier could be cast on others and thus needed to be a little more fleeting than Guard but for the purpose of this thread, assume they are the same. It comes as a solve for: how do we make pacing matter in combat? We could simply heal you back to full after every fight but then all fights need to, roughly, be the same challenge and that makes for a bit of a grueling experience over a long haul. So we need to have attrition in some form, that is, some kind of stakes between fights so you don't just have a binary outcome. Games solve this with: - limited healing (potions, health orbs, non-regening mana, 3 hits of estus) - temp health/defense stacks (you get 3 extra hits per fight before real damage is taken so be careful) - leeching/sustain (play/build well to regain lost health) Now, you'll notice DAI had all 3 which is a product of combat not finding its place early enough in production but that's a side note. The question you may ask, why do we need any of these? The answer is that we have to avoid getting in a situation where your health is too low to proceed but your progress has been saved. It works in a Souls game or a delving game because that's sort of the point - get as far as you can and then retreat to try again - but in our linear games we can't have you get all the way up to the boss and realize everyone has <10% health left. Ideally the solve is to allow the Player ways to remedy this without it being too handhold-y (a crate of healing pots at the door for example) but once the whole game starts coming together it's difficult to fix a problem that is so core to the experience (not an excuse, just a reason). All that said, it's only half of the equation. The other half is, do you want a game where you have support characters and if you do are they mandatory? In DAI having support was mandatory IF your PC didn't have self-sustain but most games either lean hard one way (holy trinity) or the other (no support classes). Once you throw in the ability to heal actual health, with no caveat you now basically may as well have heal to full on combat end which brings as back to the initial problem. It's all VERY connected to the actual combat experience and cadence that the game is trying to accomplish so some of the end results are a byproduct of a long series of IF/THENs starting from the combat vision. Hope that helps a little bit - I will always appear when combat systems are being discussed (assuming I can answer for game design and not for the current project I'm working on ) question: why is it considered a 'problem' to heal the character back to full after every fight? ACOD did it and that game is probably my favorite combat system ever...and I did consider that a highlight of it. So much so that Valhallas combat removing such things is making me worried. Never want to speak for someone else, but I would assume one reason might be that they want you to be able to OWN your successes (and mistakes) when engaging in combat. If you do horribly at taking down the enemy strategically, then your punishment is a more long winded fight thats likely to exhaust more of your consumables, as well as leaving you with less total health at the fights conclusion. Again, that's just one reason only I can think of. Outside of this point, I appreciate the feedback on this Luke. I wonder if opening up options for playstyles would help in alleviating some of the issues that comes with the current iteration of Dragon Age; especially with the classes. Not having classes be so strictly forced into '1h + Shield/2h' for Warriors, or only Staffs for Mages, could allow for more variation in how encounters are tackled and what's allowable for health regen/sustain.
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Post by colfoley on Sept 10, 2020 19:42:03 GMT
question: why is it considered a 'problem' to heal the character back to full after every fight? ACOD did it and that game is probably my favorite combat system ever...and I did consider that a highlight of it. So much so that Valhallas combat removing such things is making me worried. Never want to speak for someone else, but I would assume one reason might be that they want you to be able to OWN your successes (and mistakes) when engaging in combat. If you do horribly at taking down the enemy strategically, then your punishment is a more long winded fight thats likely to exhaust more of your consumables, as well as leaving you with less total health at the fights conclusion. Again, that's just one reason only I can think of. Outside of this point, I appreciate the feedback on this Luke. I wonder if opening up options for playstyles would help in alleviating some of the issues that comes with the current iteration of Dragon Age; especially with the classes. Not having classes be so strictly forced into '1h + Shield/2h' for Warriors, or only Staffs for Mages, could allow for more variation in how encounters are tackled and what's allowable for health regen/sustain. that's a good point but, speaking for me here... Well no I guess you are right that even I can appreciate this. The joy I feel when I am running out of health pots and health only to land a critical hit at the last moment. The frustration when I struggle and the desire to learn to make it easier. But grind is anathema to me and having to go back to a camp (which didn't happen that often but still) could be considered grind. I would rather feel accomplished by forward progress then by kicking the butt of some mooks.
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Post by biggydx on Sept 10, 2020 20:14:29 GMT
Never want to speak for someone else, but I would assume one reason might be that they want you to be able to OWN your successes (and mistakes) when engaging in combat. If you do horribly at taking down the enemy strategically, then your punishment is a more long winded fight thats likely to exhaust more of your consumables, as well as leaving you with less total health at the fights conclusion. Again, that's just one reason only I can think of. Outside of this point, I appreciate the feedback on this Luke. I wonder if opening up options for playstyles would help in alleviating some of the issues that comes with the current iteration of Dragon Age; especially with the classes. Not having classes be so strictly forced into '1h + Shield/2h' for Warriors, or only Staffs for Mages, could allow for more variation in how encounters are tackled and what's allowable for health regen/sustain. that's a good point but, speaking for me here... Well no I guess you are right that even I can appreciate this. The joy I feel when I am running out of health pots and health only to land a critical hit at the last moment. The frustration when I struggle and the desire to learn to make it easier. But grind is anathema to me and having to go back to a camp (which didn't happen that often but still) could be considered grind. I would rather feel accomplished by forward progress then by kicking the butt of some mooks. Progression, whether narrative or via gameplay, is a troubling thing to balance sometimes. Even more so when you have games with campaigns that take 30+hrs minimum to finish.
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Post by Deleted on Sept 10, 2020 20:15:05 GMT
Unfortunately I havent played Warrior since my first DAI PT, I cannot remember is it the same as in DAIMP: Health can be depleted under barrier and armor and there is no gating mechanism? Really needs a gating mechanism there. Really. EDIT: Also now that I think I really dislike those "last two bits of shield/health/etc" - been thinking could there be a bleeding effect triggered near 5% of health or such. Enemies should limp/wither a bit during the last bits of health and die automatically... of course this is a balancing act too. yeah there really should be a gating mechanic, my latest playthrough was 2H Reaver on Nightmare + Trials and I kept getting one-shot by certain enemies in the dlc areas (Hakkonites, Bolters in Descent) despite having active guard and barrier (and being properly leveled with appropriate tier 3/4 gear).
But I like the idea of guard/barrier in general, its sort of an interesting twist on the typical health/healing mechanic in basically every other RPG. But there absolutely needs to be some sort of gating mechanic.
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Post by Polka Dot on Sept 10, 2020 20:47:22 GMT
question: why is it considered a 'problem' to heal the character back to full after every fight? ACOD did it and that game is probably my favorite combat system ever...and I did consider that a highlight of it. So much so that Valhallas combat removing such things is making me worried. Key question there. DA fully restored health (unless injured) and mana/stam after every battle until DAI. Many modern games do that to avoid the tedium and progress disruption of having to travel back to a camp or rent a room at the inn or somesuch.
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Post by alanc9 on Sept 10, 2020 22:14:46 GMT
If I understand your request for active blocking correctly - you're asking that people be required to activate a control to block incoming attacks. This is something that DA has never required of them before. Although DA2 did require you to actively dodge certain boss-type enemies' attacks. I believe this is also useful at some points in DAI, but since I can't stand the playstyle, I don't have any experience with it.
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Post by colfoley on Sept 10, 2020 23:13:55 GMT
If I understand your request for active blocking correctly - you're asking that people be required to activate a control to block incoming attacks. This is something that DA has never required of them before. Although DA2 did require you to actively dodge certain boss-type enemies' attacks. I believe this is also useful at some points in DAI, but since I can't stand the playstyle, I don't have any experience with it. In DAI each class did have their own abilities which could activate to 'dodge'. Rogues had...evasion? I forget the name of it but it was there. Warrios combat role. Mages/ Knight Enchanter-Fade Step.
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Post by LukeBarrett on Sept 11, 2020 3:28:10 GMT
The question you may ask, why do we need any of these? The answer is that we have to avoid getting in a situation where your health is too low to proceed but your progress has been saved. That problem never existed in DAO & DA2, given the full restoration post-battle. I really appreciate your participation and explanations here, yet I feel like this was a classic case of trying to fix something that wasn't broken. DA2's combat was mostly a refinement to DAO's, while DAI took an entirely different path. My pet theories for the impetus behind the complete re-conceptualization of how to do combat in DA include frostbite and MP. If you can knock down my pet theories or offer any other insight here, I'd appreciate it.
Correct, the full-restoration solves this problem but, and hopefully this answers the other questions I saw, it introduces a different issue: combat intensity variation becomes non-existent. All fights are a bool success/fail check which makes it hard to have degrees of success - you can't do better or worse based on how you play, you can only succeed or fail. This also applies if you have characters that can heal after combat without a limited resource otherwise you have the same problem. I will however say that this is really more of a choice to support attrition gameplay instead of the per-encounter style. It works well in open-world/exploration games (ACOD) because it's so uncontrolled that the designers can't really craft a nice experience anyway. So really it comes down, like many things, to what experience you're trying to offer at a high level. Personally I prefer autoheal at end of combat but I do combat and not levels so I'm biased
As to your theories: - Frostbite required us to remake everything which provides an opportunity to do something different. We actually initially had DAI (back when it was still DA3 internally) be more about attrition and delving as far as you can in to zones and then returning to camp, kind of a Darksouls/Dragon's Dogma hybrid concept. It didn't last though a lot of the vestiges of that initial direction are the reason we had health crates, barrier, guard...etc. instead of a more cohesive design.
- Sadly most decisions were made regardless of the MP team and frequently to their detriment. It may sometimes seem like MP needs were dictating SP but it was almost always the opposite. The truth of it is really that we wanted to move more in to the action sphere afaik - I was very junior back then so I wasn't in the high level discussions to fully confirm.
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Post by pessimistpanda on Sept 11, 2020 3:37:51 GMT
If the intention was for "degrees of success" to impact the narrative, I guess I would be interested to see how such a system worked in practice. Otherwise, I'm really, *really* not interested in the 'Dark Souls' style of making things difficult for their own sake.
Of course, in the event of combat results affecting story, I would have simply reloaded and reloaded until I got the result I wanted. Just like I already do for things like speech checks or making a dialogue choice that results in an outcome that I don't like.
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Post by colfoley on Sept 11, 2020 4:09:22 GMT
That problem never existed in DAO & DA2, given the full restoration post-battle. I really appreciate your participation and explanations here, yet I feel like this was a classic case of trying to fix something that wasn't broken. DA2's combat was mostly a refinement to DAO's, while DAI took an entirely different path. My pet theories for the impetus behind the complete re-conceptualization of how to do combat in DA include frostbite and MP. If you can knock down my pet theories or offer any other insight here, I'd appreciate it.
Correct, the full-restoration solves this problem but, and hopefully this answers the other questions I saw, it introduces a different issue: combat intensity variation becomes non-existent. All fights are a bool success/fail check which makes it hard to have degrees of success - you can't do better or worse based on how you play, you can only succeed or fail. This also applies if you have characters that can heal after combat without a limited resource otherwise you have the same problem. I will however say that this is really more of a choice to support attrition gameplay instead of the per-encounter style. It works well in open-world/exploration games (ACOD) because it's so uncontrolled that the designers can't really craft a nice experience anyway. So really it comes down, like many things, to what experience you're trying to offer at a high level. Personally I prefer autoheal at end of combat but I do combat and not levels so I'm biased
As to your theories: - Frostbite required us to remake everything which provides an opportunity to do something different. We actually initially had DAI (back when it was still DA3 internally) be more about attrition and delving as far as you can in to zones and then returning to camp, kind of a Darksouls/Dragon's Dogma hybrid concept. It didn't last though a lot of the vestiges of that initial direction are the reason we had health crates, barrier, guard...etc. instead of a more cohesive design.
- Sadly most decisions were made regardless of the MP team and frequently to their detriment. It may sometimes seem like MP needs were dictating SP but it was almost always the opposite. The truth of it is really that we wanted to move more in to the action sphere afaik - I was very junior back then so I wasn't in the high level discussions to fully confirm.
Huh. Interesting. Even though I am not sure you have changed my mind as to my preference this is, as always, a fascinating read and insight into game design. And it certainly gives me some food for thought to consider moving forward into DA 4. I suppose it would be too much to ask what direction you are thinking about going in for DA 4?
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Post by Frost on Sept 11, 2020 4:23:28 GMT
As to your theories: - Frostbite required us to remake everything which provides an opportunity to do something different. We actually initially had DAI (back when it was still DA3 internally) be more about attrition and delving as far as you can in to zones and then returning to camp, kind of a Darksouls/Dragon's Dogma hybrid concept. It didn't last though a lot of the vestiges of that initial direction are the reason we had health crates, barrier, guard...etc. instead of a more cohesive design. - Sadly most decisions were made regardless of the MP team and frequently to their detriment. It may sometimes seem like MP needs were dictating SP but it was almost always the opposite. The truth of it is really that we wanted to move more in to the action sphere afaik - I was very junior back then so I wasn't in the high level discussions to fully confirm.
Thanks for the DAI background info!
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Post by Nyx on Sept 11, 2020 4:28:59 GMT
I vote neither, and this is the reason why: Both served to essentially act as additional health pools ... which strikes me as a cheap way to turn enemies into (the DA equivalent of) bullet sponges. Dragging it out does not make combat more fun, just more tedious. Worse yet is that even though you can create custom weapons that provide bonuses to whittling down guard, you cannot change weapons mid-battle. DAI's dragon designs were beautiful and varied, but their ability to regenerate full guard made the battles an un-fun slogfest. Completely agree with all of this. I never want to see barrier or guard ever again. Just give us traditional healing spells again. Inquisition's combat is one of the reasons I find it harder to replay than Origins or 2. Well also the ridiculously empty and boring zones.
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Post by alanc9 on Sept 11, 2020 6:10:04 GMT
Of course, in the event of combat results affecting story, I would have simply reloaded and reloaded until I got the result I wanted. Just like I already do for things like speech checks or making a dialogue choice that results in an outcome that I don't like Are you sure this is an optimal playstyle? Depending on the dev, this could cause you to miss a lot of content.
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Post by pessimistpanda on Sept 11, 2020 6:15:04 GMT
Of course, in the event of combat results affecting story, I would have simply reloaded and reloaded until I got the result I wanted. Just like I already do for things like speech checks or making a dialogue choice that results in an outcome that I don't like Are you sure this is an optimal playstyle? Depending on the dev, this could cause you to miss a lot of content. I won't necessarily want the same result every time I play, but 'AAA' games have become so large now that, for me personally, 'seeing all the content' for most of them is no longer plausible or even desirable.
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Post by Gwydden on Sept 11, 2020 13:13:19 GMT
Are you sure this is an optimal playstyle? Depending on the dev, this could cause you to miss a lot of content. I dislike save scumming, but RPGs rarely have combat affect the story directly—about the only exception I can think of is having to keep an NPC alive during a fight, which is so reliant on the AI not acting idiotically that rolling with the punches rarely feels satisfying—, and DA games hardly ever allow you to meaningfully screw up in dialogue. As for the content concern, while sound in theory, nowadays I find myself without the time or attention span to replay even games I like. Playing an RPG is less about seeing all the possible permutations and more about which particular one I get.
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