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Post by colfoley on Sept 23, 2020 23:15:27 GMT
Honestly, I would just vote for classless because usually I really have to twist the arms of any class system to play the character I want. Doing a 3 pure + 3 hybrid would get me most of what I want, but at that point, why no just go with classless with a level cap (so you can't be everything), and for story purposes, have something like class backgrounds like Circle Mage, Apostate, Crow, Templar, etc. Can you give an example of what sort of character you might want to play in DA4 that you just can't imagine being possible with three main classes, even with significant overlap as in DAO? I might be able to go for 3 Pure + 3 Hybrid classes, but each class in itself being broad and expansive enough to let you steal a little from the others(except spells obv.) still seems like the best of both worlds to me. It would also help if Warriors and Rogues operated with roughly same laws of physics, so talents from one might actually be compatible with the other's fighting style. Instead of Warriors universally being slow and cumbersome mighty glaciers and Rogues teleporting around, turning invisible and setting themselves on fire between stabs. (Six years down the line and I still look at melee rogue DAI gameplay on youtube and think WTF.) You do raise another interesting point I adn't considered about it. How rogues and warriors traditionally work within the system their...physics as you say...might be another obstacle to combining the two. ...Although on the flip side of the equation warriors did get things like combat role and if you make dodge and parry universal instead of ability based that might also bridge the gap (with talents that can help you be more nimble or more of a 'unmovable glacier')
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Post by Noxluxe on Sept 24, 2020 0:28:47 GMT
You do raise another interesting point I adn't considered about it. How rogues and warriors traditionally work within the system their...physics as you say...might be another obstacle to combining the two. ...Although on the flip side of the equation warriors did get things like combat role and if you make dodge and parry universal instead of ability based that might also bridge the gap (with talents that can help you be more nimble or more of a 'unmovable glacier') Except it's not really traditional. Do Fighters take forever compared to everyone else to wind up a swing with a sword in Dungeons and Dragons, upon which Baldur's Gate was based, to which Dragon age was originally a spiritual successor? No, they take an attack action just like anyone else, and their weapons expertise and growing efficiency in fact make them faster to repeat the attack than others as their experience grows. Do plain-ass Thief characters teleport, turn invisible, stop time and set themselves on fire? No. Those sorts of things explicitly require magic, and so either cooperation between the martial character and a magical one, a character who is specifically a hybrid between the two, or the use of items that can benefit a Fighter just like it can a Thief. Same as it is in DAO. In the first Dragon Age a Rogue was essentially a slightly weaker Warrior who fought dirtier and more strategically, which made sense since a Rogue could be a noblewoman or gutterrat. They were just someone who couldn't rely or weren't compatible with relying on the discipline and condition of a thoroughly trained soldier, and had to improvise and fight dirty to make up for that fact or take better advantage of their quick wits. And even the second game, while definitely taking a step in the other direction on top of restricting rogues to archery and dual-daggers, at least tried to present rogues as just canny street-fighters and not shinobi. Inquisition was specifically the game that took a leaf from things like World of Warcraft and gave Rogue and Warrior hyper-stylized moves that distinguished them from each other by making Warriors and all their attacks feel slower than they ever had before, and turned all Rogues into sped-up Naruto characters. The problem is that a setting where ordinary fighters can swing a hammer hard enough to crack through the Earth's crust and summon lava, and common criminals can stop time and turn invisible and teleport, is so far beyond anyone's suspension of disbelief that it undermines any character who's supposed to feel human and any story that's supposed to feel grounded. And yes, it also makes it really hard to project those two as being anywhere near on the same spectrum of martial capability.
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Post by colfoley on Sept 24, 2020 1:11:17 GMT
You do raise another interesting point I adn't considered about it. How rogues and warriors traditionally work within the system their...physics as you say...might be another obstacle to combining the two. ...Although on the flip side of the equation warriors did get things like combat role and if you make dodge and parry universal instead of ability based that might also bridge the gap (with talents that can help you be more nimble or more of a 'unmovable glacier') Except it's not really traditional. Do Fighters take forever compared to everyone else to wind up a swing with a sword in Dungeons and Dragons, upon which Baldur's Gate was based, to which Dragon age was originally a spiritual successor? No, they take an attack action just like anyone else, and their weapons expertise and growing efficiency in fact make them faster to repeat the attack than others as their experience grows. Do plain-ass Thief characters teleport, turn invisible, stop time and set themselves on fire? No. Those sorts of things explicitly require magic, and so either cooperation between the martial character and a magical one, a character who is specifically a hybrid between the two, or the use of items that can benefit a Fighter just like it can a Thief. Same as it is in DAO. In the first Dragon Age a Rogue was essentially a slightly weaker Warrior who fought dirtier and more strategically, which made sense since a Rogue could be a noblewoman or gutterrat. They were just someone who couldn't rely or weren't compatible with relying on the discipline and condition of a thoroughly trained soldier, and had to improvise and fight dirty to make up for that fact or take better advantage of their quick wits. And even the second game, while definitely taking a step in the other direction on top of restricting rogues to archery and dual-daggers, at least tried to present rogues as just canny street-fighters and not shinobi. Inquisition was specifically the game that took a leaf from things like World of Warcraft and gave Rogue and Warrior hyper-stylized moves that distinguished them from each other by making Warriors and all their attacks feel slower than they ever had before, and turned all Rogues into sped-up Naruto characters. The problem is that a setting where ordinary fighters can swing a hammer hard enough to crack through the Earth's crust and summon lava, and common criminals can stop time and turn invisible and teleport, is so far beyond anyone's suspension of disbelief that it undermines any character who's supposed to feel human and any story that's supposed to feel grounded. And yes, it also makes it really hard to project those two as being anywhere near on the same spectrum of martial capability. 1. When I was talking traditionally I was just talking in the context of Dragon Age. 2. As far as the flasher moves I can kind of agree with you but on the other hand I don't really blame them for making some visually distinctive move sets...of course I have also complained about things like stealth before so we all have our limits...but then this problem has always been with the series and I don't see a rogue being able to 'magically' summon a body double as they dissapear as any less ridiclious (and maybe even a good bit more ridiclious) honestly then cracking the Earth in Inquisition. And you have had that ability in 3 of the four games (Awakening, 2, and Inquisition.) Edit: You know upon further reflection maybe with all the magic crap that all three of the classes can already do maybe it does actually make sense to just go 'screw it' and do go full classless.
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Post by Noxluxe on Sept 24, 2020 1:30:53 GMT
1. When I was talking traditionally I was just talking in the context of Dragon Age. 2. As far as the flasher moves I can kind of agree with you but on the other hand I don't really blame them for making some visually distinctive move sets...of course I have also complained about things like stealth before so we all have our limits...but then this problem has always been with the series and I don't see a rogue being able to 'magically' summon a body double as they dissapear as any less ridiclious (and maybe even a good bit more ridiclious) honestly then cracking the Earth in Inquisition. And you have had that ability in 3 of the four games (Awakening, 2, and Inquisition.) 1. Sure. But I still have a hard time accepting something as 'tradition' that wasn't part of the original product after only three games. And when talking about the physics they respectively seemed to be working under, I didn't just mean unnatural abilities, I meant the pace and general feel of their abilities and auto-attacks as well. The fact that most Warrior attacks in DAI look like the guy is fighting against three times the Earth's gravity with every swing, while Rogues zip back and forth between stances like half the frames are missing from their animations. That's what makes overlapping abilities most difficult to imagine, because they each seem to be operating at such different tempos that it would look even weirder if they occasionally slowed down or suddenly sped up to do what the other would in the middle of their own attack routines. 2. I totally disagree about someone pulling a double out of their ass being anywhere near as ridiculous as a warrior cracking through the Earth's crust and pulling up lava with a fucking hammer, but yeah, Awakening was where these silly surreal abilities first started coming into play. And they didn't sit right with me even back then, and still don't when I play through it. Not to mention that at that point those sorts of abilities were relegated to 'Epic-level' characters, who were already at the peak of what humans were capable of. In DAI, teleportation is just kind of how a Rogue gets to his next target without having to waddle over like a Warrior. And firing your bow while doing a backflip gives the shot extra power, because of course it does.
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Post by colfoley on Sept 24, 2020 1:36:59 GMT
1. When I was talking traditionally I was just talking in the context of Dragon Age. 2. As far as the flasher moves I can kind of agree with you but on the other hand I don't really blame them for making some visually distinctive move sets...of course I have also complained about things like stealth before so we all have our limits...but then this problem has always been with the series and I don't see a rogue being able to 'magically' summon a body double as they dissapear as any less ridiclious (and maybe even a good bit more ridiclious) honestly then cracking the Earth in Inquisition. And you have had that ability in 3 of the four games (Awakening, 2, and Inquisition.) 1. Sure. But I still have a hard time accepting something as 'tradition' that wasn't part of the original product after only three games. And when talking about the physics they respectively seemed to be working under, I didn't just mean unnatural abilities, I meant the pace and general feel of their abilities and auto-attacks as well. The fact that most Warrior attacks in DAI look like the guy is fighting against three times the Earth's gravity with every swing, while Rogues zip back and forth between stances like half the frames are missing from their animations. That's what makes overlapping abilities most difficult to imagine, because they each seem to be operating at such different tempos that it would look even weirder if they occasionally slowed down or suddenly sped up to do what the other would in the middle of their own attack routines. 2. I totally disagree about someone pulling a double out of their ass being anywhere ear as ridiculous as a warrior cracking through the Earth's crust and pulling up lava with a fucking hammer, but yeah, Awakening was where these silly surreal abilities first started coming into play. And they didn't sit right with me even back then, and still don't when I play through it. Not to mention that at that point those sorts of abilities were relegated to 'Epic-level' characters, who were already at the peak of what humans were capable of. In DAI, teleportation is just kind of how a Rogue gets to his next target without having to waddle over like a Warrior. And firing your bow while doing a backflip gives the shot extra power, because of course it does. I would certainly like to see them go back to 'more realism' ultimatley myself. Granted maybe not get rid of all the flash but it would be curious to see how they address this for four. Mind you my answer to this tends to be 'if you don't like them, don't use them'. Yes, those abilities are there but the ones I considered most egregious...at least for the Rogue...I didn't equip or utlize, with the exception of stealth since that is so important for the rogue characters in that game. But leaping shot, the body double (well that one has been hit and miss) and magical teleportation are things I never have my Inquisitor utilize. Also while my first few play throughs I utilized Hidden Blades I stopped doing it because again my brain couldn't reconcile her being in two places at once.
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Post by Noxluxe on Sept 24, 2020 2:10:43 GMT
I would certainly like to see them go back to 'more realism' ultimatley myself. Granted maybe not get rid of all the flash but it would be curious to see how they address this for four. Mind you my answer to this tends to be 'if you don't like them, don't use them'. Yes, those abilities are there but the ones I considered most egregious...at least for the Rogue...I didn't equip or utlize, with the exception of stealth since that is so important for the rogue characters in that game. But leaping shot, the body double (well that one has been hit and miss) and magical teleportation are things I never have my Inquisitor utilize. Also while my first few play throughs I utilized Hidden Blades I stopped doing it because again my brain couldn't reconcile her being in two places at once. That's my own tack as well. Unfortunately, that has meant never playing DAI as a Rogue at all, because once you take away all the ridiculous, flashy and immersion-breaking abilities there's barely anything left. The combat is otherwise just too boring and nonresponsive to be entertaining without them. I've never even taken Cole on more than one mission per playthrough because I don't want to have to either look at or babysit him and his bullshit. And going by the promotional art alone, I think DA4 is going to be worse about this sort of thing, not better. Because fun and spectacle, and extra child-friendly excitement in combat without having to make things all tense and grisly with anything resembling real fighting. Next thing will be that everybody has the potential for magic inside them, and nobody is going to have to obey the laws of physics ever again. And your character can be as extra-special-and-awesomesauce as you want them to be, no matter who they are, because really, we're all just exceptional and unique individuals and it's actually silly to impose arbitrary limits like "gravity" and "actual physical strength" and "skill" and "training" and "experience" on how you want your character to express themselves in a warfare situation. Right? And it's going to be so great that the only reason people won't love it will be because they're stubborn killjoys who can't handle change and don't see that really, this is what Dragon Age has always been about! We just didn't see it! /rant Ahem. But yeah. It's going to be interesting to see what they do.
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Post by LadyofNemesis on Sept 24, 2020 5:38:23 GMT
the only game in the DA series where I can take the ridiculousness of melee rogues serious is in DA2, because you can just wave that away as Varric making things dramatic and flashy for Cassandra also one of the talents that's always bothered me for rogues (archers anyway) is "rain of arrows"...I mean, how can I as a lonesome rogue make a rain of arrows? I mean, it can be realistic if you have a dozen archers firing all at once, but one person doing that is very unrealistic
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Post by pessimistpanda on Sept 24, 2020 5:42:41 GMT
I don't give a fuck about "realistic" to be honest. If anything, I hope BioWare continues to make things more stylised, flashy and acrobatic.
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Post by colfoley on Sept 24, 2020 6:05:19 GMT
the only game in the DA series where I can take the ridiculousness of melee rogues serious is in DA2, because you can just wave that away as Varric making things dramatic and flashy for Cassandra also one of the talents that's always bothered me for rogues (archers anyway) is "rain of arrows"...I mean, how can I as a lonesome rogue make a rain of arrows? I mean, it can be realistic if you have a dozen archers firing all at once, but one person doing that is very unrealistic
I tolerate that one.
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Post by LadyofNemesis on Sept 24, 2020 6:21:17 GMT
the only game in the DA series where I can take the ridiculousness of melee rogues serious is in DA2, because you can just wave that away as Varric making things dramatic and flashy for Cassandra also one of the talents that's always bothered me for rogues (archers anyway) is "rain of arrows"...I mean, how can I as a lonesome rogue make a rain of arrows? I mean, it can be realistic if you have a dozen archers firing all at once, but one person doing that is very unrealistic
I tolerate that one. I still find it hilarious though, but at other times I'm like "how...?"
but hey, it's fantasy...anything goes
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Post by Noxluxe on Sept 24, 2020 6:28:11 GMT
I don't give a fuck about "realistic" to be honest. If anything, I hope BioWare continues to make things more stylised, flashy and acrobatic. Of course. Bright, inoffensive colors and themes sprinkled with the occasional flashing lights. That's entertainment. Can I ask why some people put words like "realistic" and "authentic" in air-quotes? It always confused me. I mean, we're all well aware that no depiction of anything truly matches up with the reality, but one thing can still objectively be closer to that reality than another. A hammer depicted as made of steel with a wooden handle is more realistic and authentic than a giant pink fluffy one. And most people who aren't children will have an easier time taking drama involving the realistic one seriously. Calling it that isn't a pretention, so acting like you're calling that pretention out seems a bit dishonest, assuming that's what people are trying to do. I still find it hilarious though, but at other times I'm like "how...?" but hey, it's fantasy...anything goes I'm with you. Usually steer a big circle around archery in games where those sorts of abilities are the linchpin of its effectiveness. The whole idea is to play out a powerful story where the heroes use their pre-existing and developing skills and knowledge and training and personal gifts and tools to battle whatever opposes them in cunning and useful ways... and then one of the skills they're given is essentially "Just pretend you have a small company of artillery stationed behind the nearest hill all shooting with pin-point accuracy wherever you want them to!" What the hell is the point of my dude or dudette defeating the forces of evil if the actual heroes are some invisible squad of NPC archers nobody ever talks about?
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Post by pessimistpanda on Sept 24, 2020 7:02:58 GMT
Can I ask why some people put words like "realistic" and "authentic" in air-quotes? Because it's a completely arbitrary distinction that people apply broadly to anything they approve of, and take away from anything they don't approve of, just like "dark", "mature", etc, etc. The precise meanings of these terms change, depending on who is saying them. Your idea of what constitutes "realistic" is not the same as mine and never will be. Which is why I always try to describe what I want in specifics, rather than just saying "make it more realistic", and expecting other people to just figure out what I meant. I don't agree with the implied premise here that it is necessary or even desirable that Dragon Age, or really any work of fiction at all, be "taken seriously". Where I think the pretention lies is in 1) The assumption that Dragon Age was ever intended to be particularly "realistic" or "serious" in the first place. I think this is largely a result of projection on the part of the people that make that claim. 2) The notion that being realistic/serious is necessarily a desirable quality, and that things that are realistic/serious are better art/products than things that are not.
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Post by Noxluxe on Sept 24, 2020 9:00:51 GMT
Because it's a completely arbitrary distinction that people apply broadly to anything they approve of, and take away from anything they don't approve of, just like "dark", "mature", etc, etc. The precise meanings of these terms change, depending on who is saying them. Your idea of what constitutes "realistic" is not the same as mine and never will be. Which is why I always try to describe what I want in specifics, rather than just saying "make it more realistic", and expecting other people to just figure out what I meant. I don't agree with the implied premise here that it is necessary or even desirable that Dragon Age, or really any work of fiction at all, be "taken seriously". Where I think the pretention lies is in 1) The assumption that Dragon Age was ever intended to be particularly "realistic" or "serious" in the first place. I think this is largely a result of projection on the part of the people that make that claim. 2) The notion that being realistic/serious is necessarily a desirable quality, and that things that are realistic/serious are better art/products than things that are not. Every adjective is a completely arbitrary distinction, in that sense. Do you just categorically put adjectives in air-quotes for fear of people erroneously assuming that you're talking about the exact same thing they're thinking of? Seems less trouble to just accept that there's a margin of error when speaking a language with singular words covering varied concepts, and ask if you can't figure out what someone means. As opposed to just assuming that they don't know it themselves, or that nobody else can understand just because you're personally having trouble. You say that people apply these specific words "broadly to anything they approve of". Do you have any kind of example? I don't think I've ever seen that, and am not sure how you would distinguish it from someone who simply generally enjoys dark, mature or realistic content compared to the mainstream, which many undeniably do. In my experience, they also rarely just say "make it more realistic" unless the wider context already indicates what sort of spectrum is being referred to. And even if it doesn't, it's a rare person who doesn't want to go into details and explain what they mean if anyone is in doubt. 1) That's simply not an assumption. The game intimately(rather than just implicitly) portrays systematic oppression and the rape of lower classes. It has people being sold into slavery just because they're unpopular and their monarch has an agenda to finance. As a city elf, it features your best friend getting gang-raped with no judicial recourse just for defending the virtues of young women on the day of their wedding. Most fantasy stories either completely brush over or barely touch on those kinds of subjects, which we're reasonably certain is historically unrealistic in medieval-esque settings. And they're obviously not for children. Ergo, Dragon Age: Origins is a dark and mature and realistic fantasy story compared to most fantasy stories, justifying the use of those words. No projection or pretension about it. 2) Uhm. Something being serious and/or realistic is clearly a desirable quality for those of us who enjoy serious and realistic content. Saying that is not the same as claiming that everybody should feel that way. No offense, but if you begrudge and distrust people just for wanting their dark and gritty games, which they enjoy, to stay dark and gritty then how exactly are they the ones being unreasonably intolerant of your tastes and not the other way around? And don't say that you don't begrudge us. You just essentially called us liars for "pretending" that having a clear preference for realism and mature storytelling is a valid way to feel.
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Post by LadyofNemesis on Sept 24, 2020 11:08:51 GMT
I still find it hilarious though, but at other times I'm like "how...?" but hey, it's fantasy...anything goes I'm with you. Usually steer a big circle around archery in games where those sorts of abilities are the linchpin of its effectiveness. The whole idea is to play out a powerful story where the heroes use their pre-existing and developing skills and knowledge and training and personal gifts and tools to battle whatever opposes them in cunning and useful ways... and then one of the skills they're given is essentially "Just pretend you have a small company of artillery stationed behind the nearest hill all shooting with pin-point accuracy wherever you want them to!" What the hell is the point of my dude or dudette defeating the forces of evil if the actual heroes are some invisible squad of NPC archers nobody ever talks about? See, this is also why I generally head canon everyone just being there with the hero (even if you have a 3 or 4 man party) I mean, how else would they have knowledge of events if they weren't there? Inquisition deals with it as "we read it in your report so we know what happened" but for example...Leliana in DA2 "I was there when the Hero killed the Archdemon"...uhm, no you weren't, you were defending the gates or...knowing of the secret entrance into Redcliffe castle during Inquisition if she either weren't in the team or wasn't recruited during DAO
I believe they address that issue in Fire Emblem Three Houses with those battalion units? like so: main squad member in the front, npc battalion in the back
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Post by pessimistpanda on Sept 24, 2020 11:57:01 GMT
Jesus Christ, how about we keep the discussion to fucking CLASSES AND COMBAT instead of spiralling into complete fucking nonsense about how "adult media" with a FEW meagre, superficial decorative trappings of "medieval Europe" needs to have RAPE to be taken seriously.
I didn't mention it because it wasn't fucking relevant but the other, and in fact, the main reason I don't agree with this realism bullshit is precisely *because* smug assholes use it as code for ladling rape and bigotry into everything.
An ACTUALLY "adult and mature" person wouldn't sook about a fucking video game not having rape in it, and they wouldn't say that it should be in there for "realism", as if people NOT getting raped is so fucking unbelievable.
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arvaarad
Dragon Age: Origins, Dragon Age 2, Jade Empire
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Post by arvaarad on Sept 24, 2020 13:10:33 GMT
The thing that gets me re: combat realism is that usually DA:O is considered the standard. DA:O, which allowed dual-wielding swords. Let me say, as someone who did historical fencing for several years: if someone hands you TWO swords, one for each hand, you are being punished. Fighting with 2 long blades is absolutely miserable. It doesn’t confer any extra reach (unlike sword+dagger, which is a great combo), and the swords constantly interfere with each other, hobbling your ability to fight. It’s useful for practicing spatial awareness, but in a life or death situation, you would literally be better off if you began the fight by throwing one of your swords into the ocean. In short, Panda’s right. Realism is arbitrary. Why not do some backflips?
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Noxluxe
N4
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
Posts: 2,027 Likes: 3,568
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Mar 14, 2019 16:10:11 GMT
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Noxluxe
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Jul 21, 2018 23:55:09 GMT
July 2018
noxluxe
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 Noxluxe on Sept 24, 2020 14:27:10 GMT
Jesus Christ, how about we keep the discussion to fucking CLASSES AND COMBAT instead of spiralling into complete fucking nonsense about how "adult media" with a FEW meagre, superficial decorative trappings of "medieval Europe" needs to have RAPE to be taken seriously. I didn't mention it because it wasn't fucking relevant but the other, and in fact, the main reason I don't agree with this realism bullshit is precisely *because* smug assholes use it as code for ladling rape and bigotry into everything. An ACTUALLY "adult and mature" person wouldn't sook about a fucking video game not having rape in it, and they wouldn't say that it should be in there for "realism", as if people NOT getting raped is so fucking unbelievable. Mhm. At times like this I like to remember the moments when you've been outraged over someone supposedly putting words in your mouth, making baseless accusations about your motives and trying to make discussions deliberately personal for want of having any actual arguments, up to and including name-calling. I've always admired how you keep yourself to a higher standard, never losing your cool or falling into any of those traps even when faced with ideas and facets of life you didn't particularly enjoy thinking about. Your counterpoint, however, would hold more weight if anyone had actually said that rape or bigotry were the defining features of "adult media" as you call it, rather than just two out of countless possible real issues through which a fictional society can be fleshed out. Or, indeed, if there ever had been a real human settlement that was free of those sorts of things. As it is, you personally disliking stories where flaws in human nature haven't miraculously been fixed off-screen doesn't strike me as a sensible reason to pretend that the use of 'realistic' or any of those other dreaded adjectives of yours are inherently dishonest. Too bad, that. But thank you for answering my question. Sorry if we did get a little off-topic, but my curiosity and desire to argue the point sometimes gets the better of me. The thing that gets me re: combat realism is that usually DA:O is considered the standard. DA:O, which allowed dual-wielding swords. Let me say, as someone who did historical fencing for several years: if someone hands you TWO swords, one for each hand, you are being punished. Fighting with 2 long blades is absolutely miserable. It doesn’t confer any extra reach (unlike sword+dagger, which is a great combo), and the swords constantly interfere with each other, hobbling your ability to fight. It’s useful for practicing spatial awareness, but in a life or death situation, you would literally be better off if you began the fight by throwing one of your swords into the ocean. In short, Panda’s right. Realism is arbitrary. Why not do some backflips? Can't speak to that. So far as I can see, we've used DA:O as a standard for class skill overlap and for 'muggle' classes not having overtly supernatural talents. I don't see that anybody has gone and called it the gold standard for realistic medieval combat in itself, at least in this discussion, so you must be referring to other people. I'd even say that the game's treatment of the idea of full-sized two-weapon fighting isn't as silly as you're presenting it as. Mechanically, getting the talent that allows it is a massive waste and overinvestment into dual wielding and dexterity for little, if any, gain except style compared to using a dagger in the off-hand, given that the dexterity bonus you accrue to satisfy the requirements suddenly won't benefit either weapon at all. If some dumbass came to me and said they'd practiced using two longswords together so long that it actually kind of worked, and it turned out to be true, I'd think pretty much the same thing about them. And, uhm, the other end of the scale is backflips and stopping time, setting yourself on fire, and cracking the Earth's crust with a sword to summon up lava. I'm totally with you that two longswords is dumb, but it's not actually unrealistic at all, certainly not enough to give up on any kind of realism whatsoever in protest.
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Sept 2, 2016 19:28:30 GMT
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shechinah
Ser Barksalot - Hiatus
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Sept 2, 2016 18:49:21 GMT
September 2016
shechinah
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by shechinah on Sept 27, 2020 11:24:43 GMT
I selected Classless with hard limits and Traditional Classes.
I quite enjoyed Andromeda's mix'n'match classless system, but I really wasn't particularly fond of how it broke the lore by allowing Ryder to just switch biotics on and off due to Sam's presence. It took something away, in my opinion.
I wouldn't mind a similar mix and match style approach to the class system: a mage being able to complement magic with the use of daggers or a bow, a warrior being able to use daggers or a bow and a rogue being able to use two-handed weapons. I don't know whether I prefer it be tied to specializations or for it to simply be something that's available from the start.
I do want there to be some hard limit(s): a non-mage person cannot suddenly become a mage and vice versa. I'd only tolerate exceptions if they are accompanied by an explanation that gels with the lore.
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June 2017
dawnold
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Post by dawnold on Sept 27, 2020 22:57:01 GMT
Aw man my whole post got erased when i got a 404...
Summary: Bard class variant
Everyone can be a bard so there are three variants and they all use the same weapons differently.
Weapons list: tambourine, lute, harp, trumpet
Warriors use a trumpet as a blunt force weapon, rogues use it as a blow dart, mages "shout" spells with it. Later on you can modify the trumpet: attach an axe head to it, or add larger magazine to fire bolts, or add a crystal to enhance spells.
Bard spells have the same name but different functions based on your profile, ex:
Round of Applause -warrior's way: you start singing and nearby enemies will be taunted by your ballads -rogue's way: you start singing and nearby enemies will start dancing uncontrollably reducing yheir speed and accuracy -mages's way: start singing and nearby enemies cheer you on and boost your dmg and regeneration
Concert Way of warror: slam your foot down to create a sundered mosh pit around you, nearby enemies are dazed and take more dmg Way of rogue: hold your finger to your lips and shush nearby enemies, they can't use special abilities if they remain near you Way of mage: snap your fingers and nearby part members will join your choir, lowering cooldowns and stealing enemies energy
I think the devs should also write lyrics for the songs.
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Dec 12, 2024 17:56:42 GMT
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alanc9
Old Scientist Contrarian
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February 2017
alanc9
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Post by alanc9 on Sept 28, 2020 16:34:25 GMT
The problem is that a setting where ordinary fighters can swing a hammer hard enough to crack through the Earth's crust and summon lava, and common criminals can stop time and turn invisible and teleport, is so far beyond anyone's suspension of disbelief that it undermines any character who's supposed to feel human and any story that's supposed to feel grounded. And yes, it also makes it really hard to project those two as being anywhere near on the same spectrum of martial capability. Personally, I passed that point in DA:O. Some of the abilities there can't be reconciled with the physical reality of the setting -- all the Threat and Taunt mechanics are obviously non-rational, Scattershot makes no sense as a non-magical ability at all, etc. So I just put the whole thing down to gameplay/lore segregation and didn't think about it anymore, which worked fine for the sequels. Same thing for ME -- the science in the science fiction part got worse and worse as the series progressed, but since I never thought it was any good in the first place, I wasn't concerned. I guess the way to like Bio games is to have either really high standards, or really low standards. I'd like them to tone down the goofiness to at least DA:O levels, and ideally lower. But I don't think this has any chance of happening, and if it plays like DAI in this aspect, I'll put up with it.
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Jun 17, 2017 17:29:55 GMT
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arvaarad
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Mar 18, 2017 16:32:40 GMT
March 2017
arvaarad
Dragon Age: Origins, Dragon Age 2, Jade Empire
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Post by arvaarad on Sept 29, 2020 1:54:30 GMT
I’m amazed so many people even remember what attack animations look like. I only see them for about the first half dozen fights, and then I start “seeing” them the way I “see” people’s faces in dreams (where nobody actually has a face, but I just know who’s who).
In that sense, I find flashy animations less intrusive than subdued ones, because they get converted into their symbolic representations even quicker. Milder animations take longer to disappear, because my brain needs more time to map them into different bins.
I suspect this “brain upload” speed affects enjoyment in some hard-to-describe way — maybe game designers have weighed realistic animations vs. reading time and found that faster reading makes players feel more flow, or something like that.
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Noxluxe
N4
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
Posts: 2,027 Likes: 3,568
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Mar 14, 2019 16:10:11 GMT
3,568
Noxluxe
2,027
Jul 21, 2018 23:55:09 GMT
July 2018
noxluxe
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 Noxluxe on Sept 29, 2020 2:02:25 GMT
Personally, I passed that point in DA:O. Some of the abilities there can't be reconciled with the physical reality of the setting -- all the Threat and Taunt mechanics are obviously non-rational, Scattershot makes no sense as a non-magical ability at all, etc. So I just put the whole thing down to gameplay/lore segregation and didn't think about it anymore, which worked fine for the sequels. Same thing for ME -- the science in the science fiction part got worse and worse as the series progressed, but since I never thought it was any good in the first place, I wasn't concerned. I guess the way to like Bio games is to have either really high standards, or really low standards. I'd like them to tone down the goofiness to at least DA:O levels, and ideally lower. But I don't think this has any chance of happening, and if it plays like DAI in this aspect, I'll put up with it. Maybe that's how you felt, but it's still a false equivalency. The Taunt and Threat abilities are explicitly supposed to be abstractions for phycological warfare and strategic manipulation of the enemy. The tech abilities in Mass Effect are similarly an abstraction representing hacking, chemical and physics-related attacks. The scattershot ability is a bit out there, sure, but Dragon Age has magical grenades that anyone can put together. An 'arrowtip' that explodes with a small blast of shrapnel is entirely plausible within its framework. But nothing in Dragon Age's lore supports things like nonmagical warriors using swords and hammers to blow cracks in the planet's crust willy-nilly and summon and manipulate magma. In fact, considering how much ancient continent-spanning underground tunnels mean to the worldbuilding in that universe, that ability alone makes it all fall apart. It's goofiness for the sake of goofiness. If that's the style DA4 conforms to then it's quite simply going to be a kid's game. And I don't have anything against kid's games, I just very rarely feel tempted to play them. I’m amazed so many people even remember what attack animations look like. I only see them for about the first half dozen fights, and then I start “seeing” them the way I “see” people’s faces in dreams (where nobody actually has a face, but I just know who’s who). In that sense, I find flashy animations less intrusive than subdued ones, because they get converted into their symbolic representations even quicker. Milder animations take longer to disappear, because my brain needs more time to map them into different bins. I suspect this “brain upload” speed affects enjoyment in some hard-to-describe way — maybe game designers have weighed realistic animations vs. reading time and found that faster reading makes players feel more flow, or something like that. That sounds like a... different kind of immersion to what I do. When I play an RPG I'm co-writing a story, and everything that happens in gameplay helps inform that story, so I'm constantly looking to construct narratives and encourage dramatic moments in combat. And as I said, animations are how the characters are expressed in battle, so keeping an eye on them and what they imply about the different fighters is crucial to everyone getting their due slice of the narrative cake. If Iron Bull grunts and knocks a dragon on it's side with a well-timed-and-placed hammer blow and my mage summons a wall of fire running all the way along the dragon's body from below, roasting it as it tries to regain its balance, then that's part of the story. If a corrupted templar knocks my Inquisitor backwards straight into an ice wall and Blackwall steps in to Stonewall and occupy the enemy while I pick myself back up, then that's part of the story. But if Iron Bull impulsively swings his sword and breaks through several miles of solid rock in order to flow the battlefield with molten lava, then that kind of stops the show and forces me to do a rewrite right there, because that fucks up quite a lot of things no matter when and where it happens.
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Jun 17, 2017 17:29:55 GMT
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arvaarad
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Mar 18, 2017 16:32:40 GMT
March 2017
arvaarad
Dragon Age: Origins, Dragon Age 2, Jade Empire
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Post by arvaarad on Sept 29, 2020 2:14:45 GMT
Personally, I passed that point in DA:O. Some of the abilities there can't be reconciled with the physical reality of the setting -- all the Threat and Taunt mechanics are obviously non-rational, Scattershot makes no sense as a non-magical ability at all, etc. So I just put the whole thing down to gameplay/lore segregation and didn't think about it anymore, which worked fine for the sequels. Same thing for ME -- the science in the science fiction part got worse and worse as the series progressed, but since I never thought it was any good in the first place, I wasn't concerned. I guess the way to like Bio games is to have either really high standards, or really low standards. I'd like them to tone down the goofiness to at least DA:O levels, and ideally lower. But I don't think this has any chance of happening, and if it plays like DAI in this aspect, I'll put up with it. Maybe that's how you felt, but it's still a false equivalency. The Taunt and Threat abilities are explicitly supposed to be abstractions for phycological warfare and strategic manipulation of the enemy. The tech abilities in Mass Effect are similarly an abstraction representing hacking, chemical and physics-related attacks. The scattershot ability is a bit out there, sure, but Dragon Age has magical grenades that anyone can put together. An 'arrowtip' that explodes with a small blast of shrapnel is entirely plausible within its framework. But nothing in Dragon Age's lore supports things like nonmagical warriors using swords and hammers to blow cracks in the planet's crust willy-nilly and summon and manipulate magma. In fact, considering how much ancient continent-spanning underground tunnels mean to the worldbuilding in that universe, that ability alone makes it all fall apart. It's goofiness for the sake of goofiness. If that's the style DA4 conforms to then it's quite simply going to be a kid's game. Yeah, that’s fair. I accidentally mixed jello with my vodka the other day, and was dismayed to discover I’d created a kid’s drink.
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Noxluxe
N4
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
Posts: 2,027 Likes: 3,568
inherit
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Mar 14, 2019 16:10:11 GMT
3,568
Noxluxe
2,027
Jul 21, 2018 23:55:09 GMT
July 2018
noxluxe
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 Noxluxe on Sept 29, 2020 2:33:54 GMT
Yeah, that’s fair. I accidentally mixed jello with my vodka the other day, and was dismayed to discover I’d created a kid’s drink. See, that's unfair. The Dragon Age setting becoming overall more lighthearted and friendly has coincided with the animators turning up the goofiness in combat. A closer comparison would be you both mixing in jello and pouring less and less vodka in to accompany it, too keep things more congruous in case someone who likes jello and doesn't like vodka might come upon it. If you decide to embrace going in that direction then you obviously do end up with a kid's drink. Which is rather going to annoy the people who were relying on you for shots.
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Dec 12, 2024 17:56:42 GMT
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alanc9
Old Scientist Contrarian
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February 2017
alanc9
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Post by alanc9 on Sept 29, 2020 9:28:42 GMT
Personally, I passed that point in DA:O. Some of the abilities there can't be reconciled with the physical reality of the setting -- all the Threat and Taunt mechanics are obviously non-rational, Scattershot makes no sense as a non-magical ability at all, etc. So I just put the whole thing down to gameplay/lore segregation and didn't think about it anymore, which worked fine for the sequels. Same thing for ME -- the science in the science fiction part got worse and worse as the series progressed, but since I never thought it was any good in the first place, I wasn't concerned. Maybe that's how you felt, but it's still a false equivalency. The Taunt and Threat abilities are explicitly supposed to be abstractions for phycological warfare and strategic manipulation of the enemy. The tech abilities in Mass Effect are similarly an abstraction representing hacking, chemical and physics-related attacks. The scattershot ability is a bit out there, sure, but Dragon Age has magical grenades that anyone can put together. An 'arrowtip' that explodes with a small blast of shrapnel is entirely plausible within its framework. But nothing in Dragon Age's lore supports things like nonmagical warriors using swords and hammers to blow cracks in the planet's crust willy-nilly and summon and manipulate magma. In fact, considering how much ancient continent-spanning underground tunnels mean to the worldbuilding in that universe, that ability alone makes it all fall apart. It's goofiness for the sake of goofiness. Why is the equivalency false? Once we cross the threshold of gameplay not representing the reality of the game-world, we've crossed it. I get that DA:O may have let you pretend that you hadn't crossed it while the later games didn't, but that's your internal process. I don't share it, and I don't see why I should. (Actually, I don't really see how you could pretend WRT some of the the Archery talents.)
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