catcher
N2
Casts Wall of Text
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by catcher on Aug 3, 2021 0:24:21 GMT
Yes, I'm going there. I had been meaning to create this thread a while back when lo and behold, the Twitter reaction thread blows up with a string of comments on comparative combat systems of the DA series. Sometime, you just need a nudge from fellow geeks. The following is not necessarily as well organized as I would like, but when the energy is there, go with it! Some basics: To me, tactical combat consists of significant combat effects caused by a choice of the means of engagement. This can mean the selection of position (like flanking), terrain (like an archer taking to higher ground), skill or spell type (like selecting an ice spell against a fire demon), utilizing special conditions on the battlefield (Gaatlok barrels or a winch to allow knights to enter the castle walls), utilizing skills/spells in certain order (Combos!), etc. To that extent, scripts that the Player can access are neat tools, but they aren't definitive of tactical combat. Limitations in the number of spells and skills were largely balanced by far more synergies between different party members use of those spells and skills. My own basic hope for DA4 combat is that it continues to combine tactical and action combat where it can and balance between the two when there are absolute clashes in the style. Also, I played DA:I almost entirely in the tactical camera mode. There were certainly some challenges and glitches (the worst for me wasn't the camera, it was the amount of time a character would simply freeze in mid action until you zoomed in and caused her/him to jump. Strange that) but I was able to get around most of them. Outside of underground locations not allowing you to see through the ceiling, what kinds of challenges did you face? Now for my own grocery list. 1: Keep the stuff that did work in DA:I and expand it. Did I mention combos? (BTW, played DA2 after DA:O so, yes, I do know they were actually introduced in 2) That was, to me, the realization of the promises made back in DA:O about combining spells to make new effects that turned out to be rare and largely useful only in special situations. Moar! Also, destructible items finally made an appearance. Always fun blowing up some archer's cover. Health not regenerating after combat would have been better if there weren't so many camps and caches around. It makes you far less cavalier about risks without really slowing down the adventure. 2: Emphasize quick combat results over wars of attrition, even with bosses. Here's a place where more combos with more differentiation could come in handy. One of the things I didn't like in DA:I combat was the long slog that just about any combat could become because even the mooks had 10-20 times more hit points than you to make them challenging. DA2's criiter-ranked mobs aren't the answer, but good choices should lead to shorter duration combats. That would fit in better with action fans, reduce tedium, and give tactics a boost as well as you look for the best combos and approaches to end different enemies more quickly. Make bosses more terrifying in their offensive prowess, not in the fact that you know the next combat will take 15-20 minutes of pounding while countering the same kinds of attacks. No one should have to suffer through the Nightmare Demon battle ever again. 3: Reduce the random mob respawns and replace with purposeful, thoughtful encounters. The rifts were actually much more entertaining for me as combat than many of the other combat situations in DA:I because each one was hand-placed to be a different kind of environmental challenge. Respawns should only happen in specific areas where they make sense and be limited. The fact that Lyrium Smugglers kept spawning in the Hinterlands well after you had cleared out most of the area was truly annoying to me. Fewer, more entertaining and challenging encounters are better for most Players. 4: Give each Companion a unique skill tree like in DA2. This may be more Companion than Combat but I thought it fit here. Having a unique set of skills (that can trigger unique combos, natch) gives each Companion an interesting flavor that extends beyond the Camp. It also could get the Player to experiment more with Companions that they may not initially be interested in. It also could encourage the Player to take Companions that are not typically compatible as characters to entertaining effect. 5: If Guard continues to exist in DA4, give it some vulnerabilities. Part of this goes into Point 2 about emphasizing quick combat resolution. Part of it goes into the fact that over a short amount of time the Tank almost never was in trouble because he/she was constantly regenerating guard and very few opponents actually had it. (They had metric ****tons of ablative hit points after all). I know there was a Guard Breaker skill added to opponents in Jaws of Hakkon but that didn't seem to have much visible effect (I could have just been unobservant). I don't want to be perforating Tanks left-and-right, but there should be some things a Guard generating character fears other than having to revive the rest of the Party (again). 6: Differentiate between weapons in the same class more. For me, this is absolutely a place where they should crib from DA:O. Each weapon type in a class should have distinct advantages that are enhanced by more powerful types over time. It also offers a chance for a character to either enhance a strength even further or balance out a weakness. While we are at it, ditch the 1, 2, 3 percent stuff unless its a really powerful effect. 3% more armor penetration is astonishingly meh. Three percent chance to decapitate is just astonishing. That's the quick dump. have fun and please add many more ideas. Love to hear them. Thanks.
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midnightwolf
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Origin: BlackSassyWolf
XBL Gamertag: BlackSassyWolf
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Post by midnightwolf on Aug 3, 2021 1:20:21 GMT
Actual tactical combat would be nice. DAI did not in anyway, have that. It was so dumbed down, I actually felt dumber for telling companions to favourite a 'power/ability'.
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Post by colfoley on Aug 3, 2021 1:44:41 GMT
Yes, I'm going there. I had been meaning to create this thread a while back when lo and behold, the Twitter reaction thread blows up with a string of comments on comparative combat systems of the DA series. Sometime, you just need a nudge from fellow geeks. The following is not necessarily as well organized as I would like, but when the energy is there, go with it! Some basics: To me, tactical combat consists of significant combat effects caused by a choice of the means of engagement. This can mean the selection of position (like flanking), terrain (like an archer taking to higher ground), skill or spell type (like selecting an ice spell against a fire demon), utilizing special conditions on the battlefield (Gaatlok barrels or a winch to allow knights to enter the castle walls), utilizing skills/spells in certain order (Combos!), etc. To that extent, scripts that the Player can access are neat tools, but they aren't definitive of tactical combat. Limitations in the number of spells and skills were largely balanced by far more synergies between different party members use of those spells and skills. My own basic hope for DA4 combat is that it continues to combine tactical and action combat where it can and balance between the two when there are absolute clashes in the style. Also, I played DA:I almost entirely in the tactical camera mode. There were certainly some challenges and glitches (the worst for me wasn't the camera, it was the amount of time a character would simply freeze in mid action until you zoomed in and caused her/him to jump. Strange that) but I was able to get around most of them. Outside of underground locations not allowing you to see through the ceiling, what kinds of challenges did you face? Now for my own grocery list. 1: Keep the stuff that did work in DA:I and expand it. Did I mention combos? (BTW, played DA2 after DA:O so, yes, I do know they were actually introduced in 2) That was, to me, the realization of the promises made back in DA:O about combining spells to make new effects that turned out to be rare and largely useful only in special situations. Moar! Also, destructible items finally made an appearance. Always fun blowing up some archer's cover. Health not regenerating after combat would have been better if there weren't so many camps and caches around. It makes you far less cavalier about risks without really slowing down the adventure. 2: Emphasize quick combat results over wars of attrition, even with bosses. Here's a place where more combos with more differentiation could come in handy. One of the things I didn't like in DA:I combat was the long slog that just about any combat could become because even the mooks had 10-20 times more hit points than you to make them challenging. DA2's criiter-ranked mobs aren't the answer, but good choices should lead to shorter duration combats. That would fit in better with action fans, reduce tedium, and give tactics a boost as well as you look for the best combos and approaches to end different enemies more quickly. Make bosses more terrifying in their offensive prowess, not in the fact that you know the next combat will take 15-20 minutes of pounding while countering the same kinds of attacks. No one should have to suffer through the Nightmare Demon battle ever again. 3: Reduce the random mob respawns and replace with purposeful, thoughtful encounters. The rifts were actually much more entertaining for me as combat than many of the other combat situations in DA:I because each one was hand-placed to be a different kind of environmental challenge. Respawns should only happen in specific areas where they make sense and be limited. The fact that Lyrium Smugglers kept spawning in the Hinterlands well after you had cleared out most of the area was truly annoying to me. Fewer, more entertaining and challenging encounters are better for most Players. 4: Give each Companion a unique skill tree like in DA2. This may be more Companion than Combat but I thought it fit here. Having a unique set of skills (that can trigger unique combos, natch) gives each Companion an interesting flavor that extends beyond the Camp. It also could get the Player to experiment more with Companions that they may not initially be interested in. It also could encourage the Player to take Companions that are not typically compatible as characters to entertaining effect. 5: If Guard continues to exist in DA4, give it some vulnerabilities. Part of this goes into Point 2 about emphasizing quick combat resolution. Part of it goes into the fact that over a short amount of time the Tank almost never was in trouble because he/she was constantly regenerating guard and very few opponents actually had it. (They had metric ****tons of ablative hit points after all). I know there was a Guard Breaker skill added to opponents in Jaws of Hakkon but that didn't seem to have much visible effect (I could have just been unobservant). I don't want to be perforating Tanks left-and-right, but there should be some things a Guard generating character fears other than having to revive the rest of the Party (again). 6: Differentiate between weapons in the same class more. For me, this is absolutely a place where they should crib from DA:O. Each weapon type in a class should have distinct advantages that are enhanced by more powerful types over time. It also offers a chance for a character to either enhance a strength even further or balance out a weakness. While we are at it, ditch the 1, 2, 3 percent stuff unless its a really powerful effect. 3% more armor penetration is astonishingly meh. Three percent chance to decapitate is just astonishing. That's the quick dump. have fun and please add many more ideas. Love to hear them. Thanks. 2. I agree with this whole heartedly and it is one area where DA as a franchise has never hit right, DAO had loads of health points, DA 2 had loads of enemies, and DAI was a step in the right direction but every once in a while you would still get an encounter where it just became a war of attrition. Which I kind of feel like it did also hamper the player because I could mitigate this effect by playing a high dex/ cunning rogue based around getting crit damage as much as I possibly could which at times made combat feel a lot easier and a lot quicker...but it took a verrryyy long time to get there. The infamous it takes about five minutes to defeat Cory is a perfect example. Though somehow you don't want to make the combat too quick and easy either. Anyways as far as me is concerned. In terms of more actiony combat: 1. Actual Stealth-none of this dissapearing crap and rogues magically able to vanish. I want stuff which actually makes sense. Sight lines. Shadows. Being able to sneak up on enemy encounters in forts or even avoid them entirely. I would have rogue skill trees focus on those aspects as they can 'take advantage of darkness and movement' in order to actually sneak around more efficiently then other 'classes'. 2. Active blocking and dodging, obvious, this can replace 'guard' though I would still keep barriers. 3. Universal weapon allocation for non mage characters. If you are a mage you can use any combination of weapons you have. In terms of tactics: 1. Unlimber the tactical camera, this is a big one, don't have it got stuck on terrain, don't give it an arbtrary limit from where it just stops. It can go anywhere and you can use it to do all the things you should have...including set up ambushes or distractions if you are playing a stealthy character. 2. Set up a priority list with the tactics because I enjoyed Inquisition's menu but not the fact that you could basically program one attack at a time. So if you set Bull on guarding the player character for instance and no one was attacking you, he would just stand there. Have different layers to it where that could be option one or he attacks mage characters if that condition is not met.
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Post by Absafraginlootly on Aug 3, 2021 2:47:38 GMT
5: If Guard continues to exist in DA4, give it some vulnerabilities. Part of this goes into Point 2 about emphasizing quick combat resolution. Part of it goes into the fact that over a short amount of time the Tank almost never was in trouble because he/she was constantly regenerating guard and very few opponents actually had it. (They had metric ****tons of ablative hit points after all). I know there was a Guard Breaker skill added to opponents in Jaws of Hakkon but that didn't seem to have much visible effect (I could have just been unobservant). I don't want to be perforating Tanks left-and-right, but there should be some things a Guard generating character fears other than having to revive the rest of the Party (again). In the dragon age table top rpg you minus your armour bonus from the damage an attack would do you. Certain abilities/spells do penetrating damage which ignores your armour and causes you to take all of the damage. (Whether or not someone hits you in the first place is based on a different score entirely, your Defense) I bring this up because if da4 keeps the guard and barrier as temporary hit point pools (or some other form of preventing damage) then having certain abilities be able to penetrate these defenses to get straight to the health bar may be a good idea. Making some enemies more threatening and creating more builds for party members, building them to get past guard or barrier.
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Gileadan
N5
Agent 46
Clearance Level Ultra
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: ALoneGretchin
Posts: 2,919 Likes: 7,495
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Post by Gileadan on Aug 3, 2021 5:54:02 GMT
DAI's combat needs a lot of iteration if it is to be the base of DA4's combat.
1. Fix hitboxes. They need to match the model of the enemy instead of being vaguely human sized. It messes up combat with short ranged melee weapons.
2. Fix attack animations. Starting an attack with dual daggers would freeze you in place until the animation finishes, making it impossible to hit even just walking enemies.
3. Fix tactical combat. Move the actual camera instead of an invisible character that gets stuck on obstacles. Make companions understand what "Hold Position" means.
4. Rework Barrier. Spamming it is such a joyless chore, change it to something like a chanelled spell that keeps one target safe from harm while the mage has mana to uphold it or some such.
5. Give weapons special properties like "causes bleeding", "armour piercing" etc. that makes their choice more meaningful than just "best source of DPS".
6. Remove "attribute bonuses" from gear and give them back to the character. Wielding a heavy weapon shouldn't give you strength, it should require it.
Just the most obvious things that came to mind immediately.
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Post by pessimistpanda on Aug 4, 2021 0:20:51 GMT
I thought DA2 had the best so far.
I don't care about hitboxes or any of that crap, I wanna do backflips and cartwheels and shit and cast spells that send my enemies backspinning all around the room.
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Post by fairdragon on Aug 4, 2021 6:22:00 GMT
I thought DA2 had the best so far. I don't care about hitboxes or any of that crap, I wanna do backflips and cartwheels and shit and cast spells that send my enemies backspinning all around the room. I don't agree with you.
DA2 was the worst. DAO was great and DAI was okay, but a little bit boring.
I need something easy, but not to simple.
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Post by pessimistpanda on Aug 4, 2021 8:49:35 GMT
I thought DA2 had the best so far. I don't care about hitboxes or any of that crap, I wanna do backflips and cartwheels and shit and cast spells that send my enemies backspinning all around the room. I don't agree with you.
DA2 was the worst. DAO was great and DAI was okay, but a little bit boring.
I need something easy, but not to simple.
K
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mattjamho
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Andromeda
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Post by mattjamho on Aug 4, 2021 12:31:00 GMT
Can’t see anything from DAO combat making a return. They seem to be making a push to action combat, and I’d rather get just lean into that than try to please everybody and end up with DAI combat, which is pretty repetitive to say the least.
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Post by fairdragon on Aug 4, 2021 12:59:48 GMT
Can’t see anything from DAO combat making a return. They seem to be making a push to action combat, and I’d rather get just lean into that than try to please everybody and end up with DAI combat, which is pretty repetitive to say the least. And i can't see them going back to DA2. Because it didn't deliver the expected sales.
So 1 they stay with DAI or 2 go back to DAO or 3 create something new.
I see them most likely stay with DAI.
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sjsharp2010
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Go Team!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by sjsharp2010 on Aug 4, 2021 14:03:01 GMT
Personally I'd stick with the DAI style of combat as it does work well for the most part as I think the idea of magic barriers to shield you as a mage o rthe guard bars for warriors worked quite well. For me other than when you occasionally stood still when clicking on a power instead of accessing it which I think was a bug moer than anything intentional I felt DAI's combat was good. Granted some of the fights could last a while but it is in part an RPG not a full on action game in that you need to have an element of tactics as you can't really get away with having instakill type enemies like you can in ME otherwise that would be just too harsh.In ME you can as most powers aer fired off a trange and you als o have guns and vehicles DA doesn' treally hav ean yof that as DW rogues and warriors have to get in enemies faces to do damage. You only really have ranged options if you're a mage or archer.
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mattjamho
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Andromeda
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Post by mattjamho on Aug 4, 2021 16:52:03 GMT
Can’t see anything from DAO combat making a return. They seem to be making a push to action combat, and I’d rather get just lean into that than try to please everybody and end up with DAI combat, which is pretty repetitive to say the least. And i can't see them going back to DA2. Because it didn't deliver the expected sales.
So 1 they stay with DAI or 2 go back to DAO or 3 create something new.
I see them most likely stay with DAI.
You’re right they won’t go back to DA2 gameplay, they’ll likely build on what they had on DAI and add in more action orientated content
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Post by Iddy on Aug 4, 2021 21:48:12 GMT
I want the melee animation to be a little more creative and faster.
Not slowly swinging it left and right like a caveman.
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catcher
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Post by catcher on Aug 5, 2021 3:26:14 GMT
Actual tactical combat would be nice. DAI did not in anyway, have that. It was so dumbed down, I actually felt dumber for telling companions to favourite a 'power/ability'. You are going to have to do better than that to convince me (and I hope many others here). First, you are going to have to provide an actual definition of tactical combat instead of dropping it like a buzzword. I gave my own definition and provided examples of how DA:I combat does fit the definition. Does it mean that I found it the pinnacle? No, but there's a broad gulf between "needs improvement" and "isn't tactical combat". Meet me halfway here and give actual, positive examples of what good tactical combat systems contain. Then we can actually have a conversation which I far prefer to name-calling. Second, simple games do not have to be dumb. Chess has very simple rules and a simpler combat arena, but it is most certainly not dumb. I actually appreciated the ability to tell Dorian not to throw his fiery explosion at the Rage Demon, but dump all the Ice spells he had without having to code a custom script or twiddle with one on the fly hoping some order of operations bug didn't cause him to just freeze up. Could we use some more variety in DA4? Yes. Are there ways to do that besides simply piling on layers of additional skills and spells? I think so and I will keep throwing out ideas on how to do so. I hope you will throw out some creative ideas as well. Thanks for your time.
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Post by pessimistpanda on Aug 5, 2021 4:02:44 GMT
People on here have weirdly narrow definitions of "tactical". Action combat can be tactical. "Tactics" is just having a strategy. You can approach anything strategically any time you want.
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Post by fairdragon on Aug 5, 2021 9:21:56 GMT
what kinds of challenges did you face? For DAI non. I don't use the tactical camera mode, too complicated.I got along well with combat. 4: Give each Companion a unique skill tree like in DA2. This may be more Companion than Combat but I thought it fit here. Having a unique set of skills (that can trigger unique combos, natch) gives each Companion an interesting flavor that extends beyond the Camp. It also could get the Player to experiment more with Companions that they may not initially be interested in. It also could encourage the Player to take Companions that are not typically compatible as characters to entertaining effect. I agree. 6. Remove "attribute bonuses" from gear and give them back to the character. Wielding a heavy weapon shouldn't give you strength, it should require it. I agree You’re right they won’t go back to DA2 gameplay, they’ll likely build on what they had on DAI and add in more action orientated content My fear: combat is going too fast or i need too many buttons at the same time. Then I can no longer press the right buttons at the right time.
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TabithaTH
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by TabithaTH on Aug 5, 2021 9:39:19 GMT
As long as (worst case) I can somehow finish the game by button smashing, I don’t really care. Obviously it’d be better to have something that’s fun, but I’m more into the games for the story, so as long as mastering the combat mechanics doesn’t stop me from advancing the story, I can live with it.
That being said, I'd love for them to have a pause type of function where you at least get the option of using potions and (preferably) abilities.
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Post by fairdragon on Aug 5, 2021 9:42:24 GMT
Actual tactical combat would be nice. DAI did not in anyway, have that. It was so dumbed down, I actually felt dumber for telling companions to favourite a 'power/ability'. Meet me halfway here and give actual, positive examples of what good tactical combat systems contain. I'm not very good at saying what's missing or what could be done better. But i can give you some examples, what "good tactical combat systems" means for me: Baldur's gate, Final Fantasy X and fire emblem three houses. What it doesn't mean for me: DAI and Baldur's gate 3. Second, simple games do not have to be dumb. Chess has very simple rules and a simpler combat arena, but it is most certainly not dumb. I actually appreciated the ability to tell Could we use some more variety in DA4? Yes. Are there ways to do that besides simply piling on layers of additional skills and spells? I think so and I will keep throwing out ideas on how to do so. I hope you will throw out some creative ideas as well. Thanks for your time. That isn't what i mean with simple. And for me chess isn't simple it is very complicated. I wouldn't "piling on layers". If your definition is the same as mine. I would make the skill trees more interesting. no circles, but lines. where you have to decide which skills you want. So that you can't get all skills in one go. It would be like: left or right, if you go left you can't go right.
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Post by fairdragon on Aug 5, 2021 9:54:18 GMT
People on here have weirdly narrow definitions of "tactical". Action combat can be tactical. "Tactics" is just having a strategy. You can approach anything strategically any time you want. you right, but there are people (like me) who need more time for that and that isn't possible in action combat. Or do you have a different definition for action combat.
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pessimistpanda
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Apr 18, 2017 15:57:34 GMT
April 2017
pessimistpanda
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Mass Effect Andromeda
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Post by pessimistpanda on Aug 5, 2021 16:04:02 GMT
People on here have weirdly narrow definitions of "tactical". Action combat can be tactical. "Tactics" is just having a strategy. You can approach anything strategically any time you want. you right, but there are people (like me) who need more time for that and that isn't possible in action combat. Or do you have a different definition for action combat. I don't know, I guess I consider any game that isn't straight-up turn-based to be somewhere on a spectrum of "action", but then exactly how broad are we talking? Lots of stuff that people on here might think of as "classic turn-based" isn't really. I play all sorts of games, and like all sorts of combat. There's ways for both turn-based combat and fast-paced action combat to be tactical and fun. Battles in Persona 5, for instance, are turn-based, but they revolve around a core mechanic of identifying and exploiting enemy weaknesses in order to get extra moves, and once you know what you're doing, it's possible to wipe out entire mobs before they even get to move. The Bravely Default games and Octopath Traveller use a risk/reward system where you can "bank" your current move in order to take more actions later, or make extra moves immediately at the expense of losing later turns. Assassin's Creed games are absolutely "action" games, if anything is, but they still offer tools that allow players to come up with their own strategies, and clever use of your skills and even the surrounding landscape can make fights that were designed to be "difficult" very easy or even trivial. And MMOs, as I am learning to my chagrin, thrive on extremely punishing end-game battle content, often with unique mechanics that require players to approach the encounter like a puzzle, and also require a lot of communication and teamwork, and precise timing, which is probably why I keep getting wiped out. So instead of just saying "make the combat tactical again", people need to explain in detail what exactly it is they want to see, if they expect BioWare or anyone else to care.
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11611
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Dec 12, 2024 10:56:11 GMT
1,672
fairdragon
2,312
Jul 30, 2020 17:14:13 GMT
July 2020
fairdragon
Dragon Age: Origins, Dragon Age Inquisition, Baldur's Gate
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Post by fairdragon on Aug 6, 2021 7:27:40 GMT
you right, but there are people (like me) who need more time for that and that isn't possible in action combat. Or do you have a different definition for action combat. I don't know, I guess I consider any game that isn't straight-up turn-based to be somewhere on a spectrum of "action", but then exactly how broad are we talking? Lots of stuff that people on here might think of as "classic turn-based" isn't really. can you make an exemple. I play all sorts of games, and like all sorts of combat. There's ways for both turn-based combat and fast-paced action combat to be tactical and fun. Battles in Persona 5, for instance, are turn-based, but they revolve around a core mechanic of identifying and exploiting enemy weaknesses in order to get extra moves, and once you know what you're doing, it's possible to wipe out entire mobs before they even get to move. The Bravely Default games and Octopath Traveller use a risk/reward system where you can "bank" your current move in order to take more actions later, or make extra moves immediately at the expense of losing later turns. Assassin's Creed games are absolutely "action" games, if anything is, but they still offer tools that allow players to come up with their own strategies, and clever use of your skills and even the surrounding landscape can make fights that were designed to be "difficult" very easy or even trivial. And MMOs, as I am learning to my chagrin, thrive on extremely punishing end-game battle content, often with unique mechanics that require players to approach the encounter like a puzzle, and also require a lot of communication and teamwork, and precise timing, which is probably why I keep getting wiped out. So instead of just saying "make the combat tactical again", people need to explain in detail what exactly it is they want to see, if they expect BioWare or anyone else to care. I can only speak for me.
When i say tactical combat, i mean classic turn-based/pause. I use the word here as a symbol, not its translation. Turn-base and the option to pause is for me a group.
I agree Assassin's Creed is "action", as well as the witcher. And there is my problem. They aren't playable for me. I die when i enter the first fight. "action" means for me a fast fight with stress to press the right button.
So i like DAO and DAI, because they are something in between. It is in between because i don't need to use tactical combat and the fights aren't fast. So i don't know how i should call it.
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9459
0
Nov 24, 2021 20:18:46 GMT
5,628
SirSourpuss
7,694
Oct 16, 2017 16:19:07 GMT
October 2017
sirpetrakus
Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, SWTOR
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Post by SirSourpuss on Aug 6, 2021 11:01:18 GMT
To me, tactical combat consists of significant combat effects caused by a choice of the means of engagement. This can mean the selection of position (like flanking), terrain (like an archer taking to higher ground), skill or spell type (like selecting an ice spell against a fire demon), utilizing special conditions on the battlefield (Gaatlok barrels or a winch to allow knights to enter the castle walls), utilizing skills/spells in certain order (Combos!), etc. You might as well describe Rainbow Six, with that. Might as well make Dragon Age a tactical shooter. Couldn't be worse than what it is now.
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Gileadan
N5
Agent 46
Clearance Level Ultra
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: ALoneGretchin
Posts: 2,919 Likes: 7,495
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Agent 46
177
0
Dec 12, 2024 15:19:13 GMT
7,495
Gileadan
Clearance Level Ultra
2,919
August 2016
gileadan
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
ALoneGretchin
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Post by Gileadan on Aug 6, 2021 12:18:58 GMT
I always thought that when it comes to the Dragon Age franchise, the term "tactical combat" referred to the option to give each party member a series of "if (condition) then (action)" guidelines in DAO, like "if ally hitpoints < 20% then cast heal". This was linked to the skill "Combat Tactics" which bought a character extra slots for more condition/action precepts.
I really enjoyed that, it was like a mini game of its own.
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