http://www.nexusmods.com/dragonage/mods/354/?lolz, source?
Cone of Cold - Fixed a vanilla bug causing enemies to never resist the frozen effect, and reduced chance to freeze by 20%.
Cone of cold gets proper resistance check like other elemental spells.
I personally don't see a slippery slope to popamole in DA:O combat and systems..
Don't the sequels speak for themselves?
The idea of "I'll let the game play itself automatically for the easy/trash battles and only take control in the tough ones" is kind of bad, I think. It sounds logical to veteran RPG players, but the newbies, they never get a chance to learn how to play the game, because they never get to play a basic fight. It's all automatic!
Twisted Rune, Kangaxx, Demogorgan and the random Athkatla lich fights all come to mind. Even if you used the cheesy protection from undead scrolls, you had to know the rules!
With my playstyle, there were about ~10 in the entire game. It's almost (but not quite) kotor-level dumb.some people have said the former still offers decent combat and tactics.. I guess I'll see
Bullshit. I had 3 casters and a tank. No need for automation.Infinitron:
It's also part of char-building.. you can play without it, but it'll be awkward and humans can't really keep up with all the commands - at least on Nightmare RAVAge.
Which fails to work even as well as the SCS scripts for BG/BG2.Plus DA:O employs that framework not to take decisions away from the player, but to take away tedium and repetitious commands like inane micro-management that we see in BG2, and which Ease-of-Use party AI and other scripts over the years have tried (and failed) to address.
I think of the conditional tactics framework combat as conducting the orchestra from a podium, instead of running around telling each musician what to do.
What hard fights? Oh, the ones that required Wynne to cast a healing spell? Or the handful of fights where the casters had to drink a mana potion?There is also a sense of satisfaction watching your configs do the hard yards, while you make the crucial decisions as combat unfolds/evolves...
Because you're a retarded dumbfuck.I personally don't see a slippery slope to popamole in DA:O combat and systems..
I believe this is the core gameplay for gratuitous space battles. Although you're expected to create new AI subroutines uniquely for each battles.I can sort of imagine how you could do something interesting with a conditional framework if you made a game that truly revolved around it (and where it would be used in ALL battles), but Dragon Age wanted to have it both ways.
I was exaggerating.Regarding DA:O and Cone of Cold, I never viewed it as the solution for every fight. The short range and the teardrop template often made it awkward to use.
????Sleep and Waking Nightmare were what I used to trivialize most of the fights. Granted, I only had one mage, Cone of Cold would probably have seemed much more useful if I would have been able to spam it with three casters at once.
This was my opinion until i played ToEE and learned that Homlet is not the only place you visit. It is small game though compared to other games and which is probably known by now best combat out of them because it is actually TB game and didn't need to refiddle 3rd edition with all those options into real time combat with pause.
Whaaaaaaaat?? could you explain?Best combat system, certainly. Actual combat? Utter shit.
re: conditional frameworks, etc
I think it's rather weird when a game provides you with tools that literally make it play itself.
In fact, I'm coming around to the idea that any tactical game that provides "AI scripts", or anything else other than pure player-controlled "puppet mode", is actually actively sabotaging its player base and design integrity in the long term. It's teaching them that they don't have to actually play the game, that they don't have to learn the rules and the nitty gritty. With every sequel you'll have to make things more automated, with fewer and fewer fights that require manual control. And your designers will begin to forget how to make combat that's actually fun to play when it's not automated. It's a popamole slope.
One thing that's cool about PoE is that by all accounts it's been designed with zero automated gameplay in mind. Something that more than a few casuals are worried about.
Since when do you give a shit about newbies? Also, this is about being smart, not inexperienced. So, I'll adjust the question. Since when do you give a shit about dummies?Don't the sequels speak for themselves?
I can sort of imagine how you could do something interesting with a conditional framework if you made a game that truly revolved around it (and where it would be used in ALL battles), but Dragon Age wanted to have it both ways.
The idea of "I'll let the game play itself automatically for the easy/trash battles and only take control in the tough ones" is kind of bad, I think. It sounds logical to veteran RPG players, but the newbies, they never get a chance to learn how to play the game, because they never get to play a basic fight. It's all automatic!
It may also subtly encourage designers to add more trash fights because "hey, it's automatic, right?"
This is bullshit. You do have to know the rules to set AI scripts right.
First of all, who said anything about setting? They always provide you with defaults.
When you're not doing things "hands-on", it's much more difficult to really grasp what they do and where they're useful. And RTwP with automated combat conditions players into playing games like this.
I see you're being consistent with your previous post. So what you're basically saying is that the games with conditional framework are somewhat misleading to less bright players?
Have you ever found yourself in a situation in one of these games, where you realized you had a bunch of abilities that you have no idea what they actually do, or where they're really effective? Stuff that just kinda automatically fired in combat occasionally, had some kind of effect, and then the enemies died?