attackfighter
Magister
- Joined
- Jul 15, 2010
- Messages
- 2,307
Befuddled Halfling said:Gosling said:Desslock is actually right - in a lot of instances enemies in DA were handplaced and utilized terrain: archers and mages were put on raised terrain or balconies, well behind the fighter lines, while narrow passageways leading to them were filled with traps, thieves would ambush you at the most innoportune moment, firebal-hurling arcane horrors would suddenly break into a room when you were surrounded by zombies, even in the Korkari wilds the Genlock Emissary (or whatever the guy's name) would retreat after being hit only to lure you into a a carefuly set ambush.
There was a lot of mindless enemy mobs too, but quite a large number of encounters were actually well-designed.
As it has been mentioned before the tedium of DA combat stemmed from fighting the same 3 enemy archetypes countless times over and having a limited set of tactics due to a not very complicated combat system. But saying that there was no thought behind encounter design just because you did not like the game is stretching the truth a bit too much.
Exactly. Origins put lots of thought in 90% of its encounter design. Almost everyone complaining of trash/filler will fit into one of these categories:
1) Playing on console (so a different game basically)
2) Playing on PC at normal or below (where enemy abilities have been nerfed to triviality and do indeed become "trash"). Think that hard = just more HP = more time
3) Primarily a storyfag (so any combat other than story specific = "filler")
4) Only accepts turn based as valid combat system (or some other CGA system from the DOS era).
5) Holds the length of DAO against it (after 50 hours you've seen it all, therefore combat = repetitive)
6) Ultra picky in pointing at a few overpowered skills (Mana Clash, Cone of Cold) as evidence of whole system being "shit". Or are under the illusion that 3 or 4 template tactics work for most encounters.
7) Bragging ("beat Jarvia on nightmare solo, unarmed, first playthrough, while simultaneously fucking my cat's anus") and the 75% of players kept dying repeatedly on normal in the Tower of Ishal (per BIO telemetry) are retards compared to my awesomeness.
The funny part is, even after Origins' pre-planned ecnounters (which each took an hour to set up on paper, per Knowles) were replaced by DA2's thin air spawning with all enemies indistinguishable from each other (which probably took less than 30 seconds to design), half the Codex still doesn't see see the difference! Fuck DAO, and fuck everything - because we wouldn't know a promising step in the right direction if it bit us on the balls.
This is grade A bullshit, very few encounters had any noticable amount of effort put into them. The few that did were repetitive and uninspired, they usually just had archers on cliffs with traps blocking the path to them and maybe a useless balista sitting around. I highly doubt they took 1 hour each to design, perhaps they took 1 hour each to implement with their construction set, but if it took them hours just thinking up "man this encounter would be, like, TOTALLY EPIC if we added some archers to this cliff, or something" then they are fucking retards.
Also, all of DAO's encounter variations are present in DA2, as well. All of them except for ballistas.
PS I like how you spend half your post building up a strawman of those alleged "DAO haters" you seem to be butthurt about.