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Dragon Age: Inquisition Pre-Release Thread

Self-Ejected

Excidium

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MUXrwZh.jpg


:kingcomrade:
Looks like I will have to play this after all
 

eremita

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we dragons dogma now


Had to comment. They are shooting fire at a fire dragon.

And? The reason why a lot of creatures in fantastical settings are resistant to something is a) magic b) the creature itself is of the same essence (fire vs fire), or combination of both. I guess i don't need to tell you that this shit is absolutely arbitrary. Meaning, the fact that Dragon has some kind of fire gland or something doesn't mean the rest of his body is made of different material than rest of the world (thus, being resistant to fire, while everything else change/is destroyed when exposed to high temperature).

So the conclusion is, there's nothing wrong with killing dragon spitting fire with fire, unless it contradicts the lore, which it doesn't. You try too hard to be nitpicky, yet your post is retarded.
 

eremita

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Roguey It does look like an action-RPG though...including body-swapping between party members KOTOR-style, just like that thing Infinitron was talking about. :smug:
It's knwon there's izometric camera mod in DAI, but still no mention whether it can be set (like playing this way the whole time - nwn/DAO style) or if it's only an option tied to pause. Basically, we know we can fuck around with camera, but that's probably it. I would like to know if I can set orders/chain commands while in tactical view for example...
 

set

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Difference between DA:O and DA3 is DA:O is not an arpg, it has tactical combat. People are given orders and the gameplay is not about 'visceral' movement and response.
Difference between DA:O and DA2 is DA2 is like a middleground between tactical RPG and action RPG. Fast paced, awesome button, combos, dedicated potion button... But still similar gameplay as DA:O.
DA3 is a full on action game with rpg-lite elements and an awesome button.

Also, again, that dragon fight was piss poor. It just flies around and throws aoe attacks randomly. The arena is just a giant open field with no tactical structures. The dragon has no apparent weakness so you just wail blindly at it. It's a full-on action game.
 
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Dreaad

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Deep in your subconscious mind spreading lies.
Difference between DA:O and DA3 is DA:O is not an arpg, it has tactical combat. People are given orders and the gameplay is not about 'visceral' movement and response.
Difference between DA:O and DA2 is DA2 is like a middleground between tactical RPG and action RPG. Fast paced, awesome button, combos, dedicated potion button... But still similar gameplay as DA:O.
DA3 is a full on action game with rpg-lite elements and an awesome button.

Also, again, that dragon fight was piss poor. It just flies around and throws aoe attacks randomly. The arena is just a giant open field with no tactical structures. The dragon has no apparent weakness so you just wail blindly at it. It's a full-on action game.
I don't see the problem. If it is a full on action game with RPG light mechanics, that's probably a good thing because frankly Bioware is far far better at making action games these days.Their last efforts at tactical combat consisted of cooldowns, HP bloat, terrible balance and stunlock ftw.
 

DalekFlay

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The absolute most important thing in the entire world of video games right now is multi-platform. They're not going to make a very PC focused tactical RPG game again. Not as long as they have the massive budget they do.
 

Kanedias

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I remember in Origins I did the Sacred Ashes quest extremely early, all my characters were underpowered, and I still decided to kill the High Dragon because I am stubborn and refused to come back later.

It was very hard, and after many failures I managed to take advantage of some sort of ruined structure in order to slay the dragon. I sort of cheesed it, but because of how weak my characters were, it was still a struggle, and it was really rewarding to finally kill it.

That event was very nice, and it made me really appreciate the combat. It was also very immersive, the underpowered party coming up with a very good strategy and defeating the dragon against all odds. It was fitting.

Now I see this flashy dragon fight, and due to the fact that it tries so hard to look cool and badass, I doubt I will find it as cool as killing that High Dragon in Origins. It feels forced, as opposed to something that emerged naturally like my experiences with the High Dragon.
 

Xbalanque

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Difference between DA:O and DA3 is DA:O is not an arpg, it has tactical combat. People are given orders and the gameplay is not about 'visceral' movement and response.
Difference between DA:O and DA2 is DA2 is like a middleground between tactical RPG and action RPG. Fast paced, awesome button, combos, dedicated potion button... But still similar gameplay as DA:O.
DA3 is a full on action game with rpg-lite elements and an awesome button.

Also, again, that dragon fight was piss poor. It just flies around and throws aoe attacks randomly. The arena is just a giant open field with no tactical structures. The dragon has no apparent weakness so you just wail blindly at it. It's a full-on action game.
I don't see the problem. If it is a full on action game with RPG light mechanics, that's probably a good thing because frankly Bioware is far far better at making action games these days.Their last efforts at tactical combat consisted of cooldowns, HP bloat, terrible balance and stunlock ftw.
Still, in the trailer they are underlining how you can "tactitally" play it, although it's interesting that they dedicate like 5 seconds to the presentation of the "tactical" gameplay. Lots of depth there.
 

kris

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we dragons dogma now


Had to comment. They are shooting fire at a fire dragon.

And? The reason why a lot of creatures in fantastical settings are resistant to something is a) magic b) the creature itself is of the same essence (fire vs fire), or combination of both. I guess i don't need to tell you that this shit is absolutely arbitrary. Meaning, the fact that Dragon has some kind of fire gland or something doesn't mean the rest of his body is made of different material than rest of the world (thus, being resistant to fire, while everything else change/is destroyed when exposed to high temperature).

So the conclusion is, there's nothing wrong with killing dragon spitting fire with fire, unless it contradicts the lore, which it doesn't. You try too hard to be nitpicky, yet your post is retarded.


I don't dont try hard to be nitpicky. I just made a off-hand comment on something I saw which by all means make no sense.

It is enteirerly logical that a creature that create fire itself is resistant to it. its body should have no problem with heat or it would be very hazardous to itself.

What you say is the non-logical conjuncture. yet you have the guts to call my post retarded.
 

abija

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May 21, 2011
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Still, in the trailer they are underlining how you can "tactitally" play it, although it's interesting that they dedicate like 5 seconds to the presentation of the "tactical" gameplay. Lots of depth there.
Yeah reminds me of DA2 where they kept saying tactical mode is in until they sold the game and it proved to be a farce.
There's small hope frostbyte is smart enough a proper camera mode was easy to implement...
 

Zeriel

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Different camera angles do not a different gameplay style make. Remember Obsidian claiming NWN 2 would be just like Baldur's Gate because they were putting in a topdown camera angle? Yeah, it wasn't.
 

Roguey

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It's knwon there's izometric camera mod in DAI, but still no mention whether it can be set (like playing this way the whole time - nwn/DAO style) or if it's only an option tied to pause. Basically, we know we can fuck around with camera, but that's probably it. I would like to know if I can set orders/chain commands while in tactical view for example...
It's the former. Laidlaw said the character you control can only auto-attack in iso-mode. https://twitter.com/Mike_Laidlaw/status/402235410153103361

Except that in DA games dragons have 75% fire resistance.
That's an abstraction, there was no "dragons are resistant to fire" in-game lore to go with it. In DA2, dragons had normal resistance to fire, unless you played on nightmare where they were outright immune. It's possible dragons in DAI will have a fire resistance that isn't as stupid as DA2's was.
 

Cadmus

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That's an abstraction, there was no "dragons are resistant to fire" in-game lore to go with it
Even armor you made from scales had FR.
What part of abstraction don't you understand?
Abstraction of what..?
You mean abstraction as in..instead of showing the flames bounce off the dragon's scales, they abstracted this effect by adding a fire resistance statistic to their character sheet?
 

Shadenuat

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What part of abstraction don't you understand?
Well, if we put aside the whole derp of someone trying to troll kris for making a fairly innocent and p. logical assumption (bitch about someone who noted that it might be questionable choice to fight dragon with fire, lolo, new KKodex level of derp),

what's your point? Sure, the number is an abstraction, just like every other number in the game, but it is an abstraction of a nature of a creature you're fighting. What, if a creature in game uses slashing or piercing attacks and has claws, and I can get a claw from it and make a dagger called "Claw", but there is no lore in game about it, as maybe it actually has hooves, I can't say that it has sharp claws?
 

Roguey

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Abstraction of what..?
You mean abstraction as in..instead of showing the flames bounce off the dragon's scales, they abstracted this effect by adding a fire resistance statistic to their character sheet?
It's a thing they did to make dragon battles, and armor received from that battle, more interesting in comparison to others.
Josh said:
Just saying that RPGs benefit abstraction and mechanical balance over hyperrealism would help.
I honestly thought it was self-evident, unless someone thinks I believe that wearing an outfit in real-life actually makes you more skilled at tasks. I've answered a little over 2,700 questions on Formspring. In almost all cases where gameplay and realism are in conflict, I favor abstraction and mechanical balance over realism.
 

Shadenuat

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So u just wanted a good moment to insert that new Josh quote you liked. Okay.

Btw what is the context of that quote, exactly? Did someone ask him about skill bonuses for clothing in FNV?
 

Roguey

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So u just wanted a good moment to insert that new Josh quote you liked. Okay.
That's an old quote.

A dragon ~not~ being immune to fire is also an abstraction; in that particular case it's a "We don't want the abilities you buy to be outright useless since this isn't D&D and it's not like you can change your spell selection". Or in other words
Nathaniel Chapman said:
These kinds of player based resistances/immunities are something that a lot of gameplay-focused RPGs are moving away from, though. It wouldn't be very interesting if Lucas' abilities didn't work against half the enemies in the game and Anjali was immune to half.

WoW went through a similar evolution. In Molten Core everything was immune to fire and playing a Fire Mage was completely pointless. Nowadays, they almost never have enemy damage type vulnerabilities or resistances for thematic or lore reasons, because it's not a fun gameplay mechanic when you can't freely swap between damage types or resistance types as a player.
Combat is abstract. :M

Btw what is the context of that quote, exactly? Did someone ask him about skill bonuses for clothing in FNV?
Yes.
 

Shadenuat

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Nowadays, they almost never have enemy damage type vulnerabilities or resistances for thematic or lore reasons
What a boring shit of world and combat it must be.

Guess just reworking character/skill system so players won't have to get stuck in one boring build with same spells doing 1 type of damage to be good DPS was too much of a hassle.

And they say vancian magic is shit.
 

Tytus

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Inb4 Roguey thinks skeletons shouldn't be immune to stabbing damage, so we can defeat hordes of skeletal undead with a butter knife.
 

Roguey

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Nowadays, they almost never have enemy damage type vulnerabilities or resistances for thematic or lore reasons
What a boring shit of world and combat it must be.
DS3 has some of Obsidian's best core gameplay.

Though bosses are immune to stuns for obvious reasons and I have a pretty big issue with a lot of the chaos statistics when it comes to their presentation and how perceptibly different they are from each other. :M
 

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