Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Dragon Age: Inquisition Pre-Release Thread

Joined
Jan 7, 2007
Messages
3,181
7siF5yR.png


:troll:
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,973
Oh god, the disease is spreading. It is now de rigeur to name videos the same useless and obfuscating way they label articles: Does <X> do <Y>?
 

Jools

Eater of Apples
Patron
Joined
Feb 1, 2009
Messages
10,769
Location
Mêlée Island
Codex 2014 Make the Codex Great Again! Insert Title Here Codex Year of the Donut Codex+ Now Streaming! Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2
Oh god, the disease is spreading. It is now de rigeur to name videos the same useless and obfuscating way they label articles: Does <X> do <Y>?

The circle will soon be complete. Soon videos will be names after the fashion of "X or Y, which is better and why? Discuss!".
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,973

Ascensa

Literate
Joined
Aug 9, 2014
Messages
16
At this rate DA2's horrific awesome button combat will be considered too slow eventually.
 

Martius

Liturgist
Joined
Nov 24, 2013
Messages
1,058
At this rate DA2's horrific awesome button combat will be considered too slow eventually.
Well, despite faster animations it was too slow because enemies usually have few spare copies. I wonder how that balance (or lack of it) will look in Inquisition.
 
Last edited:

titus

Arcane
Patron
Joined
Sep 28, 2011
Messages
1,719
Location
Romania
Can it be that they've removed invisible walls forever? I see AJ jumping around like it's the circus.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,973
Can it be that they've removed invisible walls forever? I see AJ jumping around like it's the circus.

Well, it is Frostbite. Having incompetent engine restrictions on a brand new engine designed for FPSes would be pretty dumb.

They talked about having to add RPG infrastructure to Frostbite, which implies most of their take on the engine is brand new rather than being retrofits from Aurora days.
 

Carrion

Arcane
Patron
Joined
Jun 30, 2011
Messages
3,648
Location
Lost in Necropolis
DA:O's combat was like watching paint dry. Not that the "tactical approach" was exactly slow or anything, just the actual execution of the combat.
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
Define 'tactical approach'
Whatever it means in that Eurogamer article. I have no idea, but I'd guess it's related to giving orders to your party members whereas the execution part is watching your warrior hit a dragon with a sword for fifteen minutes.
Which is why it sounded so weird. Of course issuing orders is quick, that's obvious.

Though your open an opportunity for an interesting distinction. It is often common for people to claim that DA:O felt too slow and DA2 felt too fast.

Interestingly however, it is DA2 that has boss monsters with inflated HP pools and whom are even complete with HP dependent rotations that basically guarantee that the fight will last an X amount of minutes. Boss monsters in DA:O, on the other hand, though they still had a lot of HP to grind, were still rather quickly murdered (relative to DA2). Their rotations were also the same across the encounter and they never broke pace. This is of course comparing both games on Nightmare difficulty.

Which is to say that the 'feeling' of pace isn't so much 'real pace' as it is a cosmetic issue. In the IE games animations were rather quick, in DA:O they became more elaborate and much slower. In DA2 they went off the charts.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,973
DA2 didn't feel fast to me, it just felt empty. You press your 1-4 buttons, combat happens, things die, there is no decision-making and no challenge. Can't say it is an outlier in modern gaming, though, just the same as every other 10/10 title released these days.
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
Personally, on Nightmare (which was bonkers) and with a more limited camera, I felt difficulty with keeping pace on DA2. DA:O did feel slow but that sure wasn't an issue -- which is why I'm looking forward to the slow-mo option on PoE.
 

Sergiu64

Arcane
Glory to Ukraine
Joined
Jun 8, 2010
Messages
2,644
Location
Sic semper tyrannis.
DA2 didn't feel fast to me, it just felt empty. You press your 1-4 buttons, combat happens, things die, there is no decision-making and no challenge. Can't say it is an outlier in modern gaming, though, just the same as every other 10/10 title released these days.

Hmmm... I don't know that I can relate. I distinctly remember murdering my own party with my own AoE's. Also some boss fights felt like goddamn MMO boss battle. With the minus of having to control all of my characters on my own.

The re-spawning mechanic was destroying a lot of the tactical elements of the combat. Having extra waves appear out of thin air rendered a lot of the original positioning useless. I even remember pulling the original spawns halfway across the map so that the reinforcement waves wouldn't come or would at least give me some time to prepare. The combat alternated between being boring and being chaotic, it was almost never fun.
 

eremita

Savant
Joined
Sep 1, 2013
Messages
797
I don't know anything about the Arishok but the Demon Red Rock Wraith even had phases and 'don't stand here' zones. Would make WoW proud.
Nothing wrong with that imo as long as abilities/spells are vast and complex + party composition meaningful. I would argue that if MMOs gave us anything good, it's "phased" boss battles. Love it the same way I loved puzzle integration in Blackguard's combat.

Also, kiting Arsihok is a cheesy tactic...
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
I don't know anything about the Arishok but the Demon Red Rock Wraith even had phases and 'don't stand here' zones. Would make WoW proud.
Nothing wrong with that imo as long as abilities/spells are vast and complex + party composition meaningful. I would argue that if MMOs gave us anything good, it's "phased" boss battles. Love it the same way I loved puzzle integration in Blackguard's combat.
Then again its not quite the same, is it? In Blackguards there's puzzle and environmental interaction, there was that in WoW too. But what the Demon Red Rock Wraith does are the more boring things that WoW did too: it lights up danger zones and gives you adds to kill within a timelimit.

Worse, this sort of design quickly becomes repetitive. Its a real danger in these games that boss fight mechanics become a staple, a sort of very specific form that is twisted and spun in crazy ways to fit all kinds of scenarios. I remember there were many times in WoW that instead of designing things with the sort of monster you are fighting in mind, they just copied an old boss and changed the cosmetics.

Is it necessarily bad? No, but it is derivative. And since I openly plan to play DA:I, I hope they were creative with it.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom