Actually it was because they felt truly epic, you were fighting ancient creatures that made the whole world tremble. Antharas literally made the entire gameworld tremble when it was awoken, it took tons of peps doing a long and hard quest (for its level req) to be able to enter, and it had a respawn timer. Boss itself was fun to fight, it had fear attacks, it had adds that could fuck you over, and it took teamwork.Haha fuck this shit, I ain't gonna play it. WoW bosses suck cocks anyway, the only good MMO bosses were in Lineage 2 because they required a hundred people. Fuck everything.
Yeah, meng. I remember when we first got to fight Antharas. It was on L2Azuregaming that 7x server. It was about 4am, about 110 people in our alliance, after the long PvP we finally won and got inside and had no idea how to properly fight. At 7am everybody started leaving to go to school/work and we lost, he started healing faster than our few storm screamers who remained could hurt it. WoW bosses look like a joke compared to it and everybody compares MMO boss fights to WoW and I think it's sad.Actually it was because they felt truly epic, you were fighting ancient creatures that made the whole world tremble. Antharas literally made the entire gameworld tremble when it was awoken, it took tons of peps doing a long and hard quest (for its level req) to be able to enter, and it had a respawn timer. Boss itself was fun to fight, it had fear attacks, it had adds that could fuck you over, and it took teamwork.Haha fuck this shit, I ain't gonna play it. WoW bosses suck cocks anyway, the only good MMO bosses were in Lineage 2 because they required a hundred people. Fuck everything.
The amount of hp that thing had was insane, but the amount of ultra quality loot that you got could put an entire alliance months ahead, it truly felt like you brought something so much bigger than yourself down.
Truly, lineage 2 had the best sieges and the best raids out of any mmo.
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.
Well that is sort of the point. If the best outcomes were default noone would bother using the keep, and their fans would feel cheated, like their efforts were for naught...This Dragon age keep thing doesn't make much sense to me. Some of the options for what happened in the games seem to default as having the worst of most possible events happen. Also giving you options that I don't think were even possible in the games.
Well that is sort of the point. If the best outcomes were default noone would bother using the keep, and their fans would feel cheated, like their efforts were for naught...[/QUOTE]This Dragon age keep thing doesn't make much sense to me. Some of the options for what happened in the games seem to default as having the worst of most possible events happen. Also giving you options that I don't think were even possible in the games.
Aveline didn't get married (not sure if thats possible)
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.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.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.
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.
I agree that predictability (repetitiveness) in phased combat is the ultimate decline. But that's not what I remember in DA2 boss battles. In Legacy, every time you did that specific amount of damage, they changed the conditions, so you had to deal with new situation(s). It was fucking sweet, because the fight progressed to something and was evolving. Both of you talk about repetitiveness, but that wasn't the case in majority of DA2 boss battles (DAO's Archdemon is repetitive, because he's doing the same shit while having lots of HP - that was boring and tedious and easy).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.
This is pretty much the ultimate decline, and you know they're going to keep doing the same shit. They did the same thing in the legacy DLC. These bullshit bosses that have a timer on how long they take damage or do action x before using attack y and they do it so predictably that you just stand out of the way and run around. It dumbs things down to an unbelievable level. The best thing about fighting Kangaxx or Irenicus (especially improved) is that they use your tactics against you.
That's possible in the game.This Dragon age keep thing doesn't make much sense to me. Some of the options for what happened in the games seem to default as having the worst of most possible events happen. Also giving you options that I don't think were even possible in the games.
Aveline didn't get married (not sure if thats possible) Flemath gave you her tome without a fight. Fenris staying alive without me skinning him alive and throwing him down a salt mine.
Also the god baby is wrote out as default as well. No tome, no nothing for Morrigan.
From LameSpot.
Q: It's been a few years since the last Dragon Age, does it feel like the audience for this genre has changed?
Mark Darrah: Skyrim changed the landscape for role-playing games completely. I mean Oblivion probably sold six million units, basically that range, Skyrim sold 20 million. So that, to some degree, changes everything.
Now the expectations of your other fans, they're changing too. People age, they typically have less time for games, so it changes their expectations in terms of gameplay segments. It also results in some nostalgia. so they may become even more firm in their attachment to previous features. Now suddenly you have 15 million people that have basically had the first RPG they've ever played as Skyrim. They have totally different expectations of what storytelling is, what exploration is, and I think exploration is really where we've seen the biggest change.
Games haven't been this big in ten years: Baldur's Gate II was this big, or close to this big. It's not just Bioware, really nobody was this big - games were getting smaller and smaller. I mean look at Uncharted, that's a four hour experience. There's nothing wrong with that, it's an amazingly polished four hour experience, but it's not a big experience. Whereas if you look at role-playing games from the late 90s, I mean Daggerfall is 65,000 square kilometers.
The hardware has brought back the ability to do big again and I think that's what's bringing role-playing games back to the forefront. What we've traditionally seen is that as a console generation turns over the dominant genre has changed. Shooters weren't the dominant genre a generation ago, it was racing games. If you go back before that, to the PlayStation 1 era, it was actually role-playing games. I think that's what we may be seeing here. I don't know that role-playing games will be necessarily dominant but I do think we may see open-world exploration games being the dominant genre of this generation.
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.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.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.
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.I agree that predictability (repetitiveness) in phased combat is the ultimate decline. But that's not what I remember in DA2 boss battles. In Legacy, every time you did that specific amount of damage, they changed the conditions, so you had to deal with new situation(s). It was fucking sweet, because the fight progressed to something and was evolving. Both of you talk about repetitiveness, but that wasn't the case in majority of DA2 boss battles (DAO's Archdemon is repetitive, because he's doing the same shit while having lots of HP - that was boring and tedious and easy).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.
This is pretty much the ultimate decline, and you know they're going to keep doing the same shit. They did the same thing in the legacy DLC. These bullshit bosses that have a timer on how long they take damage or do action x before using attack y and they do it so predictably that you just stand out of the way and run around. It dumbs things down to an unbelievable level. The best thing about fighting Kangaxx or Irenicus (especially improved) is that they use your tactics against you.
"he best thing about fighting Kangaxx or Irenicus (especially improved) is that they use your tactics against you" - They were scripted like any other video game fucker, just had a vast amount of spells, which is good, I love BG2 mage encounters. But what does it have to do with phased combat? Those are separated things and could be included both without interfering. That's why I said this in my previous post: "Nothing wrong with that imo as long as abilities/spells are vast and complex + party composition meaningful". Fight with Irenicus, should it be phased, would be better. But those phases have to evolve, throw players in different situations. That's what I like and that's what I think designers wanted to achieve in DA2 with waves (and partially failed).
New CGI Trailer with the Bioware's pansexual beastiality romance option, the Iron Bull.
That is an actual improvement over DA2.CHOISIZ AND CUNSEKWANSUZ!
Right from the beginning: "Your gender will define whom you could romance..."
The fun part is that if in DA2 everyone was bi, then in DAI they announced that for the first time in addition to "everyone is bi" rule there will be purely faggot party members.That is an actual improvement over DA2.
Eh... no. The everyone is bi rule died in DAI. Now people have different preferences again, which is so obvious that this is the joke.The fun part is that if in DA2 everyone was bi, then in DAI they announced that for the first time in addition to "everyone is bi" rule there will be purely faggot party members.That is an actual improvement over DA2.
The fun part is that if in DA2 everyone was bi, then in DAI they announced that for the first time in addition to "everyone is bi" rule there will be purely faggot party members.That is an actual improvement over DA2.