AAA industry and RPGs

kazann

New member
Jan 18, 2013
68
0
0
TT Kairen said:
For instance, you can distribute stat points upon level-up in Origins and Dragon Age 2. Okay, why? If it's a Warrior you're always going to pump strength and con (bit of dex for Sword/Shield talents if a tank), if you're a rogue it's always going to be dex and cunning, as a mage it's always magic and willpower. Same thing going further back. Why would you level anything besides INT or CON on a Wizard? It's customization in name only, makes you THINK you have more agency in your character development than you do.
Easy, it allows you to build your own sub-classes outside of warrior, rogue and mage. For instance in DAO if you were building a mage sure youd place points in INT and WILLPOWER, however if you were building a blood mage you would change that build and now place points in CON instead of Willpower as you wont be using mana any longer but will be using your HP as a mana pool
 

TT Kairen

New member
Nov 10, 2011
178
0
0
kazann said:
Easy, it allows you to build your own sub-classes outside of warrior, rogue and mage. For instance in DAO if you were building a mage sure youd place points in INT and WILLPOWER, however if you were building a blood mage you would change that build and now place points in CON instead of Willpower as you wont be using mana any longer but will be using your HP as a mana pool
Except that's just another example of a pre-defined character build. So you're intending to make a Blood Mage. That changes it from INT and Willpower to INT and CON, but it's still always INT and CON now. There's still no reason to add strength, or dex, etc. You could just add a mechanic to the Blood Mage specialization that makes Willpower give HP instead of Mana now and the end result would be the same. Stat point distribution remains a pointless mechanic.
 

kazann

New member
Jan 18, 2013
68
0
0
TT Kairen said:
kazann said:
Easy, it allows you to build your own sub-classes outside of warrior, rogue and mage. For instance in DAO if you were building a mage sure youd place points in INT and WILLPOWER, however if you were building a blood mage you would change that build and now place points in CON instead of Willpower as you wont be using mana any longer but will be using your HP as a mana pool
Except that's just another example of a pre-defined character build. So you're intending to make a Blood Mage. That changes it from INT and Willpower to INT and CON, but it's still always INT and CON now. There's still no reason to add strength, or dex, etc. You could just add a mechanic to the Blood Mage specialization that makes Willpower give HP instead of Mana now and the end result would be the same. Stat point distribution remains a pointless mechanic.
Not entirely because you need to make that decision half way through the game "do i stop placing points in willpower, to now place points in CON and take the risk to learn blood magic"
Also, each attribute has secondary attributes and other benefits, a warrior may invest some points in DEX as there are prerequisite for some shield talents that he/she may want.
Mages and Warriors may even want to have some points in cunning, as higher cunning opens up specific dialogue options.

It makes you sit there and weight the pros-cons and how to spend those points depending on how you intend to play.
 

Phoenixmgs_v1legacy

Muse of Fate
Sep 1, 2010
4,691
0
0
TT Kairen said:
Huge Snip
I agree pretty much completely with everything you said. Too many people forget an RPG's focus should be on the role-playing, not combat or systems or inventory or stats. Many people call Mass Effect a shooter with RPG elements, which is just complete bullshit. The majority of time spent playing Mass Effect is spent role-playing unlike most RPGs where you spend the most time killing stuff. The main reason why I don't play that many RPGs is because the combat usually sucks and because you spend more time in combat than anything else. Why should I spend so much time doing what I don't find fun to get to the good stuff when the good stuff usually isn't that good as writing in games is rather poor?

Also, the genre needs to fucking stop with standard medieval fantasy, it's as bad as shooters with WWII and modern warfare now. I went new worlds, races, classes, enemies, etc. Fantasy means anything that isn't real, not a singular world that isn't real done over and over again ad nauseam.
 

Condiments7

New member
Nov 19, 2014
10
0
0
fenrizz said:
WeepingAngels said:
I am getting too old to put spreadsheet level thought into an RPG.
Indeed.
I simply don't have that much time to dedicate, or the will to sacrifice other things to do it anymore.
And besides, I never thought they were that complex in the first place. Felt more like tedious and convoluted min/maxing.
You don't really need to min/max to any extreme extent to play through what many consider the "golden age" of cRPGs with the likes of Baldur's Gate 2, Planescape Torment, Fallout 1&2, Icewind Dale 1&2, etc. I didn't know shit about dungeon and dragons(and still really don't), and progressed through it just fine once I grasped some of the games basic systems. Was it certainly more punishing of bad planning, and poor build decision making? Sure.

If anything my reaction is the opposite as I've gotten older. I've gravitated towards more cerebral experiences that focus on planning, tactics and strategy and less on twitch skills.

TT Kairen said:
Except that's just another example of a pre-defined character build. So you're intending to make a Blood Mage. That changes it from INT and Willpower to INT and CON, but it's still always INT and CON now. There's still no reason to add strength, or dex, etc. You could just add a mechanic to the Blood Mage specialization that makes Willpower give HP instead of Mana now and the end result would be the same. Stat point distribution remains a pointless mechanic.
Depends entirely on the game. It was poorly executed in Dragon Age for sure(character systems in bioware since baldur's gate have been pretty simplistic), but others games have executed it better. I've been playing divinity original sin lately and I built a battle mage by spreading my points out between four of the stats primarily(strength, intelligence, constitution, and speed). He started out with more points in intelligence and was a debuffer/CC caster with some frontline equipment and eventually morphed into two handed magic buffed powerhouse that could one shot mooks. So when executed correctly by offering a benefit to each stat spread across all character types, it can definitely make for interesting choices. Otherwise I would have had to deal with automatic stat selections prescribed by my class selection.

I'd definitely prefer a system like that to how boring Dragon age inquisitions character building options are. By level 17, I felt like I had already completed my builds, and with no traits/stats to play around with....it just felt boring and rail-roaded.
 

WeepingAngels

New member
May 18, 2013
1,722
0
0
kazann said:
TT Kairen said:
kazann said:
Easy, it allows you to build your own sub-classes outside of warrior, rogue and mage. For instance in DAO if you were building a mage sure youd place points in INT and WILLPOWER, however if you were building a blood mage you would change that build and now place points in CON instead of Willpower as you wont be using mana any longer but will be using your HP as a mana pool
Except that's just another example of a pre-defined character build. So you're intending to make a Blood Mage. That changes it from INT and Willpower to INT and CON, but it's still always INT and CON now. There's still no reason to add strength, or dex, etc. You could just add a mechanic to the Blood Mage specialization that makes Willpower give HP instead of Mana now and the end result would be the same. Stat point distribution remains a pointless mechanic.
Not entirely because you need to make that decision half way through the game "do i stop placing points in willpower, to now place points in CON and take the risk to learn blood magic"
Also, each attribute has secondary attributes and other benefits, a warrior may invest some points in DEX as there are prerequisite for some shield talents that he/she may want.
Mages and Warriors may even want to have some points in cunning, as higher cunning opens up specific dialogue options.

It makes you sit there and weight the pros-cons and how to spend those points depending on how you intend to play.
Since Bioware games do not have infinite exp, you really do need to decide on 2 attributes and stick with them.
 

Joccaren

Elite Member
Mar 29, 2011
2,601
3
43
TT Kairen said:
These regressionist attitudes really grind my gears. Nostalgia is the biggest reason for anger at today's gaming climate, and I'm glad the industry is progressing despite it (this coming from someone who grew up on old school cRPGs, I'm talking Pool of Radiance from the Gold Box here). Don't get me wrong, there are more than a few shitty games coming out these days. But I think a lot of people are suffering from "Nothing But Hits" syndrome. It happens with personal eras of music as well. It's why your parents think your music sucks. They only remember stuff like The Beatles, The Doors, Led Zeppelin (examples, not everyone's parents grew up in the same era), and completely forget all the total garbage that came out.
As someone not old enough to have that nostalgia... Nope, I'd say its not nostalgia for me. I've played these games at the same time I've played the more modern equivalents, and I'll tell you have had more fun with the Dragon Age: Origins and Mass Effect 1s of the world than I have had with the Dragon Age: Inquisition and Mass Effect 2s [Isn't it lovely how there are game series so schizophrenic in their styling that I can do this comparison?]. Its this thing called differing tastes and opinions. Action games largely bore me to death. They're just point and click, little thought in them. More tactical games I enjoy more, and yes games like DA:O that have been made recently haven't been spot on, but that means the formula needs to be refined, not 'it doesn't work'. Skyrim was a pretty shit and shallow game. Does that mean open world games can't work? No, it doesn't. It just means Skyrim needs more work. We'll see why I used that specific example later.

Let's take a slightly more modern example: Dragon Age: Origins. Everyone thinks this game blows the sequels out of the water. It does in some aspects, don't mistake me there, but the game's flaws make it far inferior to me. For instance, you can distribute stat points upon level-up in Origins and Dragon Age 2. Okay, why? If it's a Warrior you're always going to pump strength and con (bit of dex for Sword/Shield talents if a tank), if you're a rogue it's always going to be dex and cunning, as a mage it's always magic and willpower. Same thing going further back. Why would you level anything besides INT or CON on a Wizard? It's customization in name only, makes you THINK you have more agency in your character development than you do.
Well, a few things on this point.
1. As you said, it makes you THINK you have more agency than you do. Isn't that the whole point? You think you have more agency, so you enjoy it more?
This kinda ties into point 2, but in Skyrim you just think you have more agency because its open world. If you want to finish the game you're still just going to go to set places in a set order and finish.
2. Min/Maxing isn't the only way of playing these games. I play games of Origins where my rogue is a strength buff, 'cause I want him carrying heavy swords and armour. Is it the most optimal play style? No, no its not. Who gives a fuck. I'll play on a lower difficulty level, and do what I want. I DO still have that extra agency, the agency to not play in an optimal path and to have fun with it.
My favourite thing about Origins that is missing in the sequels; Being able to use near any weapon with near any class. Yeah, you might not be any good with it, or as good as a specialised, but it was great for the agency it afforded you, the ability to truly customise your character, and do what you wanted in the game. Sure, I'd play on a lower difficulty level during the games that I did this, but so what. It was still fun, and in all games the higher the difficulty level rises, the more restricted your actions become. When it comes down to it, there is no strategy in any RTS game. Its all just following a pre-defined build order, and whoever does it best or lucks the most in starting position wins. No tactics in any game. Its all just pre-defined as to what you should do in fights, like the classic healer-tank-DPS holy trinity. Even in FPS, there are severe limits to what you can do with higher difficulty levels, and a lot of it is just following some set path through the level so that you are always in cover, or always get the drop on people. But, of course, millions of people play each of those games differently, and not to that optimal strategy, as they are wilfully ignorant of it, and just want to have fun instead. You can't do that in newer games like Inquisition, or even II. I want a warrior who dual wields swords and carries a bow as backup. I'll give him a backstory that has a reason for doing this, and I'll fuck around with him however I want. Who says he needs to be strength and constitution. I'll give him dexterity as well. What about my mage who's always wanted to be like this friendly templar he met, and wants to learn swordplay. He's stuck using a staff in II and Inquisition. In Origins, he could learn how to use a sword. Not well, but he could.

Its a lot like Skyrim, and the open world. Yes, if you only want to min/max, or in this example, finish the main story ASAP, then you'll do a specific set of actions in a specific order. However, the fun comes from not doing so, not simply finishing ASAP, not min/maxing, but in having fun alongside it. The upside is, if you ever feel like min/maxing, you're able to do so too.

Additionally, this whole complaint stems from 'there wasn't enough variety in stats needed for different warrior trees'. Its a balance issue, as whilst its been a while since I last played thanks to Uni life, I do remember there definitely being trees that required dexterity, and likely some that required cunning too. Pretty sure Templars might have needed willpower, but I never played as one so I'm not really sure. Maybe those skills weren't as useful as they should have been, and thus never got used. Were they balanced to be useful, then you would get them, and suddenly you need dexterity and cunning and it wouldn't be a STR/CON build. Again, poor implementation rather than flawed concept.

Additionally, on your point of changing willpower to give HP instead of Mana, no, it wouldn't be the same. The bloodmage wouldn't have as much physical resistance for one, so they're more vulnerable. This would be at a trade off of mental resistance increasing. So, we have a blood mage with higher defence against spells, lower defence against swords. This could be advantageous for the mage, but used intelligently this would be a tradeoff of blood magic. You keep your mage to the back, so they're unlikely to suffer physical attacks except from archers. AoE magic attacks that hit them even if agro isn't on them though? They're now able to survive better, as well as against any other magic attacks that could be directed to them if they gain too high an agro. Whilst this would be poorly reflected in origins, a better game could showcase this.

On a final note, you're also wrong in your optimal build for a mage in Origins. Willpower is only needed to the extent at which it gives you enough to simply cast a spell. Mana potions are in the game, and make willpower basically pointless as it doesn't improve your regeneration in any way, and only gives you more mana - which those potions do, for less. Especially once you start crafting them.
Willpower is actually important for especially two handed warriors, due to it also increasing stamina, which is needed for abilities. There are no stamina potions in Origins, at least so far as memory serves, and thus having a higher stamina pool is the only way to be able to continue to use your abilities. Sure enough the emphasis isn't really there for the other options, 2 handed is the only one that really needs a little willpower, however placing greater dependency on abilities than on passive combat would fix this. Problem with implementation, not concept.

In terms of skills, the vast, VAST majority of your XP is gained by killing stuff in combat in almost any RPG. So when I level up, how the hell did I get better at talking? Or picking locks? Or making potions? It makes no damn sense, and why I applauded when BioWare took the Persuade/Intimidate options out of leveling up in Mass Effect 2 and attached them to your morality bars. What this did was it made your combat XP focus on combat, and then your morality bars acted as a sort of "speech XP", the more you did it, the more you could do it.
Again, implementation. Its also due to complexity. Sure, you go 'that doesn't make sense'. Others go 'I don't want to have to go around talking to everyone for 90% of my game in order to be able to persuade someone', which would be more realistic. You simply want to play the game, and improve your skills as you continue. Its more a design choice than a limit of the system.
As an example, if you wished to, you could have experience bars for everything, like Skyrim does. Personally, I find that annoying and painful. It locks you into a certain playstyle, and encourages lots of grind. Say you started as a one hander, and want to be a two hander instead. You can't just reset your stats, and apply as a two hander for fun. You have to grind the whole game time you've played again, to get the two hander level up enough to use the damn thing. Immersion vs gameplay. It depends on the game, but both can be good.
Additionally, this problem is made worse, not better, in games like Dragon Age Inqusition. My Inquisitor knows nothing about harvesting herbs, mining, smithing, or anything of the like, yet somehow he manages it all. You can make the excuse 'someone else does it' for the crafting I guess, however they really don't. You do, and you get the item instantly. They don't come over and craft with you, they don't say 'give me 10 minutes and this'll be done', they just stand in their predetermined places and you get an item that you crafted. Let alone the fact that you, the inexperienced person who knows nothing about any of this, gets to choose what goes into making each item, as if you'd have a clue of the pros and cons of each. The only other option is that your inquisitor is omnipotent and is skilled at literally everything from skinning and tanning, herbalism, smithing, geology and a variety of other things. It made much MORE sense in Origins, where if you wanted to make poison, you had to research how to make poison, ect, ect, ect.

Finally let's talk combat. Firstly, it's stupid and frustrating as hell when your meticulously min/max'd party gets destroyed in what should be an easily winnable battle because of shitty luck with dice-rolls (D&D RPG's, most others have safeguards in place to prevent such BS). Second, a lot of these games have overpowered healing mechanics so damage can't stick. Going back to the Origins example, the Heal spell, as well as every SEPARATE HEALING POTION TYPE had it's own 5 second cooldown. Meaning since damage can't stick, the only two states that matter are Alive or Dead. So they had to have instagib mechanics to kill you, usually in the form of grabs (Dragon chomping you, Ogre punching you, animals tackling you, etc). Contrast the new game Inquisition, where you can carry only VERY few healing potions, there's no healing magic, and no health regeneration, so damage sticks VERY hard. You really have to pay attention to how you mitigate damage across your party or you're gonna get screwed.
Actually, this is another thing that has gotten easier in Inquisition. In origins, you had a limited number of health/mana potions most of the time [unless you grind crafted for min/maxing purposes, but as I said, I normally play for fun], so you'd eventually have to slow down your healing or else you'd run out. I never died of a 1 hit KO except in the last second of the Ogre boss fight. Every other time I died of attrition due to spending too many potions whilst being a stupid dick for fun.
In Inquisition, potions are unlimited, and stamina/mana regenerates so fast I have NEVER run out. Yes, you may have 8 potions for one battle. Oh no, I can't face this dungeon 10 levels higher than me where I'm almost insta-gibbed, and skull a potion, depleting my stock in seconds - same as in Origins where if you were to face, say, the broodmother as soon as you started the game, even with a healer you wouldn't last as the DPS of that healer would exceed your regeneration. However, as soon as you win a battle in Inquisition, and you're low on potions [And the only time you'll ever be low on potions is after a non-respawning boss fight], you just fast-travel back to camp, and get your stock fully restored for free. Then there's also guard generation spells for warriors, which literally act as healing spells - add X HP [Or guard, which is HP, but better] to character - but also often do damage and have secondary effects, or barrier spells for mages, which add more HP, if temporarily, and also act as healing spells - the difference in balance here isn't in there being fewer healing options. In actual fact, there are more healing options in Inquisition than there were in Origins. You have no cooldown on potions, and you can drink regenerative ones, and healing ones. You can life drain on kill, you can generate and re-generate guard, you can create barrier-health - in Origins you could use a healing spell, or use a healing potion [Or several in quick succession, but of rapidly diminishing returns thanks to them being different sizes]. The main reason why people see healing in Inqusition as harder is 1. Propagana. It really isn't, overall its easier, but contained in a single fight it is harder, and 2. Because cooldowns have been extended on your healing abilities.
Additionally, Origins had the whole injury system on revives, and outside of winning a battle, the only way to revive a party member was with a mid or higher level mage, whereas in inquisition anyone can res anyone, any time. Seriously, I don't get where this 'damage sticks' and 'healing is harder' nonsense comes from. It really doesn't. Its so much easier in Inquisition, especially since you are rarely in an area where there's no base camp for you to conveniently return to and then come back. Only a few select boss fights and dungeons, and they instead have plentiful refills of potions for you [I swear I saw like 4 in 1 room in the mage quest line].
Finally, you've even shown that this is an implementation issue rather than a conceptual issue. You complain about the RNG being a bastard, and then say that there are games, in this same style, that are able to prevent that. The same goes for the rest of this. This isn't a problem with old school RPG mechanics, its a problem with their implementation in Dragon Age. I know your point here is 'Origins wasn't better than II/Inquisition', but you're really failing to make it when you're comparing different styles of games, rather than mechanics within the same style, and especially when you start using it as a general example to show all Old School RPGs [OSRPGs if I ever need to use it again, for simplicity] have these flaws inherent to the concepts, which is wrong.

Combat mechanics in a lot of older RPGs are just boring in general, with little to no active ability usage outside of magic, focusing almost entirely on building your character's passive attack strength and durability. No thinking on the fly, no agency in a character defending themselves, just dice-rolls and spreadsheets.
Again, issue with implementation. Heavier emphasis on abilities. Woo. There have been games that have done that.
Additionally, most of this point seems to boil down to 'They're not action games'. GOOD. We don't want them to be. We want tactics, and pausing to think and figure things out, not 'thinking on the fly' as you seem to mean it in the sense of action RPG 'thinking' [lol] whilst playing in real time so the pressure is on, 'cause there is thinking on the fly in RPG games. You see a group of enemies, and you need to figure out how you're going to face them. Take out the mage first, keep the tank having agro, stay away from any grabbing monsters, and where possible take the high ground to block off enemy warriors.


All in all, whilst 'perfect' implementations of OSRPG mechanics are rare, that's not a sign that OSRPG mechanics are flawed, and only good through nostalgia. They're a different style of game, and that's why many like them. We don't call 4X turn based strategy games only good through nostalgia now because RTS games exist, and those games were only TBS because technology didn't let them run in real time. Nor do we say the 4X concept can't work because there are many games that implement that complexity poorly. We acknowledge that they have a place as deep, niche games that people enjoy playing. The same goes for OSRPGs. Make no mistake, when people praise Origins it isn't because its perfect. Its because its the first OSRPG styled game we've had in ages, and that inherently makes it better than II or Inquisition for many, as its the OSRPG gameplay they are looking for, not actiony crap. This is where the whole debate breaks down. You'd say things like 'simplified and streamlined' as a good thing. The technology system in Civilization is just simplified and streamlined in Age of Empires, so that makes Age of Empire's technology system better right? No, they're different styles, and one is not inherently better. It depends on the game. Simplifying and Streamlining the stats system from Origins didn't make it a better game. Only balancing that system better, or adding to it to improve it, could have done that. It made it a different game. A more action focused game with less emphasis on character building, and less freedom. Is that a bad thing? Well, for a continuation in what was a OSRPG series, yes. However it in and of itself is not an inherently bad thing.

It ain't rose tinted glasses that makes people like OSRPGs. Its the same sort of deal as instantly regenerating health in FPS games. No, its not rose tinted glasses that make people hate that. Its a difference in game taste and styling, and either method can work and be fun, so long as it is balanced right.
 

TT Kairen

New member
Nov 10, 2011
178
0
0
Joccaren said:
Well, a few things on this point.
1. As you said, it makes you THINK you have more agency than you do. Isn't that the whole point? You think you have more agency, so you enjoy it more?
This kinda ties into point 2, but in Skyrim you just think you have more agency because its open world. If you want to finish the game you're still just going to go to set places in a set order and finish.
2. Min/Maxing isn't the only way of playing these games. I play games of Origins where my rogue is a strength buff, 'cause I want him carrying heavy swords and armour. Is it the most optimal play style? No, no its not. Who gives a fuck. I'll play on a lower difficulty level, and do what I want. I DO still have that extra agency, the agency to not play in an optimal path and to have fun with it.
My favourite thing about Origins that is missing in the sequels; Being able to use near any weapon with near any class. Yeah, you might not be any good with it, or as good as a specialised, but it was great for the agency it afforded you, the ability to truly customise your character, and do what you wanted in the game. Sure, I'd play on a lower difficulty level during the games that I did this, but so what. It was still fun, and in all games the higher the difficulty level rises, the more restricted your actions become. When it comes down to it, there is no strategy in any RTS game. Its all just following a pre-defined build order, and whoever does it best or lucks the most in starting position wins. No tactics in any game. Its all just pre-defined as to what you should do in fights, like the classic healer-tank-DPS holy trinity. Even in FPS, there are severe limits to what you can do with higher difficulty levels, and a lot of it is just following some set path through the level so that you are always in cover, or always get the drop on people. But, of course, millions of people play each of those games differently, and not to that optimal strategy, as they are wilfully ignorant of it, and just want to have fun instead. You can't do that in newer games like Inquisition, or even II. I want a warrior who dual wields swords and carries a bow as backup. I'll give him a backstory that has a reason for doing this, and I'll fuck around with him however I want. Who says he needs to be strength and constitution. I'll give him dexterity as well. What about my mage who's always wanted to be like this friendly templar he met, and wants to learn swordplay. He's stuck using a staff in II and Inquisition. In Origins, he could learn how to use a sword. Not well, but he could.

Its a lot like Skyrim, and the open world. Yes, if you only want to min/max, or in this example, finish the main story ASAP, then you'll do a specific set of actions in a specific order. However, the fun comes from not doing so, not simply finishing ASAP, not min/maxing, but in having fun alongside it. The upside is, if you ever feel like min/maxing, you're able to do so too.
I'm the type that likes to crunch numbers and min/max in these sorts of games, and thus play on the hardest difficulties most of the time. I enjoy the challenge, and the satisfaction that comes from finding the right answer rather than looking it up. The problem with Origins was the fact that the answers to the min/max question were so damn simple. But this all comes back to your argument of people playing the game in different ways, which is completely true. However, the implication that being unable to go outside your weapon-type in II and Inquisition somehow makes them worse is not. Also Skyrim can kiss my pucker. Just putting that out there. So dull.

Joccaren said:
Additionally, this whole complaint stems from 'there wasn't enough variety in stats needed for different warrior trees'. Its a balance issue, as whilst its been a while since I last played thanks to Uni life, I do remember there definitely being trees that required dexterity, and likely some that required cunning too. Pretty sure Templars might have needed willpower, but I never played as one so I'm not really sure. Maybe those skills weren't as useful as they should have been, and thus never got used. Were they balanced to be useful, then you would get them, and suddenly you need dexterity and cunning and it wouldn't be a STR/CON build. Again, poor implementation rather than flawed concept.

Additionally, on your point of changing willpower to give HP instead of Mana, no, it wouldn't be the same. The bloodmage wouldn't have as much physical resistance for one, so they're more vulnerable. This would be at a trade off of mental resistance increasing. So, we have a blood mage with higher defence against spells, lower defence against swords. This could be advantageous for the mage, but used intelligently this would be a tradeoff of blood magic. You keep your mage to the back, so they're unlikely to suffer physical attacks except from archers. AoE magic attacks that hit them even if agro isn't on them though? They're now able to survive better, as well as against any other magic attacks that could be directed to them if they gain too high an agro. Whilst this would be poorly reflected in origins, a better game could showcase this.
The Weapon and Shield and Dual Weapon trees used Dexterity to learn some of the talents there. My earlier post did include the addendum about Weapon and Shield, but I spaced on Dual Weapon, my mistake. However, in the case of both trees, the correct answer is simply putting barely enough Dexterity to learn the talents and then focusing entirely on Strength in the case of Dual Weapon, or enough Strength to wear Dragonbone gear and then full Con in the case of Weapon and Shield. No talents required Cunning, however the Skills trees do require Cunning for some of them. 18 to be precise to learn max level Persuasion. Templars kinda suck, their skills either being rarely needed or passive (sort of like every skill for a non-mage in the entire game).

As for the specifics of the Willpower to HP theory, yes I am aware there are minor changes. Such as if an item gave Con and Willpower you'd get double the HP for example. However the physical and mental resistance attributes amounted to very little in the end. As you said, it would be poorly reflected in Origins.

Joccaren said:
On a final note, you're also wrong in your optimal build for a mage in Origins. Willpower is only needed to the extent at which it gives you enough to simply cast a spell. Mana potions are in the game, and make willpower basically pointless as it doesn't improve your regeneration in any way, and only gives you more mana - which those potions do, for less. Especially once you start crafting them.
Willpower is actually important for especially two handed warriors, due to it also increasing stamina, which is needed for abilities. There are no stamina potions in Origins, at least so far as memory serves, and thus having a higher stamina pool is the only way to be able to continue to use your abilities. Sure enough the emphasis isn't really there for the other options, 2 handed is the only one that really needs a little willpower, however placing greater dependency on abilities than on passive combat would fix this. Problem with implementation, not concept.
Willpower is actually needed for more than being able to simply cast a spell. Sustained modes are king in Origins, so the more you can support and still cast, the better. Generally you always wanted to have at least Haste and Telekinetic Weapons up. These also increase fatigue making spells cost more. Willpower is... acceptable, but not required, for a two-handed warrior. Stamina regenerates on its own mid combat, you can cast spells with your mage to restore it, and the Death Blow talent when utilized properly should all give plenty of Stamina to throw around without using a jot of Willpower. And yes, placing greater dependency on abilities rather than passive combat would fix almost every problem I have with Origins, but then wouldn't it become the dreaded action game?

Joccaren said:
Again, implementation. Its also due to complexity. Sure, you go 'that doesn't make sense'. Others go 'I don't want to have to go around talking to everyone for 90% of my game in order to be able to persuade someone', which would be more realistic. You simply want to play the game, and improve your skills as you continue. Its more a design choice than a limit of the system.
As an example, if you wished to, you could have experience bars for everything, like Skyrim does. Personally, I find that annoying and painful. It locks you into a certain playstyle, and encourages lots of grind. Say you started as a one hander, and want to be a two hander instead. You can't just reset your stats, and apply as a two hander for fun. You have to grind the whole game time you've played again, to get the two hander level up enough to use the damn thing. Immersion vs gameplay. It depends on the game, but both can be good.
Additionally, this problem is made worse, not better, in games like Dragon Age Inqusition. My Inquisitor knows nothing about harvesting herbs, mining, smithing, or anything of the like, yet somehow he manages it all. You can make the excuse 'someone else does it' for the crafting I guess, however they really don't. You do, and you get the item instantly. They don't come over and craft with you, they don't say 'give me 10 minutes and this'll be done', they just stand in their predetermined places and you get an item that you crafted. Let alone the fact that you, the inexperienced person who knows nothing about any of this, gets to choose what goes into making each item, as if you'd have a clue of the pros and cons of each. The only other option is that your inquisitor is omnipotent and is skilled at literally everything from skinning and tanning, herbalism, smithing, geology and a variety of other things. It made much MORE sense in Origins, where if you wanted to make poison, you had to research how to make poison, ect, ect, ect.
You're kind of going back and forth with your arguments here. You say it's boring and tedious to learn every skill, but then praise Origins for making you learn every skill. You compare and contrast immersion to gameplay, but then deride Inquisition for just giving you the item you had crafted rather than making you sit around waiting for Dagna and what's-his-face to physically smith it right there. Also who's to say your Inquisitor knows nothing of these things besides you? There's nothing stopping you from NOT grabbing every Elfroot and Iron you happen across. In fact, it's completely possible to just send your agents to gather materials for you. Additionally, you can actually improve your herbalism abilities in Inquisition with the Optimal Cutting perk in the Secrets tree.

Joccaren said:
Actually, this is another thing that has gotten easier in Inquisition. In origins, you had a limited number of health/mana potions most of the time [unless you grind crafted for min/maxing purposes, but as I said, I normally play for fun], so you'd eventually have to slow down your healing or else you'd run out. I never died of a 1 hit KO except in the last second of the Ogre boss fight. Every other time I died of attrition due to spending too many potions whilst being a stupid dick for fun.
In Inquisition, potions are unlimited, and stamina/mana regenerates so fast I have NEVER run out. Yes, you may have 8 potions for one battle. Oh no, I can't face this dungeon 10 levels higher than me where I'm almost insta-gibbed, and skull a potion, depleting my stock in seconds - same as in Origins where if you were to face, say, the broodmother as soon as you started the game, even with a healer you wouldn't last as the DPS of that healer would exceed your regeneration. However, as soon as you win a battle in Inquisition, and you're low on potions [And the only time you'll ever be low on potions is after a non-respawning boss fight], you just fast-travel back to camp, and get your stock fully restored for free. Then there's also guard generation spells for warriors, which literally act as healing spells - add X HP [Or guard, which is HP, but better] to character - but also often do damage and have secondary effects, or barrier spells for mages, which add more HP, if temporarily, and also act as healing spells - the difference in balance here isn't in there being fewer healing options. In actual fact, there are more healing options in Inquisition than there were in Origins. You have no cooldown on potions, and you can drink regenerative ones, and healing ones. You can life drain on kill, you can generate and re-generate guard, you can create barrier-health - in Origins you could use a healing spell, or use a healing potion [Or several in quick succession, but of rapidly diminishing returns thanks to them being different sizes]. The main reason why people see healing in Inqusition as harder is 1. Propagana. It really isn't, overall its easier, but contained in a single fight it is harder, and 2. Because cooldowns have been extended on your healing abilities.
Additionally, Origins had the whole injury system on revives, and outside of winning a battle, the only way to revive a party member was with a mid or higher level mage, whereas in inquisition anyone can res anyone, any time. Seriously, I don't get where this 'damage sticks' and 'healing is harder' nonsense comes from. It really doesn't. Its so much easier in Inquisition, especially since you are rarely in an area where there's no base camp for you to conveniently return to and then come back. Only a few select boss fights and dungeons, and they instead have plentiful refills of potions for you [I swear I saw like 4 in 1 room in the mage quest line].
Finally, you've even shown that this is an implementation issue rather than a conceptual issue. You complain about the RNG being a bastard, and then say that there are games, in this same style, that are able to prevent that. The same goes for the rest of this. This isn't a problem with old school RPG mechanics, its a problem with their implementation in Dragon Age. I know your point here is 'Origins wasn't better than II/Inquisition', but you're really failing to make it when you're comparing different styles of games, rather than mechanics within the same style, and especially when you start using it as a general example to show all Old School RPGs [OSRPGs if I ever need to use it again, for simplicity] have these flaws inherent to the concepts, which is wrong.
You didn't actually need to grind craft, you can just buy endless flasks and elfroots from the Dalish camp, so you effectively have unlimited healing potions. I never even came CLOSE to running out of potions. As long as you make remotely sound decisions, you never should.

In Inquisition, mana regenerates fairly quickly, but not fast enough that you can just snap off infinite spells at will. Stamina is regenerated on-hit from Rogues and Warriors, so if you're somehow stopped from attacking, you can run out of Stamina, but not for long. The point of this is so you're always actively using abilities in response to the situation, rather than just autoattack spamming so you can hoard resources. This is part of the problem in Origins where the emphasis is placed almost entirely on passives and sustained modes to make your autoattacks more effective. And sure, you can fast travel back to your camp to replenish your potions for free unless you're in a dungeon or somesuch. The penalty here is having to run all the way back to where you were to continue now. Playing it that safe has the tradeoff of wasted time. Fair play in my book. There are not more healing options in Inquisition, as you asserted, however. Potions have no cooldown instead of 5 seconds yes, but no cooldown on 8 (12 if you upgraded) potions is sure as shit not as good as a 5 second cooldown on 50 weak potions, a 5 second cooldown on 20 strong potions, a 5 second cooldown on 10 very strong potions, and a 5 second cooldown on limitless healing spells. Guard and Barriers exist, yes, but the difference here is active mitigation as opposed to healing. Barriers can be dispelled, and have a time limit. Guard can be smashed by particularly powerful attacks. However, two points I will totally grant you: Regeneration Potions are beyond overpowered, and Normal difficulty is way too damn easy (started a playthrough on Nightmare and it is ball-bustingly hard, so fun).

However, you are correct. I am perhaps allowing my vitriolic bile for Origins spill over into the genre as a whole. I did enjoy plenty of OSRPG's, such as Neverwinter Nights, Baldur's Gate, and most (not all) of the older Final Fantasies.

Joccaren said:
Again, issue with implementation. Heavier emphasis on abilities. Woo. There have been games that have done that.
Additionally, most of this point seems to boil down to 'They're not action games'. GOOD. We don't want them to be. We want tactics, and pausing to think and figure things out, not 'thinking on the fly' as you seem to mean it in the sense of action RPG 'thinking' [lol] whilst playing in real time so the pressure is on, 'cause there is thinking on the fly in RPG games. You see a group of enemies, and you need to figure out how you're going to face them. Take out the mage first, keep the tank having agro, stay away from any grabbing monsters, and where possible take the high ground to block off enemy warriors.
The only thing I take issue with here is the assertion that action RPG's do not require thinking, and are somehow "dumber" than pause-and-play tactical RPG's. Ever played The Witcher 2? That's my gold standard for ARPG's. Lots of thought and preparation in the form of brewing potions, crafting traps and bombs, and then analyzing your enemy at a distance (the journal entries helped too as they actually provided useful info rather than just fluff), and applying traps to the field. However during combat, it took just as much thought. Dodge rolling to a position that allowed a better choke-point to stop enemies from surrounding you while also clustering them for a bomb throw, when to use your very limited supply of throwing knives to stagger a particularly tough opponent, and exactly what distance you could safely begin a lunge (whiffed attacks were harshly punished, especially on the Dark difficulty).

Joccaren said:
All in all, whilst 'perfect' implementations of OSRPG mechanics are rare, that's not a sign that OSRPG mechanics are flawed, and only good through nostalgia. They're a different style of game, and that's why many like them. We don't call 4X turn based strategy games only good through nostalgia now because RTS games exist, and those games were only TBS because technology didn't let them run in real time. Nor do we say the 4X concept can't work because there are many games that implement that complexity poorly. We acknowledge that they have a place as deep, niche games that people enjoy playing. The same goes for OSRPGs. Make no mistake, when people praise Origins it isn't because its perfect. Its because its the first OSRPG styled game we've had in ages, and that inherently makes it better than II or Inquisition for many, as its the OSRPG gameplay they are looking for, not actiony crap. This is where the whole debate breaks down. You'd say things like 'simplified and streamlined' as a good thing. The technology system in Civilization is just simplified and streamlined in Age of Empires, so that makes Age of Empire's technology system better right? No, they're different styles, and one is not inherently better. It depends on the game. Simplifying and Streamlining the stats system from Origins didn't make it a better game. Only balancing that system better, or adding to it to improve it, could have done that. It made it a different game. A more action focused game with less emphasis on character building, and less freedom. Is that a bad thing? Well, for a continuation in what was a OSRPG series, yes. However it in and of itself is not an inherently bad thing.

It ain't rose tinted glasses that makes people like OSRPGs. Its the same sort of deal as instantly regenerating health in FPS games. No, its not rose tinted glasses that make people hate that. Its a difference in game taste and styling, and either method can work and be fun, so long as it is balanced right.
As an aside, 4X strategy games are way, WAY more fun than RTS games. Just throwing that out there.

But there you go again with the assertion that slow-paced tactical RPG's are somehow better than ARPG's. They aren't. I'll agree with your statement in the very next paragraph that it's just a taste difference, not an inherent superiority. Perhaps the genre did shift between Origins and the later titles, but I'm of the opinion that it is an improvement. The balance was better, and the gameplay was far more engaging.
 

nomotog_v1legacy

New member
Jun 21, 2013
909
0
0
Dose the sims count? In the sims 3 you had a system of basically a unlimited number of skills. I think that if we want to see a return of the choice heavy RPG then it might be worth a gander at the sims. It's a game with a ton of options and choices, but it manages all that choice very well where they don't get over whelming and you can find the option you wan't
 

Joccaren

Elite Member
Mar 29, 2011
2,601
3
43
TT Kairen said:
I'm the type that likes to crunch numbers and min/max in these sorts of games, and thus play on the hardest difficulties most of the time. I enjoy the challenge, and the satisfaction that comes from finding the right answer rather than looking it up. The problem with Origins was the fact that the answers to the min/max question were so damn simple. But this all comes back to your argument of people playing the game in different ways, which is completely true. However, the implication that being unable to go outside your weapon-type in II and Inquisition somehow makes them worse is not. Also Skyrim can kiss my pucker. Just putting that out there. So dull.
I hear you, and sometimes I'll do just that, but there's also a lot of fun in just messing around, especially in a proper RPG environment. Origins was pretty simplistic if you wanted to min/max things, though as some have posited that was possibly a symptom of it starting the move that Bioware's been slowly nudging along for a while now, from OSRPG to ARPG. Some more ambiguity in how to most effectively build a character would have been great, as you'd have the freedom to do what you want with your character, whilst also having the challenge of not easily figuring out the min/max on the spot, which IMO would help both sides equally; min/maxers have a harder time finding that max, whilst those who go for non-optimal builds aren't punished as heavily for it, as their build is likely simply between two possible good builds, rather than off somewhere to the left of it all.
I also didn't mean the restricted weapon thing as objectively bad, it does have its merits. Its more something I'm not personally a fan of though.
Definitely agreed on Skyrim though. I've said it many times; DAI is what Skyrim should have been. Combat that's more than spam the left click button, wide open world to explore, ACTUALLY gorgeous, unlike Skyrim where really low res textures ruined that a bit, and everything major that you do, and some minor things, actually change the world.

The Weapon and Shield and Dual Weapon trees used Dexterity to learn some of the talents there. My earlier post did include the addendum about Weapon and Shield, but I spaced on Dual Weapon, my mistake. However, in the case of both trees, the correct answer is simply putting barely enough Dexterity to learn the talents and then focusing entirely on Strength in the case of Dual Weapon, or enough Strength to wear Dragonbone gear and then full Con in the case of Weapon and Shield. No talents required Cunning, however the Skills trees do require Cunning for some of them. 18 to be precise to learn max level Persuasion. Templars kinda suck, their skills either being rarely needed or passive (sort of like every skill for a non-mage in the entire game).
Yeah, I kind of figured that with Templars. Only real mage focused bit was the tower, and even that was more demons than mages. Otherwise they're pretty rare and squishy, so a mage-hunter would be of limited use compared to the more fun classes.
As said though, Origins isn't exactly the prime example in terms of stats. Higher requirements for some skills would have ended in an some more interesting trade offs, but it probably needed a bit of an overhaul, though not the gross simplification II gave it IMO.

Willpower is actually needed for more than being able to simply cast a spell. Sustained modes are king in Origins, so the more you can support and still cast, the better. Generally you always wanted to have at least Haste and Telekinetic Weapons up. These also increase fatigue making spells cost more. Willpower is... acceptable, but not required, for a two-handed warrior. Stamina regenerates on its own mid combat, you can cast spells with your mage to restore it, and the Death Blow talent when utilized properly should all give plenty of Stamina to throw around without using a jot of Willpower. And yes, placing greater dependency on abilities rather than passive combat would fix almost every problem I have with Origins, but then wouldn't it become the dreaded action game?
Haha, wow, yeah. I had completely forgotten about the sustained modes. Still, the answer would be to figure out realistically how much Mana you needed to hold your core sustained spells spread on two mages [As mage was just OP in origins, better using 2 of them than any other class], and then once you'd achieved that, spam intelligence. Once you'd gotten the primary sustained spells, more would be nice, however often some crowd control and disables like crushing prison were good to keep mages or minibosses out of the fight early on whilst you mopped up the weaker minions.
A greater dependency on abilities wouldn't make it an action game. The difference between an action game and a more tactics oriented one isn't in how many buttons you have to press, its in what each press means, and sometimes how closely spaced they are.
Dragon Age Inquisition could easily become a more tactics oriented game, though it won't because that'd make the PC the likely better experience and alienate console players as the UI advantage would swap from crappy PC UI, to more similar to Origins with a crappy console UI. Maybe they'd figure something out, but I wouldn't put my money on it.
First thing would be to fix the tactical view. Its just useless as is now.
Second would be to add auto-attack/loot/move.
Third, add queued commands and make your party actually follow them, rather than just changing targets every few seconds to whatever you're attacking.
Final thing would be to remove the missing aspect of attacking ATM - where, if you're not next to them, you miss - and change that to a percentage miss probability, with auto-attack not happening if they're not next to you. If you start an attack and they move, then sure, you'll miss, but none of this standing right next to them, and swinging at them, but because they're on some rock and I'm 0.1m lower than them, my swing somehow doesn't get their hitbox, or maybe I'm just 0.01m to far left or something.
It still has a fair emphasis on abilities, however now you aren't spam clicking to attack, and its easier to actually control your character with commands. Kind of like how tactical view is, but in real time too. Sure, leave in the option of action gameplay, but by doing this the game becomes a lot more tactical, as the focus is no longer on you spamming the left mouse button and trying to manipulate the 3PS controls, and more on how you approach and deal with each situation. DAI has the potential for tactical play, however its just heavily unfavoured due to how the game is controlled. Most of the game is really simplified OSRPG mechanics, what makes it actiony is its DDO styled gameplay, but DDO had more forgiving hitboxes and better controls.

You're kind of going back and forth with your arguments here. You say it's boring and tedious to learn every skill, but then praise Origins for making you learn every skill. You compare and contrast immersion to gameplay, but then deride Inquisition for just giving you the item you had crafted rather than making you sit around waiting for Dagna and what's-his-face to physically smith it right there. Also who's to say your Inquisitor knows nothing of these things besides you? There's nothing stopping you from NOT grabbing every Elfroot and Iron you happen across. In fact, it's completely possible to just send your agents to gather materials for you. Additionally, you can actually improve your herbalism abilities in Inquisition with the Optimal Cutting perk in the Secrets tree.
That first statement is kind of ambiguous, so I'll cover both points.
In the case of the talking to people for 90% of the game, that was less a 'its boring and tedious to learn every skill', and more a 'some players play for the story and action, and wouldn't appreciate needing to grind 20 hours of conversations to improve their persuade skill and get the good ending'. Personally, I love that sort of thing. RPGs where fighting isn't the core option are the ones I love the most. Had a DM last game I played where everything was persuade, stealth, and obstacle skills up until the last part of the campaign where there was finally a fight, and it was fresh compared to CRPGs where the answer to everything is just swing a sword at it. The optimal option, of course, is one more like in Mass Effect 1 'Falling Sky' or W/E DLC, where you went into the second compound, and the guards came up to you saying 'we don't have to fight'. You could either shoot and kill them, and achieve your goals that way, or you could talk to them. Another, more general, example would be needing to get into a castle. You could do this by fighting your way through all the guards, or you could sneak in through the dungeon, or use your influence in conversations to get invited to the ball the next night. Inquisition does this with its War Table stuff, it'd be great if it was more in general gameplay too.
In the case of my complaints with Skyrim, its less in having to learn the skills, more in that they longer you go on in Skyrim, the more restricted you are in what you can do. I don't remember if there was a skill/attribute resetting tome in Origins, though I'm pretty sure there was, but there is in Inquisition. In Inquisition, you use that tome, and you're able to respec from a Sword and Board to a Two hander without issue. In Skyrim, you could use that tome... And get nowhere. Literally nothing would change, as you haven't done any 2 hander training. Its not in having to learn skills that's the problem, that's just progression. Its more how it locks you out of changing the skills you've learned, as they're all segmented and separated behind so many different XP bars that there's not a lot you can do. Personally, as I generally don't respec, it doesn't affect me, but there are certainly some who would take it pretty seriously.
I'm also not deriding Inquisition for just giving you the item. I'm not sure if I'd prefer it taking a little time to make, as that'd be more immersive, and could potentially add some choices as to whether you need that sword or the armour more for your next mission, though it could also just turn into a pointless waiting game if the balance isn't struck. That was more to show that, regardless of the 'technicalities', it really is you who is behind crafting all this stuff, not your friends who just stand in the corner.
The main thing with this is your Inquisitor is all knowing, and can do everything. You find your combat experience allowing you to make poisons better weird, I find it weird that the inquisitor is naturally gifted in literally EVERYTHING. Yes, I technically could not pick up any elf root and have the Inquisition do it for me [Are those missions repeatable BTW? Haven't done one yet], however not only is that similar to Skyrim's fast travel problems - its a convenient system that's there, so you'll use it, but the game would have been more enjoyable had it not been there, and it had instead been designed for you to travel the countryside rather than just warp everywhere - it also locks off a lot of quests either entirely, or until you hit Skyhold. That's a LOT of gameplay time without being able to do any crafting [Even if it is worthless at that stage], no potion making, no requisitions filled, and a lot of quests on your map you won't finish any time soon. It also means your Inquisitor is still a master organ harvester and tanner, otherwise you ain't getting any research, and no non-warrior crafting, and no finishing several quests too. Artificial gimping really can't replace actual challenge, and as a Min/Maxer I'm sure you could appreciate this. You could make Origins much more challenging were you to say you had to have equal Cunning and Intelligence on a character. Rogues and Mages would suffer greatly from this, losing valuable attribute points to a useless stat. But that sort of artificial gimping isn't how the game was designed, and even if it'd make it more challenging, and make the optimal stat path harder to see and therefore more fun [A better example may be needed for this], it doesn't replace the game actually having that challenge there.
And yes, I do know about that perk. I find it weird how an inquisition wide perk is needed to improve only your cutting skills though. Its kind of like you wanting to get better at sailing, so the ONLY way you can do this is to take the entire company you work for and get them better at sailing. No you and an instructor, and practice, just your company deciding to hold a sailing learning day. A bit weird.

You didn't actually need to grind craft, you can just buy endless flasks and elfroots from the Dalish camp, so you effectively have unlimited healing potions. I never even came CLOSE to running out of potions. As long as you make remotely sound decisions, you never should.
Yeah, but I always left the Dales until last for story purposes. To me it always made sense to do Redcliff, Tower, Finish Redcliff, a bunch of sidequests that eventually left me near Orzammar, so I did that, then Denerim for a bit because I was there, then the Dales, Urn of Sacred ashes, any remaining sidequests, Landsmeet and final fight.
Remotely sound decisions weren't always my speciality either. Sometimes I just wanted to have fun, and I could do that and run out of potions fairly quickly. Conveniently enough, even if he is carrying a sword, a mage is still pretty squishy without some cross classing and specialisations.

In Inquisition, mana regenerates fairly quickly, but not fast enough that you can just snap off infinite spells at will. Stamina is regenerated on-hit from Rogues and Warriors, so if you're somehow stopped from attacking, you can run out of Stamina, but not for long. The point of this is so you're always actively using abilities in response to the situation, rather than just autoattack spamming so you can hoard resources. This is part of the problem in Origins where the emphasis is placed almost entirely on passives and sustained modes to make your autoattacks more effective. And sure, you can fast travel back to your camp to replenish your potions for free unless you're in a dungeon or somesuch. The penalty here is having to run all the way back to where you were to continue now. Playing it that safe has the tradeoff of wasted time. Fair play in my book. There are not more healing options in Inquisition, as you asserted, however. Potions have no cooldown instead of 5 seconds yes, but no cooldown on 8 (12 if you upgraded) potions is sure as shit not as good as a 5 second cooldown on 50 weak potions, a 5 second cooldown on 20 strong potions, a 5 second cooldown on 10 very strong potions, and a 5 second cooldown on limitless healing spells. Guard and Barriers exist, yes, but the difference here is active mitigation as opposed to healing. Barriers can be dispelled, and have a time limit. Guard can be smashed by particularly powerful attacks. However, two points I will totally grant you: Regeneration Potions are beyond overpowered, and Normal difficulty is way too damn easy (started a playthrough on Nightmare and it is ball-bustingly hard, so fun).
Eh, whilst I don't primary a mage, and only control party member mages most of the time, I've never run into the issue. There always seems to be enough mana at present, with the main restriction being cooldowns. Same with warriors TBH. Yes, this does allow you to send off a constant flurry of abilities, but I find I only really use most of mine to close with the enemy, and thanks to the button mashing gameplay my focus is always on what used to be auto-attacks anyway, as I save my other hits for when I need guard, or when I need a knockdown. I still hoard resources, its just that what those resources are has changed.
I also don't really count time as a trade off here. All that that is is grind. There is no difficulty, there's just repetitive tasks if you don't play well. The trade off shouldn't be less enjoyment of the game, it should be an actual in-game trade off. You have a limited supply of potions, and your potion master needs time and resources to make more. That or you can have Josephine purchase them with missions. Your potions are now properly limited, and difficulty is actually increased as whilst there are multiple ways to get more potions, they take time for those more potions to replenish, and so you're shit out of luck if you run out of potions. This isn't an annoying 2 minute walk back to where you were time, this is a 3 hour unthinkable waiting that long time. If you run out of potions, you'll go out, grab some elfroot, and craft some yourself whilst you wait, as where the time trade off as is is simply annoying, but something you'll always do because its better than the alternative, the time trade off if its 3 hours is... Ridiculous. Nobody is going to sit for 3 hours, so you'll actually find something to do, and enjoy the game, and you CAN find something to do and enjoy the game in those 3 hours, rather than simply backtracking through what you've done with the 2 minutes at present.
Yes, some really powerful attacks may dispel guard. They'd also dispel the majority of your health, hence the really powerful attack bit. Guard works basically just like Halo: CE's shield, but you have to manually recharge it instead of automatically. Some attacks are better against it, some better against plain health [Same goes for barriers there], but its really just an extension of your health. The portion that can be healed without potions. The game even basically explains it as an extension of your health. Its healable health, the biggest difference is its not ALL healable.

The only thing I take issue with here is the assertion that action RPG's do not require thinking, and are somehow "dumber" than pause-and-play tactical RPG's. Ever played The Witcher 2? That's my gold standard for ARPG's. Lots of thought and preparation in the form of brewing potions, crafting traps and bombs, and then analyzing your enemy at a distance (the journal entries helped too as they actually provided useful info rather than just fluff), and applying traps to the field. However during combat, it took just as much thought. Dodge rolling to a position that allowed a better choke-point to stop enemies from surrounding you while also clustering them for a bomb throw, when to use your very limited supply of throwing knives to stagger a particularly tough opponent, and exactly what distance you could safely begin a lunge (whiffed attacks were harshly punished, especially on the Dark difficulty).
Yeah, I have played the Witcher 2. Didn't really put much thought when going into fights beyond silver sword or iron sword. I just used dodge roll to constantly roll around and dodge, then strike before the enemy could. Only fight you couldn't do this for was Letho, and that's because only one tactic really works on him; Lots of knockback spells. I played it as pretty much purely an action game, and I never felt any trouble from doing it. I'd get swarmed, yes, but I'd roll and strike, and just not get surrounded. Yes, there is some thought involved, but its a very different style of thought. You thought Origins was simplistic in its tactics... Action games are simpler, even TW2. And that's the thing with action RPGs. Yes, you can technically play them tactically, just like you can with CoD. A lot of emphasis is on your own personal skills though, hence the 'action' part of it, and hence you can easily make up for NOT using tactics by using your own personal skills to make up for it. In OSRPGs, the emphasis is far and away on your characters skills, and no amount of your skills will make up for their lack of skills, and hence the focus is on the more intellectual side of what you choose to do and your tactics, rather than on having the reaction speeds to dodge most of the enemies attacks and counter attack.

As an aside, 4X strategy games are way, WAY more fun than RTS games. Just throwing that out there.

But there you go again with the assertion that slow-paced tactical RPG's are somehow better than ARPG's. They aren't. I'll agree with your statement in the very next paragraph that it's just a taste difference, not an inherent superiority. Perhaps the genre did shift between Origins and the later titles, but I'm of the opinion that it is an improvement. The balance was better, and the gameplay was far more engaging.
Again, definitely agreed in the taste departments here.
I'm not sure, however, where I asserted that slow paced games are better than action games. Was it in likening them to 4X games, which I feel is a valid comparison [More depth to systems, often poorly implemented, harder to get into, focus on the macro tactics rather than micro unit control], stating ARPG games have simplified and streamlines OSRPG systems [Which they do], likening that to the health regeneration in CoD or what? I'm pretty sure through all of this I've maintained that neither is better, they're just different styles. I've made it no secret that I prefer the slow paced tactical games, but that doesn't mean I'm saying they're better.
Personally, I've found the balance dropped massively in II, and even to some extent in 3. There are no really challenging enemies in either. Ok, the Dragon in Inquisition. The one in 2 was piss easy, except for the one thing that II used for all its 'difficult', that was absolute BS and a cheap excuse for difficulty. Lazy tactics rather than actually making decent enemies; Ministuns. In II, everything was ministuns. Only time I'd ever die was when swarmed by 3 times as many enemies as I had in my party, all with the ability to ministun and split 3 per party member, so it was a permastun. And no matter how I blocked the door, or protected the rest of my party with the tank, one of them would have a knockdown spell, knock my tank down, and let the others swarm my team. That's not difficulty, that's just cheap.
Inquisition I find largely the same, though, as said, Normal which is a cakewalk. Only enemies I have trouble with are swarms of those that are 5 levels higher than me, or ones who constantly knockdown those near them - which with stupid party member AI in Inquisition, is everyone. Oh, and Dragons thanks to the swarm of minis found with the one in the Hinterlands. That just made that battle Dragon Age II all over again.
 

CaitSeith

Formely Gone Gonzo
Legacy
Jun 30, 2014
5,354
370
88
The AAA industry is overrated (in the sense that a lot of people think that's the only part of the industry that's worth playing). I would be fine with a AA game.

PS captcha: hold your tongue No, captcha. Some things have to be told!
 

zinho73

New member
Feb 3, 2011
554
0
0
Some of the problems were already stated, but one huge issue is time. in this era of amazing graphics, an absurd amount of money and manpower is dedicated to the engine and very little to gameplay and testing, refining and polishing.

I'm sure the idea behind using Frostbyte for Dragon Age Inquisition was to circumvent that issue, but the engine clearly wasn't created for RPGs. They had problems having creatures with four legs in the game!

Inquisition, as good as some people may think it is wasn't ready to be launched. Imagine this game with a a few more months of testing, balancing and refining its systems. Bioware had the talent and the money, but not the time to make something really polished and complete.
 

Danbo Jambo

New member
Sep 26, 2014
585
0
0
Yes, I think we will. Hopefully starting with the Witcher 3.

There's a big, beautiful, gap in the market for a passionate & smart company to be the next "have to pre-order" company ala Square, Bioware etc. All it takes is a Baldur's Gate 2, KOTOR, DA:O, Mass Effect, Witcher 2 etc. and we'll all be frothing at the mouth for their next installment.

If they've any brains they'll tell EA to fuck off, and balance to the force will be restored.

there are people out there who want to develop real RPG out of sheer love for the genre. There are people out there who can see that Johnny COD won't play an RPG no matter how dumbed down. There are people out there who will realize that they'll earn more/regularly over 20 years with a pre-EA Bioware fanbase & approach than they will a Thatcher-esq "privatize gaming's soul" approach.

We just have to wait for them. CD Prokect Red are first to step up to the challenge.
 

Imperioratorex Caprae

Henchgoat Emperor
May 15, 2010
5,499
0
0
Honestly, Baldurs Gate and such weren't perfect gems because of programmers making awesome mechanics. The only thing that made BG and PS:T work was because they both functioned off of already established mechanics, namely D&D. Even then the depth level wasn't as great as you may think... Wow. I typed this far and realized someone had already beat me to the punch. Good job ninja person.

Anyway yeah, they were good games but hardly original systems and hardly deep or complex. Actually I despised Baldur's Gate at times because I felt limited in certain ways because I was playing a system I used to be able to make my character climb a tree in or dig a hole and camouflage myself in preparation for an ambush. Its like being downgraded from a system that is only as deep as your mind can go.
Torment was redeemable only because of story, the game didn't always play well and felt eternally slow and as a D&D derivative felt very lonely because it just didn't feel the same as playing with friends.
I prefer my video games light on technical complexity because I don't need to spend hours min-maxing skills. Most "deep" video games aren't really that deep because there always seems to be one "spec" that is either broken and trumps all other "specs" or has a collection of absolutely useless abilities/items/armors that only take up codespace.
People might hate on me for saying this but I feel Diablo 3 is a great game for playstyle choice. It allows you to customize builds and play your way (except not offline, please don't start that argument with me). I've experimented with different styles of my favorite classes and all of them seem viable enough to where I'm not feeling like I'm underperforming. And yes Diablo 2 had a similar outlook though I felt the talent trees were a slog to go through at times and some abilities were just taking up space and doing shit-all with it.
For me, as long as a game is functional, abilities are fun enough to use in any combination, the story is decent enough, and the inventory isn't something I have to whittle through 100 useless items/armors to get to what I want, I'll enjoy the game.
If I want depth, I'll go play a table-top RPG because my imagination has better graphics, physics engines, and character choices than video games ever will.