Kahunaburger said:
Condiments said:
If they want to be the "spiritual successor" to the Baldur's gate series they better put some time into encounter design like they did in previous game. Also, they should come up with a magic system that isn't completely MMO like and stereotypical.
+100.
With the magic system in particular, since they seem to be basically running with the whole "mages are
psykersin serious danger of possession or corruption" thing, it would be very interesting if magic actually presented some sort of threat to the mage or his/her allies. I'm thinking something along the lines of TOME 4's Paradox meter. For those in this thread who haven't played it (you should - it's free and fun), the best analogy is that spells build up heat, running hot is dangerous to the mage and everything in the general vicinity, and cooling off is time-consuming. It would also be interesting if blood magic was treated as an actual step towards
Chaosthe mage going insane and there were story consequences for using it.
I fully support every single word up there. I really felt the mages and the Fade were too close to psykers and the Warp. Only in the fluff, though, nothing to reinforce it. And blood mages, good lord, the blood mages. I wanted to go blood mage, and I did, I wanted to see the confrontation with others, to feel threatened to get a taste of forbidden power... and there was none of that. Even Wynn didn't say anything when I went to become a blood mage. Neither did she when
she became one. All right, after a while it turned out that blood mages aren't necessarily obsessed with killing stuff and causing pain and being dark and broody but somebody could have said
something at least.
Thanks for the suggestion about TOME 4, I'll definitely have a look. I love the concept of dangerous magic only it's very rarely implemented well (if at all).
OT (ho-ho, yeah): This thread has four pages now. It doesn't deserve that much. If anyone feels the need to respond to TC, just read this:
taiwwa said:
I never felt that DA1's combat was all that tactical. I think it's because it was largely real time. Yes, you could pause in the middle of combat. But it still isn't quite the same feeling as a turn based game where each character has a set number of moves that they can do.
Because in a turn-based game, you can sort of figure out the upsides and downsides of moving to a certain position in terms of possibilities of attack and vulnerabilities to enemies. real time combat becomes more about reflexes IMO.
Read it? Because it doesn't make sense. It's self contradictory. There is room for opinion but this right there is just straight up ignoring facts. Each character does have a set number of moves they can do. So that does make DAO's combat turn based. When you are playing it turn based, that is, when pausing (OK, not really
turn based but definitely not real time in that case). What do reflexes have to do when I pause my game and give a set of orders to my team, and then pause whenever I feel like it. No fast reflex needed, as I can literally spend five minutes ordering one guy to move and another to whack at people with a sword,