1UP Dragon age hands-on
#101
Posté 18 août 2010 - 09:12
What I mean is, let's say I play a good portion of the game as the "peaceful" femHawke and my personality is tracked as being "kind/compassionate". But when I come to a certain situation where I want to be "aggressive", maybe someone in my current party reacts to this because in the past my personality has shown me as non-aggressive. This companion may interject and not just voice their discontent for what I'm doing like some situations in DA:O, but maybe question me as to why I'm behaving this way when I haven't in the past. To me, that alone would make the relationships feel more real.
#102
Posté 18 août 2010 - 09:21
David Gaider wrote...
Sweet Jesus, you have no idea.term8 wrote...
All of Mr.Gaider's posts on this thread have me really really excited about the new dialog system. the pc voice actors must have had to record a record number of lines for this game.
Lolipop for your thoughts!
#103
Posté 18 août 2010 - 09:40
#104
Posté 18 août 2010 - 09:50
#105
Posté 18 août 2010 - 09:58
pizoxuat wrote...
It would be pretty cool if your character's body posture on the character screen changed to make the current personality and would give people a clue if they had changed it.
KOTOR and Jade Empire both have that


"Full dark side" query in google returns this for some reason lulz
#106
Posté 18 août 2010 - 10:13
Dave of Canada wrote...
I'm cheerful that my sarcastic-loveable rogue option won't be removed. Thank you.
It seems we were planning on having the exact same character
#107
Posté 18 août 2010 - 10:20
Haexpane wrote...
Great preview, very positive. I love that the combat is not fundamentally changing.
But I can't resist a jab at this unfair out of context quote from BioWare"So what I basically said to the combat team was, 'Let's get the feeling of when I press a button, something awesome happens.'
Almost sounds Molyneux-esq
Press A for something Awesome-Bad Ass to happen!
Actually, there's nothing unfair or out of context about that quote.
Would you prefer if I'd said "Okay, guys, when I press a button, something INCREDIBLY lame happens. Actually, no...wait. Nothing happens at all. It's like...yes...! The OPPOSITE of something. Can we make pushing a button result in existential angst?"
Kidding aside, as much as you may not agree with the sentiment, I said -exactly- those words to the combat team. Why? Because it's a valid approach. I wanted to move the game as far from what I saw as a core problem with the combat system as possible: You queue up critical shot...wait...wait...wait......and you eventually fire it, likely after the emissary finishes his spell. You shield bash a guy, and he falls down and then you shuffle up into position and eventually, usually at the same time as he stands up, you get, maybe, one swing in. As I've said before, it was like the game was taking your orders like suggestions that it would eventually get around to executing.
Is that fun? Is that the kind of excitement that we could deliver? Absolutely not.
So a simple mantra was put into place. An easy litmus test: "Hey, I just activated inferno, and I'm standing here waggling my hands for like 5 minutes. That is not awesome. If I'm casting a spell, I would like it to start casting, immediately, and raining fire down on my foes." From there, it's just a matter of balancing combat as a whole so that the more reactive responses are balanced out with other abilities.
Sometimes simple rules can result in some pretty astonishing results.
#108
Posté 18 août 2010 - 10:25
Hawke The Bipolar!
#109
Posté 18 août 2010 - 10:33
Zanderat wrote...
Thanks for the link. However, I saw nothing there to dissuade from the impression that this is a dumbed down version aimed at "Joe Sixpack".
This.
Push A to take out this wave. OH MAN HE TURNED THOSE DARKSPAWN IN TO BLOODY MIST. Its novelty wearing off after the 6th time and we're just left with story time. :innocent:
Modifié par Merced256, 18 août 2010 - 10:40 .
#110
Posté 18 août 2010 - 10:33
This is so true. Shield Bash! Wait, why is he lining up to the enemy? Just do it. But I wouldn´t call that badass or awesome. Just logical. Badass is losing its meaning with so much abuse.Mike Laidlaw wrote...
Haexpane wrote...
Great preview, very positive. I love that the combat is not fundamentally changing.
But I can't resist a jab at this unfair out of context quote from BioWare"So what I basically said to the combat team was, 'Let's get the feeling of when I press a button, something awesome happens.'
Almost sounds Molyneux-esq
Press A for something Awesome-Bad Ass to happen!
Actually, there's nothing unfair or out of context about that quote.
Would you prefer if I'd said "Okay, guys, when I press a button, something INCREDIBLY lame happens. Actually, no...wait. Nothing happens at all. It's like...yes...! The OPPOSITE of something. Can we make pushing a button result in existential angst?"
Kidding aside, as much as you may not agree with the sentiment, I said -exactly- those words to the combat team. Why? Because it's a valid approach. I wanted to move the game as far from what I saw as a core problem with the combat system as possible: You queue up critical shot...wait...wait...wait......and you eventually fire it, likely after the emissary finishes his spell. You shield bash a guy, and he falls down and then you shuffle up into position and eventually, usually at the same time as he stands up, you get, maybe, one swing in. As I've said before, it was like the game was taking your orders like suggestions that it would eventually get around to executing.
Is that fun? Is that the kind of excitement that we could deliver? Absolutely not.
So a simple mantra was put into place. An easy litmus test: "Hey, I just activated inferno, and I'm standing here waggling my hands for like 5 minutes. That is not awesome. If I'm casting a spell, I would like it to start casting, immediately, and raining fire down on my foes." From there, it's just a matter of balancing combat as a whole so that the more reactive responses are balanced out with other abilities.
Sometimes simple rules can result in some pretty astonishing results.
Please add an option for Rogues to flank in tactics. It is even more necessary than that.
EDIT: a patch for Shapeshifting with instant transformation, please? And powerful spells shouldn´t be instant, it is gamebreaking.
Modifié par Nerevar-as, 18 août 2010 - 10:37 .
#111
Posté 18 août 2010 - 10:37
Mike Laidlaw wrote...
Haexpane wrote...
Great preview, very positive. I love that the combat is not fundamentally changing.
But I can't resist a jab at this unfair out of context quote from BioWare"So what I basically said to the combat team was, 'Let's get the feeling of when I press a button, something awesome happens.'
Almost sounds Molyneux-esq
Press A for something Awesome-Bad Ass to happen!
Actually, there's nothing unfair or out of context about that quote.
Would you prefer if I'd said "Okay, guys, when I press a button, something INCREDIBLY lame happens. Actually, no...wait. Nothing happens at all. It's like...yes...! The OPPOSITE of something. Can we make pushing a button result in existential angst?"
Kidding aside, as much as you may not agree with the sentiment, I said -exactly- those words to the combat team. Why? Because it's a valid approach. I wanted to move the game as far from what I saw as a core problem with the combat system as possible: You queue up critical shot...wait...wait...wait......and you eventually fire it, likely after the emissary finishes his spell. You shield bash a guy, and he falls down and then you shuffle up into position and eventually, usually at the same time as he stands up, you get, maybe, one swing in. As I've said before, it was like the game was taking your orders like suggestions that it would eventually get around to executing.
Is that fun? Is that the kind of excitement that we could deliver? Absolutely not.
So a simple mantra was put into place. An easy litmus test: "Hey, I just activated inferno, and I'm standing here waggling my hands for like 5 minutes. That is not awesome. If I'm casting a spell, I would like it to start casting, immediately, and raining fire down on my foes." From there, it's just a matter of balancing combat as a whole so that the more reactive responses are balanced out with other abilities.
Sometimes simple rules can result in some pretty astonishing results.
Yeah, to be honest Peter Molyneux gets an unfairly hard time in my opinion. He has spoken too much about certain features in the past, but that's really his only 'crime'. I like to see a game designer that passionate about his or her product.
As for the 'Press a button and something awesome happens' quote. Well, I guess people could read into it thinking you mean button bashing, but other than that I can't see how it can be anything other than a good thing. I take it this means no more spells that require charging up at all? I'll be interested to see the changes to big aoe spells like Tempest and Blizzard then. Oh! Can you tell us whether spell combo's are still in the game?
#112
Posté 18 août 2010 - 10:44
Apollo Starflare wrote...
Can you tell us whether spell combo's are still in the game?
I'm pretty certain they're still in, since they've said they're expanding combinations to include the abilities of rogues and warriors too.
Modifié par dbankier, 18 août 2010 - 10:45 .
#113
Posté 18 août 2010 - 10:44
Mike Laidlaw wrote...
Haexpane wrote...
Great preview, very positive. I love that the combat is not fundamentally changing.
But I can't resist a jab at this unfair out of context quote from BioWare"So what I basically said to the combat team was, 'Let's get the feeling of when I press a button, something awesome happens.'
Almost sounds Molyneux-esq
Press A for something Awesome-Bad Ass to happen!
Actually, there's nothing unfair or out of context about that quote.
Would you prefer if I'd said "Okay, guys, when I press a button, something INCREDIBLY lame happens. Actually, no...wait. Nothing happens at all. It's like...yes...! The OPPOSITE of something. Can we make pushing a button result in existential angst?"
Kidding aside, as much as you may not agree with the sentiment, I said -exactly- those words to the combat team. Why? Because it's a valid approach. I wanted to move the game as far from what I saw as a core problem with the combat system as possible: You queue up critical shot...wait...wait...wait......and you eventually fire it, likely after the emissary finishes his spell. You shield bash a guy, and he falls down and then you shuffle up into position and eventually, usually at the same time as he stands up, you get, maybe, one swing in. As I've said before, it was like the game was taking your orders like suggestions that it would eventually get around to executing.
Is that fun? Is that the kind of excitement that we could deliver? Absolutely not.
So a simple mantra was put into place. An easy litmus test: "Hey, I just activated inferno, and I'm standing here waggling my hands for like 5 minutes. That is not awesome. If I'm casting a spell, I would like it to start casting, immediately, and raining fire down on my foes." From there, it's just a matter of balancing combat as a whole so that the more reactive responses are balanced out with other abilities.
Sometimes simple rules can result in some pretty astonishing results.

Yeah, I think this is going to make combat really great. People are afraid it'll turn into button mashing, but I think that being able to, say, knock down someone who's running after another character with Shield Bash actually adds MORE strategic depth and realism to the game.
#114
Posté 18 août 2010 - 10:58
dbankier wrote...
Apollo Starflare wrote...
Can you tell us whether spell combo's are still in the game?
I'm pretty certain they're still in, since they've said they're expanding combinations to include the abilities of rogues and warriors too.
Nice, I missed that. Seems fair though, what with mages getting finishing moves now.
#115
Posté 18 août 2010 - 10:58
The balance is what I'm worried about with having more "repsonsive" combat- that and how it affects pause and play without a proper iso view....
#116
Posté 18 août 2010 - 11:00
Apollo Starflare wrote...
Yeah, to be honest Peter Molyneux gets an unfairly hard time in my opinion. He has spoken too much about certain features in the past, but that's really his only 'crime'. I like to see a game designer that passionate about his or her product.
I started to post, but then thought better of it. I would so derail this thread. So I'll just PM you.
Nerevar-as wrote...
This is why I think there are no elf and dwarf choices. Should be 4 more VOs and the memory they take. I hope Mr Gaider came up with agood plot reason why they can´t be Champions of Kirkwall, but mages can.
Because mage is a class, not a race.
#117
Posté 18 août 2010 - 11:01
mr_luga wrote...
http://www.1up.com/d...age?cId=3180929
Figured I should post this since I didnt see a thread about it.
I'm not too excited after reading it since it seems alot is going to be put away in favor of more of an action oriented story thingy.
Dunno where you get that from. Making combat more reactive doesn't mean they're taking away the tactical aspects or from the story.
#118
Posté 18 août 2010 - 11:02
Brockololly wrote...
More responsive combat sounds good in theory- at least for big AOE spells like Blizzard or Inferno, seems there should be some casting time..Or some kind of significant mana hit so that you can't spam them.
The balance is what I'm worried about with having more "repsonsive" combat- that and how it affects pause and play without a proper iso view....
Yes, AoE without casting time are overpowered. And making them less powerful kind of takes away the point in using them. Maybe they´ll be very expensive to use or have a longer cooldown.
#119
Posté 18 août 2010 - 11:09
Nerevar-as wrote...
Brockololly wrote...
More responsive combat sounds good in theory- at least for big AOE spells like Blizzard or Inferno, seems there should be some casting time..Or some kind of significant mana hit so that you can't spam them.
The balance is what I'm worried about with having more "repsonsive" combat- that and how it affects pause and play without a proper iso view....
Yes, AoE without casting time are overpowered. And making them less powerful kind of takes away the point in using them. Maybe they´ll be very expensive to use or have a longer cooldown.
Or maybe we'll have hordes of enemies to dispatch of
#120
Posté 18 août 2010 - 11:10
Brockololly wrote...
More responsive combat sounds good in theory- at least for big AOE spells like Blizzard or Inferno, seems there should be some casting time..Or some kind of significant mana hit so that you can't spam them.
The balance is what I'm worried about with having more "repsonsive" combat- that and how it affects pause and play without a proper iso view....
It's a fair worry, but it's no more challenging to balance abilities in this new system than the old. Frankly, it's somewhat easier. For instance, if inferno still locks you in place waggling your hands, that's fine; it holds a penalty in terms of what other actions you can take and relative defenselessness, but the key is that the bloody fire comes down from the sky when you cast it, not after waiting.
So, your worries about balance mirror our own; it's an important thing to get right. But doing so with combat that lets you (as someone pointed out) -actually- intercept a hurlock on his way to bonk your mage with a shield bash is actually no harder than the balancing any other ability.
#121
Posté 18 août 2010 - 11:20
#122
Posté 18 août 2010 - 11:36
Just curious, but since the whole range of available options has to be recorded anyway, why take the direct control away from the player during these "action" cases and force them to work through such system? You have the icon system to indicate the tone of response so it's not like you can't show "threaten (jokingly) and "threaten (aggressive)" as available choices rather than just "threaten (and try to guess what personality your Hawke has at the given moment)"David Gaider wrote...
Whenever you're presented personality options, you're always going to get them all. It's when you get the action options that you will see the personality pop up
Perhaps i have difficulty of getting what exactly is benefit here, since i tend to pick tone of responses on case by case basis and a system which tries to second-guess me and presume based on (generally very much unrelated) choices made in the past without taking into account the targets of these previous choices, the circumstances etc.... feels pretty much like something that's just going to get in the way and add an extra layer between the player and the character they're supposed to control.
Modifié par tmp7704, 18 août 2010 - 11:37 .
#123
Posté 18 août 2010 - 11:43
Maybe is a matter of cinematic feeling. Having the wheel pop up and wait till you choose an option can disrupt the flow of a scene.tmp7704 wrote...
Just curious, but since the whole range of available options has to be recorded anyway, why take the direct control away from the player during these "action" cases and force them to work through such system? You have the icon system to indicate the tone of response so it's not like you can't show "threaten (jokingly) and "threaten (aggressive)" as available choices rather than just "threaten (and try to guess what personality your Hawke has at the given moment)"David Gaider wrote...
Whenever you're presented personality options, you're always going to get them all. It's when you get the action options that you will see the personality pop up
Perhaps i have difficulty of getting what exactly is benefit here, since i tend to pick tone of responses on case by case basis and a system which tries to second-guess me and presume based on (generally very much unrelated) choices made in the past without taking into account the targets of these previous choices, the circumstances etc.... feels pretty much like something that's just going to get in the way and add an extra layer between the player and the character they're supposed to control.
#124
Posté 18 août 2010 - 11:47
RunNeonTiger wrote...
Did anyone else notice the bulging muscles on that female warrior? I'm also assuming that it's Lady Hawke which makes me very happy that she's getting some press even if it's just one screen shot.
It's either LadyHawke or the 'body-builder' wife of the Templar.
Ten gold says she dies before the end of the intro area. BioWare hates female warriors.
#125
Posté 18 août 2010 - 11:51
I don't think it's that since you have to activate the "action command" yourself from the wheel anyway. From the description it sounds more like it's along lines of trimming the list of responses on the wheel during these "action choices" to "accept" or "refuse" and then the game tries to guess the exact tone based on whether you were rude to people in the past, or nice, or whatever.Nerevar-as wrote...
Maybe is a matter of cinematic feeling. Having the wheel pop up and wait till you choose an option can disrupt the flow of a scene.
My concern is, since the system from the description sounds very rudimentary, you may well end up in situations where say, Hawke cusses his sister out rather than deny her request politely, because it just so happened player decided to be rude to few bandits they've met earlier, and the game dutifuly decided "A-ha! this guy's modus operandi is to be an ****". As apparently the whole concept doesn't take into account people can behave differently depending who they speak to.
Modifié par tmp7704, 18 août 2010 - 11:55 .





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