Gameplay/RPG Systems Questions
#226
Posté 08 septembre 2010 - 05:48
#227
Posté 08 septembre 2010 - 05:55
Malanek999 wrote...
Thanks for doing this Peter, this stuff is usually glossed over in marketing. I like a lot of what I have heard so far.
Are the 6 basic stats the same from DA:O and do they do the same things? In particular, a point of Dexterity increased defence by reducing the chance of being hit by 1%. In contrast increasing Dexterity or Strength by a point only increased the chance of hitting by 0.5%. Has this been changed to balance it?
What the stats give you has been rebalanced. I can say what bonuses currently are, but the what they are and how much they give could very well change by release.
First start with primary attributes. The primary attribute of a class gives a bonus to attack and damage. It's different for each class.
The attributes each give their own bonus to another property, trying to make it useful,but not necessary to everyone.
Strength - Warrior primary. Increases impact resistance (less likely to be knocked down by big blows).
Dexterity - Rogue primary. Increases critical hit chance.
Magic - Mage primary. Increases magic resistance.
Cunning - Increases defense.
Willpower - Increases mana/stamina.
Constitution - Increases health.
A lot of people may think "LOLWUT? Dex gives crit chance and Cunning give defense?" That's for balance reasons and they may get switched. Having your primary attribute give you attack, defense and damage all together would be too much of a good thing.
A Mage may get Cunning to boost his defense to avoid attacks. A Warrior may get Dexterity to increase his crits. A Rogue may get Strength so the little enemies won't knock him around so much. Balance work still needs to be done on numbers though.
Are there any plans to make the talent descriptions more accurately reflect what happens. For example the Sunder Weapon and Sunder Arms talents best feature was the fact that they hit twice rather than what the description said. When designing talents do you use any sort of cost guidelines system to keep things balanced? Or is it just an intuitive decision backed up by play testing?
Talent descriptions and tooltip should say exactly what the ability does. Sometimes there are errors, but we try to avoid them. These descriptions should include actual damage numbers and durations, though.
#228
Posté 08 septembre 2010 - 05:56
I read through looking for that before I posted. It seems I missed it.tmp7704 wrote...
No, it was said in this thread that characters can only equip weapons for which they have combat style. I.e. only mages can use staves, only warriors can equip 2h weapons and shield, and only rogues can equip bows. Similar restrictions are applied to weapons assigned to dual-wielding and weapon+shield styles.
Thanks.
#229
Posté 08 septembre 2010 - 05:57
That will be a great help for people with game-induced-OCD such as myself.Peter Thomas wrote...
These descriptions should include actual damage numbers and durations, though.
Modifié par Knight Templar , 08 septembre 2010 - 06:02 .
#230
Posté 08 septembre 2010 - 05:58
andar91 wrote...
Are melee attacks still a mage's Achille's Heel (in terms of taking a lot of damage from them)? Also, are there still casting times for spells or are they all instant (such as Blizzard in Origins)?
Taking damage is the Mage's Achilles Heel. Melee enemies tend to rush up, do lots of damage and not stop, so it's in your best interest to keep them away. Ignoring archers is a good way to die too, though.
All spells have their effects begin to start immediately, but more complicated spells will require the caster to keep gesturing for a while after it started. It still takes time, just the effects start happening more quickly.
#231
Posté 08 septembre 2010 - 05:59
Dave of Canada wrote...
From what we heard, we can import our characters from Origins and Awakening. Does this mean we won't be able to import our characters from Golems or Witch Hunt?
I don't know the answer to this.
#232
Posté 08 septembre 2010 - 06:01
Might as well add among all the other voices, thank you for being such an attentive company and for paying attention to the fans.
#233
Posté 08 septembre 2010 - 06:01
Catsith wrote...
Will we be seeing an increase in diversity of mob types and encounters in DA2?
There are a fair amount of creatures, but the main differences will be in behaviours. It has been mentioned in at least one video I think. Different classifications of creatures act in different ways, needing different strategies to beat. We call them archetypes. Multiple archetypes in a single fight is where the game can get a lot more complicated.
Will we be seeing an increase in loot diversity (things besides potions and random crafting mats)?
The item list and what treasure drops hasn't been finalized yet.
Modifié par Peter Thomas, 08 septembre 2010 - 07:02 .
#234
Posté 08 septembre 2010 - 06:02
Do we have it!
#235
Posté 08 septembre 2010 - 06:05
Now... Regarding the rogue dual wielding. Will we still be able dual wield all of the 1h weapon types (maces, swords, axes etc.) and also two full sized weapons in each hand?
Also, will rogues still perform best positioned behind the target, backstabing away or will we be given alternate ways to build our rogue, perhaps as more of a thug than an assassin?
#236
Posté 08 septembre 2010 - 06:08
Is Arcane Warrior still going to be available as a specialization and will the AW be able to equip melee weapons as it should?
IMHO it would be a huge mistake to take this out.
Modifié par Morroian, 08 septembre 2010 - 06:09 .
#237
Posté 08 septembre 2010 - 06:10
Especially since it is now after midnight in Edmonton.Ibaru88 wrote...
First off, taking the time to answer these questions on your own time is truly awesome of you.
Don't forget to sleep, Peter. Doesn't BioWare stop serving free breakfast at 8:30?
#238
Posté 08 septembre 2010 - 06:13
It's said the state of specializations is currently not determined, yet, that includes the AW.Morroian wrote...
Is Arcane Warrior still going to be available as a specialization and will the AW be able to equip melee weapons as it should?
#239
Posté 08 septembre 2010 - 06:15
I would bet that specialisations bring with them their own weapon talent trees, which might include talents that would normally fall outside your class.tmp7704 wrote...
It's said the state of specializations is currently not determined, yet, that includes the AW.
They can announce those later with great fanfare.
#240
Posté 08 septembre 2010 - 06:19
#241
Guest_distinguetraces_*
Posté 08 septembre 2010 - 06:19
Guest_distinguetraces_*
Peter Thomas wrote...
Lord Gremlin wrote...
I really liked that in DAO you could change combat difficulty anytime and there were no trophies/achievements tied to difficulty, so you could create best possible experience for yourself. Are you going to keep this great approach to difficulty in DA2?
There is debate over this that hasn't been resolved yet.
I strongly agree with Gremlin that I'd like to keep as much flexibility with the difficulty settings as possible. I always play on nightmare because I like the friendly fire mechanic. But I'm not really so hardcore or such a glutton for punishment--I can't be bothered to replay a fight again and again, or to level up or head all the way back to town to spend all my money on potions before retrying.
If I have to restart a fight more than twice, I just drop the difficulty level--that's what suits my style of play. I'll be pissed if I'm stuck in one difficulty level for an entire playthrough.
#242
Posté 08 septembre 2010 - 06:20
I sure hope so.Sylvius the Mad wrote...
I would bet that specialisations bring with them their own weapon talent trees, which might include talents that would normally fall outside your class.tmp7704 wrote...
It's said the state of specializations is currently not determined, yet, that includes the AW.
They can announce those later with great fanfare.
#243
Posté 08 septembre 2010 - 06:22
I think peter wins first place for best dev of the month.
#244
Posté 08 septembre 2010 - 06:23
It's pretty hilarious when the trailer for the game unveiled with great fanfare features prominently AW Hawke and dual-wielding qunari warrior, though. Maybe it need a disclaimer, "*) portrayed classes not included"Dave of Canada wrote...
That pretty much says bye bye to AW (and good riddance I say)
#245
Posté 08 septembre 2010 - 06:24
That Qunari could have been a Rogue, and there's no evidence that Hawke was an Arcane Warrior. He used a staff.tmp7704 wrote...
It's pretty hilarious when the trailer for the game unveiled with great fanfare features prominently AW Hawke and dual-wielding qunari warrior, though. Maybe it need a disclaimer, "*) portrayed classes not included"Dave of Canada wrote...
That pretty much says bye bye to AW (and good riddance I say)
#246
Posté 08 septembre 2010 - 06:38
Rogues are supposed to be all about backflips and such in DA2, the qunari shown no sign of that. No acrobatic jumps, no backstabs, no stealth, no traps, he was all about head-on combat. Hawke wears heavy armour in the trailer so if he's doing that without utilizing the AW he's a /facepalm sort of mage rather than "champion of kirkwall". The mage Hawke selectable in game demo appears to come in regular mage robes instead.Sylvius the Mad wrote...
That Qunari could have been a Rogue, and there's no evidence that Hawke was an Arcane Warrior. He used a staff.
Modifié par tmp7704, 08 septembre 2010 - 06:40 .
#247
Posté 08 septembre 2010 - 06:44
tmp7704 wrote...
Rogues are supposed to be all about backflips and such in DA2, the qunari shown no sign of that. No acrobatic jumps, no backstabs, no stealth, no traps, he was all about head-on combat. Hawke wears heavy armour in the trailer so if he's doing that without utilizing the AW he's a /facepalm sort of mage rather than "champion of kirkwall".Sylvius the Mad wrote...
That Qunari could have been a Rogue, and there's no evidence that Hawke was an Arcane Warrior. He used a staff.
I'm pretty sure those cinematic trailers are made using art from the game, but the rest is just creative license. I think I remember hearing that these trailers are actually made by another company and are not made by Bioware.
Anyway it has been confirmed that trailer Hawk is a mage, and more specifically a blood mage.
#248
Posté 08 septembre 2010 - 06:49
Of course; doesn't make the disparity any less funny when it's only result of changes made to the sequel while the portrayed characters would be very much possible to re-create under mechanics of the first game.Marbazoid wrote...
I'm pretty sure those cinematic trailers are made using art from the game, but the rest is just creative license. I think I remember hearing that these trailers are actually made by another company and are not made by Bioware.
Company is named Blur Studio, btw.
#249
Posté 08 septembre 2010 - 07:03
Imagine 10-15 seconds where your mage is free to roam as he wants within a certain radius. Unlike the 2nd edition rules of D&D and the 3rd. you can't just make some hardcore Mage/warrior mash machine, stop time and get some hefty damage in. But you could spend those seconds on Recovering: Reviving, healing, rebuffing, debuffing.
What i'm most curious about is, when was this idea scrapped again? because it's sure to have been considered and what were the holes in it?
#250
Posté 08 septembre 2010 - 07:25
OH I LOVE THAT!!!!<3<3<3Peter Thomas wrote...
Our current intent for Nightmare is only that it be possible... statistically speaking.




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