Gameplay/RPG Systems Questions
#251
Posté 08 septembre 2010 - 07:28
are warriors restricted to melee or are do they have something that enables them to strike at long range?
#252
Posté 08 septembre 2010 - 07:49
#253
Posté 08 septembre 2010 - 08:11
I only made it up to page 7 today, but I'll try to work on more tomorrow.
#254
Posté 08 septembre 2010 - 08:38
Are legendary items balanced across all the weapon types? I mean in DA:O there were a lot of legendary and unique longswords in comparison to staffs and greatswords.
Does wearing heavy/massive armor still have the same fatigue effect? of has it been reworked?
#255
Posté 08 septembre 2010 - 09:28
#256
Posté 08 septembre 2010 - 09:46
is there still a da1 dodge % in da2?
Are there staff specific talents in da2?
Is cunning still used for skills?
which formula is used for attack vs defence when decideing if you land a hit or miss in da2?
#257
Posté 08 septembre 2010 - 11:12
- How "large" will a specialization be in terms of content? In Origins, they consisted of 4 talents and a passive bonus. In DA2, are they planned be the same, as big as a regular talent tree, or somewhere inbetween?
- Are specializations acquired the same way, one point every 7 levels, with your choice restricted by plot? Can a level 21 character have 3 of them unlocked?
#258
Posté 08 septembre 2010 - 11:23
Will there be any passive abilites used outside of combat to increase speed that is not a spell?
Will there be a spell to increase speed outside of combat.
When I say speed I mean movement.
#259
Posté 08 septembre 2010 - 11:25
#260
Posté 08 septembre 2010 - 11:43
What is your favorite feature/part of the game currently?
What feature/part are you most excited about between now and release?
Thanks again Peter
#261
Posté 08 septembre 2010 - 12:03
- And in relation to that, will smaller bonuses in the secondary stats be more usefull? Using the same mage example you gave, if I put 2 points into cunning, will that make me actually slightly harder to hit or will it just be a slightly bigger number in the stat window (like in origins at higher levels, it didnt really matter if my mage had 50 or 60 defense, both were negligible).
- Will stats still serve as alternatives to skills (i.e. with high cunning you didn't need to invest into persuasion/lockpick skills and abilities at all).
- How will trap detecting/disarming work, if you can tell us something about that?
(btw, awesome thread, thank you for trying to satisfy some of our curiosity
#262
Posté 08 septembre 2010 - 12:50
Can you answer a few question about magic system?
1. Will we have such spells like illusions? For example spell that makes copies of the spell caster depending on his magic power and giving the chance that enemy will miss mage and attack his copy?
2. What about summon magic? In DAO we had only 1 summon spell and it was useless.
3. Will we have chance base talents? For example if I hit enemy with lighting bolt it is 3/6/9% chance to restore 25% of mana.
4. Will we have one hit spells, I mean that, for example, warrior berserk had skill to hit an enemy with a strike that deals damage in proportion to the amount of all his stamina?
5. What about defence spells will it be like in DAO (they simply added defence points) or it will work some other way? For example like stoneskinn or protection from weapon in BG/NWN?
Thanks!
#263
Posté 08 septembre 2010 - 01:10
#264
Posté 08 septembre 2010 - 01:18
if yes, can we get them as exemple?It will allow us to understand the new mecanisms of the character building, with the requirements and talent trees.The best would be a kind of trailer like a character creation, :innocent:
It will worth more than thousand words
Modifié par AbounI, 08 septembre 2010 - 01:21 .
#265
Posté 08 septembre 2010 - 01:24
Example in DAO Warrior has a 2handed wepaon in slot A and a xbow in slot B for times he wants to plink away at enemies instead, even though he doesnt have talent piints in archery.
edit: saw a couple people asking about mage melee staff animations, and while its not ingame footage Dan Lazin demonstated with the staff in a ustream PAX interview possible mage staff attacks, was a good interview www.ustream.tv/recorded/9383190 i think thats the one.
Modifié par Siven80, 08 septembre 2010 - 01:38 .
#266
Posté 08 septembre 2010 - 01:30
2. Will there be more variety in terms of robes? (looks)
3. Are the spells you choose to skill gonna have an effect on conversations? (Like when Bethany deals with the Darkspawn and if you hadn't skilled Fireball or something, this wouldn't happen?)
4. Do you plan on having capes in DA2? (Not really gameplay related, but I thought I could try^^)
5. Will the Mage have a Staff ability tree to increase his effectiveness with that weapon?
6. Do the mage finishing moves depend on skills? (You don't have spell X skilled so you can't use finishing move Y)
Thanks for taking the time to answer all the questions we throw at you, even though you can't really answer some of them ;-)
Much appreciated!
#267
Posté 08 septembre 2010 - 01:34
i'm asking because i would really really like to make a character like Trailer Hawke xD
#268
Posté 08 septembre 2010 - 01:45
Peter Thomas wrote...
nightcobra8928 wrote...
what exactly can you tell us about the 2h weapon skill tree or playstyle, and how is it different from origins?
The two-handed weapon style is focused on dealing the most damage to the most people. The Warrior class itself is focused on melee AoE damage, and two-handed weapons do the most damage over the largest arc. Compared to the Origins version, two-handed weapons will deal damage to an arc of enemies with each swing. The animations have been completely redone as well, with the impact event (when damage is applied to the target) moved to the front of the animation, rather than near the end (like in Origins). The result will be that you attack, deal damage almost immediately, then follow through with your swing.
Each of the weapon style trees are focused on attacks and abilities that are specific to that weapon type. The result of this is that a weapon style tree itself is smaller, and abilities that could be applied equally well to other weapon styles were moved to more general talent trees. The two-handed style is focused on power and AoEs.
You mean... a swing with a twohander hits more opponents?
#269
Posté 08 septembre 2010 - 01:45
Systemlord Baal wrote...
5. Will the Mage have a Staff ability tree to increase his effectiveness with that weapon?
Not sure, but I thinks no, there's no ability tree for the staff in close combat
#270
Posté 08 septembre 2010 - 01:50
I had a few more questions, if you don't mind.
1. I know that you can't comment on the specializations yet, but whether or not there still will be something called Arcane Warrior, will it be possible in DA2 to build a true "Battle Mage" or "Warrior Mage?"
That is, a mage who can wear heavy armor like warriors, can learn warrior and/or rogue skills, can use melee weapons other than staffs ( like swords ) and can learn weapon talents for that weapon.
IOW, will I be able to create a mage who can wear heavy armor, wield Sword and Shield with S+S weapon talents, and fight like a warrior. Or, a mage who can DW like a rogue?
Without getting into specifics, could you at least tell us if it will be "possible" to do the above?
2. Also, will Mages get staff finishing moves if they use their staffs ( or staff/swords ) in melee? How about spell finishing moves?
thanks again.
Modifié par jhawke, 08 septembre 2010 - 11:55 .
#271
Posté 08 septembre 2010 - 01:59
that can be avoided to some extent if they get an extra folder
within the override directory structure. In some cases though
modifiacations must be merged into a single gda file alteration
to circumvent being able to just activate one of either modifications.
An entry to a modder faq wich explains the rules and priorities
of the engine, what works what fails, in wich folders it expets
a file to be, would be great here:
2) Is adding keyboard inport support as an alternate to
the conversation wheel still work in flux or not, please?
Modifié par Chairon de Celeste, 08 septembre 2010 - 01:59 .
#272
Posté 08 septembre 2010 - 02:46
Peter Thomas wrote...
Lyssistr wrote...
1. Are Battles (especially boss battles) designed with micromanagement in mind? or are they designed so that they can, should the player chose to, be played in purely aRPG style?
Specific boss battles are a plot related question, but battles against higher rank/level creatures are designed to use the whole party cooperating. If you use each of their talents and abilities together, such fights will be much much easier.
Many thanks for your reply, one thing however, I feel that point 1. is somewhat "dodged". Micromanaging makes fights always easier anyhow, when the choice is available.
However, it is clear that some games cannot be completed without micromanagement. Sure this depends on the player skill etc but I can't imagine e.g. a couple of fights in BG/BG II to be completed without micromanagement, even on easy. Sure if you tune things to the hardest difficulty mode, micromanagement becomes more useful but
this doesn't necessarily mean that battles are designed around micromanaged parties.
So my question is more about your design philosophy, when designing combat and how it is tuned around "hard fights", did you do that with a micromanaged party in mind or rather with aRPG combat in mind? Or to put it more directly is this a RTWP game, where the "WP" part is a necessity?
Modifié par Lyssistr, 08 septembre 2010 - 02:47 .
#273
Posté 08 septembre 2010 - 02:52
The number of specializations per class is not final, I guess...?
Will specializations add a complete 10-talent-tree (same size as the combat styles) or less?
Can we still take more than one specialization?
Can you share any current plans on maximum character level?
Does the damage of a mage's staff impact the power of his spells directly or does it have a seperate stat (magic/spellpower) to determine the effect of spells again?
#274
Posté 08 septembre 2010 - 02:53
#275
Posté 08 septembre 2010 - 03:01
I know improving tactics has been a focus for the Bioware team, but I personally love to micromanage my party and would like to have the opportunity to fully determine all of their actions with no imput from the AI.




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