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Gameplay/RPG Systems Questions


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#301
Peter Thomas

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Stefanocrpg_rev91 wrote...

You mean that the other difficulty levels have 0% friendly fire or just a lesser percentage than 100%? In DAO you had 50% on medium and 100% on hard if I remember right, and I think it was fine, although I'd preferred complete friendly fire even on medium.


Currently friendly fire is all or nothing, and only on Nightmare difficulty.

#302
Peter Thomas

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Arrtis wrote...

Is the aggro system the same?
Like people in heavier armor are more likely to aggro then someone in light armor?


The current aggro system is the same as DAO. Balancing of that for DA2 still remains to be done.

#303
Peter Thomas

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Brockololly wrote...

Thanks for doing this thread, its awesome!

Couple questions:
1.) Can we toggle walking for our companions? In Origins if you triggered your PC to walk, they would stroll along but the rest of the companions would sprint and stop to catch up.


I believe the system has not changed from DAO.

2.) Maybe this isn't your area, but will we be able to import from Witch Hunt? There is talk that since there is no post game save, everything we do in Witch Hunt doesn't matter in terms of DA going forward...


I don't know the answer to that. I don't know if a decision has been made.

#304
Peter Thomas

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Merced256 wrote...

Will there be gamepad support for PC? Coupled with that is: Will there be the option for PC's combat to use the console style/ui?


Last I heard, each system ships only with its own UI. So consoles will look a certain way and use a controller, but PC will look a different way and use the keyboard and mouse.

#305
Guest_Illborne_*

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This is an excellent thread. Thank you, Peter Thomas.

Peter Thomas wrote...

Currently friendly fire is all or nothing, and only on Nightmare difficulty.

Does this mean that AOE effects are more powerful (and/or more common) in DA2?

Modifié par Illborne, 08 septembre 2010 - 08:05 .


#306
nuclearpengu1nn

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will we see any new trailer sometime this fall?

Modifié par GreyWarden36, 08 septembre 2010 - 07:42 .


#307
nuclearpengu1nn

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double post

Modifié par GreyWarden36, 08 septembre 2010 - 07:42 .


#308
nightcobra

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GreyWarden36 wrote...

will we see any new trailer sometime this fall?


this thread is only for gameplay related questions, other questions won't be answered

Modifié par nightcobra8928, 08 septembre 2010 - 07:44 .


#309
nuclearpengu1nn

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nightcobra8928 wrote...

GreyWarden36 wrote...

will we see any new trailer sometime this fall?


this thread is only for gameplay related questions, other questions won't be answered


oh sorry
nvm then:D

#310
The Masked Rog

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How many unique abilities will the specializations unlock?

Are there any improvements to the tactics system such as multi-condition action assignment?

#311
Peter Thomas

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Pritos wrote...

Will us be able to achieve a level beyond 20? I mean, did the level cap change?


The exact level and XP caps have not been determined yet.

#312
nuclearpengu1nn

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will enemies respawn?

#313
Loc'n'lol

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I read most replies but I may have been a little fast over some of them so indulge me if this was sneaked in somewhere before :(



You said earlier that rogue weapon talents scale with dexterity so far, anything you can say about the cunning attribute ? Will other classes have more use for it than in DAO ? Is it even still around ?



Second question, can warriors use ranged weapons (to pull and soften before melee), even though the related talents are for rogues only ?

#314
Guest_Illborne_*

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Modifié par Illborne, 08 septembre 2010 - 08:04 .


#315
Peter Thomas

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KennethAFTopp wrote...

Uhm is it possible to use like singlehanded swords in two hands and use the two-handed weapon abilities?


No, each weapon works with the style for which it is intended.

also is there an attribute that determined attack speed?


No attribute determines attack speed. The base speed is determined by the speed of the animation itself. Certain things can increase the speed of all the character's animations, though (like Momentum in DAO).

#316
Peter Thomas

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AndrahilAdrian wrote...

Can you develop a mage into a viable melee fighter, like trailer hawke?


A Mage can focus on abilities and attributes that will help him in combat. Things like Strength, Constitution and Magic (for damage). Some abilities he can get are focused on defensiveness and others work at close range. Additionally you can select equipment geared for better defense as well. If you build your character that way, he will have a good chance to stand up to people in melee combat. However, a Warrior who goes all the way will be better at it than the Mage will. His purpose is built around close combat, so more of his equipment and abilities are geared to that.

#317
rogue_assassin

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 Are there bow-strings or sword sheaths?
..I assume no..

#318
Loc'n'lol

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rogue_assassin wrote...

 Are there bow-strings or sword sheaths?
..I assume no..


He'll tell you that's not a gameplay-related question :P
I think sword sheaths have already been ruled out, though.

#319
Peter Thomas

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Arrtis wrote...

Does the warrior have a charge ability?


Yes, it was used in the demos. The warrior rushes forward, hitting everyone along his path.

Does the warrior have any range attacks skills?


Not really. He is focused almost exclusively on melee. He does have melee AoE abilities which extend a certain distance from his body.

#320
rogue_assassin

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lol fair enough, I can reword:



After a sword swing or dagger thrust, would the character replace their weapon in a sheath? hold onto it until you activated a "put away" function, or auto-holster..

#321
Peter Thomas

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Arrtis wrote...

THE MOST IMPORTANT Questions that deserves its own post....
Will Creatures still have the ability to chain overwhelm?
If so, will there be something we can do about it?


Overwhelm was... annoying. I'm not saying that no creature in the game has that type of ability, but instances where creatures do things like that (like the Ogre Grab) will be placed very carefully.

One new feature of DA2 is our impact system. If you hit someone hard enough, or with an ability that has an impact bonus, the target will react: getting knocked around, stumbling, or even flying off their feet). This can be used to interrupt whatever the creature is doing, including attacks, overhwelms, running, etc.

The downside of that is that you get knocked around too if the enemies hit you hard enough.

#322
Eternal Dust

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Has the constipated ape running animation been fixed?

#323
nuclearpengu1nn

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is there any new weapon talent for rogues aside from DW and AR


#324
Peter Thomas

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Stefanocrpg_rev91 wrote...

In DAO I think that the enemies had too many similar features, so that darkspawn, dwarves, elves, humans and all shared almost the same weakness and strenghts and you could use the same spells and tactics against them and have a good result.
In DA2 will enemies be more various and different one from another, as (for example) in BG2 where you actually had to adopt different tactics due to your enemy, so that when facing a mind flayer you have to behave not in the same way than when fighting a beholder or a troll?


We are trying to have enemies differ in both stats and behaviour. The archetype system divides creatures into different categories that determine how they act and react. Individual creatures or creature types will also have more defined strengths and vulnerabilities. If Fire damage is doing only half to a certain type of creature, or knockdowns don't work against them, you may need to adapt your tactics.

#325
Loc'n'lol

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Peter Thomas wrote...

Overwhelm was... annoying. I'm not saying that no creature in the game has that type of ability, but instances where creatures do things like that (like the Ogre Grab) will be placed very carefully.

One new feature of DA2 is our impact system. If you hit someone hard enough, or with an ability that has an impact bonus, the target will react: getting knocked around, stumbling, or even flying off their feet). This can be used to interrupt whatever the creature is doing, including attacks, overhwelms, running, etc.


That's great news. I just hope that no creature with those abilities can be completely immune to those effects, like, say, dragons, that only mages could really interrupt with their stun and knockdown immunities.