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Gameplay/RPG Systems Questions


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#351
Wulfram

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Will we use up our mana/Stamina pool more quickly than in DA:O? Assuming we don't invest in Willpower, that is.

#352
Peter Thomas

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Marbazoid wrote...

Are skills (survival, coercion ect..) still in the game?


I can't comment on this.

#353
Peter Thomas

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vantick wrote...

Would it be possible to gain enough talent points to unlock all if not most of the talent trees? If not, (which is probably most likely) would you be able to reveal the maximum amount or general estimation of the number skills that can be unlocked once all possible talent points have been gained?

Might as well add among all the other voices, thank you for being such an attentive company and for paying attention to the fans.:wizard:  You are all awesome! :lol:


The exact number range has not been determined yet. 25 +/- 10? That would be number of talent points, not number of skills you can place in the quickbar.

#354
bbfan13

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Thank you for all of this wonderful information. It appears that DA:O classes were balanced to allow solo run meaning every class had a way to handle every situation. Will this be case again in DA2?

#355
lunarknightmage

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many thanks for all the info Peter!!

1. From what I've read, warriors and rogues can "combo" their melee attacks? Is that true, and can mages combo their staff melee attacks?

2.  Also, it seems like rogues ( and warriors ) are given new "mobility" moves.  Like, rogues can flip and dodge....

Will mages get similar mobility moves or dodge attacks, or somehow increase their maneuverability on the battlefield?

Maybe like a spell that can make them "teleport" like rogues, or allow them to move really fast for a time?

3.  Besides class or weapon specific talents, will all classes share "universal" talents or skills that will boost attributes or improve the characters strength, speed, attack, defense, etc.?

4. You've mentioned that some spells will involve using the staff. Does that mean we can expect a wider variety of staff moves or attacks beyond the standard melee attack, even if there is no specific staff weapon talent tree? It's just that those staff attacks/moves are considered "spells".......

For example, there might be an attack where the mage slams his staff into the ground to create a lightning shockwave that damages enemies.

Something kind of like that?

thanks again.

Modifié par lunarknightmage, 09 septembre 2010 - 03:13 .


#356
AbounI

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To SirOccam:

I wish you good luck and courage when you will have to edit your "What do we know so far" OP.
Sincerely

Cause this thread is a huge goldmine for those who are seeking news and infos.


To Peter:
Many thanks for the time you spend with us.

edit: I re-write one question you didn't answered.

You were talking about treat and impact system.

In DA2, are there any change about the treat and aggro mechanics (except this impact system)?
How does it work when we manage a cross class combo hit (considering the aim survive to this combo)?

Modifié par AbounI, 08 septembre 2010 - 10:24 .


#357
tmp7704

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Peter Thomas wrote...

Not exactly. A Mage has the potential to do much, much more than a Rogue over a similar amount of time, if you can group enough target's together. Additional Mage (and other class) abilities can facilitate this.

I see. I suppose i've misread the earlier comment on this matter -- "a fireball or similar might do more total damage [than rogue damaging single target] but it's spread out over a lot of people". The "lot of people" part made it sound like it would involve well, lot of people to deal that level of damage, something which DAO battle didn't have happen that often. Is there some rough estimate of how many enemies a lot actually is, i.e. at what point mage would break even with bow-based rogue, damage-wise? With both maxing out respective skill tree.


Mages can cover large portions of the battlefield with damage or CC or other effects.

But if i understand it right, so can bow-oriented rogues? You have mentioned archery tree having aoe effects in addition to single-target damage.  Additionally, do the CC/other effect come as part of dps tree or do they require separate investment in another skill tree? Presuming a mage focuses on damage trees, how much of cc/effects can they have at their disposal?


Additionally, the Mage has much easier access to different elemental types of damage, which have their advantages and weaknesses versus particular creatures.

This can be read in two ways Image IPB How common is this advantages/weaknesses system for the enemies? Especially the higher resistance towards particular damage types -- i'm just wondering if it can lead to situation where the mage cannot deal full damage to enemies until quite late into the game, after they manage to train wide enough range of abilities to always deal some type of damage which isn't being reduced by enemy's resistance...

oh, that reminds me. Does archery get ability to alter/buff damage type similar to how it's possible for melee weapons with runes? Other than occasional few fire arrows in loot and such.

Modifié par tmp7704, 08 septembre 2010 - 10:29 .


#358
Peter Thomas

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Arrtis wrote...

New game +?
Do we have it!


I can definitely say... no comment.

#359
nightcobra

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Peter Thomas wrote...

Arrtis wrote...

New game +?
Do we have it!


I can definitely say... no comment.


this is biowarian for: it will come but i can't talk about it yet.:P

#360
Peter Thomas

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Ibaru88 wrote...

First off, taking the time to answer these questions on your own time is truly awesome of you. Thank you.
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?


Dual Weapon items will be those specifically made for that weapon style. The exact appearance and size of them is an art direction question.

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?


The concept of backstabbing is no longer present. In DAO, a backstab was a critical hit with a different animation and some bonuses for Rogues. In DA2, Rogue abilities trigger off of all critical hits. If you're flanking a target, it's much easier to get a critical hit, though, for all classes. Many Rogue abilities benefit their critical hits (including their primary attribute, Dexterity) and trigger additional effects off it.

There is no reason why you can't create a character that fights from the front, but to be able to get the same number of crits that a backstabbing Rogue gets, you'd have to assign your attributes and skills more carefully.

#361
andar91

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Peter Thomas wrote...

Arrtis wrote...

New game +?
Do we have it!


I can definitely say... no comment.

Image IPBImage IPBI'm pretty sure David Gaider or maybe Dan said there wasn't any in one of the Q&A's.  So maybe you can talk about it.

Another question about mages (can you tell I like mages?):  Do basic mage attacks still do spirit damage or is it now elemental?  It looked like Bethany was using fire in the demo.

#362
jonluke93

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Alright I have a question will there be blocking? In Origins you could rarely block the opponents attack is that still in 2 (Not a block button) and will this be able to happen more often.

#363
Peter Thomas

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Morroian wrote...

With the revelations regarding each class only being able to equip weapon types pertaining to their class it implies that Arcane Warrior is no longer going to be a specialization.

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.


I can't comment on specializations.

#364
Peter Thomas

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Sylvius the Mad wrote...

tmp7704 wrote...

Dave of Canada wrote...

That pretty much says bye bye to AW (and good riddance I say)

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"

That Qunari could have been a Rogue, and there's no evidence that Hawke was an Arcane Warrior.  He used a staff.


The Hawke in the trailer was a Mage using a staff. The Qunari in the trailer is not a player character, so pretty much anything goes.

#365
Peter Thomas

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tmp7704 wrote...

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.

Company is named Blur Studio, btw.


Actually it wasn't Blur, it was a company called Digic Pictures.

#366
Dave of Canada

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Will arrows / spells still "home in" on the player? Like.. if an archer shoots me and I move to the left, will the arrows suddenly turn in midflight to hit my character?

#367
tmp7704

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Peter Thomas wrote...

Dual Weapon items will be those specifically made for that weapon style. The exact appearance and size of them is an art direction question.

Wait, the system designer gets to no say what types of weapons are allowed for each style? Does it mean that, while in DAO there was multiple weapon types each with its own slightly different stats/strengths, in DA2 there's something like say, generic definition of "dual wield weapon" with single set of stats, and then art department decides whether that generic definition is given appearance of daggers or swords and whathaveyou?

How exactly was the stats system of the weapons reworked and how do they work now? Image IPB

#368
tmp7704

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Peter Thomas wrote...

Actually it wasn't Blur, it was a company called Digic Pictures.

Ohh, interesting. The style and quality was so similar i never realized it. Checking Digic Pictures site there's indeed DA2 listed in their credits. Thanks Image IPB

#369
Ibaru88

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Peter, surely you've broken some kind of "Most posts by a single developer in a thread" record by now... request some kind of trophy from your superiors.



I also had another question.

The combat sounds to be a lot faster now and more action packed, but will that result in shorter fights, or will you be increasing enemy health or will there be more enemies to deal with each fight?



And also, will we get up the convo wheel before the person talking is finished with what they are saying so that we can choose an answer just before they finish talking so that conversations will flow better? (Hated that dumb stare your character had when you got up your dialog options in origins :/ )

#370
Peter Thomas

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BomimoDK wrote...

Timestop spell. In the D&D franchises this is a perfect savehaven to do what ever you want for a turn.

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?


We actually didn't consider this kind of ability. It would be too unbalancing towards one class mainly. Why wouldn't someone take a Mage, then? And what Mage wouldn't have this ability?

#371
tmp7704

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Peter Thomas wrote...

Why wouldn't someone take a Mage, then? And what Mage wouldn't have this ability?

Not everyone likes to play a mage, and picking class that's not enjoyable to play for the person just to get one strong ability requires certain mindset which also isn't universal in the playerbase. Same for mages picking this ability or not -- one could argue ability to heal is so powerful no mage ever would go without it but there are mages built like that.

#372
Dave of Canada

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tmp7704 wrote...

Not everyone likes to play a mage, and picking class that's not enjoyable to play for the person just to get one strong ability requires certain mindset which also isn't universal in the playerbase. Same for mages picking this ability or not -- one could argue ability to heal is so powerful no mage ever would go without it but there are mages built like that.


I think (may be wrong) he meant more for making a party. Why would you want to not take a mage into your party?

#373
Jimmy Fury

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Peter,

Will armor types be restricted to the different classes like the weapons, or will it remain somewhat like Origins where some are restricted to class/spec (like the mage robes or specific rogue-restriced armors), some have stat requirements, and some are open to everyone?

(apologies if this has been asked, the thread has gotten long and my memory of the earlier pages got fuzzy....)

Modifié par Jimmy Fury, 08 septembre 2010 - 11:19 .


#374
Peter Thomas

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nightcobra8928 wrote...

mages and rogues have long range capabilities,
are warriors restricted to melee or are do they have something that enables them to strike at long range?


Warriors only really have abilities that strike enemies close to them. They do have a charge attack, as well as basic closing attacks to get nearer to the enemy, though.

#375
Peter Thomas

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nightcobra8928 wrote...

will there be new game plus? there are people (like myself, i guess the best choice of words would be that unconsciously we start to bond and care for our created character ) that like to replay the story using the character they've spent time to create.


I have already not commented on this. Heh...