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Gameplay/RPG Systems Questions


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#351
Peter Thomas

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Dhiro wrote...

Ahm... we'll se some specializations of Origins or all of them are new? Thank you ~


I can't talk about specializations right now.

#352
Peter Thomas

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OriginsIsBest wrote...

When can you talk about specializations?


Whenever the higher-ups decide I'm allowed to. It is probably pending finalization and marketing related announcements.

#353
Peter Thomas

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Rieverre wrote...

Will sustainables still work as they did in Origins (aside from the 'percentage of stamina/mana pool as cost' issue)? Specifically, is triggering a sustainable simply going to limit your maximum effective stamina/mana pool as it did in Origins, or would said stamina/mana be 'reserved for sustainable' and available for use once the sustainable is no longer active?

It's probably the former, but I just want to put the idea out there - having the sustainables work in the second manner would avoid situations where you can activate them when you have no stamina/mana at pretty much no cost.


Activating a sustained ability will essentially limit your max stamina/mana pool. It won't subtract that amount as well. If you have 0 stamina/mana, there is essentially no cost, other than not being able to use other abilities. You can't have more than 100% of your stamina/mana pool reserved, though, so you can't stack every sustainable in the game at once.

#354
Peter Thomas

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Alodar wrote...

Thank you for still keeping this going.

Is there anything that you couldn't talk about when this thread began that you can now talk about? (ie any gameplay systems finalized in the intervening time?)

If so could you please provide us with deatails?

Thanks again for all your patience in answering questions,


It's only been a week. Give it more time.

#355
Peter Thomas

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MomoJamo wrote...

thx for the reply another question if i may

Do you think DA2 is being rushed at all? i mean i hear talk about time and budget alot
and in the Pax interview with gaider he says it more about time then budget, so are you getting
the time you need to make this game the best it can be and not rushed to meet the deadline?
I would rather wait a few extra months and have the game the best as it can and not miss out on stuff that can make the game better.


Heh, I can't answer this question right now.

#356
Peter Thomas

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jhawke wrote...

Peter,

you mentioned that everything a Warrior does, except some abilities, will be an AOE, including basic attacks.

1. Does that apply to both 2h and Sword and Shield warriors?


Yes, Weapon and Shield attacks are also an AoE, but smaller than Two Handed Weapon ones.

2. Does that also mean warriors are only effective against groups of enemies?

What if you are only attacking a single enemy? Will you still be able to do that?

Or, is the warrior's attacks such that, if there are other enemies near the enemy you are attacking, they will be affected the warrior's attacks, too?

I just wanted to clarify.


You attack a single enemy and other people around him are affected as well. You're just as effective against a single person as you are against all the secondary targets. Because the Warrior is designed to be AoE, it's more efficient to use him against crowds.

3.  Also, since warriors no longer have acces to Archery, are there any plans to give warriors ranged attacks through other means ( maybe through spec, perhaps )?

And that doesn't have to mean using bows, but, say, charging their weapon with spirit energy and then releasing it as a spirit blast at the enemy.........


I can't comment on specific abilities.

#357
Peter Thomas

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Deckers wrote...

I was very fond of the arcane warrior specialisation for mages, it allowed me to add another facet to my mage's gameplay, plus I liked the swords.

I know earlier on you said you hadn't finalised specialisations, but were you to follow through/continue this general type of specialisation, would mages still be restricted to equipping just staves or would swords be useable in some form?

If this crosses into some "cannot answer" territory, is there any intention (I won't take intent as a promise!) to allow mages in whatever way viably wield a sword?

Apologies if this has been asked before, I read through a lot but didn't see this anywhere.


Currently the only weapon that Mages can wield are of the Staff type.

#358
Peter Thomas

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andar91 wrote...

I know you haven't gotten to my other question yet, but I thought of another. If sustained abilities now take a percentage of mana as opposed to a set amount (a concept I think is a good idea), do all abilities work in this way. For example, if my mage Hawke casts lightning, does it cost him/her 20% of mana or just 20? (Just inserting my own numbers here).


No, this is just for sustained abilities. It's a percentage to limit the maximum number of sustained abilities that a character can have on at once.

Normal abilities have an absolute cost. A cost of 20 subtracts 20 mana/stamina from your pool when used.

#359
Peter Thomas

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konfeta wrote...

Wait, you listed Dex as increasing chance to crit and thus damage as a use for Mages.

Does this mean spells can crit? Or you meant that for staff attacks?


Yes, spells can crit, as well as staff basic attacks.

#360
Peter Thomas

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tmp7704 wrote...

I may be missing some intricacies here but doesn't that mean you're creating/using a separate system to essentially come full circle and re-introduce the damage types, just differently named? Image IPB


Er... I'm not sure what you mean. The damage types are exactly the same as DAO. Armor in DAO was what resisted the physical type of damage. The difference between it and the elemental resistances was that armor was an absolute value and the others were percentages. In DA2 they all end up as percentages.

#361
Peter Thomas

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AlanC9 wrote...

Vaeliorin wrote...
I don't know if you get to talk to the animation people that much, but please, please, please tell them not to make us do melee attacks with a bow (:crying:). 


You're asking for the Melee Archer talent to be removed, then?

Speaking of archery, can warriors still equip bows even though they don't have archery talents available anymore? The earlier discussion kind of confused me.


Characters can only equip the weapons for which they know the style. Warriors know Two Handed Weapon, and Weapon and Shield. Rogues know Dual Weapon and Archery. Mages know Staff.

Each weapon item belongs to a specific weapon style and can only be equipped if the character knows that style.

#362
Peter Thomas

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Brockololly wrote...

At the expense of sounding like an alarmist, does that bolded section mean playing as a warrior involves button mashing/furious mouse clicking to regen stamina?

So....I'm confused- how would attacking more as a rogue regenerate stamina? Or using abilities as a warrior? Maybe I'm just being dense, but could you elaborate on this system? It just seems like an arbitrary way of regenerating stamina, like how in ME and cover based shooters you magically regenerate health when hiding behind a chest high wall.


This is a gameplay machanism we're using to make playing the classes different. In order to keep using abilities, each one requires you to act in certain ways. Warrior is deciding how long of a downtime you're going to take regaining stamina before attacking again. Rogue is deciding who to strike and for how long before you can activate abilities. Mage is pacing himself and deciding when and where to use his abilities best.

I'm not saying these are the only way to regain mana/stamina, but this is a base feel for the class.

So does this mean that if we specialized a mage for primarily healing, they'd be kind of redundant and worthless in DA2 since the other classes have mechanisms of healing on their own in combat now outside of potions?


No it doesn't make other things redundant. In DAO a Reaver could Devour stuff, but that didn't make healing Mages and potions useless. Some things are hard to get, some things are situational.

#363
Peter Thomas

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St. Victorious wrote...

I'm not sure if this has been asked yet, but it bugs me. I'm not sure how this relates to gameplay questions.

Are the names of the "Health Poultices" going to be changed to reflect the animation? Or are we still going to be drinking bandages?


You've never tried that as a kid?

Items haven't been finalized, nor have item use animations.

#364
Peter Thomas

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1varangian wrote...

Still curious about mages.. so their melee attack that is based on the Magic stat will, in fact, be a magical attack? Will there be a battlemage build that can use normal weapons for mundane attacks, like Hawke in the cgi trailer? He did pull off a Mighty blow after all (the jumping attack?). Some "real" combat skill and elbowing a towering qunari is much more impressive than relying on pew pew magic for everything.


Both their ranged and melee attacks will count as magical. The ranged version shoots projectiles, the melee version does a different animation and doesn't shoot a projectile. The Hawke in the trailer was using a staff, though it was likely a physical damage staff.

#365
Peter Thomas

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Isaac shepard wrote...

Bioware says DA:O will be closer to mass effect than DA2 but is the combat system the same in DA2 as it was in DA:O. (note: hope you change the combat because I was really unsatisfiyed with the combat system in DA:O)


I don't know who said that, but this entire thread deals with combat and systems. The combat system is designed to be similar, but feel a lot better.

#366
Peter Thomas

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0rz0 wrote...

Will warriors be able to throw their sword at enemies? :D


-_-

#367
Peter Thomas

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AbounI wrote...

Thanks Peter for clarifying the attack and DS concepts.

Are you able to talk about the quantification of physical damage deals?We know there's plenty things that have to be considered, but it could be nice to know it will work.

Are magical and physical attacks works in a different way in term of rules (still talking about the quantification system)?


I'm not sure what you mean by quantification. Damage is deal the same way from physical and magical sources. The value is modified by the caster's properties and the hit result for the ability that applied it. It's resisted by the target based on damage type, general damage resistance and (if magical) magic resistance. After all that you come out with a number representing how much damage you did to the target.

#368
Peter Thomas

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jhawke wrote...

thanks, Peter.

1. In regards to regaining stamina, stamina only affects talents/abilities, NOT the basic attacks. Correct?

So, say with a Warrior, while he is regaining stamina through whatever mechanism you have planned, that warrior can still basic attack his enemies ( and chain those basic attacks ). Is that correct?

Or, will the warrior become completely "immobile" or unable to attack while regaining stamina?

somehow, I'm getting the picture of a character staying still to "recharge" before being able to attack again.........That will not be the case in DA2.........will it?

thanks again.


The Warrior regaining stamina is the only one that might be tweaked still. It is currently activate something specific, you get a bunch of stamina back. That stamina regained is much higher than the amount Rogues get back per attack and is a very quick action.

Basic attacks don't cost mana/stamina. It would be kinda bad if a character ended up not able to do anything at all because of a lack of stamina.

#369
Peter Thomas

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DarthRevan4life wrote...

So my question is will the warrior be efficient facing an enemy 1 on 1?  Also can I ask why the warrior is now focused on AoE, I would assume the mage would specialize in AoE and the warrior focusing on single combat?


A Warrior facing a single enemy will do less damage over a given amount of time than a Rogue, because a Rogue is supposed to be good at single target DPS. That doesn't mean he'd be bad, just that someone else is better.

#370
Peter Thomas

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Ramante wrote...

Now I'm really confused, mages can use different kind of staffs? So are there differences between the staffs in what they can do better or something like that (physical damage staff better in dealing physical damage than 'ranged' staffs and the 'ranged' staffs are better in dealing ranged-magical damage)?


Each staff has a damage type (just like all other weapons). The damage types are: Physical, Fire, Cold, Electricity, Nature and Spirit. Selecting one type over another can be based on your character's stats, personal preference, enemies you are currently facing, etc.

All staffs have a ranged attack, and can also be used in melee.

Another thing about the different weapons and I'm really sorry because you have explained this more than 10 times allready, I blame it on a translation problem. In DA:O we had 2 types of swords: 2-handed and 1-handed, in DA2 we will have 3 types of swords: 2-handed, 1-handed (sword and shield) and 1-handed (dual wield), correct or am I missing something?


Correct, in that those types of weapons can look like swords. Not all will. Axes and maces have been popular in the past.

#371
Peter Thomas

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tmp7704 wrote...

I meant it like -- in DAO you originally had different kinds of physical damage dealt by weapons (superseded by penetration mechanics) which could force the player to try and match weapon type to the enemy to be most effective. Now DA2 is doing away with this ... but at the same time instead the creatures are given traits which make them resistant/vulnerable to different damage types, which again is supposed to give incentive to the player to pick the weapon/damage type depending on the target they face.

It was just bit puzzling read, guess made me wonder why --if the intent was to have player try to counter the creature resistances-- the physical damage system was getting scrapped altogether rather than made part of that Posted Image


Slashing, Piercing and Bludgeoning were not actually in DAO. They were in a much earlier internal version of the rules that was no longer in use by the time I moved onto the project.

I'm not really getting where you're getting the idea that physical damage is being scrapped or reduced in any way.

#372
Peter Thomas

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andar91 wrote...

I think you may have missed one of my questions since you said previously you went in order, so I'm going to repost it here. I'm only double-posting because I figured it was a lot more convenient for you to look at a new post than digging in the past for my last one. If you just didn't want to answer or couldn't, sorry for repeating myself. I'm just used to you saying you can't comment. So here it is:

Ok, so I've seen the images on the live stream of a woman who was examining Bethany's (aka the mage trees) level up screen. And I see that there are indeed six. What I'm struggling with is how they'll be organized. I'm thinking that each element must get it's own tree, or maybe two to a tree. But that doesn't leave much for healing, crowd control, dark life-drainey stuff. Not to mention that we don't know if they're sorted by school, or type. BUT I do remember reading a preview from someone who played the demo (this was in the press, not just some guy) and he mentioned that all fire abilities were clustered around each other now in a tree, so I take that to mean they get their own tree. So are the others things squeezed tight together or something?

So what I'm asking (actually begging) is if you can give us ANY information as to how the organization works. I know that you can't discuss specific abilities and probably not if there are schools or not either. But can you give us SOMETHING about it? Please? Thanks so much for listening to me grovel! :)Posted ImagePosted ImagePosted ImagePosted ImageAnd thank you for answering my previous questions too!


I didn't answer because this is speculation and was (I think) pointing to another thread for discussion. I can't clarify any information on specific abilities or ability tree layouts or details.

As for how the trees work, you start at a root ability on the left side. If you possess the tree, you have this ability. Branches off this root are abilities you can select next, provided you meet the level and investment requirements. To get to an ability in the tree, you must own an ability that connects a line to it (should be visible in your screenshots).

#373
Peter Thomas

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fchopin wrote...

From what you say the real warrior (Spartan) is the rogue in DA2 is that correct?


I can't comment on the whole Spartans vs Generals thing.

#374
Peter Thomas

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1varangian wrote...

So ALL warrior attacks are AoE? Mages never use anything but magical attacks? All rogues are DPS ninjas?

I am sure the game will be fun to play but it is also starting to look like character builds will be insanely restrictive compared to Neverwinter Nights & other RPGs. :/ I'm afraid that will seriously harm the replayability factor. You already know the story so trying out different builds is pretty much the only thing to replay a game for, even if there might be multiple branches to the story. And you can't build multiplayer on a simplified system like that and NWN style MP is my single greatest hope for DA in the future. *gulp*


Not all Warrior abilities are AoE. Most are. All Mages use magic, so yes, they are magical. Not everything they do is an attack, though. Rogue are mobile and their damaging abilities are against single targets generally, but that's not all they do either. These are general guidelines for a class vs specific abilities. When we're able to reveal more, hopefully it will be a bit clearer.

#375
Peter Thomas

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Gisle Aune wrote...

Not that I havev used non-rogues as archers, but what is a good reasson that a warrior is unable to operate a bow?


class distinctions in gameplay has been discussed earlier. It has to do with AoE vs single target abilities, and melee vs ranged.