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Gameplay/RPG Systems Questions


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#376
Peter Thomas

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ViSeirA wrote...

What types of two-handed weapons are there? I mean they're just greatswords or there are things like spears, halberds... etc?


This is an art direction question.

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.


The item list hasn't been worked out yet.

Does wearing heavy/massive armor still have the same fatigue effect? of has it been reworked?


Fatigue is no longer in the game. If you have the requirements to wear an item, you can. Things like sustained abilities no longer apply fatigue, but are restricted using their mana/stamina reserve.

#377
Peter Thomas

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Alias Oddvar wrote...

How does magic resistance work in da2, is it still persentage based?


Resistances are all percentage based, including physical damage resistance (Armor).

is there still a da1 dodge % in da2?


There is a displacement percentage, which is a chance to avoid any attack, even if it's supposed to be an automatic hit.

Are there staff specific talents in da2?


I can't comment on specific abilities, but all Mage spells use the staff in some way.

Is cunning still used for skills?


I can't comment on skills.

which formula is used for attack vs defence when decideing if you land a hit or miss in da2?


Attacker's Attack score has the target's Defense + Displacement scores subtracted from it. That's the percentage chance to hit. Abilities that automatically hit still have the Displacement chance to miss. All abilities hit by default in DA2. It kind of sucked when your Arrow of Slaying missed a guy... Also most abilities have the chance of a critical effect.

Modifié par Peter Thomas, 08 septembre 2010 - 11:28 .


#378
tmp7704

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Dave of Canada wrote...

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

Ahh. Well, it depends. Maybe the only mage available is Morrigan and the player hates Morrigan? But i must say i don't exactly see how this is any different from already wanting to have a mage in the team due to abilities the other classes don't have, and wanting a rogue for their custom abilities, or a warrior for the same reason. Nor why it's "but then a player would want a mage in their party" actually an issue.

(especially with the news potion spam is being curbed somewhat, i'd imagine healing mages are going to be quite in demand as it is, even if they couldn't bring anything else)

Modifié par tmp7704, 08 septembre 2010 - 11:32 .


#379
Peter Thomas

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Aratham Darksight wrote...

I have some more questions about specializations in general.

  • 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?
Once again, thanks for taking the time to do this, Peter.


I can't comment on the nature of specializations or how/when you get them. Each specialization would be a single talent tree of regular size.

#380
Peter Thomas

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Arttis wrote...

Great job dude.
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.


I can't comment on specific abilities.

#381
Peter Thomas

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Vaeliorin wrote...

Since warriors are apparently unable to equip bows, will they have some other means of ranged combat?  Obviously not skills ( :( ), but it was often nice in DA to open up on enemies with ranged attacks in order to weaken them before they reached you.  If you have warriors in your party, are you now forced to have them stand back and watch while the mages/rogues open up with the ranged attacks?


No Warriors don't really have ranged attacks. They have a number of ways to close with the enemy, and a number of ways to push enemies away, but their specialty is melee combat.

#382
Peter Thomas

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Faz432 wrote...

Of what you can tell us -

What is your favorite feature/part of the game currently?


Hm... not sure how much I can say. I'm a systems guy, so I kinda like the web of abilities and their interactions.

What feature/part are you most excited about between now and release?


The potential of the deathblow system is pretty neat.

#383
tmp7704

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Peter Thomas wrote...

No Warriors don't really have ranged attacks. They have a number of ways to close with the enemy, and a number of ways to push enemies away, but their specialty is melee combat.

Do melee enemies also have ways to close with the target, or do they perform the shuffle from DAO? Mostly trying to figure out the benefit/purpose of knockback system for class which can't hit enemies from range.

#384
fchopin

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A question on specializations in the tree structure.



I don't want to know what they are just if i am correct in my understanding.



There are 6 specializations for each class and we are able to give 10 points to each talent in the tree is that correct?



If that is correct will there be an explanation on what we get from each point for all the talents from the beginning or only when we can add the points?

#385
Dave of Canada

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tmp7704 wrote...

or do they perform the shuffle from DAO?


The entire faster paced combat was to remove the shuffle.

Modifié par Dave of Canada, 08 septembre 2010 - 11:48 .


#386
Peter Thomas

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0rz0 wrote...

- Will there be more balance between specialised and generalist approaches? For example you gave that example of a mage putting everything into magic, but then staying weak in every other area. In origins it was kinda similar, but the huge spellpower enabled the mage to neutralise/obliterate everything, before it coul even come near, effectively negating most drawbacks of such a build. Same for warriors and rogues, who needs defense when you got 50+ armor. And who needs armor when nothing can hit you (ok, I'm exagerationg a bit, but I hope I made the point clear).


In DAO most combat math worked on a linear scale. 5 Armor would negate 5 damage. Similarly with Attack and Defense. This led to a lot of problems in the higher levels where someone who had neglected the stat would get butchered, and someone who specialized would be invulnerable. Combat math now works on percentages with diminishing returns. Even if you have the most armor possible, some will still get through. Even the best defense has a small chance of getting hit, etc. Every class can focus on offense at the expense of defense, but it's part of my job to punish you for that. :P

- 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).


Some of the bonuses are percentages (like magic resistance). Things like Attack and Defense have formulae and arcance math going onbehind the scenes. The higher your attribute, the higher the stat percentage (with diminishing returns). When the stat is low, you still have a value, but if you neglect it the entire game, you'll need to invest a number of points before you start seeing a significant benefit.

- 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).


I can't comment on skills.

- How will trap detecting/disarming work, if you can tell us something about that?


I can't comment on that right now.

#387
tmp7704

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Dave of Canada wrote...

The entire faster paced combat was to remove the shuffle.

From the player and the companions, yes. But if melee enemies are granted the same system then trying to knock them back seems like pure waste of time -- they're back where they were as soon as the knockback is done, and the stamina used on the knockback would be much better spent on either taunting them off their target on plain on trying to kill them. Unless there's other effects involved like a stun, but even then the knockback component feels rather dubious, given it takes these enemies out of warrior's own attack range.

Modifié par tmp7704, 08 septembre 2010 - 11:57 .


#388
AbounI

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Not sure to understand very well the displacement score concept.

Is it influenced by movements or distance beetween the attacker and his aim?
The more the distance is high and the less are the chances to hit?But, for the ranged weapons, it's quite confusing if not too restrictive % close combat style (I think about the unbalanced mecanism it implies). :huh:

Modifié par AbounI, 09 septembre 2010 - 12:07 .


#389
Orbweaver

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Hello Peter,



I have three questions. Thank you for giving what answers you can.



1. If the team currently has plans to include Hawke's experiences in the Fade in DA2, will the game mechanics have altered any from the way they were in DAO? (In short, will the characters retain or lose their abilities based on factors such as race or class?)



2. Does your department have any plans to allow one enemy character to accidentally knock another off their feet, if they were to have a collision with one another- for instance, a blow from the player/ AI controlled party member is strong enough to knock an enemy backwards and into a different enemy, thereby causing both to collapse gracelessly to the ground? It would be something of a midway point between a knockdown on a single enemy, versus the mages' abilities to knock down several enemies at once in DAO.



3. Although I'm almost positive I already know the answer to this question, I figure it's worth a shot. Any plans to include a possible loss of a skill or ability, beyond what an enemy can strip from you in combat? I.E. A "use it or lose it" philosophy?



Thanks again for taking time to answer.

#390
Peter Thomas

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Artoz96 wrote...

Hello Peter,

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!


I can't comment on the nature of specific abilities. However I can say that abilities that add to your stats and capabilities will add in a way that stays relevant throughout the progression of the game, without requiring an upgrade.

#391
Peter Thomas

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WidowMaker9394 wrote...

Are mages limited to staffs or can they use swords? If they are limited to staffs, do they have staff-swords like the one Hawke used in the trailer or are they armed with lame treesticks?


Mages are limited to using staffs. The style of the staff is an art direction question.

#392
Peter Thomas

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AbounI wrote...

Are the character sheets definitly defined?I think about the skills and talents pages.

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


I've seen screenshots from PAX that showed the talent trees, but I don't know that we've released anything officially.

#393
Baiolit

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Is hitting someone/thing purely statistical or does the animation come into play?

What I mean is: say my rogue uses an ability that makes him perform a roll or a flip, and an incoming sword doesn't physically touch his body, can the attacking weapon still hurt me?

#394
DrAnaconda

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So no auto-attack on console. Does that mean a button press for every single action? Like God of War?

Will I be able to attack like this on PC? Or am I limited to selecting a target and letting it auto-attack? Is there gamepad support on PC?

Are the console versions limited to 30 frames-per-second like Mass Effect was on XBOX?

I've gotten the impression that we can somehow import our DAO game across platforms? Can you confirm this or explain how this works? Or am I asking the wrong person?

Baiolit wrote...

Is hitting someone/thing purely statistical or does the animation come into play?
What
I mean is: say my rogue uses an ability that makes him perform a roll
or a flip, and an incoming sword doesn't physically touch his body, can
the attacking weapon still hurt me?


Ditto. Good question.

Modifié par DrAnaconda, 09 septembre 2010 - 12:38 .


#395
baygull

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Thanks for taking your own time to answer our questions.
That said, I will proceed to stretch your generosity.

1. DA2 will take place over the course of 10 years, told in framed narrative. How will this feel in terms of character continuity and freedom? In DA:O we could wander Ferelden at our leisure (to a certain extent, at least) and we had a party camp. Because DA2 is told in framed narrative and Cassandra tends to cut Varric off when he rambles, will the game feel more more instanced because of it?

2. Lyrium addiction was cut out of DA:O because the mechanics weren't intuitive. Will there be any addictions in DA2?

3. Will DA2 be harder? DA:O had funny enemy scaling, with the good gameplay in a narrow band around levels 7-14 on Nightmare difficulty. The Nightmare Plus mod on DA Nexus is fairly popular.

4. Will party camp bonding elements suffer from framed narrative?

5. Can we has food? It came up in dialogue with the party, such as not trusting Alistair to "lead us to lunch" or telling Leliana to "go help Alistair make supper" in DA:O, but the only food I found were gifts for Dog and a cake.

6. Enchantment?

Modifié par baygull, 09 septembre 2010 - 12:49 .


#396
Peter Thomas

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Siven80 wrote...

Will we still have a secondary weapon slot that we can switch to?

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.


That's a GUI issue.

#397
Peter Thomas

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Systemlord Baal wrote...

1. Will Mages have some kind of advantage in combat if they focus on a particular part of their magic? Like a pure Elemental mage has an advantage over a "mix"-skilled mage?


A Mage focused in a particular tree will be able to get the highest level abilities and upgrades in that tree, making the abilties more powerful. There are additional benefits in some cases for reaching the end of a tree.

2. Will there be more variety in terms of robes? (looks)


That's an art direction question.

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?)


That's a plot/story related question.

4. Do you plan on having capes in DA2? (Not really gameplay related, but I thought I could try^^)


That's an art direction question.

5. Will the Mage have a Staff ability tree to increase his effectiveness with that weapon?


No, the Mage will have plenty of spells, most of which use the staff in some way.

6. Do the mage finishing moves depend on skills? (You don't have spell X skilled so you can't use finishing move Y)


Finishing moves/deathblows are based on the ability used. The one in the PAX demo was the deathblow of a very specific ability.

#398
Gill Kaiser

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Peter Thomas wrote...

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.

I think this a major mistake. At least add it to Hard as well...

#399
Zevais

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AlanC9 wrote...

Zevais wrote...

Will companions and NPC still steal my darned XP.


Companions didn't steal XP in DAO. Unless this is another way console players are screwed....


I am on PS3 and my XP was stolen. Will this still happen?

#400
Loc'n'lol

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Gill Kaiser wrote...

Peter Thomas wrote...

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

I think this a major mistake. At least add it to Hard as well...


I concur. seriously. :crying: