Aller au contenu

Photo

Gameplay/RPG Systems Questions


885 réponses à ce sujet

#426
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Dan Dillo wrote...

Will it be possible to record the floating damage numbers in a separate journal entry, just as the most recent dialogue choices are recorded in their own journal entry in DAO? The damage numbers float too fast, and cannot be stopped by hitting the spacebar, to be of much use in DAO.

Some people would love to be able to inspect the damage progression of a battle after the battle is over.


There is currently no combat log.

#427
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Lord_Valandil wrote...

Could you give me your opinion about Nug Bombs, Mr. Peter?

Also,

Will there be different races for companions apart from elves and dwarves?

Thanks in advance B)


Both are plot/story related questions that I can't comment on.

#428
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Zevais wrote...

Will companions and NPC still steal my darned XP. I hate getting ready to kill something while someone comes in for the kill and steals the XP away from me. This angers me the most when it is an NPC. NPC XP awarded should always go to the player character in my opinion.

The only reason all XP should not go to the player character is if we had a choice not to use our player character in the party... in my opinion.

Reguardless, let's focus on the question. Will companions and NPC steal our XP or do we share it as a whole?


This has not be finalized, but currently the player gets full XP gained by party members. No XP stealing.

Modifié par Peter Thomas, 09 septembre 2010 - 03:28 .


#429
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Arttis wrote...

What are the projected level we are expected to reach end game?
Same as origins?
18-23?


The XP progression hasn't been finalized yet.

#430
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

AlanC9 wrote...

So a rogue must dual-wield even if he's got no DW talents? Are there no longer penalties for DWing? Or doesn't it matter? In DAO it looked like a rogue without DW might be better off using a single 1H weapon; did anybody run the numbers on this?


A melee equipped Rogue is dual wielding. Since that is his combat style, there are no penalties for off-hand weapons. He is presumed proficient.

#431
Lord_Valandil

Lord_Valandil
  • Members
  • 2 837 messages

Peter Thomas wrote...

Lord_Valandil wrote...

Could you give me your opinion about Nug Bombs, Mr. Peter?

Also,

Will there be different races for companions apart from elves and dwarves?

Thanks in advance B)


Both are plot/story related questions that I can't comment on.


Nug Bombs are plot/story related?
:o
Now I don't know what to think. But if they are indeed, then I'll be happy. Thanks Mr. Peter.

Modifié par Lord_Valandil, 09 septembre 2010 - 03:34 .


#432
In Exile

In Exile
  • Members
  • 28 738 messages

Peter Thomas wrote...
I don't know if the AI can be completely disabled in that way.


So tactics are hardcoded? Does this mean that to optmize the party, we need to navigate the tactic screen? Or is this a question outside the scope of your particular design task?

#433
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

distinguetraces wrote...

The new definitions of the class roles you've given us are focused purely on types of damage: Warriors for melee AoE, Rogues for melee and ranged single-target, and Mages for ranged AoE.

This leaves out all consideration of other roles--especially tanking and support. In Origins, only Warriors (well, maybe also arcane warriors) could tank, and only Mages could heal and support (well, barring a few melee stuns).

Did the class role descriptions Peter gave focus on damage just as a shorthand, or will all three classes now have equally viable ways to tank (shield Warrior, dodge Rogue, self-healing Mage) and support (paladin-esque Warrior, cc-focused Rogue, healing Mage)?


Each class has many other abilities besides ones that do damage. Defining their focus (single target, AoE) and range (melee, ranged) is useful for highlighting the distinctions between classes. Mages and Rogues have CC, Rogues and Warriors have threat management. Mages have healing. Warriors have party buffs. Rogues have quick battlefield movement. There are many different possible roles for each class and they interact with each of the other classes in different ways.

With proper stats and equipment, you could tank with a Mage, though it would require a different playstyle and would probably be harder than trying the same with a Warrior, who has the talents to support it.

Modifié par Peter Thomas, 09 septembre 2010 - 03:37 .


#434
jonluke93

jonluke93
  • Members
  • 403 messages
I'll try again will your character be able to block more than they did in Origins?

#435
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Hobo in a Box wrote...

Are there any plans to redo the button lay-out for consoles, because what annoyed me most on my 360 was the fact that I only had the ability to chose from 6 different talents/spells, if I wanted to choose something else I had to pull out the menu and manually select it.

And it personally made it even worse for me when PC community started to complain about not having enough space to cover ALL there talents,abilities,spells.
(-.- you people already had 20(+) spaces)


This is a GUI related question.

#436
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Sylvius the Mad wrote...

That's a good question.
Will all the hotbuttons be keymappable?


This is a UI related question.

#437
andar91

andar91
  • Members
  • 4 752 messages
Could you explain how you and the other designers approached the system of implementing abilities in terms of avoiding repetition? What is the criteria when deciding what a particular ability will do? I'm particularly interested in spells. I realize you can't use specifics, but you can make up a Nug Bomb spell or Beard Attack spell or something for examples if you want. I'm just curious as to just how unique each ability is. Will each ability make you go..."Wow! That was _________ that he/she just cast!"

#438
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Illborne wrote...

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?


Because the Warrior does AoE with most attacks, I'd say they're more common. Power is subject to future balancing.

#439
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

The Masked Rog wrote...

How many unique abilities will the specializations unlock?
Are there any improvements to the tactics system such as multi-condition action assignment?


Specializations haven't been finalized yet and the tactics system hasn't either.

#440
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

GreyWarden36 wrote...

will enemies respawn?


Respawning enemies is a plot/story related issue for specific cases.

#441
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

_Loc_N_lol_ wrote...

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 ?


Cunning currently determines your Defense score, so it is useful for all classes, unless you don't mind getting hit.

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


Warriors can only use the Two-Handed Weapon, and Weapon and Shield styles and their associated items.

#442
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

rogue_assassin wrote...

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..


While in combat, the character's weapon is always out. When combat ends, they put it away.

#443
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

octoberfire wrote...

Has the constipated ape running animation been fixed?


This is an animation direction question.

#444
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

GreyWarden36 wrote...

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


Non-weapon style specific talents (including attack abilities) can be used with either weapon, though they may have different animations.

#445
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

_Loc_N_lol_ wrote...

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.


The impact system is based on the force of your attack versus the health of the creature you're hitting. If it's a dragon the size of a house, you're unlikely to move it very much. Unless... but I digress.

Abilities that have a chance to apply an effect, rather than relying on the strength of your attack, can be more effective in situations like that.

#446
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Ahzrei wrote...

Personally, I very much enjoyed my Rogue from origins that uses only 2-handed weapons- even though I couldn't grab the weapon tree talents. I'm aware that this particular style won't be possible in DA2, but is there any room at all for an oddball build along these lines?


classes can only equip weapons for the weapon styles they know. You could create a Dexterity based Warrior wielding a two-handed sword, but he probably wouldn't be as effective as a Rogue and wouldn't get access to the Rogue abilities.

#447
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Wulfram wrote...

Is there a particular mix of classes in the party which the game is designed for?

Would not including a particular class in your party be expected to make the game particularly harder?


We will be trying to balance the game for all possible party combinations. There is strength in diversity (each class feeding off each other, cross class combos, etc), but there is also strength in specialization (a party of warriors all with party buffs, a party of rogues all concentrating on one guy at a time, etc). We're trying to make it flexible to accomodate a lot of different playstyles.

#448
Guest_distinguetraces_*

Guest_distinguetraces_*
  • Guests

Peter Thomas wrote...

distinguetraces wrote...
[lengthy question]

[detailed answer]


Thank you!

While balancing the difficulty level, please do keep in mind those of us who like a friendly fire mechanic as an element of strategy, but don't necessarily enjoy an ultra-punishing difficulty level.

#449
marquiseondore

marquiseondore
  • Members
  • 1 293 messages
:o you're still answering questions. 

#450
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

andar91 wrote...

Is archery going to be more exciting this time? Compared to the melee attacks, I often felt that archery felt a bit boring. Maybe it's the lack of shiny flashiness in the special moves. I know that only mages can use magic, but I wouldn't mind a little bit of a glow or something so that Piercing Shot or whatever looks different from every regular attack.


Special abilities are all differentiated from normal attacks visually, but that's an art question.

Archery itself has its weapon style tree, allowing an archer to function in a different way from a Dual Weapon Rogue. The vast majority of general Rogue talents (and specializations) can be used with an archer as well. The main differences between dual weapons and archery are a few abilities, and what range you feel more comfortable playing at.