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Gameplay/RPG Systems Questions


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#451
Peter Thomas

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Rykn wrote...

I own the PC version of origins and I like it well enough but I also like what I'm hearing on the gameplay for console DA 2. I'm told the difference between the PC version isn't very big at all but are they similar enough so that if I hooked up my Xbox controller to my PC could I get a taste of what the Console goers are getting? (I imagine I would switch between both controller and top down play frequently and I'm sure others would like this idea also.)


Currently the interface for PC is mouse and keyboard only. The GUI is also pretty different between the two. The status of the camera isn't something I can comment on.

Modifié par Peter Thomas, 09 septembre 2010 - 04:02 .


#452
Peter Thomas

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AbounI wrote...

So Peter, you're talking about the treat factor.

Is there any change about it or something new (except this impact hit you'd just talked about)?

edit: will this impact hit can result to a combos hit.
in exemple; a foes is runnig forward us, so my mage cast upon him a fireball.So, the impact will not only stop him, but also throw him backward.At this moment, can my rogue hit him with an automatic critical hit?


This is a specific ability question that I can't answer right now.

#453
Peter Thomas

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Mr.Tacito wrote...

Will there be more armor sets, or are you allowed to give any information on armor?


I can't give details on specific items right now.

#454
Peter Thomas

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Blacklash93 wrote...

Will arrows curve to hit targets again, or can they be avoided?

Also, how do you balance gameplay seeing enemies have to wind up for attacks (like in Origins) and player characters can move around and strike so quickly? Wouldn't that make getting hit easy to avoid?


Projectiles at a creatures will track their target. Basic attack might not get a hit combat calculation result, but they will track to the creature. Larger projectiles are aimed at the ground and will only go to that spot. Examples are a Fireball and the Ogre throwing a rock in the demo. If you're not near them when they hit the ground, then you won't be in range for their damage.

Balance issues are still being dealt with, but if you constantly micromanage a single party member to avoid attacks, you won't be able to optimally use the rest of your party. Also as stated above, things like enemy archers will still track your character.

#455
Peter Thomas

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RampantBeaver wrote...

You may tell me this is an art related question but you've touched on animations some what already. Will there be animations for failing to hit opponents? As opposed to how DA:O had your character swipe through the combatant with the word miss pop up. More specifically, will animations include ones for dodging, parrying and perhaps even glancing blows?

Edit: To make this sound more gameplay related: Will your character be able to dodge and parry? and will glancing blows feature?


Unless a creature has displacement, a player's attacks will glance the target instead of missing it entirely. It deals much less damage, though. Enemies can still miss the player characters.

The nature of dodge/parry/hit reaction animations is an art direction question.

#456
Peter Thomas

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iampool wrote...

Will mages be able to invoke powerful creatures like in NVN or BG?


This is a specific ability question that I can't answer.

#457
Pedro Costa

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First of all, thank you for taking the time to answer our questions.

Now that's done, my question relates to you mentioning that a character can only equip a weapon associated with their class.

In DA:O, your combat style of Sword and Shield or Dual Weapon was dictated depending on what you'd have in your off-hand: another sword/axe/mace or a shield. Yet, there was no restriction to your character of picking up the longsword no matter if your class was a Rogue or a Warrior.

Is it reasonable to understand that a rogue would now be stuck with a set of daggers (to keep the association with DA:O system) and be completely forbidden of using a longsword?

Or are the longswords flagged as equippable to both classes?

I ask this because I'm finding it confusing why a Rogue wouldn't be able to use a sword that a warrior with a shield could.

I'd understand if a longsword-like weapon could only be used on the main-hand, tho.



Again, thank you for your time.

#458
Peter Thomas

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Lumikki wrote...

Why you have same 6 attributes for all 3 class what are same to all class?
Why not have 3 class what all have induvidual X attributes to they own class?

Meaning choose first class, then let player see and adjust attributes for that class only. This way you don't have some main attribute for every class, but you could balance class based attributes so that they are equal usefull for that class, but still provides different playing styles for that class by players choosing. I Ask, because using same attributes for different 3 class will cause some attributes become less usefull for some classes. Meanign it's hard to balance very different kind of classes with same attributes, because not all classes use same attributes with same value. But if every class has they own attributes what are design to they class, it's easyer to balance the class.

Long question, but why use same attributes for all classes?


Short answer: Continuity with DAO.

#459
Tempest

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Sorry again with 2 questions.  I will try to clarify some more.

1.  Will there be a larger variety or even a chance to have more than 2+ skill choices for our characters and companions?  Alistair, Sten, Oghren, Liliana, and the Warden (Depending on class) needed to put our points into Combat Training to fully utilize their strengths.  Which more or less left the rest of the skills as "fair" at best.  Non really improved the character much, and Morrigan was the Herbalist so....  Sorry, this is not a gameplay/RPG question.

2.  Will there be the same amount or even more banter between party members just like in DA:O?   I just don't want them to be silent with each other like in ME2, that REALLY was bothersome how my team-mates never talked to each other in that game.

#460
Peter Thomas

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Seroxi wrote...

Hello Peter.

Have you considered adding more "secondary" effects to talents that would open up new opportunities? Ie. if you have knocked down your target with ability A, your ability B, which would usually deal 150% weapon damage, would be a guaranteed critical hit and caused a bleed which ability C could take an advantage of in a form of a finisher or increased damage(just some silly examples I came up with in a matter of seconds). I know it is sort of a design goal to get different classes interact more with each other but I'm strictly speaking about having more options for your own character so you could do things without pausing and switching characters every second(which is completely ok from time to time but sometimes I wish I could just keep the flow going on).

Thank you for your time.


Er... I may have lost my response to this one... Anyway, that's basically what our cross class combo system is. The difference is that a class rarely has the ability to trigger off its own effects. Other classes are better at that.

Er... and your examples sound like some dual weapon talents I put in DAA.

#461
HTTP 404

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do hammers, axes, and swords do different type of damage?

#462
Peter Thomas

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Wulfram wrote...

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


This is a balance issue that hasn't been finalized yet.

#463
Alodar

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Peter Thomas wrote...

Projectiles at a creatures will track their target. Basic attack might not get a hit combat calculation result, but they will track to the creature. Larger projectiles are aimed at the ground and will only go to that spot. Examples are a Fireball and the Ogre throwing a rock in the demo. If you're not near them when they hit the ground, then you won't be in range for their damage.


Can the player still centre a Fireball on an individual creature and have the spell effect go off wherever the creature ends up or are can all fireballs be targeted on the ground only?

Alodar :)

PS Thank you for the time you've put in this thread. Even with all the stuff you can't talk about it has been incredibly informative.

#464
TimelordDC

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1. So, there is no fatigue system and no rest system. Have you designed any other feature to add some level of strategic depth to the combat?

2. Will the threat system still be present? If yes, will usage of upgraded abilities draw more threat?

3. You mentioned that the Impact event is now fired at the beginning of the attack sequence and damage is applied before the animation completes? What happens if the animation is interrupted? Will this be only for 2H weapon-wielders or for all classes?

4. Are you planning to test some of the basic modding capabilities before release? Eg: adding a new class, adding a new item material, etc. The DA:O release (and till date too) has bugs related to these simple tasks. Hence, the question.

5. Will there be a similar thread from the tools/UI side prior to release? Or can the modding community at least make a (well thought out, critically edited) wishlist and submit them somewhere?
Or can you have a short beta for some modders to test some basic modding capabilities (related to Q.4)

It's really great that you are taking the time to do this. Thanks!

Modifié par TimelordDC, 09 septembre 2010 - 05:16 .


#465
MasterNickw4t2

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First of all can you please send me the Alpha / Beta build. So that I may quality test it. ^_^

Secondly, most forums I go to are filled with people crying about streamlining games and here DA2 is one of the hot topics.
Will the PC version, as I've understood it so far, be a tweaked version of the current combat system in DAO, or will we have to embrace console gameplay ( X = win)?
Also I still hope DA2 will have a more tactical gameplay, than what I've heard about so far on the consoles.
Every Hands on impression I've seen have been on the consoles, and so far those I regard as knowledgeable have not been too happy about the outcome of combat on consoles. For example check the little bit RPS has
written about DA2.

Modifié par MasterNickw4t2, 09 septembre 2010 - 07:16 .


#466
TimelordDC

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It is hack'n'slash and there's nothing wrong with a little hack'n'slash - as long as it is not marketed as something else.

So far, I don't see anything in the combat system that is different from say, Titan Quest. Of course, I am still waiting for answers on my first 2 questions. Let's see what Peter has to say.

#467
AndrahilAdrian

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Peter Thomas wrote...

ralphfromdk wrote...

Will we be able to make a "Hybrid" or what ever you might want to call it, like the Hawke from the trailer :D for example, melee 2hander, with some magic attacks, or are those maybe from equipment..? :)

i'm asking because i would really really like to make a character like Trailer Hawke xD


The trailer Hawke was a Mage wielding a staff. That is one of the concept staffs, but I can't say for certain if that exact model will end up in the final game. that's an art direction issue. A Mage in melee will use his staff in melee attacks instead of shooting projectiles.


Given how much Bioware have been promoting that model (inflatable swordstaffs and so forth) I would expect it to be in the final game. Is there any reason why it wouldn't?

#468
MasterNickw4t2

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TimelordDC wrote...

It is hack'n'slash and there's nothing wrong with a little hack'n'slash - as long as it is not marketed as something else.


That is true, but I should have been clearer, what I meant was will the PC version, as I've understood it so far, be a tweaked version of the current combat system in DAO, or will we have to embrace console gameplay ( X = win)?
Also I still hope DA2 will have a more tactical gameplay, than what I've heard about so far on the consoles.
Every Hands on impression I've seen have been on the consoles, and so far those I regard as knowledgeable have not been too happy about the outcome of combat on consoles. For example check the little bit RPS has written about DA2.

#469
WidowMaker9394

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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?


Oooooh Peeeeeter!

This is important to me. :crying:

#470
Peter Thomas

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bbfan13 wrote...

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?


Not every class can create every type of effect, or be able to react as effectively to every kind of situation. The game won't be balanced specifically with solo runs in mind, though it will be interesting to see how far people can get once more balancing has been done. A party-based rpg is our goal. A party member that can do everything well would fulfill a lot of people's fantasies, but wouldn't give us the level of complexity we want.

#471
Lotion Soronarr

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Leveling is pretty much the same as Origins.


If it's completely the same, then that's dissapointing. Do attributes still start at 15-ish and end up in the 60+ range? Or have you made the system more logical?

Also, do two-handed swrods and two-handed axes share the same animation set?

#472
Peter Thomas

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lunarknightmage wrote...

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?


Depends on what you mean by "combo". Each weapon style has a series of basic attacks that blend together, striking in a sequence ending with a small finishing move. There is also the cross class combo idea, which is that a Warrior ability could apply an effect on an enemy that a Rogue could use a specific ability on for additional effect.

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?


I can't talk about specific spells or abilities right now. Mobility is one of the core attributes of the Rogue. It is not one of the Mage's.

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.?


The talent trees for each individual class are entirely unique.

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 like that was shown at the PAX demo for the Mage basic ranged combo finisher with a fire staff. He slammed it into the ground, sending up a wave of fire near the enemy. There is a wider variety of movement in how a Mage casts his spells. Er... but this is an animation direction question.

#473
Peter Thomas

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AbounI wrote...

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)?


The threat and aggro systems are basically the same, but aren't finalized yet.

If you complete a cross class combo hit, it will "pop" the effect on the target, giving a much improved result. Specifics have not been finalized yet.

#474
Peter Thomas

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tmp7704 wrote...

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.


This is a balancing issue that we're working on still.

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?


This is too specific. I can't talk about the makeup of individual trees. Trees are not restricted to just one effect or type of ability.

How common is this advantages/weaknesses system for the enemies?


Currently every single creature in the game has been categorized and assigned strengths and weaknesses. Balancing remains to be done.

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.


Arrows do not exist. Bows are treated the same as staffs. A fire bow will fire flaming projectiles and deal completely fire damage. Similarly, an actual fire sword will deal completely fire damage, not physical. Those are not standard, though. A normal physical bow will fire arrows that do physical damage, and can have onhit fire damage effects as a property of the bow itself. This also makes things simpler for the rune system.

Modifié par Peter Thomas, 09 septembre 2010 - 07:28 .


#475
Peter Thomas

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andar91 wrote...

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.


In the demos Bethany was made to be a fire-based Mage. By basic mage attacks I assume you mean getting Spirit Bolt in DAO? Starting talents for the Mage have not been finalized yet. Actual basic attack damage is entirely dependant on your staff damage type.