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#26
Lord_Valandil

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Any possibility to implement the Nug Bombs?
I'm dead serious, not joking.

Nug Bombs thread.

Thanks in advance.

Modifié par Lord_Valandil, 07 septembre 2010 - 11:49 .


#27
nightcobra

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i noticed the increase of speed movement of the warrior from origins to DA2

my question is, will heavier armor make you slower?

#28
Dave of Canada

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I'm not sure if this counts as gameplay but..



In Mass Effect, we had Default Shepard being modeled off Vanderloo. His face was a lot higher detail than the other faces but overall we could still go in the custom settings to change the face as we wish. I was pleased with the whole default Hawke and such but it has me worried.



In Mass Effect, when you pressed "custom character" then the Vanderloo face would immediately disappear and there was nothing you could do. You were incapable of tweaking his face like changing his hair or skin pigment, the default was locked down and unable to be changed.



Will this be the same for Dragon Age 2? Will I be able to keep the default Hawke look but say... change the hair color or tweak the nose if such trivial things bothered me without losing the entire face?

#29
Faz432

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Thanks Peter,

Will we see how your actions whether 'good' or 'bad' effect social interactions, for example if I did something really 'bad' I will hear people in the market place gossip about it, they might avoid me, NPC not greeting me so warmly etc.

Modifié par Faz432, 07 septembre 2010 - 11:55 .


#30
nightcobra

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on the lockpick restriction thing,
i'd rather you switched the steal and lockpick to where steal is only available to rogues (as it should)
and lockpicking the one that can be mastered by all 3 classes as picking a lock is more about understanding how the mechanism works and that can be achieved by anyone.

Modifié par nightcobra8928, 07 septembre 2010 - 11:58 .


#31
Peter Thomas

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TheMadCat wrote...

What changes have been done to leveling and character development and it's influence in combat.


Leveling is pretty much the same as Origins. When you get a certain number of XP you level. When you level you get a certain number of points to distribute in various categories.

The effect of levels on combat will be significant. Facing a much lower level enemy will allow you to tear through them pretty quickly. Facing a higher level enemy will be a challenge.

The power of the various abilities will progress with the power of the character as he levels and upgrades his equipment. Abilities are more intended to add new capabilities to the character, rather than another button to press or icon to click that does the same as everything else. These capabilities and how you use them in a given situation will determine your effectiveness.

#32
Peter Thomas

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annihilator27 wrote...

How is XP handled?


XP is pretty much the same as Origins. You get XP from killing creatures and completing plots. Enough XP and you gain a level and get points to distribute.

#33
Malevolence65

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Can you describe Mages and their melee attacks? You seem to have missed this question.

#34
Lord Gremlin

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Hm. Really, any possibility of nug bombs? There's a thread dedicated to them here. Also, are you making any bombs like acid flasks and shock bombs in DAO?

#35
Sylvius the Mad

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The new Georg? Those are some mighty big shoes to fill.

Does companion XP bootstrapping still work the same way (in DAO, unused companions gained no XP, but were automatically given enough XP to reach the level below the PC when next added to the party)?

Is the XP curve still linear, or have you switched to an exponential curve?

Is XP gained from killing enemies still scaled based on the PC's level (so killing a level 13 Genlock gives less XP as you gain levels)?

#36
Dave of Canada

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Peter Thomas wrote...

annihilator27 wrote...

How is XP handled?


XP is pretty much the same as Origins. You get XP from killing creatures and completing plots. Enough XP and you gain a level and get points to distribute.


Will there be additional XP rewards for diplomatic paths to balance out the mindless killing? Often times if I wanted to reach as far as I could when leveling, I'd have to metagame the decisions and kill in order to squeeze the most XP possible from every scenario (involving a lot of killing and diplomacy being almost useless)

#37
Peter Thomas

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Suicider_11 wrote...

will there be new weapons for DA2?


All equipment stats have been redone. The appearance of given items is an art direction question.

#38
nightcobra

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how will level scaling be handled in DA2? will it change the enemies based on the player's level or will it be area based (areas with weak enemies while others have more difficult ones, think of the mercenaries at orzammar's entrance as an example)?

#39
Fishy

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Does the *pathing* when you was to attack someone was improved on PC or just on console?

#40
Peter Thomas

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Malevolence65 wrote...

Can you describe Mages a bit more? I'm wondering about their melee attacks and if we will actually be able to be like the Hawke in the trailer.


A Mage at range fires projectiles, which deal damage on impact. At close range, the Mage directly hits the target (different animations), dealing the same amount of damage. The type of thing shown in the trailer would be a synchronized animation between the attacker and the target. That was the kind of thing that was used for the melee deathblows in DAO. The exact nature of the deathblows we're having in DA2 is still to be determined.

#41
andar91

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Anything that you can tell me (us) about mages would be awesome. Do they still have spells that paralyze and put things to sleep and things like that? I don't want specifics, but can we do things other than blast enemies with attack spells?

#42
Beocat

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I second the mana regeneration question.



Also, has the "gifting for affection" point system been removed or altered in any way? I was not very fond of it myself.



Additionally, we were told at least 10 years would pass during the game. How is this going to happen with us knowing the years are going by? Is there a calendar we can look at, does it go in chapters, or does the 10 years pass in a single incident (aka...the Fable and Fable 2 way of going a decade in advance. bleh)?

#43
Siven80

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Thumbs up for attempting this :)

#44
Mike Laidlaw

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Peter Thomas wrote...

SelphieSK wrote...

I was wondering about the Tactics system. In DAO, we got new tactics slots by leveling up and/or picking the Tactics skill, so we didn't get many slots until late in the game.

My question is, will we have a sufficient number of tactics slots from the start? Or will we need to unlock them as we level up?


That hasn't been locked down yet either. I'm on a roll!


I can comment on the intended direction. Peter is right that an absolute, final decision has not been locked down, but we are intending to provide more from the start.

#45
SelphieSK

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Mike Laidlaw wrote...

I can comment on the intended direction. Peter is right that an absolute, final decision has not been locked down, but we are intending to provide more from the start.


Great!
Thanks for answering! :)

#46
Peter Thomas

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nightcobra8928 wrote...

what exactly can you tell us about the 2h weapon skill tree or playstyle, and how is it different from origins?


The two-handed weapon style is focused on dealing the most damage to the most people. The Warrior class itself is focused on melee AoE damage, and two-handed weapons do the most damage over the largest arc. Compared to the Origins version, two-handed weapons will deal damage to an arc of enemies with each swing. The animations have been completely redone as well, with the impact event (when damage is applied to the target) moved to the front of the animation, rather than near the end (like in Origins). The result will be that you attack, deal damage almost immediately, then follow through with your swing.

Each of the weapon style trees are focused on attacks and abilities that are specific to that weapon type. The result of this is that a weapon style tree itself is smaller, and abilities that could be applied equally well to other weapon styles were moved to more general talent trees. The two-handed style is focused on power and AoEs.

#47
Kileyan

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You are trying to make the classes more distinct. How does this affect armor and weapons? Will there be only stat requirements to equip items or will we being seeing a whole lot more armor and weapons that are , warrior only, rogue only, etc.

I'll second Andars question. Are mages still keeping a robust line of utility spells? I love setting stuff on fire and ripping peoples arms off, but I do like the strategy involved in subtle spells that set the others in the party up to rip stuff apart.

Modifié par Kileyan, 08 septembre 2010 - 12:30 .


#48
nightcobra

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thanks peter :) really happy about the 2h being aoe news.

#49
AbounI

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Does the foes level scalling is similar as the Origins one?

Modifié par AbounI, 08 septembre 2010 - 12:30 .


#50
Blastback

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How many weapon styles are avalible to warriors? I admit, I'm still rather bummed that warriors can't dual wield any more, are we getting anything to make up for that?

Also, what's the heaviest armor that a rogue could wear? Again, as a player who likes going around in heavy plate with two weapons, well.... will I be able to get that experiance with a rogue now, or am I just SOL?

Modifié par Blastback, 08 septembre 2010 - 12:30 .