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#476
Peter Thomas

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jonluke93 wrote...

Alright I have a question will there be blocking? In Origins you could rarely block the opponents attack is that still in 2 (Not a block button) and will this be able to happen more often.


There is no block button and the blocked combat result really only comes from projectiles hitting walls and terrain and things. The combat results that do exist are miss, glance, hit, critical hit, and deathblow. The player will glance rather than miss most of the time, and enemies will rarely glance the player, missing instead.

#477
Peter Thomas

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Dave of Canada wrote...

Will arrows / spells still "home in" on the player? Like.. if an archer shoots me and I move to the left, will the arrows suddenly turn in midflight to hit my character?


Projectiles targeted on a creature will home in on the target. They may not get a "hit" combat result, but the projectile object will track you, just like yours will track the enemy. Flight speeds are generally increased as well.

#478
Peter Thomas

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tmp7704 wrote...

Wait, the system designer gets to no say what types of weapons are allowed for each style? Does it mean that, while in DAO there was multiple weapon types each with its own slightly different stats/strengths, in DA2 there's something like say, generic definition of "dual wield weapon" with single set of stats, and then art department decides whether that generic definition is given appearance of daggers or swords and whathaveyou?

How exactly was the stats system of the weapons reworked and how do they work now? Image IPB


The item list and their properties have not been finalized yet. But the appearance of the different weapons used by the different styles is art and animation driven.

#479
Peter Thomas

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Ibaru88 wrote...

The combat sounds to be a lot faster now and more action packed, but will that result in shorter fights, or will you be increasing enemy health or will there be more enemies to deal with each fight?


One measure we're scaling fights by is time-to-complete, but that still needs to be balanced. That being said, some enemies will fall quickly, others will take much, much more effort.

And also, will we get up the convo wheel before the person talking is finished with what they are saying so that we can choose an answer just before they finish talking so that conversations will flow better? (Hated that dumb stare your character had when you got up your dialog options in origins :/ )


I don't know the answer to this question.

#480
Peter Thomas

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Jimmy Fury wrote...

Peter,

Will armor types be restricted to the different classes like the weapons, or will it remain somewhat like Origins where some are restricted to class/spec (like the mage robes or specific rogue-restriced armors), some have stat requirements, and some are open to everyone?

(apologies if this has been asked, the thread has gotten long and my memory of the earlier pages got fuzzy....)


We had a discussion on this today and the current direction is that armor equip requirements will be entirely stat driven, barring special cases.

#481
Peter Thomas

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tmp7704 wrote...

[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.


Melee enemies can run at the player and attempt to close, but don't have the same sort of dash or closing attacks that the player does. The player will have time to react and do attacks of his own before they get into position. Any actual closing attacks done by an enemy would be a special ability of that archetype.

#482
Peter Thomas

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fchopin wrote...

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?


No. Each class has 6 basic trees available to it (including weapon style trees). Each of those trees can have approximately 10 talent points invested in it, to buy all abilities and upgrades. I have no said anything about the nature of the specialization trees other than that they'd likely be of a similar size to the normal class trees.

#483
Peter Thomas

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AbounI wrote...

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:


Displacement is an absolute chance to miss. It is a rare property on specific creatures, and possibly abilities and items (to be determined).

#484
Peter Thomas

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Orbweaver wrote...

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?)


Er... I'm not entirely sure what you're asking, but this sounds like a specific story/plot question.

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.


No, no current plans for domino hurlocks.

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?


Er... this too sounds like a specific plot/story related thing.

#485
Dave of Canada

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Will Hawke have unique abilities that none of the companions fill?

#486
Peter Thomas

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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?


The animation does factor into it. When the impact event actually happens, it checks the distance to the target. If the target is too far away, it doesn't damage them. This helps remove weird situations from DAO like running past a hurlock full speed with Momentum. The hurlock swings because you're in range, but the you don't get the damage impact until you're 10-20 feet away because you kept running. In our testing in DA2 we decided also to make it orientation based to avoid the situation where a Rogue would run around behind a hurlock as he winds up to swing, but still get hit because he was a target and in range.

Of course spending the time to avoid that one attack meant you weren't doing anything else, or controlling your party members, or dodging any of the other hurlocks also swinging at you. It's your option, but isn't always the most effective choice. Er... unless that choice is getting out from underneath a dragon...

#487
Vaeliorin

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Peter Thomas wrote...

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.

Perhaps I'm reading to much into things here...but am I to understand that Warrior AoE attacks will now be subject to friendly fire (on difficulties where friendly fire exists)?  If this is the case, doesn't it arguably make a party with multiple melee characters a bad idea when playing with friendly fire?

#488
Peter Thomas

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DrAnaconda wrote...

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


You can, or issue the character an order through the radial menu and they will autoattack after that.

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?


I... can't elaborate on autoattack being the only option on PC. As far as I know, mouse and keyboard are the only PC interfaces.

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


I don't know the decision that was made on this.

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?


I don't know the status of this. Great plans were made, conspiracies hatched, etc.

#489
Loc'n'lol

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Do you stop to eat and sleep ?

#490
marquiseondore

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_Loc_N_lol_ wrote...

Do you stop to eat and sleep ?


:crying: I wonder.  That or he's being fed Red Bull intravenously.

#491
Peter Thomas

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baygull wrote...

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?


This is a story/plot related question.

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


There were several reasons why it was cut, but no, it won't be in DA2 for player characters.

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.


A lot of the changes we've made to combat systems have been to try and correct the imbalance issues from DAO. We're soon going to be going into the balance phase where we try and work everything out.

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


This is a story/plot related question.

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.


There is no food requirement system. Anything else would be a story/plot specific thing.

6. Enchantment?


Meaning runes? that system has not been finalized yet.

#492
Peter Thomas

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Khayness wrote...

Is crafting limited to a certain present party member, or can be used wherever and whenever it seems reasonable (like the party camp) upon acquiring?
Running all the way in and out from Vigil's Keep in Awakening was tiresome.


The exact nature of the crafting system is still being finalized.

#493
Peter Thomas

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jhawke wrote...

Thanks Peter.  That's a bit disappointing to hear.  I will be very interested to see what kind of specs will be available for mages, and if any will boost their melee skills.

1.  You did mention "at least one thing should be."  What does that refer to?

2. Also, will there be class restrictions on armor?  Can mages, for example, wear heavy armor to boost their defense?

thanks again.


There was a discussion earlier today at work. Armor will be stat limited only.

#494
Peter Thomas

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Sylvius the Mad wrote...

Peter Thomas wrote...

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

Is it possible to deselect everyone and have the AI run the whole party?

I know you guys had a tool that let you do this for testing purposes in DAO.


I don't know if that will be possible in the release version.

#495
Loc'n'lol

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Peter Thomas wrote...

There was a discussion earlier today at work. Armor will be stat limited only.


Interesting.

Will there still be the breakdown of cloth/light/medium/heavy/massive and if yes will you make them more distinct and equally useful ? (medium, heavy and massive were very close in requirements in DAO, but medium barely protected more than light, because the scaling of leathers was much more advantageous than the scaling of metals)

#496
Peter Thomas

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Sylvius the Mad wrote...

Peter Thomas wrote...

All the talent trees are abilities that have some bearing on combat.

That's nice and vague.

Is it still possible to build a character who eschews combat (a Rogue could do this up to about level 12 in DAO)?


That depends on what you mean by that. Combat is unavoidable in the game, as a party. If you mean create a Rogue who has no damage dealing abilities and never attacks? Technically yes, it's possible to make a strictly support Rogue, but his useful abilities would be mainly CC based.

#497
vania z

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May I ask question about interception? 
As was mentioned, if you do enough damage in one hit, you can knockdown running enemy(to intercept him). But if I could do such damage, it means that in fight almost always everyone will be on the floor. So,when someone is not in fight mode(ie is not swinging his blade) or is doing something else, will my damage be higher? Just to avoid constant knockdowns in regular fights. 

Modifié par vania z, 09 septembre 2010 - 08:55 .


#498
Peter Thomas

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In Exile wrote...

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?


The tactics table should be able to be manually cleared, but base AI behaviour like autoattack is probably beyond the scope of that.

#499
Peter Thomas

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jonluke93 wrote...

I'll try again will your character be able to block more than they did in Origins?


I answered your previous question. I answer the thread in order and it takes time. Patience.

#500
Arrtis

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Possible to make a support warrior?