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#526
lunarknightmage

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Peter, many, many thanks for spending so much time answering all of our questions!

These are mainly just to clarify........

1. So Mages will be able to "chain" their basic staff melee attacks ( perform a series of staff attacks that results in a finishing animation ). Correct?

2. Also, even though there is no specific staff weapon talent tree, the Mage's spell talent trees kind of make up for that, since many of the spells make use of the staff. IOW......the spell talent trees act as the weapon talent trees for staffs. Correct?

3. On the same note, will all spells involve the staff? Will there be spells that mages cast with their hands or minds and not with the staff?

4. Will all of the mage talent trees be spell trees, or will they have their own "utility" talent trees that boost their overall abilities or stats ( not spell related )?

5. Finally, even though melee is not the primary focus of mages, it should be possible for a player to build his mage into a more melee-oriented mage, focusing on the standard staff attacks and spell attacks that use the staff, while using spells that boost the mages' combat skills and choosing the right equipment.

And, depending on the build, the mage could be used as a melee damage dealer or even as a tank.

Would that be possible?

thanks again.

Modifié par lunarknightmage, 09 septembre 2010 - 10:34 .


#527
In Exile

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


Thank you for all the answers, Peter. You're phenomenal!

One more clarification question: so AI autoattack is automatic (this I am okay with, because I enabled the basic attacks in DA:O via tactics). Does this mean that via the tactic screen, we still retain the option to code for how we want to attack (i.e. attack strongest, atttack weakest, attack closest, etc.?).

Is possible to have the tactics set up in a way that the party never uses talents unless I select the party member and select a talent?

#528
andar91

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Do the elemental damage types retain their original qualities? Fire burned for a few seconds, ice impeded movement, lightning damaged stamina, and earth dealt nature damage.



How is the AI improved? I've heard several people say that it's a lot better and one reviewier said it was almost too good. He used the example of Bethany taking out a group of enemies with a fireball before he could even get to them.

#529
sammcl

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1. Will there be a buff/debuff bar attached to enemy health bars? Having to guess from visual effects was annoying, particularly if you weren't familiar with the abilities.
2. Are abilities consolidated to such an extent that a single action bar will be sufficient for abilities/consumables/offensive items/skill shortcuts etc. Will we get multiple action bars if not?

#530
Xewaka

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From your former posts, it seems healing is still the sole domain of mages. Is there a balance reason to have a single class hog two of the most basic roles -party support and crowd management- in an RPG party dynamic?

I'd rather have a party composed of one of each class and one for flavor/personal tastes than be forced by the gameplay system to have the fourth spot always taken by a second mage.



By the way, thank you for taking the time of answering these questions.

#531
Guest_distinguetraces_*

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Peter Thomas wrote...
Unless a creature has displacement....


Has what now?

Image IPB


???

#532
nhsk

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distinguetraces wrote...

Peter Thomas wrote...
Unless a creature has displacement....


Has what now?

???


Call it blurred, slightly obscure.. Like seing it double so despite you swing your sword at it and hit you in fact only hit the double you see.

#533
Guest_distinguetraces_*

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nhsk wrote...

distinguetraces wrote...

Peter Thomas wrote...
Unless a creature has displacement....


Has what now?

???


Call it blurred, slightly obscure.. Like seing it double so despite you swing your sword at it and hit you in fact only hit the double you see.


Yes, hence my picture of a Displacer Beast, the classic D&D example of this.

Displacement didn't exist in Origins, so it looks to me as if Peter has revealed a specific new monster ability for DA2.

(Or did creatures with displacement exist in Awakening?)

#534
nhsk

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distinguetraces wrote...

Yes, hence my picture of a Displacer Beast, the classic D&D example of this.

Displacement didn't exist in Origins, so it looks to me as if Peter has revealed a specific new monster ability for DA2.

(Or did creatures with displacement exist in Awakening?)


Oh didn't know that was a displacer beast.. :blush: Thought it was something like a cat with malplaced tentacles.. Leading to the word "displacement".. But without the effect.

And afaik nothing so far has used displacement like abilities in DA. :)

Modifié par nhsk, 09 septembre 2010 - 04:23 .


#535
SteveGarbage

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Continued thanks for your efforts. I've got another trio of questions:



1. In one preview I read, there was mention that different characters can combine abilities to reap effects. The example was a warrior rending armor then a rogue delivering a critical strike because of it. I thought of it somewhat like the Twin Strikes-Low Blow-Unending Flurry tree for dual-wield in Origins. Was this a misunderstanding or will there be "added effects" if you use certain skills in combination?



2. Will spell combinations be returning? (I loved Storm of the Century)



3. Will armor penetration be back or is that mechanic being scrapped?

#536
HopHazzard

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Will new companions come into the party pre-leveled or will you be able to build them from the ground up?

#537
dearlyblvd

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Will DA2 have a "windowed no border" mode?

Modifié par dearlyblvd, 09 septembre 2010 - 06:55 .


#538
saruman31

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Will there be mini-games?

#539
Sylvius the Mad

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Peter Thomas wrote...

Sylvius the Mad wrote...

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.

Could you make it so?

Peter Thomas wrote...

Sylvius the Mad wrote...

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.

Awesome.  That is terrific news.  Thank you.

See?  I don't complain about everything.

#540
Sylvius the Mad

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Peter Thomas wrote...

A Rogue will only be able to equip weapons that can specifically be used by the Dual Weapon style (or Archery, of course). What they look like visually is subject to art direction, but daggers isn't a bad place to start. Small weapons.

The weapons used by the Warrior Weapon and Shield style will have a different representation and be much larger, again subject to art direction.

Combined between the appearance of the items and the nature of the animations of the fighting styles, it will hopefully seem more intuitive why they can't be used in the same way. Hopefully...

Wait.  Does that mean that Warriors can't use daggers?  The Dagger + Shield combination in DAO was terrific.  It was the highest DPS-Defence combination available.

#541
Amioran

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Thanks for all your time.

Four questions on archery:

1) In DAO the archery talents required a lot of time to "fire" (not dependent on animation, since there were not special animations for archery talents, if I remember correctly it was set to 3 seconds flat). I created a mod just to remove that annoying feature (among other things). Have the time to activate archery talents being reduced or removed (or maybe tied to specific bow type)? I've seen that combat is more dynamic and fast, so this should suggest the answer, but just to be sure...

2) Related. Activation of archery talents works as activation time of spells? I.e. higher rank archer abilities requires more time to activate or the time is standard for all of them? (This btw can be a question also for other ability trees, not only archery).

3) Will range still play a role? There's an optimal range? Being in melee range is still a drawback for an archer?

4) And related: one of the great drawbacks of archery was the high missing factor, is the same in DA 2?

I try to explain what I mean a litte better: if you had X amount of attack score using a melee weapon and the same amount using a ranged one you usually missed about 20% more with the latter in a normal encounter. At first I thought it could have been a problem of some bug in the impact not properly triggering (as it happened to dual striking pre 1.03 patch, caused by the animation blend, as I made it notice to Georg) but after a little inspection on the scripts it was clear that this behaviour was logical, an probably intended. In fact, attack from a range higher than the optimal one caused attacks to miss in proportion, and the same happened if the enemy was close. The only way to have the same 100% attack fidelity as a melee weapon was being at a sort of "medium" range, dependent on type of bow. Every variation to that "real attack zone" (so to speak) reduced hit probability exponentially (one way or the other).

Is this invaried and a drawback of using ranged weapons or the system has been somewhat changed?

Thanks.

Modifié par Amioran, 10 septembre 2010 - 01:34 .


#542
Guest_simfamUP_*

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Though Dragon age II will be shorter than one, do you think the Quality of story and characters, game play mechanics and choices are higher than DA:O standards? I'm not asking for any spoilers just a honest opinion from you :D...and a please :-)

#543
Sylvius the Mad

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Do archers still gain a bonus from firing from higher ground? If so, is there anywhere in the game where it tells us what that bonus is (or that it's there at all)?

#544
Guest_Blasto the jelly_*

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Wow some really great awnsers Thanks Pete:)

#545
Arrtis

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Alright....

Nightmare will have half the number of auto saves in the game AND....the player is unable to save.

That would make it possible to beat nightmare....You just need to be good enough to make it to the next save point without dying.

How about that for nightmare?

#546
Kileyan

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Archery question. I'll preface by saying you suceeded in making archery much better(maybe too good)in Awakening.

My question is a pet peeve. In all the Bioware rpgs, you get little nifty crafting or augmentation type things you can add to armor and weapons. Almost always the bows/xbows are ignored. If you have a system to add runes to a sword to give it a chance to paralyze or cause +4 fire damage, will we get the same style of things for bows? I much prefer being able to augment bows, over carrying around a dozen different arrow types, especially with inventory space juggling.

Especially in your faster paced game vision, it isn't condusive to pausing and switching out arrow types, the result is most people end up not bothering at all, and ending the game with 2000 special arrows, or just vendoring them when they start seeing backpack space become an issue. They are limited, and you go through special arrows very quickly if you forget to unequip them. It becomes one of those limited resources that folks save for important areas, and end up not using at all. Just remove the special arrows, save us inventory, and let us modify our bows, just like other folks put in 3 runes on their dual wielded daggers........each.

Modifié par Kileyan, 10 septembre 2010 - 01:22 .


#547
Blacklash93

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Can you talk about traps assuming you haven't ditched the system? Anything new there?

Will there be ways to lure enemies into traps besides just walking up to them and running away (like whistling to get your opponents to investigate the area where you've set your traps)?

Modifié par Blacklash93, 10 septembre 2010 - 01:06 .


#548
Kileyan

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distinguetraces wrote...

nhsk wrote...

distinguetraces wrote...

Peter Thomas wrote...
Unless a creature has displacement....


Has what now?

???


Call it blurred, slightly obscure.. Like seing it double so despite you swing your sword at it and hit you in fact only hit the double you see.



Yes, hence my picture of a Displacer Beast, the classic D&D example of this.

Displacement didn't exist in Origins, so it looks to me as if Peter has revealed a specific new monster ability for DA2.

(Or did creatures with displacement exist in Awakening?)


Do you think he means displacement like the magical D&D beast,
or just means that instead of standing there with blocking animations,
the bad guy is a fast tumbling rogue archtype who when you miss him,
does a tumble or dodge maneuver that "moves" him from your point of
attack, rather that standing there and it being called a glancing blow?

Modifié par Kileyan, 10 septembre 2010 - 01:23 .


#549
Tempest

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Since some of us have not seen actual gameplay of DA2. There is a question I am hoping you can describe a little more if possible.

During DA1/O:A your party members would wait for space to open before engaging the enemy. We have been told that our party members in DA2 would be like Spartans and jump into the fray of battle. Can you describe a little more on that? If there is just one enemy do your companions move around the enemy faster to start attacking? Do they jump over allies and/or enemies to get to an open spot to engage their target? If there are no open spots to attack from (if the enemy is pinned against the wall) what do my companions do? Can they pull out a ranged weapon on their own if there is no melee spot?

Sorry for all these questions, just that "Fight like a Spartan" is just so...vague....  The reason I ask this is because there is a huge difference in movement in DA:O between fighting in open space (lets say brecilian forest ) versus fighting in tight quarters (like the deep roads or castle redcliffe)

Edit:  One more thing.  There have been moments in DA:O where an enemy is behind chairs, tables, or some altar where my companions and even my warden just refused to fight them in melee because of height difference, not enough space to get close or whatever reason and had to just watch my ranged weapon companion slowly but surely wear down an elite NPC.  Is this fixed in DA2?

Modifié par Tempest, 10 septembre 2010 - 03:57 .


#550
namedforthemoon

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This is sort of a game play question... When my Hawke is kissing someone who is shorter than her (like a dwarf), will she kneel down to make up the difference, or will he stand on a stool, or... Will he do what happened in DAO, which was the shorter person ended up being freakishly larger than normal for romance scenes...?