Gameplay/RPG Systems Questions
#551
Posté 10 septembre 2010 - 05:20
he's probably taking a well-deserved rest from our deluge of questions..........lol
#552
Posté 10 septembre 2010 - 07:03
Hello Peter, first of all I would like to thank you for taking the time to answer all of our questions.
My question is actually very simple, but requires some backstory.
After PAX I've been seeing posts on various forums, most of which are hostile to streamlining, but one post startled me. This post said the following : "DA2 just feels like a generic hack and slash game with buyable upgrades (through leveling) and added dialogues."
This was the Xbox version though, and he compared it to the DAO PC version.
Seeing as I absolutely love DA, and finds the combat enjoyable, I would be devastated to see the combat on PC turning into Console combat. So I went onto the great internet and started looking for information, there I found some evidence that the PC version would have an upgraded version of it's current combat, from for example the GameInformer article. Yet seeing as IGN called the combat awesome in their PC preview, IGN being HUGE fans of consoles and the somewhat simple gameplay I see it as, I got even more scared.
So my question is; Will combat on the PC but much like Hack'n'Slash as I've heard about on the Xbox, or will it be an upgraded verrsion of the DAO PC combat system ?
Perhaps you can reveal some more details about the PC combat system?
Hope to see some Gameplay videos as soon as possible.
Regards.
Modifié par MasterNickw4t2, 10 septembre 2010 - 07:54 .
#553
Posté 10 septembre 2010 - 07:09
Give the man some time to breathe people...
#554
Posté 10 septembre 2010 - 07:20
#555
Posté 10 septembre 2010 - 07:20
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?[/quote]
Individual combats have their depth, but I would call that tactical. Strategic depth would be related to depletable party resources and plot choices.
2. Will the threat system still be present? If yes, will usage of upgraded abilities draw more threat?[/quote]
The threat system is still present, but I can't comment on how individual abilites interact with it.
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?[/quote]
The frontloading of animation events is for player characters only. When an animation is interrupted, no new events fire, but previous ones are already on the stack. If you swing, get 0.0001past when the hit event firing and have the animation interrupted, the hit event will still be processed. If you get hit before the hit event, then the animation will stop and it will never fire.
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.[/quote]
This is a tools related 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)[/quote]
I don't know if anyone will make a thread similar to this. I had to get permission for this one. I'm also not sure how mods view wishlist threads. I don't know anything about beta plans either.
#556
Posté 10 septembre 2010 - 07:23
MasterNickw4t2 wrote...
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.
The game is the same on PC and consoles, but feels different due to the mouse/controller interface. The parts used for the demos were pretty small and chosen for specific reasons. The newness can be a bit overwhelming. I'm not sure they'd be the best examples of how tactical combat can be in DA2.
#557
Posté 10 septembre 2010 - 07:27
AndrahilAdrian wrote...
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?
It would make sense, but I can't make promises for another department.
#558
Posté 10 septembre 2010 - 07:30
#559
Posté 10 septembre 2010 - 07:36
He was a blood Mage, but I really doubt he'll be able to attack that way with the staff-sword ingame. However the finishing move IS in the actual game (though the outfit he wore was the Warrior's outfit)ZerbanDaGreat1 wrote...
I'm sorry if this has already been asked, but anyway; is the Hawke we saw in the trailer an actual ingame class with real abilities, whether it was a close-combat mage or a warrior who somehow had blood magic, or was it just a demonstration of the kind of abilities offered in DA2?
Modifié par DarthCaine, 10 septembre 2010 - 07:38 .
#560
Posté 10 septembre 2010 - 07:38
Lotion Soronnar wrote...
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?
The system is the same, though the number of points you'll get over the course of the game hasn't been determined.
Also, do two-handed swrods and two-handed axes share the same animation set?
Yes, two-handed Warrior weapons all share the same animation set.
#561
Posté 10 septembre 2010 - 07:41
Dave of Canada wrote...
Will Hawke have unique abilities that none of the companions fill?
It's still a work in progress, but it will probably work both ways.
#562
Posté 10 septembre 2010 - 07:43
Vaeliorin wrote...
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?Peter Thomas wrote...
Because the Warrior does AoE with most attacks, I'd say they're more common. Power is subject to future balancing.Illborne wrote...
This is an excellent thread. Thank you, Peter Thomas.Does this mean that AOE effects are more powerful (and/or more common) in DA2?Peter Thomas wrote...
Currently friendly fire is all or nothing, and only on Nightmare difficulty.
Combat balancing is still ongoing, but if you use too many AoE type abilities around your party members when friendly fire is on, it will go badly without micromanagement.
#563
Posté 10 septembre 2010 - 07:46
_Loc_N_lol_ wrote...
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)
Item balance has not been finalized, but we're trying to make different types of armor and weapons distinct in their usefulness and property ranges.
#564
Posté 10 septembre 2010 - 07:50
vania z wrote...
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.
If you're fighting very weak opponents (like at the start of the demos we've given), your attacks will be knocking around enemies all over the place. Another reason for the closing basic attacks is so that this kind of distance change won't interrupt the player's attacks with a move-shuffle-shuffle type action.
In a more reasonable fight against tougher opponents, it will generally be your special abilities that knock people around, unless you've made your character in very specific ways.
Damage is the same regardless of animation state, though there may be abilities to capitalize on certain things.
#565
Posté 10 septembre 2010 - 07:51
2. Will there be more spells that take longer to build up?
3. Does the spell build-up time increase with upgrading that spell? Or decrease if that's the upgrade's effect?
4. Do you plan on having more or different spell combinations?
5. With the goal to make the classes more distinct, that of course also has an effect on the companions. Will it be possible to customise them in a way to complement your own class, no matter what the class may be?
6. How much of an impact on gameplay (strength?) will the beard have, considering that not every player can have one? ;-)
Thanks again for answering our questions! I did a search of some key words and didn't find anything...I still hope my questions haven't been asked yet :-)
Modifié par Systemlord Baal, 10 septembre 2010 - 07:52 .
#566
Posté 10 septembre 2010 - 07:52
Arrtis wrote...
Possible to make a support warrior?
Yes. Probably the most broken support ability we're testing right now is a Warrior one. It will need to be balanced carefully, but would make for very interesting Warrior-heavy parties.
#567
Posté 10 septembre 2010 - 07:53
DarthCaine wrote...
Any info on whether using mods might mess up save games that we intend to import, like create bugs?
(I'm not sure whether this falls under gameplay questions)
This would be a tools related question, kinda.
#568
Posté 10 septembre 2010 - 07:54
Ibaru88 wrote...
And would I like to ask another question?...
"May I? Oh, yes, I think I might."
Will your stats, skills or abilities (other than the diplomacy skill or whatever it's called) affect your dialog options, similar to how you occasionally got a "cunning" or an "intelligence" option in DA:O and if so, will they be more or less frequent?
You may, but you might not like the fact that that's a story/plot related question that I can't answer.
#569
Posté 10 septembre 2010 - 07:55
nightcobra8928 wrote...
compared to origins, what are the slots for equipment? (head/torso/arms/greaves/accessory/belt/etc)
Your character has the same slots as before, minus the arrow/ammunition slot.
#570
Posté 10 septembre 2010 - 07:57
#571
Posté 10 septembre 2010 - 07:58
Tamcia wrote...
Thanks a lot for doing this - appreciate it a lot!
Here are some questions I have:
1) Specializations (Templar, Champion, Arcane Warrior, Battle Mage etc) - you mentioned that in the trailer Hawke was a mage with a staff (I swear its a camouflaged 2 handed sword), will the specializations cross over to the other class area of expertise? Clarification (just like goold old HK-47 from KOTOR) - Hawke was making some good melee moves and finished with magic, so will specializing allow lets say a warrior to take some similar skills to a mage/rogue, like Hawke could melee rather well and not wearing cloth armor, while still being a mage at his core?
I can't talk about specializations right now.
1.5) Will I be able to play as Hawke in the trailer - nice mlee moves, fire from my sword/staff and that arm ripping spell - is that just "cinematics" or is it an actual specilization for mage?
Assuming those art resources end up in the final game, and your character has the right stats and abilities, you should be close. Artistic license is taken with cinematics, but the animators have tried to make the melee attack animations interesting.
2) Its probably a plot thing, but can you at least hint, whether we will see anything like "Vigils Keep" in Awakenings - I really enjoyed building it up and would love it to be more complex etc.
This is a story/plot related question.
3) Will companions get more than simple stat boost for positive relationship - like in Mass Effect 2, you get usable abilities, instead of +12 strength.
Interaction (and consequences of interaction) with followers is a story/plot related question.
#572
Posté 10 septembre 2010 - 08:01
Lotion Soronnar wrote...
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 swords and two-handed axes share the same animation set?
Please don't repost questions. I'm going through the thread in order and will get to it when I have time.
#573
Posté 10 septembre 2010 - 08:03
Suicider_11 wrote...
The rune system has not been finalized yet, but is intended for all weapons and chest armor.
does this mean bows and staff/staves are intended to have runes also?:wizard:
I stand by my previous comment.
#574
Posté 10 septembre 2010 - 08:06
ralphfromdk wrote...
That's one mighty armor wearing, in-your-face melee oriented mage
it doesn't seem to go with what you say about mages being long range AoE types
or would that be a talent tree maybe..? ala arcane warrior... please let it be possible and not just for show, 'casue i would very much like to make a trailer Hawke character :3
A Mage is made for ranged AoE, but does have other abilities and basic melee attacks as well. They won't be as good as another class, but they can still fight at close range. It also depends on how you build your character.
#575
Posté 10 septembre 2010 - 08:08
The Hardest Thing In The World wrote...
Rune enchanting needs to be re-designed completely. Imagine a warrior trying to make a Paragon rune in Awakening.
Will items still be tiered?
The items have not been finalized yet. New items found as the game progresses will be more powerful than older ones, but won't work on the same material tier system as DAO.




Ce sujet est fermé
Retour en haut




