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#601
Nighteye2

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Peter Thomas wrote...
Also there is some stuff I won't be able to discuss for various reasons (not locked down, release schedule, etc).


Which of the stuff which hasn't been locked down yet are the most uncertain? We could discuss those with the community to help you guys decide. :innocent:

#602
FedericoV

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First of all I want to say thanks to Mr. Peter Thomas. That's one of the best thread ever. I was not a great fan of DA:O's combat mechanic (I mean, I liked the general approach but I disliked the actual rule system). Most of the changes I've read about here go in the right direction (imho).

Just one question: many players pointed out that at the long run, mob fights in DA:O felt repetitive and boring (because the enemies felt allways like the same). Moreover, because of the scaling system it was possible to have late mob fights that felt "harder" than most bosses throughout the first chapters of the game (I mean: bandits in Denerim alleys...).

My question is: have you take that kind of criticism in consideration while re-designing the combat system? If the answer is yes, how do you plan to approach the issue and hopefully solve it? Only with enemy behaviour?

Modifié par FedericoV, 10 septembre 2010 - 12:04 .


#603
Loc'n'lol

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Nighteye2 wrote...
We could discuss those with the community to help you guys decide. :innocent:


Which leads me to another question : how much would you say player feedback has shaped up the current direction of DA2, in terms of gameplay mechanics ? I'm specifically thinking of class feedback threads that were posted a few months ago by Victor.:?

#604
Tamcia

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Thanks for previous answers, I have another question:



Fatigue system and stamina - any major changes here, like armor affects, abilities, skill usage of stamina - I was always limited by stamina and had to use potions to compensate. Abilities like second wind will be in the game, since that was a very useful one and a great addition to Awakenings.

#605
Lavitage

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So has the concept of the armor stat been nixed altogether, meaning that defending against physical attacks all comes down to making enemies miss or glance? Or is armor still in, just as a division-based reduction instead of a subtraction-based one?

#606
Lightspawn

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Shape-shifter Spec. It was the weakest spec in game however as the the name suggests it can be the COOLEST SPEC EVER!
r u guys working on that? i mean with Morrigan gone is it even available? this is so important to me who always play mages... finished DAO 2 times with an elven and a human mage... i always wished that i could use shapeshifting in a way... but it was really....
Well all im saying is any plans for shapeshifter spec redesign? (or perhaps u guys have already done that! wow!)

Modifié par Lightspawn, 10 septembre 2010 - 03:26 .


#607
Gill Kaiser

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Lord_Valandil wrote...

_Loc_N_lol_ wrote...

Gill Kaiser wrote...

Peter Thomas wrote...

Currently friendly fire is all or nothing, and only on Nightmare difficulty.

I think this a major mistake. At least add it to Hard as well...


I concur. seriously. :crying:


Why do you want friendly fire so badly?
If you truly want a difficult experience, then play it on Nightmare.

Or at least, let us choose if we want it or not in the options menu. I don't really like it.

I don't want friendly fire because it's difficult, I want it because it's realistic and just makes sense. I don't think we should have to choose the highest difficulty setting, which will doubtless bestow other criteria such as higher resistances/HP for enemies, or enemies that deal more damage, etc, just so that I can have simple friendly fire.

Why can't friendly fire just be a toggle, independant of difficulty settings? I guess it might make it a bit harder to balance combat...

#608
Faz432

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10 pages of replies.



Bravo sir, bravo

#609
Amioran

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Another questions (this is the last, I promise ;-))

Since mages now uses staffs that are, indeed, melee weapons, how they will behave in battle in the moment spells are not casted? In DAO a mage could spam a little staff projectiles to don't empty all the mana too fast, or anyway they could still do some damage while out of mana (assuming naturally not lyrium potion spamming, that I resisted to do). So they still did something while not using spells.  

Now when mana is depleted a mage that is too squishy to be in melee (assuming naturally a build not done specifically for it) what will he do? Will he just stay there doing nothing? How did you balance standing idly by against spell spamming to avoid this particular inconvenience (tied with too much reliance on lyrium potions just for it)?

Modifié par Amioran, 10 septembre 2010 - 04:46 .


#610
Gill Kaiser

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Amioran wrote...

Another question (this is the last, I promise ;-))

Since mages now uses staffs that are, indeed, melee weapons, how they will behave in battle in the moment spells are not casted?

In DAO a mage could spam a little staff projectiles to don't empty all the mana too fast, or anyway they could still do some damage while out of mana (assuming naturally not lyrium potion spamming, that I resisted to do).

Now when mana is depleted a mage that is too squishy to be in melee (assuming naturally a build not done for it) what will he do? Will he just stay there doing nothing? How did you balance standing idly by versus spell spamming to avoid it (or too much reliance on potions)?

Mage staffs still emit projectiles at range. The only change is that when in close combat the animations switch to melee.

#611
Amioran

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Oh, didn't know this, sorry, I assumed only melee. Then just never mind about that particular question.

#612
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Peter Thomas wrote...
Ah, displacement... This is what I stayed up late answering questions to get to.

"Displacement" is just our development term for that property. You could call it Absolute Defense, or Dodge Chance. Basically if your displacement chance is 20%, even if an attack is supposed to hit you for certain, there will still be that 20% chance that it will miss completely.


Aw, I was all excited about my displacer beast.

Thanks once again for the detailed answer, but gosh, don't stay up late for me -- have some dinner and get some sleep for me!

#613
Sylvius the Mad

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Vaeliorin wrote...

In other words, whether or not warrior AoEs cause friendly fire damage hasn't been determined yet?  They didn't in DA.  Since even the 2-handed warriors basic attacks hit an area, it seems like having a 2-handed warrior plus another melee character would require some serious micromanagement that could get slightly annoying (essentially having to run the non-2-hander warrior in and out of combat every time the 2-hander attacked/used an ability, assuming you were gathering enemies together for best effect from AoEs.)

Note that I don't object to micromanagement (I actually like it) but having to worry about my 2-handed warriors regular attacks hitting my tank seems to go a bit beyond the pale, in my opinion.

I'm pretty excited about it.  It was always odd that exploding fire could hit everyone, but swinging steel couldn't.

I'm also very interested to see how this works on enemies.

I'm reasonably confident it will work better than you fear.  You ight just have to be more carful with your characters' positioning (which hasn't really been a problem since they abandoned the NWN dance of death).

Modifié par Sylvius the Mad, 10 septembre 2010 - 06:19 .


#614
lunarknightmage

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Peter, again, thank you very much for answering all of our questions!!

1. I'm glad to hear that lightning damage will also stun.  Will that effect, and the other elemental damages/effects, also apply to weapons that do elemental damage ( either innate or added through runes )?

Like, if I hit an enemy with a staff or sword that does lightning damage, would that also stun the enemy?

2. I know that you can't comment on the exact specializations yet, but are the plans to make the spec talent trees "deeper" than in Origins?

In Origins, each spec only gave you 4 additional talents/abilities, along with any stat bonus you got when choosing the spec.

Will the specs in DA2 offer more talents in their trees than the 4 per spec in Origins?

Or has that not been determined yet?

thanks.

Modifié par lunarknightmage, 10 septembre 2010 - 09:01 .


#615
Hayes1987

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Peter Thomas wrote...

andar91 wrote...

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.


The elemental damage types remain, but specific secondary effects are slightly different (and could be subject to change at any time). Fire is about straight damage numbers. Cold is speed reduction. Electricity can stun. Earth is about impact strength. Spirit is about unresistability.

Could you elaborate on this "unresistability" feature? I'm not sure I understand your meaning.





#616
Sylvius the Mad

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Hayes1987 wrote...

Could you elaborate on this "unresistability" feature? I'm not sure I understand your meaning.

I bet it's like DAO, where many creatures were resistant to Fire or Cold or Electricity damage, but almost nothing was resistant to Spirit damage.

#617
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Peter Thomas wrote...
The elemental damage types remain, but specific secondary effects are slightly different [...] Cold is speed reduction.

Both attack and movement speed?

Earth is about impact strength.

What does this mean?

Spirit is about unresistability.

Complete unresistability? Or simply affected by a different specific mental resistance that will be lower for most targets than their resistance to other elements? If there is really no way to resist spirit damae, it would seem to me that base damage for spirit attacks would have to be nerfed pretty hard, which would seem to make a spirit-focused mage pretty limited except against certain targets that resist everything else.

In general, though, I like this greater differentiation between damage types and the foregrounding of specific condition effects.

Modifié par distinguetraces, 10 septembre 2010 - 08:08 .


#618
Wulfram

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What role will healing potions and other consumables play, and will they be as easily available as they were in Origins?

#619
Jacks Smirking Revenge

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First off thanks for answering these questions. I'm a big gameplay min/maxer guy, and this is one of my areas of concern for this game :P. So thank you very much!

Now onto to the questions!

#1: Since there will no longer be any fatigue. Will there be a a limit on sustained abilities, or is it just a matter of how much stamina/magic you have? Like for example an Arcane Warrior uses like five or six sustained abilities putting them near 100% fatigue and hindering their mana pool, but once you had gotten some good pieces of gear. You could run those sustains and have maybe 80-150 mana in reserve, but the fatigue would hinder that to the use of maybe one or two spells. Without fatigue couldn't a class in theory have six or seven sustatins running leaving them with about 20-40% of their mana/stamina pool. Which is more than enough to chain abilities and spells thanks to spells such as Deathblow, Feast of the Fallen, Dark Sustence, Blood Magic, Spellboom, Mass Rejuvenation, etc. I guess a more pinpoint question would be: Are there any consequences to having a lot of sustained abilities running other than a smaller mana pool since fatigue/cost increase of spells is removed?

#2: You have mentioned staff deathblows do they only occur off of Staff hits(melee hit/staff projectile) only, or do they happen after a spell as well. For example I cast Shock(and I have a staff equipped) at a group of darkspawn and kill one will that trigger a deathblow? Like the one you mentioned early of the player shooting flames out of the staff, but of course for Shock it would be electricity. Or did you mean that the deathblows will only trigger for the projectile/melee swing of the staves not the spells themselves. Basically do I have to "auto attack" with my staff to get deathblow animations, or will they also trigger off of spells like; Cone of Cold, Flame Blast, Shock, Winter's Grasp, etc?

#3: I was reading through the answers topic, and when you mentioned the statistics I noticed none of them said "increase damage". Was that just understood, or will we be getting our offensive boost through spells, gear and sustained abilities we aquire as we level up and get stronger? I assume cunning no longer will increase armor penetration since it is for now the defensive attribute. Do magic, strength, and dex stilll increase damage passivly, or do they have only a more specialized purpose like you indicated; magic=resistance to magic, strength=higher impact/resistance to impact, dex=critical chance?

#4. Will pro/cons of using certain weapons still be present. For example 1h axes having a higher modifer than a longsword, but the longsword had better base damage. Or mauls/maces having higher armor penetration.

#620
Bryy_Miller

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Can you tell us what the default decisions for the prior games are?

#621
andar91

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Everytime I think I'm out of questions I think of more.

I realize you can't talk about specific abilities, but this is a question about the elemental damage spells such as fireball, inferno, and the other ones that we don't know about yet. Will there be significant differences between the different elements to encourage us to pick specific ones or are they all basically different ways of inflicting damage? I guess this kind off links back to my question about damage types.

My second question is: will friendly fire apply when a 2 handed warrior swings his sword?

Posted ImagePosted ImageEdit: To clarify my first question, I'll use an example from Origins.  Both Flame Blast and Shock had the same shape of effect (a cone) and both inflicted damage.  Cone of Cold was the same too, although the freezing element made it a lot more worthwhile.  They felt like, generally speaking, they were just slighlty different animations that achieved the same effect.  Some similarity is expected, but things like Flame Weapons and Frost Weapons drove me crazy.  Except for the damage type (which didn't make a huge difference, they were the same spell).  There didn't seem to be a big difference between them to me.  Earth was the most unique line; unfortunately it was also the worst, considering that Earthquake was practically useless.  It's a shame too, as I think Earth could have been pretty cool.  But I digress.Posted ImagePosted Image

Modifié par andar91, 12 septembre 2010 - 12:47 .


#622
Atmosfear3

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 My questions pertain purely to combat so I hope you can enlighten all of us.
  • Will characters still do the shuffle walking trying to get around a target? Is there target collision? (i.e. you can run through units to reach the other side to flank).  Combat in DAO was simply not smooth at all, especially when trying to move around as a melee fighter.
  • Are characters allowed to attack and move at the same time? DAO felt too much like two kids with nerf bats, standing on platforms trying to knock each other down like american gladiators.
  • Will attack speed be increased across the board to promote smoother combat? I suppose this may be an animation question as well.
  • Will characters be allowed to have two specs? (i.e. I weapon switch from sword and board to a 2hander and both my talents and hotkey bar changes to the appropriate spec). There were too many times in DAO where after recruiting a party-member I would never bring them along for any mission minus the character-specific ones because there would be an overlap of classes and roles (i.e. having two tank warriors in the same party).
  • Will cooldowns be adjusted to promote more engaging battles as oppose to the current "spam-all-abilities-then-auto-attack" till its dead routine?
  • Will stamina/mana be a more abundant resource than DAO? It was not particularly fun to use 3-4 abilities as a warrior with 1 sustained then not having any stamina to use new moves. Like I mentioned in question 5. I think WoW has the best system in which abilities cost an appropriate amount and has a low to medium length cooldown so that those abilities are always at your disposal albeit not immediately upon using.
 

#623
Andat

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If these have been asked, er, well, oops :) (I didn't spot them though I only read the BW posts up to p7)

#1: default weapons
So if I equip a shield on my warrior but no sword, he automatically gets a basic sword? And if I do the reverse (choose a sword but no shield), he would automatically get a basic shield? Could make for some interesting prison escape sequences. "Erm, Bob, where exactly were you keeping that wooden shield and arming sword this whole time? Wait, I don't really want to know. I guess it was the one place the guards didn't want to search.... But /HOW/ did you get the shield up there!?! I'll never see you the same way again...."

Edit: yes there was a question in there somewhere, I just hid it.

#2: Any chance you could tell us how the framed narrative system works? So suppose there's a sidequest to defeat the Dragon of Varlonghateohataoroaageaornegatehafonsaga - how do we choose that quest and how does that fit into the main game?

Modifié par Andat, 11 septembre 2010 - 01:48 .


#624
flagondotcom

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Peter Thomas wrote...

Second question, can warriors use ranged weapons (to pull and soften before melee), even though the related talents are for rogues only ?

Warriors can only use the Two-Handed Weapon, and Weapon and Shield styles and their associated items.


So, does this mean that crossbows do not exist, crossbows can only be used by Rogues, crossbows do not require Ranged Weapon talents, or some fourth possibility?  (Apologies if I somehow missed more extensive discussion on this.)

#625
Knight Templar_

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Thank's for answering all these questions.

Wulfram wrote...

What role will healing potions and other consumables play, and will they be as easily available as they were in Origins?

A more intresting question would be, will the character drink poultice?