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#626
RENEGADEXVIII

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Will shapeshifting exist in DA2...if so,how will DA2's incarnation of shapeshifting differ from origins?

#627
spartanmax52000

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will they mention the hero of ferelden and his deeds or a statue in the same image and armor as the warden you create ?

#628
Balder84

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You mentioned that there will not be a Arrow/ammunition slot...so will there be skills like for example Fire Arrow , and anti mage Arrows? - you know to make up for the lack of variety of effects and stratagy that having various ammunition would bring. Are there any other changes for archery combat?

Modifié par Balder84, 11 septembre 2010 - 05:55 .


#629
JoHnDoE14

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Will mages still be able to cast spells without a staff ??
 (Apologies in case it was asked again)

Modifié par JoHnDoE14, 11 septembre 2010 - 08:59 .


#630
Freddah

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This may be a somewhat noobish question. However I am rather conserned. If I played Origins two times on the same chr. and made different moral choices, which ones would be importet to DA2?

#631
droganmaster

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I just want more races,more professions,more magic and skills just like NWN.


#632
Loc'n'lol

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Freddah wrote...

This may be a somewhat noobish question. However I am rather conserned. If I played Origins two times on the same chr. and made different moral choices, which ones would be importet to DA2?


If it works anything like Awakening/Golems/Witch Hunt, it would by default import from the last savegame you made, chronologically (so probably the second playthrough). It would also let you pick a savegame manually if you prefer.
No one has confirmed yet how this will work in DA2 and I think the devs themselves aren't even sure at this point. :P

#633
Logabob

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1. Will the amount of loot be similar to that in origins, or will it be like ME2 where you have a few weapons obtained at key points in the game?



2. In ME2, each character had a fixed costume. In DA2, will we be constantly swapping out armor or will characters stick to a single costume for most of the game ala Morrigan?

#634
Peter Thomas

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SteveGarbage wrote...

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?


It's similar, but not based on specific abilities. A character can have certain abilities that set a particular combo effect on the target. Another character can have an ability that does something special to targets with that effect on it. Different classes have different effects that they can create and trigger off of, with a little overlap.

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


This has been folded into the cross class combo effect system.

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


As such, this mechanic has been scrapped.

#635
Peter Thomas

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HopHazzard wrote...

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


Follower levels will generally be based off the player level. And the second part of that hasn't been finalized yet.

#636
Peter Thomas

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dearlyblvd wrote...

Will DA2 have a "windowed no border" mode?


This is a programming question.

#637
Peter Thomas

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saruman31 wrote...

Will there be mini-games?


You mean like the Jade Empire flying mini-game? No.

#638
Peter Thomas

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Sylvius the Mad wrote...

[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.


The Warrior can only use weapons that are specified for the Two Handed Weapon and Weapon and Shield styles, whatever the art department makes them end up looking like. He cannot use weapons used for the Dual Weapon style.

#639
Peter Thomas

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Amioran wrote...

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...


In DAO archery worked similarly to spell conjures. There was the draw (spell cast start), the aim loop (conjure loop) and then firing. How long it took to shoot (or cast a spell) was usualy done by modifying how long the middle loop would last. That system no longer exists. Every ability animation is of a set length with the impact (or projectile firing) happening right near the beginning. This is where a lot of our new combat responsiveness comes from. If you press a button or click to fire a bow or archery talent (if you're not in the middle of something else), the arrow will fire in under half a second. Your character may take longer to recover from the shot (depending on the strength of the ability, etc), but the shot itself will fire quickly. Since the Rogue has Archery and Dual Weapon weapon styles, our aim is for the basic DPS to be roughly equivalent between them. This means that Archery basic attacks will be much closer to the speed of Dual Weapon attacks than Two Handed Weapon ones.

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).


All abilities have a cast/activate animation of set length. The character cannot do anything for the length of this animation. However, the effects of the ability (the impact), will happen right near the beginning. Part of the cost is how long your character will be unable to do anything else, but we don't want that to make the effect you want it to have lag.

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


There is no concept of optimal range, just maximum. This works the same as spells.

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


All attack calculations are based off the character's Primary Attribute and other attack score bonuses, regardless of weapon style. Range of the target no longer factors into it. Additionally, abilities other than basic attacks hit by default (unless something like displacement or another effect causes them to miss).

#640
Peter Thomas

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simfamSP wrote...

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 :-)


We're all definitely trying to make it better, so we have to think so. We won't really know if we've succeeded until it's released into the wild and people play it for themselves. :P

#641
Peter Thomas

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Sylvius the Mad wrote...

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)?


Attacking from higher ground currently gives no bonuses to anyone.

#642
Peter Thomas

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Kileyan wrote...

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.


Arrows do not exist as such and there is no inventory slot for them anymore. I can't comment on the rune system since it hasn't been finalized, but our aim is for it to treat all weapons in the same way.

#643
Peter Thomas

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Blacklash93 wrote...

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)?


I can't comment on the trap system right now.

#644
Peter Thomas

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Tempest wrote...

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?


The concept of the 'melee ring' around an enemy is still present. You can only have as many people attack is as can physically fit around them. Follower trying to attack your target will maneuver around you to find an open spot and close with the target. Additionally, the currently controlled character has closing attacks that allow him to rapidly close with his target from a short distance. You will no be able to ignore physics capsules, though, so no leaping over people.

I can't comment on "Fight like a Spartan" and other marketing related questions.

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?


This is a level design issue.

#645
Peter Thomas

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namedforthemoon wrote...

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...?


This is a cinematics related question (ingame cutscenes and conversations count as cinematics in that sense).

#646
DebatableBubble

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Will weapons actually clash in combat?

#647
AbounI

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Peter, can we expect to see/read/hear an upcomming podcast where you will talk about the gameplay and the work of your department?

As the game is a framed narrative, what's the impact in your work?IE, when Varric tells at the first time the Lothering story to Cassandra, it's volontary exaggerate.Only his second version is quite realistic.So does it mean two different gameplay versions with different capacities and abilities allowed.
What can be the influences of such things in your work?Do you have to do twice the job to adjust each time the general balanced difficulty?

Modifié par AbounI, 11 septembre 2010 - 08:15 .


#648
TMZuk

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Since you have decided to take away the choises regarding what weapons which class can use, and what race we can play, how do you plan to allow us to design our characters?

As fighters are apparantly going to be pure fighters, who can fight and that's it, to a degree where they cannot even dualwield anymore, rogues has to be sneaky assasin/thief types, and mages do magic and that's it, I wonder what there will be for us who likes to play Jacks of all Trades? Characters who can do a bit of everything, and excell at nothing?

I found DA:O very restrictive already... EG, a warrior or a mage is unable to deal with locks, no matter what, which I found very tedious and oldfashioned compared to Bethesda's Elder Scroll series. Now it seems you are making the game even more restrictive, and tie the players to the classes even more. Why are you going in that direction? I find it hugely dissapointing.

Modifié par TMZuk, 11 septembre 2010 - 09:49 .


#649
1varangian

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Q1: Will enemy and companion levels scale to match the PC again?



Biggest flaw of DA is negating the feeling of advancement by scaling the hurlocks, wolves and whatnot to match your level. Just finished the last DLC and my level 25 mage did not feel any more epic than when he was first fighting the same hurlocks in the Korcari wilds at level 4. Also it doesn't help when an "inexperienced" companion like Finn is given the same level as your uber warden. So really hoping the answer will be "no" this time.



Q2: Will stats (and equipment requirements with them) scale as heavily as in DA:O?



Another pet peeve of mine. It's impossible to get any scope of physical power when a warrior's strength = experience. It should be possible to have a strong level 1 PC. Attack, defense and damage etc. progression could easily be associated more with experience level and class rather than stats.



Q3: Will mages be required to invest in Str / Dex this time if they want to fight? Or will simply dumping everything into Magic result in a well rounded arcane warrior/caster again?



Q4: Have you considered any kind of diminishing returns system for increasing stats?



Q5: Will a fight between two equally skilled combatants look more intense this time around with more blocks/dodges/sparks? Or will they still stand there steadily grinding each others HP down? And in the PCs case taking multiple potion breaks during a tough fight?

#650
tmp7704

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Peter Thomas wrote...


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

As such, this mechanic has been scrapped.

Is there anything planned to be introduced instead, or does it basically mean the item system was simplified and all weapons (of the same rank) deal identical damage to everything? I.e. there's no longer advantage of certain weapon types against heavy armour etc?