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#701
Loc'n'lol

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Peter Thomas wrote...

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?


Your character will have all the inventory slots available in DAO (except the ammunition slot) and the changes in items will be reflected in his appearance.


I may be wrong but I think the question referred specifically to followers, not just the PC.
Same Answer ? Undecided ? Ask another department ?:P

#702
Peter Thomas

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TMZuk wrote...

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?


Gameplay-wise, in choices of equipment, ability selection, and stat progression. Story/plot choices determining their personality are not part of this discussion.

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?


Fighters don't have to be pure fighters, Rogues don't have to be sneaky assassins, and Mages... er... well they do kinda have to do magic. That's their thing... Magic...

Within each class there are many abilities which let you build on the class's strengths, or give them additional capabilities. Each class does have limits, to prevent one class from being able to do everything and making the others irrelevant.

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.


Telling us we suck isn't a good way to get answers. We are trying to make each class versatile within certain ranges, and the effectiveness of a given party will be how the player combines the different abilities of his party members rather than making a single supercharacter.

#703
Loc'n'lol

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'nother quick question : you've said multiple times how we get a default weapon in some cases where no item is equipped. Mages get a default staff. What about warriors and rogues ? Can they fight bare-handed ? Do rogues get a default bow or a default set of blades ? Do warriors get a default 2-hander or a default weapon and shield ? :]

#704
Peter Thomas

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1varangian wrote...

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.


Sorry, followers will still scale with you. If they didn't, ones you didn't take with you would be useless later in the game with no way to catch up.

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.


If those stats were associated with class and level only, then every character would be the same. By associating with stats instead, we give the player choice in how he levels his character and what properties are more important to him for the build he's creating.

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?


Dumping everything into their primary attribute is a viable way to create a character. They will hit a lot and do a lot of damage, but will suffer in every other way. It will work in a lot of situations, but it won't be a well rounded character.

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


This has already been discussed. Attack, Defense, Armor and other resistances all have dimishing returns.

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?


Animations are generally independent of each other, so there is no choreographed combat (except synchronized animations like deathblows). Epic enemies like bosses have to be able to stand up to the combined attentions of the entire party. To do this for any length of time, they need more health than normal, so yes, you will be whittling down their health. We are also trying to limit the amount of potions use in the game through various methods.

#705
Peter Thomas

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tmp7704 wrote...

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?


The focus is instead on different damage types. Armor is resistance to Physical damage. If a creature is very resistant to it, the best way to deal with it would be to switch to an alternate damage type that can harm it more effectively.

Individual items (or subgroups of items) will be differentiated by the types of properties they have, though this hasn't been finalized yet.

#706
Peter Thomas

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Morroian wrote...

Conversely, and I apologise if this has already been asked, can rogues dual wield a sword and dagger combination, with the sword obviously being a 1 hander.


The concept of a one-handed weapon is not a concept we're using right now. It's either a dual weapon item, or a weapon and shield item.

#707
Peter Thomas

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Blasto the jelly wrote...

Peter thanks for all your time:) also Will your class be mentioned in Conversation like a
Mage talking to a templar?


This is a story/plot related question.

#708
Peter Thomas

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Martanek wrote...

Hello there,
my question is how will the inventory system be dealt with? The DA:O inventory system was a little cumbersome (item received...) and simplified from traditional RPG space or weight-based inventories. Anyway, it is not very realistic for every in-game item to take up the same space. For instance, an armor or weapon obviously takes much more space than, say, a health potion or a book. Why not project this into the DA:O universe? That is how most RPG's are handled in that regard, right?

In DA:O, the inventory had only 70 free "slots", which means it gets quickly filled up and you have to scrap items or sell them. So tedious, so frustrating. And what's more, when carrying 69 items, a mere piece of flower may simply encumber the inventory. Is that not ridiculous?

I understand that DA 2 is being developed with consoles in mind in the first place so further simplification is to be expected in many areas (mind ME2) but will this be the case with the way the inventory system in DA 2 works? Hopefully, "consolization" has not hit DA 2 very hard yet... Thanks for your time and answer.


The inventory system has not been finalized, but it will not differ much conceptually from the DAO system.

#709
Peter Thomas

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tmp7704 wrote...

Does the spell effect happening very quick apply just to player and/or companions, or do NPCs also get near-instant spells as well?


It happens quickly for the player and party members. For enemies and other creatures in the world, they are much slower, telegraphing their movements in advance, giving you time to react. Ironically, in some cases this is done by giving them access to the old DAO player animations.

#710
Peter Thomas

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distinguetraces wrote...

For Rogues, is there such a thing as a "main hand" or "off hand" weapon anymore, or are all weapons designed for dual-wielding equally usable in either hand?


Since it is their core melee fighting style, there is no penalty for main hand vs off hand. Whatever weapon strikes in the animation is the one that deals damage. Additionally, most Dual Weapon abilities hit with both weapons (in one way or another), so there shouldn't be too much of a bias towards the main or off hand weapon.

#711
Peter Thomas

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Archmage Silvery wrote...

Thanks for taking the time to answer these community questions, it's certainly an excercise in typing.

I. +X% {cold/electricity/fire/nature/spirit} damage item attribute - if it's still in, what's the cap like now? You probably can't give a specific number (if there's one yet), but is it more, about the same, or less than in Awakening?


I can't comment on specific item properties in the game. The property that this is affecting currently can have a maximum bonus of around -100% damage to +1000% damage of that type, which is an entirely arbitrary range right now.

II. Are there player character abilities to overcome enemy spell resistance?


I can't comment on specific abilities right now. However, it is planned that the Spirit damage type helps with this.

III. +X% to healing effects received item attribute - in or out? Also, will it actually work this time? Heh... sorry about that jab, but it's still broken in Origins/Awakening 1.04. Unless you use Nukenin's +Healing Received Fix on PC, obviously.


I can't comment on our patching efficiency or the specifics of what item properties are in the game.

IV. Has spellpower been overhauled, and if yes, in which way?


Spellpower has been removed from the game. The damage a Mage does is based on his currently equipped staff and his Magic attribute.

Modifié par Peter Thomas, 12 septembre 2010 - 03:37 .


#712
Peter Thomas

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Giggles_Manically wrote...

After playing the Redcliffe Night Battle I have some questions.

Will enemy AI still run right past a warrior waiting for them and leave the warrior chasing them while they go after some random NPC?


One part of the AI threat system is proximity. If the Warrior is closer, he's more likely to be a target. It also depends on what that NPC had done to the monster.

Melee weapon styles also have closing attacks, so any enemy passing near you will be able to be attacked very quickly, getting you their attention.

The Rogue class also has extra mobility options and abilities which help him to catch people or assist teammates.

Also are the number of combatants fighting on screen at once going to be higher in part 2, than in Origins


This hasn't been finalized yet.

#713
Peter Thomas

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Hayes1987 wrote...

So basically spirit damage is harder to resist than others because it would take that specific stat insted of general spell resistance?


Basically, yes.

#714
Peter Thomas

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Shinian2 wrote...

So the info about default weapons brought another question to my mind.

Will there be default armour too?


Not in the same way, no. A character stripped of all armor will have their default appearance. What that is is an art direction question.

#715
Peter Thomas

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lunarknightmage wrote...

This really does give me hope that we will be able to build a close-combat battle/melee mage, similar to trailer Hawke!!

another question, just to clarify........

1.  Unlike weapons, the current plan for armor is that it WON'T be restricted to certain classes.  Is that correct?

So, a mage can wear armor, like the trailer Hawke does, and won't be restricted to just mage robes.  Would that be correct?


A Mage can wear any armor in the game, provided he meets the stat requirements. The item list hasn't been finalized yet, but there may be specific pieces of equipment that are only equippable by a single class.

#716
Peter Thomas

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simfamSP wrote...

will there be a new "base" system i.e, Ebon Hawke, Party camp...?


This is a story/plot related question.

#717
Brockololly

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Peter Thomas wrote...
Your character will have all the inventory slots available in DAO (except the ammunition slot) and the changes in items will be reflected in his appearance.


So when you say that changes in items are reflected in appearance, does that mean that if I were to switch something as small as rings or necklaces  that would be visually apparent on the character model?

And does that mean that companion characters retain the same level of flexibility in their inventory and customization as the player character?

Peter Thomas wrote...

Giggles_Manically wrote..
Also are the number of combatants fighting on screen at once going to be higher in part 2, than in Origins?

This hasn't been finalized yet.


In Origins, there was a higher enemy count on the PC than the consoles, can you comment if that difference is staying for DA2 or will any eventual enemy count on screen be the same between PC and consoles for DA2?

Modifié par Brockololly, 12 septembre 2010 - 03:52 .


#718
Peter Thomas

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Dave of Canada wrote...

I'm not sure if this is gameplay / plot but... I'm a min/maxer that loves building the strongest characters that I possibly can, this is normally possible in a lot of RPGs through gameplay and knowing the good builds that people use all the time. Unfortunately, Origins didn't work this way. My kind-and-thoughtful Warden, if he wanted to have the best possible stats in the game, had to scrounge through the Fade and do things that didn't fit his nature (such as sacrificing the elves for +1 constitution) to make sure he got every single point available.

My question is this. As a min/maxer, will I be able to get through the game just fine using builds and such without having to resort to doing things I would never do otherwise simply to have my character at his / her toughest?


This is kind of a story/plot question. Not every character progression option will be open to you if you don't make specific choices. In DAO, becoming a Blood Mage required you to do certain things. You can min-max within in the constraints of what you want your character to be or become, story-wise. If the specific way you're min-maxing requires you to do that and you don't want to, you can try to min-max in a different way. We're trying to encourage many possible effective builds with each class.

#719
Peter Thomas

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_Loc_N_lol_ wrote...

I may be wrong but I think the question referred specifically to followers, not just the PC.
Same Answer ? Undecided ? Ask another department ?:P


Ah, then there are elements to that that haven't been finalized for everyone yet.

#720
Peter Thomas

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_Loc_N_lol_ wrote...

'nother quick question : you've said multiple times how we get a default weapon in some cases where no item is equipped. Mages get a default staff. What about warriors and rogues ? Can they fight bare-handed ? Do rogues get a default bow or a default set of blades ? Do warriors get a default 2-hander or a default weapon and shield ? :]


If you remove all weapons from a character, they will have default versions equipped, yes. Which weapon style it decides to give you hasn't had a system finalized yet.

#721
Brockololly

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Peter Thomas wrote...
If you remove all weapons from a character, they will have default versions equipped, yes. Which weapon style it decides to give you hasn't had a system finalized yet.


So no more punching enemies with your fists when you don't have a weapon equipped?

#722
Peter Thomas

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Brockololly wrote...

So when you say that changes in items are reflected in appearance, does that mean that if I were to switch something as small as rings or necklaces  that would be visually apparent on the character model?


Currently the equipment reflected on the character is the same as DAO.

And does that mean that companion characters retain the same level of flexibility in their inventory and customization as the player character?


The follower inventory hasn't been finalized yet.

In Origins, there was a higher enemy count on the PC than the consoles, can you comment if that difference is staying for DA2 or will any eventual enemy count on screen be the same between PC and consoles for DA2?


The game is the same on both systems, so the PC and console versions will have the same number of enemies.

#723
Peter Thomas

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Brockololly wrote...

So no more punching enemies with your fists when you don't have a weapon equipped?


No, there is no more unarmed combat for players.

#724
Knight Templar_

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Is there any point at which it's better the have the "No Weapon" weapon? As in will the default weapon be better than any other item in any way?

#725
Peter Thomas

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Knight Templar wrote...

Is there any point at which it's better the have the "No Weapon" weapon? As in will the default weapon be better than any other item in any way?


The default weapon will be appropriate to your level. If you have a very basic weapon from a lower level, the default might have higher base damage, but wouldn't have any additional properties your actual item did.

Modifié par Peter Thomas, 12 septembre 2010 - 04:35 .