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Gameplay/RPG Systems Questions


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#26
Peter Thomas

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Dave of Canada wrote...

I'm not sure if this counts as gameplay but..

In Mass Effect, we had Default Shepard being modeled off Vanderloo. His face was a lot higher detail than the other faces but overall we could still go in the custom settings to change the face as we wish. I was pleased with the whole default Hawke and such but it has me worried.

In Mass Effect, when you pressed "custom character" then the Vanderloo face would immediately disappear and there was nothing you could do. You were incapable of tweaking his face like changing his hair or skin pigment, the default was locked down and unable to be changed.

Will this be the same for Dragon Age 2? Will I be able to keep the default Hawke look but say... change the hair color or tweak the nose if such trivial things bothered me without losing the entire face?


That's an art direction or tools question. Sorry.

#27
Peter Thomas

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Faz432 wrote...

Thanks Peter,

Will we see how your actions whether 'good' or 'bad' effect social interactions, for example if I did something really 'bad' I will hear people in the market place gossip about it, they might avoid me, NPC not greeting me so warmly etc.


That's a plot/story related question.

#28
Peter Thomas

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Malevolence65 wrote...

Can you describe Mages and their melee attacks? You seem to have missed this question.


The exact nature of how they swing is an animation question. Video of a Mage fighting at PAX or one of the other demos shows the style, though they may be changed or polished before launch.

#29
Peter Thomas

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Lord Gremlin wrote...

Hm. Really, any possibility of nug bombs? There's a thread dedicated to them here. Also, are you making any bombs like acid flasks and shock bombs in DAO?


The exact list of items that will be in the game is still being made.

#30
Peter Thomas

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Sylvius the Mad wrote...

The new Georg? Those are some mighty big shoes to fill.
Does companion XP bootstrapping still work the same way (in DAO, unused companions gained no XP, but were automatically given enough XP to reach the level below the PC when next added to the party)?


This has not been finalized yet.

Is the XP curve still linear, or have you switched to an exponential curve?


Each level will require an increasing amount of XP. The numbers are different from DAO.

Is XP gained from killing enemies still scaled based on the PC's level (so killing a level 13 Genlock gives less XP as you gain levels)?


Currently it isn't, but the system hasn't been finalized yet.

#31
Peter Thomas

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Dave of Canada wrote...

Peter Thomas wrote...

annihilator27 wrote...

How is XP handled?


XP is pretty much the same as Origins. You get XP from killing creatures and completing plots. Enough XP and you gain a level and get points to distribute.


Will there be additional XP rewards for diplomatic paths to balance out the mindless killing? Often times if I wanted to reach as far as I could when leveling, I'd have to metagame the decisions and kill in order to squeeze the most XP possible from every scenario (involving a lot of killing and diplomacy being almost useless)


That's a plot related question.

#32
Peter Thomas

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nightcobra8928 wrote...

how will level scaling be handled in DA2? will it change the enemies based on the player's level or will it be area based (areas with weak enemies while others have more difficult ones, think of the mercenaries at orzammar's entrance as an example)?


Currently it's similar to the way it was in DAO. Enemies do scale to your level, but them have minimum and maximum levels based on the area. Early areas may level up and cap at level 5 (or whatever), but really tough areas might have a minimum cap of 10 (or whatever) and never have a maximum level.

#33
Peter Thomas

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Suprez30 wrote...

Does the *pathing* when you was to attack someone was improved on PC or just on console?


Engine pathing works the same way on all systems in DA2. On the console, the character you're controlling currently doesn't path by default when you use an ability or attack. Characters ordered through the radial menu currently do on console, though, including the controlled character.

#34
Peter Thomas

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andar91 wrote...

Anything that you can tell me (us) about mages would be awesome. Do they still have spells that paralyze and put things to sleep and things like that? I don't want specifics, but can we do things other than blast enemies with attack spells?


The diversity of Mage spells is pretty similar to what it was in DAO. I made most of those and have tried to keep the same feel.

#35
Peter Thomas

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Beocat wrote...

I second the mana regeneration question.

Also, has the "gifting for affection" point system been removed or altered in any way? I was not very fond of it myself.


I don't know the final answer on this right now.

Additionally, we were told at least 10 years would pass during the game. How is this going to happen with us knowing the years are going by? Is there a calendar we can look at, does it go in chapters, or does the 10 years pass in a single incident (aka...the Fable and Fable 2 way of going a decade in advance. bleh)?


This is a plot question.

#36
Peter Thomas

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Kileyan wrote...

You are trying to make the classes more distinct. How does this affect armor and weapons? Will there be only stat requirements to equip items or will we being seeing a whole lot more armor and weapons that are , warrior only, rogue only, etc.


Armor is still to have a final decision made (I need to have a talk with Mike about that). Weapons can only be equipped if you know the style that weapon pertains to. The weapon styles are Two-Handed Weapon, Weapon and Shield, Dual Weapon, Archery, and Staff.

I'll second Andars question. Are mages still keeping a robust line of utility spells? I love setting stuff on fire and ripping peoples arms off, but I do like the strategy involved in subtle spells that set the others in the party up to rip stuff apart.



Mages still have a wide variety of spells, though their primary areas of focus are causing damage and effects on people.

#37
Peter Thomas

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AbounI wrote...

Does the foes level scalling is similar as the Origins one?


Enemies will generally level to keep place with the player, within the constraints of the area minimum and maximum levels. There also may be special cases with creatures of a set level.

#38
Peter Thomas

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Blastback wrote...

How many weapon styles are avalible to warriors? I admit, I'm still rather bummed that warriors can't dual wield any more, are we getting anything to make up for that?


The weapon styles are available based on class. There are a number of reasons for this.

Warriors get Two-Handed Weapon, and Weapon and Shield.
Rogues get Dual Weapon and Archery.
Mages get Staff.

As was mentioned in a pervious answer I gave, you can only equip weapons which you have the appropriate style for.

Also, what's the heaviest armor that a rogue could wear? Again, as a player who likes going around in heavy plate with two weapons, well.... will I be able to get that experiance with a rogue now, or am I just SOL?


The armor equip limitations haven't been nailed down yet.

#39
Peter Thomas

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Akka le Vil wrote...

Is the level scaling again present, and if yes, in which amount compared to DAO ?


Level scaling will be handled in a similar fashion to DAO. The difference between creatures of higher or lower level will likely be more significant, though.

#40
Peter Thomas

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relhart wrote...

Damn, much Love Peter, and much appreciated. I'm wondering if you can give any info on how the difficulty settings in the game are going to differ from one another. Specifically if Nightmare is going to be made a bit more challenging than DAO's highest difficulty.


The difficulty of an individual creature is based on 3 things: Level, Rank and Difficulty.

Level modifies a creature's health, damage, attack and defense.

Rank modifies a creature's health, damage, level, attack and effect resistance/duration.

Difficulty modifies a creature's health, damage, attack, regeneration rate, ability cooldowns and effect resistance/duration.

Our current intent for Nightmare is only that it be possible... statistically speaking.

#41
Peter Thomas

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Dave of Canada wrote...

With the new focus on faster paced combat and such, will difficulties be changed or will it roughly remain the same?


The specifics of what difficulty changes was listed above, but the exact balance and difference between the difficulty levels hasn't been worked out yet.

#42
Peter Thomas

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andar91 wrote...

Thought of another one. Is there still friendly fire?Image IPBImage IPBEdit: Also, thanks so much for coming on here.  It's much, much appreciated.  In forum terms, you deserve a nutella sandwich formed between two cookies with a slight garnish of diamond chest hair.


Currently friendly fire is only active on Nightmare difficulty.

#43
Peter Thomas

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outlaworacle wrote...

Can you elaborate on the difference in combat between the console and PC versions? If this has been fully explained somewhere I haven't come across it. Are they functionally the same, with the console version requiring a bit more "hands on" button pressing? Or are they significantly separate from one another?

Thanks for your time.


3 main differences:
1. Mouse and keyboard vs controller (er... yeah...)
2. GUI (quickbar and stuff)
3. Autoattack is not enabled for the currently controlled player on console (unless ordered through the radial menu)

That's pretty much it. There may be minor other differences on the programming side. Design side it's all the same. Camera details are still being worked on as well.

Edit: Maybe I should elaborate a bit more. It's the same... except it feels different. On console I run around and press my buttons (the button is right there... PRESS IT). On PC I pause every couple seconds to survey the battlefield and issue orders, controlling whoever I think of as my "main" at that particular point in the battle.

Modifié par Peter Thomas, 08 septembre 2010 - 03:45 .


#44
Peter Thomas

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Tempest wrote...

I have 2 questions.

1. Are the CD to abilities being modified to make better sense than before? (Pickpocketing for example.)


CD?

2. Will there be a larger variety of deathblows? If so, how large in comparison?


We don't know the scope of this yet, due to time and budget limitations.

#45
Peter Thomas

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AbounI wrote...

Will we have in the character sheet the two missing attributes (communication and perception) regarding the P&P game?


Our attributes are the same as DAO, but what bonuses they give may change a bit.

#46
Peter Thomas

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Lyssistr wrote...

 1. Are Battles (especially boss battles) designed with micromanagement in mind? or are they designed so that they can, should the player chose to, be played in purely aRPG style?


Specific boss battles are a plot related question, but battles against higher rank/level creatures are designed to use the whole party cooperating. If you use each of their talents and abilities together, such fights will be much much easier.

 

2. What is the current status of zoomed out view, there was some heated discussion on that issue about 1 month ago and it was not made clear how different is the new zoomed out camera and if there are any plans to include the older pseudo-iso view DAO had, at least for the PC.


Camera details are still being worked on.

 

3. Are there any plans to make spells feel more varied & special, e.g. special spells that *must* be used at specific kinds of enemies? this is one thing I miss from BG saga games


In general we don't want spells that can only be used in one situation ever. Some things are more effective against certain types of creatures, or have specific effects that are better in certain situations or with specific classes of followers.

 

4. Will we get some pieces of lewt that aren't the more common +10 awesomeness but rather have a tricky feel and can't be directly evaluated as good/bad? E.g. use functions that summon a few minions to help, "on use" features that could prove helpful for specific enemies "increases damage against ogres".


Exact details of the items that will be in the game haven't been finished yet.

 

5. About what % of fights will be skipable, with appropriate dialogue options?


This is a plot related question.

 

6. What are your plans on the aggro mechanism?


Currently there haven't been any real changes. When we balance the game more,  any needed adjustments will be made for it to play well.

#47
Peter Thomas

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AbounI wrote...

Does each class, when a level up is earn, obtains one skill point at each level, or is there a class distinction ?(IE, in origins, rogue wins a point each 2 level and warrior/mage win a skill point each 3 level)


Each class will gain the same amount each level.

#48
Peter Thomas

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Suicider_11 wrote...

6 trees for each class = 6 weapon styles? hmmmmm. i think i'm liking this


Haha, no. Warrior and Rogue each have 2 weapon specific trees. The rest are more general abilities.

#49
Peter Thomas

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Giggles_Manically wrote...

What I really want to know is will each weapon form feel unique?
Since in Origins you basically only had Stun, AoE, or Single Opponent attacks.

Will each form have its own unique skill set that seperates it from others?
Outside of animations a Two Handed, Sword and Board, and a Dual Wielder had basically the same sort of abilities.

Just to be more clear will all weapon talents do roughly the same things :stuns, knockdowns, etc.
Or will some be much better at certain things?


Each class and weapon style is meant to be distinct.

The Warrior is focused on melee AoE damage. Two-Handed Weapon swing in big arcs, damage the most enemies over the largest area. They are the slowest. Weapon and Shield strikes a smaller arc for less damage, but has the added benefit of the shield's properties and defense, as well as being able to apply more force against a single target.

The Mage is focuse on ranged AoE damage and effects. The staff fires projectiles at range, with medium speed and damage.

The Rogue is focused on single target DPS. Dual Weapon is the lowest damage but fastest striking style in the game. Archery is single target ranged DPS with additional AoE effects. The Rogue is focused more on criticals and various other effects than the other classes.

The abilities in each of the weapon style trees are tailored to their class and the specialty of that specific style.

#50
Peter Thomas

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Uzzy wrote...

Why take away basic functionality from one class in order to make another more distinct (this does, of course, refer to warriors losing dual wielding and archery)? Surely it'd have made more sense to give the rogue more features?

Is there any explanation in game for why warriors suddenly can't pick up an off-hand weapon or a bow, or is the system for Dragon Age 2 more 'gamist' in that respect, and just saying we can't for balance reasons?


class distinctions are the following:

Warriors are melee AoE.
Rogues are melee and ranged single target DPS.
Mages are ranged AoE.

We decided to separate weapon styles based on that and other reasons (like budget) given at various times. This is an explanation, critiques should be in a different thread.