Gameplay/RPG Systems Questions
#51
Posté 08 septembre 2010 - 12:31
#52
Posté 08 septembre 2010 - 12:32
#53
Posté 08 septembre 2010 - 12:32
#54
Posté 08 septembre 2010 - 12:33

Edit: 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.
Modifié par andar91, 08 septembre 2010 - 12:37 .
#55
Posté 08 septembre 2010 - 12:34
Thanks for your time.
#56
Posté 08 septembre 2010 - 12:37
1. Are the CD to abilities being modified to make better sense than before? (Pickpocketing for example.)
2. Will there be a larger variety of deathblows? If so, how large in comparison?
#57
Posté 08 septembre 2010 - 12:39
Peter Thomas wrote...
The two-handed weapon style is focused on dealing the most damage to the most people. The Warrior class itself is focused on melee AoE damage, and two-handed weapons do the most damage over the largest arc. Compared to the Origins version, two-handed weapons will deal damage to an arc of enemies with each swing. The animations have been completely redone as well, with the impact event (when damage is applied to the target) moved to the front of the animation, rather than near the end (like in Origins). The result will be that you attack, deal damage almost immediately, then follow through with your swing.
Each of the weapon style trees are focused on attacks and abilities that are specific to that weapon type. The result of this is that a weapon style tree itself is smaller, and abilities that could be applied equally well to other weapon styles were moved to more general talent trees. The two-handed style is focused on power and AoEs.
This sounds awesome.
#59
Posté 08 septembre 2010 - 12:47
addiction21 wrote...
Did you know how deep the hole was before leaping in and starting this thread? (no need to actually answer this one)
The new skill trees. How much can you elaborate on them?
Currently each class will have around 6 talent trees (including weapon styles) as well as specialization trees. Each tree can have around 10 talent points spent in it, including both abilities and their upgrades. Each ability can have level, attribute and investment requirements to attain. Investment is stuff like "you must have spent 3 points elsewhere in this tree before you can get this". You must also have the prerequisite abilities before you get something, so you can't just cherrypick the last ability in the tree. You must have the requirements leading up to it.
Will there still be the two handed tree, the magic trees, archery, and so on?
Two-handed weapons, weapon and shield, dual weapons and archery each have their own weapon style tree. Staff doesn't because it's the only weapon available to the Mage.
There were 12 skills for each tree in DAO will it be close to the same in DA2?
Currently each tree has around 10. That includes both abilities (active, passive and sustained), as well as upgrades. Remember that those are style specific features, and things that could apply to multiple styles have been moved to more general trees.
Will each skill be upgradable and will it be like the ME2 type? As in you go thru a couple levels of your basic upgrades (more damage long duration etc) and then reach the "evolved" stage.
An active or sustained ability could have 0, 1 or 2 upgrades, depending on the ability and the tree. Our general guideline right now is no more than 2 upgrades, and no upgrades for passive abilities. After purchasing an ability, you will be able to purchase any upgrades for it, assuming you've met their individual requirements. Abilities and upgrades each cost 1 talent point. We've tried to make the benefit you gain from an upgrade be roughly as enticing as buying a new ability.
Is it a choice between upgrading a skill or learning a new one? DAO for example gave us 1 point to spend on a level up to learn a new skill. Will we need to choose between a new skill or leveling one skill up?
Yes. Mostly. Each level gives you a single point, to spend either on a new ability or an upgrade. It's not levelling up an ability, but rather improving it in a number of ways specific to that particular upgrade. Assume a spell like Fireball has 2 upgrades. THESE ARE JUST MADE UP EXAMPLES. Upgrade 1 might increase the blast radius and damage. Upgrade 2 might decrease the cost and cooldown. Upgrade 1 would let you affect more people and do more damage to those you affect (say 50% greater radius and 50-100% more damage). Upgrade 2 would make you be able to cast it almost twice as often for half the cost. THESE ARE JUST MADE UP EXAMPLES. That's the kind of benefit to upgrades that we are trying to get. Of course any numbers will be subject to balancing.
Is there a visual difference between the basic skill and a leveled up skill? Fireball for example. As it levels up will it also look like its a higherpowered spell? More flames more exposive.
That would be subject to time and budget constraints of the art department.
Modifié par Peter Thomas, 08 septembre 2010 - 12:48 .
#60
Posté 08 septembre 2010 - 12:50
Peter Thomas wrote...
Hi, my name is Peter Thomas and I'm the Lead Gameplay Designer on Dragon Age 2. I had previously worked on Dragon Age: Origins under Georg Zoeller as a Systems Designer prior to his moving to TOR. I'm basically the person with the most inside knowledge of our gameplay systems on this project.
I decided to open this thread to try and answer questions people had about gameplay and RPG systems changes that were going on in DA2. Please keep in mind, though, that I'm doing this in my own free time and really do have a lot of work still to do. Also there is some stuff I won't be able to discuss for various reasons (not locked down, release schedule, etc).
I'd like to keep this thread to gameplay systems questions only. No debates. No responses. No commentary. Just ask a question and I'll try to answer it as best I can. If you want to discuss it with people, please create another thread. If this thread gets out of hand, it'll be locked and that'll be it.
So... any questions?
In this game, combat is my concern, some previewers say it's hack & slash, some say it's essentially the same as DA:O with melees being more flexible and other minor changes.
I'm not looking for a PoR nor a BG III, so I'm not asking if we'll have to buff before every single "serious" encounter nor if we're gonna memorize spells & sleep in DA2. Cooldown management is fine and just as good without being half as irritating.
We can discuss day & night what is a hack & slash and whatnot as if it is a philosophical question, but my "fear" is that it won't play like an old school RPG, which is fine in general but nonetheless this is the reason I looked at DA franchise in the first place. I believe those of us that bought DAO for their "old school" fix share some of these concerns.
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?
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.
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
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".
5. About what % of fights will be skipable, with appropriate dialogue options?
6. What are your plans on the aggro mechanism?
Modifié par Lyssistr, 08 septembre 2010 - 12:53 .
#61
Posté 08 septembre 2010 - 12:51
Modifié par AbounI, 08 septembre 2010 - 12:54 .
#62
Posté 08 septembre 2010 - 12:52
#63
Posté 08 septembre 2010 - 12:52
Mecha Tengu wrote...
wait I havent seen anything from DA2
is the combat system tab targetting or real time click based
I'm not sure exactly what you mean by this. Currently on PC you attack click on your target and your character will keep doing basic attacks until it dies or you tell them to do something else.
#64
Posté 08 septembre 2010 - 12:54
silentassassin264 wrote...
What can you tell us about the new leveling up system? I could not see the picture at PAX very well.
When you get enough XP you level up. You are then given points to spend in various categories, the same as Origins. Spending talent points will be a bit more complicated because of the branching tree structure. You no longer have to follow a linear progression of abilities, but can take the various branches of the tree to get to the abilities you want (assuming you meet their individual requirements).
#65
Posté 08 septembre 2010 - 12:55
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?
Modifié par Giggles_Manically, 08 septembre 2010 - 01:00 .
#66
Posté 08 septembre 2010 - 01:00
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?
#67
Posté 08 septembre 2010 - 01:00
#68
Posté 08 septembre 2010 - 01:00
Can we avoid a hit from an enemy using a defensive move or will it be unavoidable?
Modifié par fchopin, 08 septembre 2010 - 01:17 .
#69
Posté 08 septembre 2010 - 01:02
will the animations depend on the character's race, or armour? Can you comment on the armour types for different classes? robes, chain, leather, etc. like DAO?
#70
Guest_slimgrin_*
Posté 08 septembre 2010 - 01:06
Guest_slimgrin_*
#71
Posté 08 septembre 2010 - 01:15
#72
Posté 08 septembre 2010 - 01:17
#73
Posté 08 septembre 2010 - 01:18
Thanks for taking the time to answer our questions.
Here are a few that I have.
1. Is the new "staff/sword" weapon that Hawke uses in the trailer an actual weapon in the game?
If it is, will it be available to all classes, or just mages?
And, will it have its own weapon talent tree?
2. Also, you mentioned that specs, like Arcane Warrior, haven't been locked down yet. Do you have an idea on when we will start hearing more about specs?
3. Finally, are there any plans ( such as through specs ) that would allow players to "cross over" into other classes?
For example, you mentioned that staff are the only weapons mages can use and that staffs don't have their own talent tree.
Will it be possible, such as through Arcane Warrior spec if it's included, for mages to be able to learn the class talents of warriors, as well as weapon talents for other weapons besides staffs?
thanks.
Modifié par lunarknightmage, 08 septembre 2010 - 01:29 .
#74
Posté 08 septembre 2010 - 01:21
Now my question, with all the implementation of dismembering and mutilation, will the level or the stats of the player have any relation with it, or maybe the weapons?
IE, a strong char with a hammer will cut the opponents head? or wil it mash it and spit blood all over the place?
Thanks
#75
Posté 08 septembre 2010 - 01:21




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