Gameplay/RPG Systems Questions
#751
Posté 12 septembre 2010 - 03:47
Will healing be restricted to mages and potion spamming (ie, will there be any warrior/rogue skills that reverses damage that's dealt)? Back in DA:O, having no mage in the party is a recipe for going broke relatively quickly, and sometimes causes impossibly difficult battles unless you're extremely, extremely prepared. Is there anything being done to try to rectify this?
#752
Posté 12 septembre 2010 - 03:57
Peter Thomas wrote...
Atmosfear3 wrote...
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).
Is your question about specializations? I can't answer that right now. Otherwise it sounds like a UI question about flipping between ability/weapon sets.
Allow me to rephrase my question in the form of an example:
If my character was a warrior then I have access to both sword'n'board and two-hander abilities. Obviously you cannot do both as 2H abilities are restricted to 2H weapons and vice versa for shield abilities.
My question is, similar to how WoW has dual-specs that allows a class to switch say from Tank to DPS by switching all their talents on the fly, will DA2 also have a similar feature?
One of the issues I had with both DAO and Awakening was that based on whatever class my Warden was, it made certain party members completely redundant. When I played as a tank, Alistair/Justice was useless. When I played as a DPS mage, Morrigan/Velanna was useless. I admit, this was made less of an issue with Awakening and the respec tome, however it was tedious in that we had to completely redistribute all the points and attributes each time. It would be much more convenient to simply allow a character to hit a button and swap all their attributes/talents/skills (at a cost or free).
Modifié par Atmosfear3, 12 septembre 2010 - 03:58 .
#753
Posté 12 septembre 2010 - 03:57
And i know its way to early but I'm guessing its already being discussed within the company will there be an expansion and much DLC ?
#754
Posté 12 septembre 2010 - 04:44
Peter Thomas wrote...
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.
Seems like going evil should get you some extra power, the noble road should be the harder path.
Will there be a tree for rogues to specialize in using one one-handed weapon like Knights of the Old Republic's dueling spec?
#755
Posté 12 septembre 2010 - 05:58
Peter Thomas wrote...
Ah, no... not likely. I'm not very photogenic, I'm afraid.

there's no need to be shy
Hmm, in this case what's (roughly) the percentage of creatures with such property? Would guesstimate DAO had ~1/4th of enemies in heavy+ armours or equivalents, is it comparable in DA2?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.
Also personal view question i suppose, doesn't this new system make it feel rather silly if all weapons are identically effective against given armour type? I mean, DAO didn't have explicit slash/crush/pierce mechanics but the armour penetration was a rather elegant approximation of that, and allowed for system where certain classes could be either more effective against others or set up as specific counter. Does uniform weapon damage provide some benefit which outweights the simplification... or do you consider the simplification itself the benefit for some reason?
#756
Posté 12 septembre 2010 - 06:01
There's no single one-handed weapon style for rogues or anyone else. You either dual-wield or use a bow.Everwarden wrote...
Will there be a tree for rogues to specialize in using one one-handed weapon like Knights of the Old Republic's dueling spec?
#757
Posté 12 septembre 2010 - 07:26
Peter Thomas wrote...
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.
Does this mean that weapon attributes and appearance will be decided by other departments (say, Art)? Whether the weapon is described ingame as a shortsword, dagger, longsword, and whatever the models sizes are, the underlying code will determine which class (Warrior of Rogue) can use them?
If I am understanding this correctly, I like this--no penalty for lefties.
...and thanks for this thread!
#758
Posté 12 septembre 2010 - 09:14
please answer this because i am also wondering the samelunarknightmage wrote...
Hi Peter,
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.
#759
Posté 12 septembre 2010 - 09:31
greekmonkey95 wrote...
please answer this because i am also wondering the samelunarknightmage wrote...
Hi Peter,
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.
Peter already answered my questions.........
1. The staff/sword in the Trailer is considered a mage staff, so it will only be available to mages, since only mages can wield staves ( the Trailer Hawke is a blood mage ).
Now, whether or not we will get a weapon that looks like the trailer one is up to the art department and remains to be seen ( I hope we do get weapons like that ).
As for Questions 2 and 3, they are more specialization related questions, and Peter said that he can't comment on specs yet, as they are being finalized.
So, it remains to be seen if something like Arcane Warrior will be in DA2, or other specs that will allow classes to "cross-over" into other classes.
I, myself, would love to see that ( and Arcane Warrior return ). But, based on the direction they are going with DA2, making the classes feel distinct, I'm not so sure if we will be able to do that......
Modifié par lunarknightmage, 12 septembre 2010 - 09:31 .
#760
Posté 12 septembre 2010 - 10:49
Modifié par Arllekin, 13 septembre 2010 - 12:50 .
#761
Guest_distinguetraces_*
Posté 13 septembre 2010 - 02:13
Guest_distinguetraces_*
Were those systems an inspiration, and can you clarify the similarities and differences? (or, if the parallel makes no sense, just further clarify how stamina works without using WoW as a reference?)
Thank you!
#762
Posté 13 septembre 2010 - 02:43
Thank you for taking the time to answer questions about the new combat system; I have a few myself.
You said warriors are Aoe melee oriented; does this pertain to their auto attacks as well as activated abilities?
Will rogues have disabling abilities such as throwing sand in the enemies' eyes or cutting an achilles tendon?
Will mages have close-range grappling sort of spells; to clarify similar to Morrigan's walking bomb in the sacred ashes trailer and Hawke using the glyph in the destiny trailer?
#763
Posté 13 septembre 2010 - 02:53
From the description it sounds bit different than either of these systems -- rogues regain stamina whenever they hit the target, while warriors regain it whenever they kill the target. The system given to warriors is already in DAO in the form of a talent which does it, the one for rogues may be similar to how WoW warrior gains rage from dealing damage to targets except you get your stamina "back" rather than start from empty bar.distinguetraces wrote...
I'm trying to get a clear understanding of the differences between stamina generation for warriors and rogues. Your prior description made their different ways of generating stamina sound a little like Rage and Combo Points for warriors and rogues in WoW.
#764
Posté 13 septembre 2010 - 02:54
So what I'm asking (actually begging) is if you can give us ANY information as to how the organization works. I know that you can't discuss specific abilities and probably not if there are schools or not either. But can you give us SOMETHING about it? Please? Just in case, here's a thread I started about it and it's being discussed a bit (you may not have time; I understand. But just in case http://social.biowar...1/index/4777905). Thanks so much for listening to me grovel!

Modifié par andar91, 13 septembre 2010 - 03:15 .
#765
Posté 13 septembre 2010 - 04:27
- Will the Crowd Control abilities in DA2 act the same way as they did in ME2 where we have to do alot of dmg or debuffing before they take affect?(This is the worrisome thing to happen in DA2, for me)
- Will they work the same way as in DA:O?
- Will the Crowd Control abilities work the same way as they do in JRPG's where half-ways through the game, most to all enemies cannot be crowd controlled?
Modifié par Tempest, 13 septembre 2010 - 04:30 .
#766
Posté 13 septembre 2010 - 08:47
#767
Posté 13 septembre 2010 - 09:35
#768
Posté 13 septembre 2010 - 10:15
#769
Posté 13 septembre 2010 - 11:49
In an Interview, Bioware mentioned that the Darkspawn are redesigned to make them look more like they are discribed in the books.
Well, in the books the skin is discribed as "rotten".
But on the first released screenshots the skin of the darkspawn look just like normal human skin.
why that?
#770
Posté 13 septembre 2010 - 12:07
Amaror wrote...
I don't really know if this is the kind of question you can answer but what ever:
In an Interview, Bioware mentioned that the Darkspawn are redesigned to make them look more like they are discribed in the books.
Well, in the books the skin is discribed as "rotten".
But on the first released screenshots the skin of the darkspawn look just like normal human skin.
why that?
probably because it's the base models without the blood, wounds and rot textures
#771
Posté 13 septembre 2010 - 01:03
The Tactician achievement in DA:O was earned by defeating 250 enemies without the player dealing the damage. Similar to a Cleric in classic D&D, the tactician contribute strategically to a party by buffing or healing allies, or debuff or hamper foes. The party, in this case the AI, deals the damage.
#772
Posté 13 septembre 2010 - 01:37
Peter Thomas wrote...
Balder84 wrote...
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?
I can't comment on specific abilities. There will be a variety of Archery weapons, though, not just normal bows. It still remains to be finalized, but there is also the rune system.
Thanks for the answer peter. I was just thinking regarding the rune system, for example equipping a fire, ice and electricity rune to a bow would result in the bow cycling through three different attacks - could that be a possibility? - sorry not much of a question I know as rune system not finalized and all but thought I'd share my idea :-)
#773
Posté 13 septembre 2010 - 01:41
#774
Posté 13 septembre 2010 - 07:07
Not sure to understand it very well.
Let's take an exemple:
If DS = 20, so it means there's 80% chance of ignoring any hit result.
But if DS = 60, so it means there's 40% chance of ignoring any hit result.
My conclusion is the higher is DS and the less there's chance of ignoring hit result.So, a DS is better when this attribute is as low as possible?
How is calculate this DS, what depends on its value?
And if ennemies got such this attribute, do we got it in return?
And how does it work for a rogue with a bow?Does this system work in the same way?
Modifié par AbounI, 13 septembre 2010 - 07:09 .
#775
Posté 13 septembre 2010 - 07:51
In DA:O they only had 'animal attacks' like Overwhelm, Slam/Shred, Howl/Rage etc.. In the Witch Hunt DLC Dog could also use Warrior talents like Precise Striking. So my question is will the (wild) animals we encounter have more talents than the DA:O creatures?
And a question about the Warrior attacks, you said that it will hit multiple opponents on the same time. I was wondering, will all enemies take the same amount of damage from the attack or will they take less damage than the main target?
This thread makes me feel like a little child that knows Christmas is coming.. I have asked what I want, but I don't know what I will get. I guess that makes you Santa. >>'




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