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#751
svendigo

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How different will the mage's resources (mana) would be compared to the physical classes' one (stamina)? In DA:O they feel like exactly the same thing, with different colors.



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
Atmosfear3

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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
MomoJamo

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Will there be as much content in dragon age 2 on the initial release, Compared to Dragon age Origins initial Release?



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
Everwarden

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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
tmp7704

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Peter Thomas wrote...

Ah, no... not likely. I'm not very photogenic, I'm afraid.

Image IPB
there's no need to be shy Image IPB


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.

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?

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
tmp7704

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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?

There's no single one-handed weapon style for rogues or anyone else. You either dual-wield or use a bow.

#757
Cigne

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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
greekmonkey95

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lunarknightmage 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.

please answer this because i am also wondering the same :)

#759
lunarknightmage

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greekmonkey95 wrote...

lunarknightmage 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.

please answer this because i am also wondering the same :)


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
Arllekin

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Hello Mr. Peter Thomas, i would like to ask about the enemy's AI's, they will hit primarily the heaviest armor guy and then who builds more aggro, or in some boss battle, high level foes or Nightmare they will have a strategy, like the rogues taking down your mages first?

Modifié par Arllekin, 13 septembre 2010 - 12:50 .


#761
Guest_distinguetraces_*

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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.



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
Spartansfan8888

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Mr. Thomas,

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
tmp7704

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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.

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.

#764
andar91

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Ok, so I've seen the images on the live stream of a woman who was examining Bethany's (aka the mage trees) level up screen. And I see that there are indeed six. What I'm struggling with is how they'll be organized. I'm thinking that each element must get it's own tree, or maybe two to a tree. But that doesn't leave much for healing, crowd control, dark life-drainey stuff. Not to mention that we don't know if they're sorted by school, or type. BUT I do remember reading a preview from someone who played the demo (this was in the press, not just some guy) and he mentioned that all fire abilities were clustered around eachother now in a tree, so I take that to mean they get their own tree. So are the others things squeezed tight together or something? Trying to discern how much has been cut and exactly how much of our mage's options are going to be limited to elemental damage (albeit, awesome damage that has secondary effects like stunning and slowing and impact interrupts).

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! :)Image IPBImage IPB

Modifié par andar91, 13 septembre 2010 - 03:15 .


#765
Tempest

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I have been very curious about how Crowd Control will work in DA2 in a specific way.  In ME1, crowd control was used to allow the player to get unblockable attacks and well, control the cluster of enemies.  In ME2, the crowd control abilities were only able to be used once minor to major amounts of dmg was applied (depending on difficulty).   This made it VERY difficult to use these abilities for their original purpose, which is to.....control the crowd before doing serious damage and getting cluster............ well you get the idea.  What I ask is 3 part:
  • 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?
Thank you again for answering our questions.

Modifié par Tempest, 13 septembre 2010 - 04:30 .


#766
Lotion Soronarr

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Speaking of all those default weapons....does that mean that even if I have no weapon ro shield in my inventory, a "default" weapon or shield will appear? I hope I'm misunderstanding this.

#767
Dark_Ansem

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will we be able to import the DA2 mechanics in Dragon Age 1?

#768
0rz0

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- Shield warriors as tanks - will they be based on absorbing damage, blocking or evading? (err actually is the function to tank still in?)

#769
Amaror

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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?

#770
nightcobra

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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
JemyM

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Is the "Tactician" a viable character build in DA2?



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
Balder84

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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
Mubar

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Will there be interogation sequences

#774
AbounI

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About the Displacement Score (DS) and the formula "100-X% chance of ignoring any hit result, where X is the value of that attribute".


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
Ramante

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I know you can't tell anything about possible animal compagnions and/or ranger-like specializations so I have a general question about animals we will encounter.

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. >>'