Gameplay/RPG Systems Questions
#776
Posté 13 septembre 2010 - 08:01
many thanks for answering questions for os.
I've been wondering about skill and ability cooldowns in DA2, when you used the pickpocket ability in DA:O it had a 10s cooldown and this was annoying when you were in town ( a non-combat area) it was just to time consuming
I can see why it should have a cooldown in combat but not in a non-combat area. is this though of in DA2, just answer with a yes or no will be fine
#777
Posté 13 septembre 2010 - 08:30
Ramante wrote...
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. >>'
Perhaps it depends on the armor of the opponents, none of them could wear the same ones (don't forget the armor value is expressed in %).Then you can take in account each physical resistance or such things.
But it's a good question indeed, there could be a degressive concept (from the main target to the others in the AoE).It could also consider an angle factor.
#778
Posté 13 septembre 2010 - 10:13
I would like to know if the pause and play system is changed and if the answer is yes, then how. I mean, playing DA:O I allways felt that I was caught between two extremes: micromanaging to death each charachter of the party (loosing the flow of the game and pausing every second) or using tactics (then loosing situational control over the members of my party wich was the point of combat at the end).
In that respect, games like BG, IWD or NWN 2 worked better for me since they used a turn system and were a little bit slower than DA:O. Moreover, those games had action queue wich was very usefull in that regard.
So, how you would describe the new system of DA2 compared to those pause and play games? What has changed?
Modifié par FedericoV, 13 septembre 2010 - 10:14 .
#779
Posté 13 septembre 2010 - 11:46
In Origins, there were a few abilities ad items that drained depletables. This wasn't very practical though, because you had no way to know how much of an impact it actually had, since you didn't know how much mana or stamina your opponents had.
Would you consider putting a stamina/mana bar on enemies for the same reason there is a visible health bar on them, or some other sort of visual cue ?
Modifié par _Loc_N_lol_, 13 septembre 2010 - 11:47 .
#780
Posté 14 septembre 2010 - 12:50
1) Will NPCs with ranged attacks recognize if their attacks are being blocked by terrain? In Origins my mages + archers will be on the other side of a wall or blockade and endlessly auto attack but will never connect. Will this be changed in DA2?
2) Will auto-looting be an option in DA2? Such that when getting loot from a chest or fallen enemy, we can one click, get everything?
Thank you so much for your time!!!
#781
Posté 14 septembre 2010 - 01:33
This might be more of an animation question...........
But, besides the spells that make use of a mage's staff, will mages eventually be able to learn new melee attacks with their staves, just like warriors can learn new Sword + Shield or 2h attacks, and Rogues new DW and Archery attacks?
Or, will mages only have the basic staff melee attacks?
thanks again
#782
Posté 14 septembre 2010 - 04:29
Will there be any changes to crafting?
I know DA2 is not an MMO but It would still satisfying to be able to do something myself (in terms of armor/weapons) instead of asking Wade to do it for me.
#783
Posté 14 septembre 2010 - 10:51
2)Are there any plans to add more "choice" for when your character level? Like feats for example.
3)Will the NPC AI be improved? Not only your companions (they get stuck on stuff alot) but the enemy AI also? Also will you make another even higher level of "hard" where you improve the AI even more? Nightmare is not "hard" its simply dumb because the AI stop caring about their friends while they sit and nuke with aoe and CC.
4)I guess this might be game play related but will there be a "New game +"? (Like restart with the same character / new quests / new areas and so on)
5)You have said that DA2 is played over 5-10 years (cant remember the nr). How will the years change? A loading screen? A movie? If its a movie will it change depending on what choices you make?
6)Will there be more quests where what you do have a impact. Like save this town from the bandits or help the bandits... Save the merchant and trade will improve in the region giving more items but more bandits (more traders traveling). In other words will we see important choices that are not only for the main quest?
Modifié par KalDurenik, 14 septembre 2010 - 10:56 .
#784
Posté 14 septembre 2010 - 11:57
#785
Posté 14 septembre 2010 - 12:30
#786
Posté 14 septembre 2010 - 01:03
Regardless if it's a yes or no, will the weapon shown in the trailer be available for use? And will it have a unique animation rather than just being a disjointed greataxe or two handed sword?
Will the game run on the same engine as DA:O thus, if you can run DA:O can you run this?
#787
Posté 14 septembre 2010 - 04:00
Now, on to my own...Im not sure if this is an animation question or if it's more combat related, but here goes. In the original dragon age, you had two weapon sets that players/party members could switch back and forth (using tactics for party members), so that (for example) when nathaniel got melee attacked, he would switch to his melee weapons and attack that way. With the removal of a secondary weapon set, how would a party member who is an archer react to a melee attack? Would he simply back away enough to start effectively using the bow again or would he temporarily switch to default DW until the immediate melee threat is taken care of (bows aren't exactly the best weapon to deal with someone at close range)
#788
Posté 14 septembre 2010 - 07:00
Lorianno wrote...
Will the game run on the same engine as DA:O thus, if you can run DA:O can you run this?
I'm pretty sure they wouldn't know system specs yet.
#789
Guest_Puddi III_*
Posté 14 septembre 2010 - 11:02
Guest_Puddi III_*
#790
Posté 14 septembre 2010 - 11:04
BlackVader wrote...
1. Will there be any way to respecialize Hawke and/or her companions? I'm not asking about the specific way it is done. Even simple yes or no would be great.
That hasn't been determined yet.
2. Since you said a melee-weapon is either sword and shild or dual-wield style: Will dual wield still allow us to use two individual (dual wield style) weapons or will one such "item" automatically fill both slots? (Like the double-bladed swords in Nevewinter Nights)
In the case of Dual Weapon and Sword and Shield styles, each hand will have a different item equipped. No 'pair of daggers' type item. Each weapon can have different stats and properties which will be reflected in the damage it deals and the bonuses it gives you.
3. Will the AI be able to cancel an action when a condition with a higher priority is met before the action is completed? The AI couldn't handle this in DAO and made the game feel ... "clumsy" quite often, especially if you happen to have played with FFXII's gambit-system for a few hundred hours.
Currently the AI and tactics function in the same way as DAO.
4. On a similar note, is the awful AI-reset at the beginning of a combat gone? You know what I mean. The whole "Pause the game and issue commands to the party right when an enemy appears - just to have the commands forgotten by the time your party draws their weapons"-thing.
I can't even count the times that my whole party suffered some huge AoE damage (scatter shot, fireball, etc.) just because of this.
This would be a bug in DA2.
#791
Posté 14 septembre 2010 - 11:14
1varangian wrote...
I know the logic behind that and I guess I should have asked if there will be plot related "non-combat" companions? Finn should have been one, definitely.
Heh, well if it's plot related, then I can't comment on it anyway.
But wouldn't it make it possible for lower level companions to catch up if XP gains were adjusted by the recipient's level? An enemy that is worth 50xp to a level 10 character could be worth 100xp to a level 5 companion. Different level characters would really help establish a scope of power in the game, something that was absent in DA:O.
This would still end up with a level 1 follower joining a level 20 party. Sure he'd gain XP, but every single fight he'd die in 1 shot and be useless the entire time.
Also, will the number of enemies scale at all or just their levels? Encountering more enemies is more believable than having to fight some level 16 wolves.
There have been discussions on this, but I can't comment on the exact layouts of encounters in DA2.
To clarify, I meant the scope of it. In Origins, a 1st level warrior had 20 str at best while a high level warrior would easily have 60+. The question was more RP related than mechanics related. How strong is a character compared to an ogre or a dragon? How can a level 10 Leliana be stronger than a level 1 Sten? Wouldn't a more patient ability score progression help create a system where the stats would better indicate certain level of strength or cunning etc? The stats in DnD do a very good job of portraying the character while the stats in Origins mostly just correlate to experience.
Your actual attribute values are an abstraction to facilitate gameplay and character progression. The number ranges will be approximately the same as DAO.
Need to clarify again, heh. Will a mage's melee capability be determined by both Str and Magic, or Magic alone like with Origin's Arcane Warriors? Will there be a reason for a Mage to invest in Str / Dex / Con / Cunning
A Mage would invest in those other attributes for the benefits they give like Impact Resistance (to not be knocked around by enemy attacks), Critical Chance (you can get spell criticals too), Health (to be more survivable). Not every stat will be necessary for every character, depending on your playstyle.
#792
Posté 14 septembre 2010 - 11:15
Nighteye2 wrote...
So, to get this clear, there is no more distinction between piercing, cutting and blunt physical damage?
There is no distinction. There aren't subtypes of damage like that.
Won't that be awkward during the sex scenes, if characters who stripped themselves naked are forced to keep holding on to their default weapons?
There are too many jokes I could make about that...
#793
Posté 14 septembre 2010 - 11:19
Shinian2 wrote...
You've said many times that you can't talk about skills. Is this because they aren't your area or that they are still being designed? Will it be a matter of weeks or months before you can answer questions about them?
That depends on when decisions here get made, and what the release schedule for certain pieces of information is.
#794
Posté 14 septembre 2010 - 11:20
filetemo wrote...
can we combine two handed weapons and sword and shield with our character or do we have to choose one weapon specialization and stick with it?
I mean, when you choose your first sword and shield ability for example, does the two handed skill tree become unavailable for the rest of the game or can we have a warrior capable of using both skillsets and use sword and shield and two handed depending on what suits for our next battle?
it would be cool to be able to tank with a shield large groups of mobs and then use two handers for a big boss
Ability choices don't get locked off like that. Just because you pick abilities in Two Handed Weapon doesn't make you lose the ability to wield a Weapon and Shield.
#795
Posté 14 septembre 2010 - 11:25
Kriz_Light wrote...
Greetings to all people from Bioware.
I have a few questions regarding Dragon Age 2:
1. During character creation, apart from changing the gender, appeareance, class and name of Hawke, will it be also possible (like in Dragon Age: Origins) to select starting skills, talents and abilities or will those be set? In Gamescom demo it wasn't possible.
The Gamescom was a specific press demo. There is full character creation, though the extent of what you can change and when I can't comment on right now.
2. Are skills (i.e. crafting, coercion and such) in the game and do they work differently from DA:O?
I can't comment on skills right now.
3. In one of the previous questions in this thread you said that it's not possible to entirely switch off AI like in DA:O. Could you elaborate more on that?
I don't believe there is a way to turn off basic autoattack functionality for followers.
#796
Posté 14 septembre 2010 - 11:49
Need to clarify again, heh. Will a mage's melee capability be determined by both Str and Magic, or Magic alone like with Origin's Arcane Warriors? Will there be a reason for a Mage to invest in Str / Dex / Con / Cunning
A Mage would invest in those other attributes for the benefits they give like Impact Resistance (to not be knocked around by enemy attacks), Critical Chance (you can get spell criticals too), Health (to be more survivable). Not every stat will be necessary for every character, depending on your playstyle.
So if Magic alone determines all offensive abilities all mages will be something of an arcane warrior in DA2? I can't see how impact resistance would be beneficial enough to boost instead of everything that is combined into Magic.
I'm just really hoping stat building will have meaningful choices this time around and allow builds that play differently. In the case of mages, determine their combat/spellcasting focus so that we can have builds like the fragile archmage who needs protection or the more survivable battlemage with less magic potential.
No question, just had to get that off my chest.
#797
Posté 15 septembre 2010 - 05:33
#798
Posté 15 septembre 2010 - 06:02
svendigo wrote...
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.
The function of mana and stamina is to restrict how often you can use abilities and force you to make tactical decisions on which ability to use and when. Giving yourself a larger pool gives you more flexibility, but in that respect, both are the same.
One way we're hoping to differentiate them is by altering the primary way that classes regain their depletable resource. Warriors use abilities to regain stamina. Rogues attack to regain stamina. Mages have a constantly regenerating mana pool.
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?
Potion spamming is something we're trying to eliminate from the game. It removes a lot of tactical and party choices that otherwise would be significant.
Mages are the class with the ability to heal others. Both Warriors and Rogues do have abilities (though I can't go into specifics) that are capable of healing themselves (in addition to potions). A Mage that focuses on healing, though, won't be as much good for other things.
#799
Posté 15 septembre 2010 - 06:06
Atmosfear3 wrote...
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).
There won't be a respec between 2 different character builds button. I don't know if there will be a button to flip between quickbar layouts either. That's a UI question.
The question about the player being the same sort of build as a follower is important, though. We're trying to make enough distinction in the abilities that even if you have two Weapon and Shield Warriors, their other abilities could make their use in battle vastly different. It is also useful to have two of the same kind of character. There isn't anything wrong with it, though that may depend on your playstyle.
Also, while I can't get into specifics, followers aren't just players with a different appearance.
#800
Posté 15 septembre 2010 - 06:07
MomoJamo wrote...
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 ?
Unfortunately, I can't comment on these.




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