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Gameplay/RPG Systems Questions


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#826
Peter Thomas

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Bruddajakka wrote...

Sorry if this has been asked already but will we be able to have our companions do a number of actions in a row. Using Oghren for example I pause the game click on him would there be a way queue it up so that he'd use Sunder Armor followed Mighty Blow followed by Critical strike then have him chug a potion? Or will it be one action only.


Currently the queue is limited only to what he does after his current action is completed.

#827
Peter Thomas

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Lorianno wrote...

Will polearms finally be available for use?


Depends on what you count as polearms. Within the constraints on the 2 applicable weapon styles (Two Handed Weapon, and Staff) it would be an art direction issue.

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?


The weapon in the trailer was a staff, and whether or not that exact model is in the game is an art direction issue.

Will the game run on the same engine as DA:O thus, if you can run DA:O can you run this?


I can't comment on system specs right now.

#828
Peter Thomas

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bsbcaer wrote...

First, once again, thank you for taking the time out of your busy schedule to answer these questions...

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)


This is mainly an animation question but, like the staff, if an enemy got too close to a bow-wielding character, the character would play melee animations (using the bow or however animation wants to depict it) until his target was out of melee range. The effectiveness of his attacks would be the same as firing arrows at people.

#829
Peter Thomas

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filaminstrel wrote...

Will sustainables active in the quickbar be more brightly lit up this time? Not that I'm blind or anything, or that it's particularly difficult to tell in DAO, but it'd be nice if it were a bit more noticeable.


This is a UI related question.

#830
Peter Thomas

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1varangian wrote...

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.


If you invest everything into Magic, you would be the fragile, but powerful Mage who needs others to cover for him lest he be overwhelmed. I'm not sure where the Arcane Warrior comparison comes in.

Adding points into Strength would mean that you get knocked around less, meaning your spells aren't interrupted by enemy attacks as often. Points in Cunning mean you get hit less because of Defense. Putting points in Dexterity gives you a higher chance to crit, yielding more damage. Points in Willpower lets you cast more spells due to a larger mana pool. Points in Constitution means you can survive longer since you have more health.

If you build your party around protecting the Mage and not letting things get to him or target him, it could be viable to put everything in Magic alone, but you'd need to work at it.

Modifié par Peter Thomas, 15 septembre 2010 - 07:32 .


#831
Peter Thomas

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Dhiro wrote...

Ahm... we'll se some specializations of Origins or all of them are new? Thank you ~


I can't talk about specializations right now.

#832
Peter Thomas

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OriginsIsBest wrote...

When can you talk about specializations?


Whenever the higher-ups decide I'm allowed to. It is probably pending finalization and marketing related announcements.

#833
Vaeliorin

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Peter Thomas wrote...

bsbcaer wrote...
First, once again, thank you for taking the time out of your busy schedule to answer these questions...

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)

This is mainly an animation question but, like the staff, if an enemy got too close to a bow-wielding character, the character would play melee animations (using the bow or however animation wants to depict it) until his target was out of melee range. The effectiveness of his attacks would be the same as firing arrows at people.

I don't know if you get to talk to the animation people that much, but please, please, please tell them not to make us do melee attacks with a bow (:crying:).  Not only would it look silly, any archer will tell you how completely unrealistic it is.  Good bows are hard to make, and risking damaging one by smacking someone with it is something any worthwhile archer would never do.

Please? :innocent:

#834
Rieverre

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Will sustainables still work as they did in Origins (aside from the 'percentage of stamina/mana pool as cost' issue)? Specifically, is triggering a sustainable simply going to limit your maximum effective stamina/mana pool as it did in Origins, or would said stamina/mana be 'reserved for sustainable' and available for use once the sustainable is no longer active?



It's probably the former, but I just want to put the idea out there - having the sustainables work in the second manner would avoid situations where you can activate them when you have no stamina/mana at pretty much no cost.

#835
Alodar

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Thank you for still keeping this going.

Is there anything that you couldn't talk about when this thread began that you can now talk about? (ie any gameplay systems finalized in the intervening time?)

If so could you please provide us with deatails?



Thanks again for all your patience in answering questions,




Alodar :)

Modifié par Alodar, 15 septembre 2010 - 12:50 .


#836
MomoJamo

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thx for the reply another question if i may

Do you think DA2 is being rushed at all? i mean i hear talk about time and budget alot
and in the Pax interview with gaider he says it more about time then budget, so are you getting
the time you need to make this game the best it can be and not rushed to meet the deadline?
I would rather wait a few extra months and have the game the best as it can and not miss out on stuff that can make the game better.

Modifié par MomoJamo, 15 septembre 2010 - 12:42 .


#837
jhawke

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Peter,

you mentioned that everything a Warrior does, except some abilities, will be an AOE, including basic attacks.

1. Does that apply to both 2h and Sword and Shield warriors?

2. Does that also mean warriors are only effective against groups of enemies?

What if you are only attacking a single enemy? Will you still be able to do that?

Or, is the warrior's attacks such that, if there are other enemies near the enemy you are attacking, they will be affected the warrior's attacks, too?

I just wanted to clarify.

3.  Also, since warriors no longer have acces to Archery, are there any plans to give warriors ranged attacks through other means ( maybe through spec, perhaps )?

And that doesn't have to mean using bows, but, say, charging their weapon with spirit energy and then releasing it as a spirit blast at the enemy.........

any plans for something like that ( I know.....I know......that's prob an art/animation question.......but I guess it doesn't hurt to ask..........Posted Image )

thanks

Modifié par jhawke, 15 septembre 2010 - 07:01 .


#838
Deckers

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I was very fond of the arcane warrior specialisation for mages, it allowed me to add another facet to my mage's gameplay, plus I liked the swords.

I know earlier on you said you hadn't finalised specialisations, but were you to follow through/continue this general type of specialisation, would mages still be restricted to equipping just staves or would swords be useable in some form?

If this crosses into some "cannot answer" territory, is there any intention (I won't take intent as a promise!) to allow mages in whatever way viably wield a sword?

Apologies if this has been asked before, I read through a lot but didn't see this anywhere.

Modifié par Deckers, 15 septembre 2010 - 02:52 .


#839
andar91

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I know you haven't gotten to my other question yet, but I thought of another. If sustained abilities now take a percentage of mana as opposed to a set amount (a concept I think is a good idea), do all abilities work in this way. For example, if my mage Hawke casts lightning, does it cost him/her 20% of mana or just 20? (Just inserting my own numbers here).

#840
konfeta

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Wait, you listed Dex as increasing chance to crit and thus damage as a use for Mages.



Does this mean spells can crit? Or you meant that for staff attacks?

#841
tmp7704

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Peter Thomas wrote...

Originally DAO did have slashing, piercing and blunt type damages, but that was removed. (..)

With armor now being a percentage reduction of damage, armor penetration doesn't matter so much since you'll still always be doing some amount of damage. We're also trying to emphasize the different types of damage (physical, fire, cold, etc), so having a de-emphasis on armor (physical damage resistance) helps with that.

I may be missing some intricacies here but doesn't that mean you're creating/using a separate system to essentially come full circle and re-introduce the damage types, just differently named? Posted Image

#842
AlanC9

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Vaeliorin wrote...
I don't know if you get to talk to the animation people that much, but please, please, please tell them not to make us do melee attacks with a bow (:crying:). 


You're asking for the Melee Archer talent to be removed, then?

Speaking of archery, can warriors still equip bows even though they don't have archery talents available anymore? The earlier discussion kind of confused me.

Modifié par AlanC9, 15 septembre 2010 - 05:18 .


#843
Brockololly

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Peter Thomas wrote...
The subject of  stamina regeneration is another issue. We want each class to feel  different in how it regains stamina/mana. This system has not been finalized. Currently, Warriors regain stamina through specific ability  usage, Rogues through attacks, and Mages through passive regeneration.  This is the base method for each class. There are still mana and stamina potions, and giving specific regeneration abilities or equipment to  characters can increase their rates and capabilities.

The  gameplay feel is the Warriors press a button repeatedly to regain  stamina, then can unleash their abilities. Rogues attack constantly,  punctuating it with abilities. Mages need to be a bit more tactical and  conserve energy for the best time to strike as their mana is constantly  replenished.

This is the way the system currently works, but will be subject to balancing and testing.

At the expense of sounding like an alarmist, does that bolded section mean playing as a warrior involves button mashing/furious mouse clicking to regen stamina?

So....I'm confused- how would attacking more as a rogue regenerate stamina? Or using abilities as a warrior? Maybe I'm just being dense, but could you elaborate on this system? It just seems like an arbitrary way of regenerating stamina, like how in ME and cover based shooters you magically regenerate health when hiding behind a chest high wall.

Peter Thomas wrote...
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.

So does this mean that if we specialized a mage for primarily healing, they'd be kind of redundant and worthless in DA2 since the other classes have mechanisms of healing on their own in combat now outside of potions?

Modifié par Brockololly, 15 septembre 2010 - 06:06 .


#844
St. Victorious

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I'm not sure if this has been asked yet, but it bugs me. I'm not sure how this relates to gameplay questions.



Are the names of the "Health Poultices" going to be changed to reflect the animation? Or are we still going to be drinking bandages?


#845
1varangian

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Still curious about mages.. so their melee attack that is based on the Magic stat will, in fact, be a magical attack? Will there be a battlemage build that can use normal weapons for mundane attacks, like Hawke in the cgi trailer? He did pull off a Mighty blow after all (the jumping attack?). Some "real" combat skill and elbowing a towering qunari is much more impressive than relying on pew pew magic for everything.

#846
Guest_Isaac shepard_*

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Bioware says DA:O will be closer to mass effect than DA2 but is the combat system the same in DA2 as it was in DA:O. (note: hope you change the combat because I was really unsatisfiyed with the combat system in DA:O)

#847
Peter Thomas

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Rieverre wrote...

Will sustainables still work as they did in Origins (aside from the 'percentage of stamina/mana pool as cost' issue)? Specifically, is triggering a sustainable simply going to limit your maximum effective stamina/mana pool as it did in Origins, or would said stamina/mana be 'reserved for sustainable' and available for use once the sustainable is no longer active?

It's probably the former, but I just want to put the idea out there - having the sustainables work in the second manner would avoid situations where you can activate them when you have no stamina/mana at pretty much no cost.


Activating a sustained ability will essentially limit your max stamina/mana pool. It won't subtract that amount as well. If you have 0 stamina/mana, there is essentially no cost, other than not being able to use other abilities. You can't have more than 100% of your stamina/mana pool reserved, though, so you can't stack every sustainable in the game at once.

#848
Peter Thomas

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Alodar wrote...

Thank you for still keeping this going.

Is there anything that you couldn't talk about when this thread began that you can now talk about? (ie any gameplay systems finalized in the intervening time?)

If so could you please provide us with deatails?

Thanks again for all your patience in answering questions,


It's only been a week. Give it more time.

#849
Peter Thomas

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MomoJamo wrote...

thx for the reply another question if i may

Do you think DA2 is being rushed at all? i mean i hear talk about time and budget alot
and in the Pax interview with gaider he says it more about time then budget, so are you getting
the time you need to make this game the best it can be and not rushed to meet the deadline?
I would rather wait a few extra months and have the game the best as it can and not miss out on stuff that can make the game better.


Heh, I can't answer this question right now.

#850
Peter Thomas

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jhawke wrote...

Peter,

you mentioned that everything a Warrior does, except some abilities, will be an AOE, including basic attacks.

1. Does that apply to both 2h and Sword and Shield warriors?


Yes, Weapon and Shield attacks are also an AoE, but smaller than Two Handed Weapon ones.

2. Does that also mean warriors are only effective against groups of enemies?

What if you are only attacking a single enemy? Will you still be able to do that?

Or, is the warrior's attacks such that, if there are other enemies near the enemy you are attacking, they will be affected the warrior's attacks, too?

I just wanted to clarify.


You attack a single enemy and other people around him are affected as well. You're just as effective against a single person as you are against all the secondary targets. Because the Warrior is designed to be AoE, it's more efficient to use him against crowds.

3.  Also, since warriors no longer have acces to Archery, are there any plans to give warriors ranged attacks through other means ( maybe through spec, perhaps )?

And that doesn't have to mean using bows, but, say, charging their weapon with spirit energy and then releasing it as a spirit blast at the enemy.........


I can't comment on specific abilities.