Aller au contenu

Photo

Gameplay/RPG Systems Questions


375 réponses à ce sujet

#51
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Tinxa wrote...

Is there a new single weapon tree or can the warriors only be sword and shield or twohanded weapons?


There is no single weapon tree. It kind of didn't fit since there were no talents for it, really. There is also no unarmed style.

If a Warrior has just a shield equipped, he'll have an unselectable default weapon in his other hand. Similarly if a Rogue is wielding only a single melee weapon.

#52
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

fchopin wrote...

Will the pc continue to fight when a target is selected even if a target moves position?  or will the pc just stand and do nothing until the player selects another target?


If you attack a target on the PC, your character will keep attacking and follow until it dies or you tell him to do something different. On console your character doesn't do that by default, but can be ordered to from the radial menu.

Can we avoid a hit from an enemy using a defensive move or will it be unavoidable?


If an enemy tries to hit you and you run too far away before it connects, it will miss.

#53
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

rogue_assassin wrote...

how frequently will we see "killshot" type finishing animations? are they random occurances, or activated?


The number of deathblows has not been determined yet. There is an element of randomness to them, but certain factors (like critical hits, enemy rank, special abilities, etc) can increase the chance of them happening.

will the animations depend on the character's race, or armour?


Details of this haven't been finalized yet. Deathblows are based on ability used, but may vary per creature.

Can you comment on the armour types for different classes? robes, chain, leather, etc. like DAO?


This hasn't been finalized yet.

#54
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

slimgrin wrote...

What are the differences between pc and console combat? Is one twitch-based, and the other not?


This has been addressed above. Besides interface, it's mainly that the controlled character on console doesn't autoattack.

#55
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

WilliamShatner wrote...

Can you please show how much XP you get when you complete a mission, and allow XBOX 360 users to see their XP/XP needed to next level up in a numerical value?


This is a GUI related question that hasn't been fully resolved yet.

#56
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

AndrahilAdrian wrote...

Will party banters be tied to locations like the first game (which was annoying)? Or will we have some control over it, a button on the hud that causes party members to start snarking each other? That would make the game for me.


This is a story related question on how the followers interact with each other and the PC.

#57
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

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?


Art direction will decide if that particular model is in the game. It's a staff, which is a weapon style available only to mages. Since it's a Mage's only possible weapon style, it has no specific weapon style talents.

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?


No idea.

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?


Characters can only learn the talents related to their own class. In general, we've tried to avoid class blurring. Rather, specializations will tend to focus and expand on attributes of the class they're based on.

#58
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

iampool wrote...

First, thanks for the thread Peter.
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


Player stats will affect the occurance of deathblows, but the system has not been finalized. The types and variations of deathblows is an art related question.

#59
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Ortaya Alevli wrote...

Now that Dual Wielding and Archery have been taken away from warriors, will there be any compensation?


Warriors have a different focus that doesn't include Dual Weapons or Archery. They have as many skills within their area of expertise as Rogues and Mages do.

#60
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Arrtis wrote...

I really wish PC had auto targeting....it made console so much faster...
Also might I suggest adding individual movement to consoles?
Such as during the pause/ring you add a feature to move the selected character to a position.The position will be marked by a tall flag.During the placement of the flag you use the stick(right or left) to move it and use (any free button) to place it down...after placing it down you would exit the movement feature and the movement will be saved.After you unpause the character would move to the flag position.


I don't remember the status of this. Edit: Looks like Seb already answered this one. It's in.

Does archery get anything new this time around?


All Archery talents have been redone. Additionally, all general Rogue talents are usable with either dual weapons or a bow.

Modifié par Peter Thomas, 08 septembre 2010 - 04:36 .


#61
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Gartar wrote...

Will ability tooltips give us more indept data(numbers, chance to hit, miss etc) or are they the same lack luster tooltips we got in Origins?


We're working on abilities giving exact damage numbers and effect durations in their descriptions/tooltips.

Will there be more gear verity or will we end up using a item that we got within the first 10hours of play time for until the end of the game like in origins?


The item list for the game hasn't been finalized yet.

Will the game have a Nightmare difficulty that is super hard that pretty much requires pause and play for all enemy's?


The exact details of Nightmare will be worked out in balancing.

#62
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

andar91 wrote...

Going back to info on level progression and talents/spells. I want to know more about spells.

You mentioned six schools for each class. Say one is Primal: Does each element get approximately 10 talents, or does the whole of primal get 10?


You can spend about 10 talent points in each tree. That's getting all abilities and upgrades. IF Primal was one tree, then yes, it would have about that many.

#63
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Arrtis wrote...

Will archery still be the lowest dps?


The Rogue weapon styles will be the highest DPS against a single target. A Fireball or similar might do more total damage, but it's spread out over a lot of people.

#64
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

distinguetraces wrote...

In Origins, both of those events were quite rare due to the level scaling.


I mentioned in a previous post that Rank influences a creature's level. The higher Rank the enemy, the higher level, making it harder.

Creatures can also have their level specifically set, but that's in the hands of the level designers.

Has there been a change to level scaling such that there are fights we will have to level up in order to beat, while other encounters become trivial?


Individual area difficulty is plot-related and will be determined in our balancing pass.

#65
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

The Gentle Ben wrote...

The answers (and your time) are much appreciated.

Is threat level/management still the primary mechanism for enemy AI targeting, or is adversary target selection more tactical. In other words, do talents/abilities/equipment still modify threat levels, or has the threat system been modified/abandoned for something else, such as an engage/disengage system?


The threat system is basically the same as in DAO. There are still threat modifying abilities. The exact nature and effectiveness is not finalized. Any issues that arise in balancing may influence changes to the threat system.

#66
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

SirOccam wrote...

Are there any examples of how archery has been changed that you are allowed to share?


Archery is a Rogue weapon style, so it's focused on single target DPS. That being said, it doesn't mean it's exclusively single target.

#67
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

dbankier wrote...

Will weapons and armour still have stat requirements?

Also, is there any chance that medium armour will be a more viable option than in DAO? It was useful early on, but by the end of the game there wasn't much that was worth equipping compared to the other categories.


The exact equipment list and their requirements hasn't been finalized yet.

#68
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Lord Gremlin wrote...

But we still have some ability which resets cooldowns? Like the ones in Awakening, "Second Wind" and the one for mages, hourglass icon, forgot the name...


There may be cooldown manipulating abilities, but nothing has been finalized. Most cooldowns will reset when combat ends, though.

#69
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

gotthammer wrote...

Will there be any management features in relation to stuff like Kirkwall as a state or it's army/armies?
(infrastructure, economics, training/logistics, deployment, etc.)

If so, will it be more complex than the 'give stuff to recruited factions and gain XP' thing that was in DA:O's main campaign? If yes, how much more so?


This is more a plot related question.

#70
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

jhawke wrote...

1. are there any plans to allow players to build a more melee-oriented mage ?

That is, a mage that can learn to fight like warriors and rogues, with non-staff weapons and weapon talents....whether this is through specs like Arcane Warrior or by some other means.........


A Mage is restricted to the staff weapon and the talents available to his class and specializations. It is possible to make a mage who is geared more towards close-range combat, though.

2. also, much talk has been given to how rogue fighting style has been revamped, as well as 2h warriors.

Have Sword and Shield warriors, and Sword and Shield talents, received a makeover as well?


All talents have received a makeover, including all the weapon style talents.

3.  Finally, is the new staff/sword that's shown in the trailer actually in the game as a new weapon, and will it have its own talent trees?


It's a staff, though whether that specific model is in the game is an art question.

#71
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

ErichHartmann wrote...

What's the maximum amount of enemies we could see on screen at once? Meaning how epic will fighting get.....


This hasn't been determined yet.

#72
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Gill Kaiser wrote...

To what extent does the spell advancement and customisation system change the spell's effects? I liked the variety of spells in DA:O, but I'd feel much better about DA2's "streamlined" system if I knew that the customisations we could make to a spell would alter the way it works beyond slightly increasing damage or area of effect. I'm talking about additional effects, like a basic fireball being upgraded to split into multiple explosive projectiles, or the addition of a concussive effect, or maybe an AOE DoT effect. Another hypothetical example might be a "raise dead" spell, which could perhaps be levelled up to either summon multiple weak minions or one strong minion, or maybe could be converted into a defensive spell like "corpse wall" or "anti-death aura" or something.
Can you give an example of a spell and what kind of ways it might be advanced?


Mostly talents advance along the lines intended by the base ability, rather than really varied differences. Some do expand a bit more, though. An AoE damage ability may have a chance to stun everyone within it now. Another might now drain life from them. A basic single target spell might now explode, damaging other people around the target with additional effects. We're trying to make it worthwhile to pick upgrades if that particular ability fits your playstyle.

#73
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Suicider_11 wrote...

How will the mage spells be classified? will it be the same? or are there new spell classifications/ schools of magic ie. entrophy/elemental etc.


This thread should be stickied


Mage spells are arranged by trees, like each of the other classes. The names of those and how they relate to the DAO schools hasn't been determined.

#74
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Kileyan wrote...


Sounds perfect. My biggest problem with the game was you gave me the ability to see an enemy mage begin casting a spell. You also gave the the ability to shield bash and stun that mage. Problem was, when I hit that button, my guy would walk around in circles for a while, before deciding he found the perfect pose to do that bash.

How does it work vs moving targets? In the original games, 2 hand swords were frustrating, but even dual wielding, hasted, momentum rogue had to chase around moving targets forever, until they stopped. If a bad guy was runing past me, and I wanted to get his attention before he ran up to my mage........no attack would ever hit until my target stopped, and i ran up and juked into a perfect position to attack him. I never felt like I could react and save a weak party member in the back, I just had to let the enemy run there, and grad its attention after he blasted the weak party member.


If you watch the videos, you can sometimes see a character dash towards an enemy and hit them quickly. If you're nearby an enemy, but not really within melee range with a melee weapon, your character will do a closing attack that gets to them quickly. This is only for basic attacks and can be used to intercept people or, if used in a certain way, to get away from them.

The Rogue class is the most focused on speed and mobility and they have a number of other ways to move around the battlefield as well.

Another issue is with telegraphing. Players hit almost right after you press a button. Enemies, on the other hand, wind up to swing (like the DAO animations). This will give you a bit more time to react to adverse situations that arise and help/get someone out of there.

#75
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

lv12medic wrote...

I noticed this a lot when using archery in DA:O that groups of enemies would not react when attacked from a distance, only the enemy that was shot (and maybe one buddy) would react and initiate combat while the rest stood there watching the paint dry. Will DA2's enemies react more cohesively?


The player's attack range is within the enemy perception range, so they should react. Things like that in DA2 would be bugs.