Gameplay/RPG Systems Questions
#76
Posté 08 septembre 2010 - 01:26
#77
Posté 08 septembre 2010 - 01:28
outlaworacle wrote...
Can you elaborate on the difference in combat between the console and PC versions? If this has been fully explained somewhere I haven't come across it. Are they functionally the same, with the console version requiring a bit more "hands on" button pressing? Or are they significantly separate from one another?
Thanks for your time.
The combat engine is the same for all platforms -- same abilities, same AI, same animations, same effects. The major differences between the PC and the console are in the controls and interface elements. These we change to make the game controls appropriate to the platform.
#78
Posté 08 septembre 2010 - 01:33
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?
Characters in your party should continue to engage their selected enemy with basic attacks.
Can we avoid a hit from an enemy using a defensive move or will it be unavoidable?
The rogue (as shown at PAX) has a combat ability that allows them to move quickly out of harm's way. Details of other abilities haven't been finalized or released yet.
#79
Posté 08 septembre 2010 - 01:46
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.
Does archery get anything new this time around?
#80
Posté 08 septembre 2010 - 01:48
Ortaya Alevli wrote...
Now that Dual Wielding and Archery have been taken away from warriors, will there be any compensation?
What compensation? You've got pretty much the same number of abilities as a rogue. Isn't being able to tank or dps enough?
#81
Posté 08 septembre 2010 - 01:55
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?
Will the game have a Nightmare difficulty that is super hard that pretty much requires pause and play for all enemy's?
Modifié par Gartar, 08 septembre 2010 - 02:01 .
#82
Posté 08 septembre 2010 - 01:56
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?
#83
Posté 08 septembre 2010 - 01:58
You're just thinking about combat. Rogues are far superior outside combat. If you balance warriors and rogues in terms of fighting capabilities, you'll be leaving warriors at a great disadvantage.Dave of Canada wrote...
Ortaya Alevli wrote...
Now that Dual Wielding and Archery have been taken away from warriors, will there be any compensation?
What compensation? You've got pretty much the same number of abilities as a rogue. Isn't being able to tank or dps enough?
#84
Posté 08 septembre 2010 - 02:01
Solution....Ortaya Alevli wrote...
You're just thinking about combat. Rogues are far superior outside combat. If you balance warriors and rogues in terms of fighting capabilities, you'll be leaving warriors at a great disadvantage.Dave of Canada wrote...
Ortaya Alevli wrote...
Now that Dual Wielding and Archery have been taken away from warriors, will there be any compensation?
What compensation? You've got pretty much the same number of abilities as a rogue. Isn't being able to tank or dps enough?
Make lock picking a skill like stealing.
#85
Posté 08 septembre 2010 - 02:03
Ortaya Alevli wrote...
You're just thinking about combat. Rogues are far superior outside combat. If you balance warriors and rogues in terms of fighting capabilities, you'll be leaving warriors at a great disadvantage.
But a rogue must sacrifice combat capabilities for the sake of lockpicking and such. A Warrior will overall have more offensive abilities and buffs compared to a rogue who focuses on utility.
Edit: That and my 2h warrior can swap to a shield and sword to tank if the real tank dies.
I'll shut up to keep the thread for the nice Bioware rep.
Modifié par Dave of Canada, 08 septembre 2010 - 02:04 .
#86
Posté 08 septembre 2010 - 02:03
#87
Posté 08 septembre 2010 - 02:05
Kinda. Then again, the class distinction would boil down to how you kill enemies and nothing more in that case. I know we're not supposed to turn this into a discussion thread, so I'll leave it at that. I'm just wondering what kind of route the designers will follow.Arrtis wrote...
Solution....Ortaya Alevli wrote...
You're just thinking about combat. Rogues are far superior outside combat. If you balance warriors and rogues in terms of fighting capabilities, you'll be leaving warriors at a great disadvantage.Dave of Canada wrote...
Ortaya Alevli wrote...
Now that Dual Wielding and Archery have been taken away from warriors, will there be any compensation?
What compensation? You've got pretty much the same number of abilities as a rogue. Isn't being able to tank or dps enough?
Make lock picking a skill like stealing.
#88
Posté 08 septembre 2010 - 02:06
#89
Guest_distinguetraces_*
Posté 08 septembre 2010 - 02:06
Guest_distinguetraces_*
Peter Thomas wrote...
The effect of levels on combat will be significant. Facing a much lower level enemy will allow you to tear through them pretty quickly. Facing a higher level enemy will be a challenge.
In Origins, both of those events were quite rare due to the level scaling.
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?
#90
Posté 08 septembre 2010 - 02:08
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.
Does archery get anything new this time around?
edited for clarity
We have travelled back in time and implemented your second suggestion almost exactly as you described it. It will be playable at PAX this coming weekend. Er, past weekend. Time travel makes my head go funny. Individual movement orders are in the game, anyway.
Modifié par Seb Hanlon, 08 septembre 2010 - 02:12 .
#91
Posté 08 septembre 2010 - 02:11
#92
Posté 08 septembre 2010 - 02:12
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?
#93
Posté 08 septembre 2010 - 02:12
I remember seeing that at PAX. "Move to position" or something on the wheel. Never tried it out though.Seb Hanlon wrote...
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.
Does archery get anything new this time around?
We have travelled back in time and implemented your second suggestion almost exactly as you described it. It will be playable at PAX this coming weekend. Er, past weekend. Time travel makes my head go funny. It's in the game, anyway.
Thanks for making this thread though, guys. It's been really interesting.
Are there any examples of how archery has been changed that you are allowed to share?
#94
Posté 08 septembre 2010 - 02:13
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.
#95
Posté 08 septembre 2010 - 02:15
Also....since I have to....nug bombs.....are they in?How will they work?
THanks for taking the time to answer.
Modifié par Arrtis, 08 septembre 2010 - 02:16 .
#96
Posté 08 septembre 2010 - 02:18
Arrtis wrote...
Will traveling back in time be a new spell for mages?
The dev team's time travel abilities, real or imagined, have no bearing on the world of Dragon Age. Apologies if my wording gave that impression.
#97
Posté 08 septembre 2010 - 02:22
Seb Hanlon wrote...
The dev team's time travel abilities, real or imagined, have no bearing on the world of Dragon Age. Apologies if my wording gave that impression.
But imagine this! You cast rewind time, you go back through time to BEFORE you cast it and then cast it again! It has no cooldown! It's pure genious!
#98
Posté 08 septembre 2010 - 02:22
#99
Posté 08 septembre 2010 - 02:24
(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?
#100
Posté 08 septembre 2010 - 02:24
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.........
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?
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?
thanks.
Modifié par jhawke, 08 septembre 2010 - 02:33 .




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