Morroian wrote...
Will we be able to queue combat commands like Kotor in addition to having the tactics system? I would guess not based on the feedback I've heard.
I believe our queue is limited to the next action, then AI takes over.
Morroian wrote...
Will we be able to queue combat commands like Kotor in addition to having the tactics system? I would guess not based on the feedback I've heard.
Zzzleepy83 wrote...
Will specializations have more of an impact on your character's skillset and play style in DA2 than in DA:O? And if so, how come? Was it to make classes feel even more diverse?
Lord Gremlin wrote...
You're awesome, Peter. Tell Gaider we love you more than him)))
Another question... I really liked that in DAO you could change combat difficulty anytime and there were no trophies/achievements tied to difficulty, so you could create best possible experience for yourself. Are you going to keep this great approach to difficulty in DA2?
Arrtis wrote...
Will unlocking specializations give bonus stats?
Altima Darkspells wrote...
1. Will combat between the systems (specifically, the PC and consoles) be drastically different in terms of enemies? For example, the consoles in DAO, on occasion, had fewer enemies on screen at a time and had certain battles in 'waves' instead of all at once. In other words, are you specifically building combat encounters for two different interfaces or focusing on the one with the most limitations?
2. Inventory wise, will we have the same amount of 'slots' as in DAO?
Will items directly related to combat be more or less important than in DAO?
Will it be practical for characters to focus on more than one 'type' of weapon style, or will our characters--assuming they have a choice--be married to a particular type of weapons?
Will the rune system be returning, and if so, how will it be expanded?
3. Is the combat team aiming to make combat harder or easier than DAO? DAA was especially easy, as well. There's even a YouTube video of someone taking down the end boss on Nightmare in four seconds.
4. Assuming nothing gets cut, what is your approximate estimate to how complete the game is, what with seven months to go?
5. Are there non-humanoid companions a la Dog and Shale? If so, these companions were quickly overshadowed by their dwarven, elven, and human comrades, in terms of combat effectiveness. How will you prevent them from occuring once more?
6. Does your team play more as Garret or Marian?
relhart wrote...
Is the enemy AI being given any hard counters to PC mages (in the form of either abilities or resists)? In DAO mages could run around fairly unmolested aoeing at will, and the AI didn't seem to have any tailored way to oppose them.
Stefanocrpg_rev91 wrote...
I have some questions related to the combat system and gameplay and about the rpg elements.
- There will be enemies autoleveling? If yes, how is it handled? I'd prefer to have, for example, a larger number of enemies to fight due to my level instead of having the same powered or weakened.
- Do you still gain xp by using your non-combat related abilities like picklocking or disarming some traps? And I'm certainly not the kind of guy who the game to be "masseffectized", but I like very much how experience points were handled in ME2, not based on how many mobs you killed during the missions but just focused on the completion of the mission itself.
- Will the game have stat-check (based not only on persuasion/intimidation, but on the char's abilities, class, sex, and even on his value of strenght, dexterity...) during dialogues or other situations?
Lord Gremlin wrote...
Ah, yes, important question. After Golems of Amgarrok DLC i just must ask: did you include endless respawn anywhere in DA2? And by endless I mean situations when you stay in one place and enemies will keep coming forever, no matter how many you will kill.
Blastback wrote...
for taking the time to awnser all of us. Just one more from me. For now.
What other reasons besides making classes more distinct was
there for taking archery and duel wielding from warriors?
Can you tell some of us are a little disapointed/obsessed with this?
What other reasons besides making classes more distinct was
there for taking archery and duel wielding from warriors?
Modifié par Peter Thomas, 12 septembre 2010 - 04:17 .
DiosMios wrote...
Will there be any way to improve mages' melee staff attacks?
Will mages using weapons have to sheathe their weapons in order to use most -if not all- spells?
Arrtis wrote...
Will you allow the player to save on nightmare difficulty?
I think it would make it more of a nightmare if you could not save.
Malanek999 wrote...
Thanks for doing this Peter, this stuff is usually glossed over in marketing. I like a lot of what I have heard so far.
Are the 6 basic stats the same from DA:O and do they do the same things? In particular, a point of Dexterity increased defence by reducing the chance of being hit by 1%. In contrast increasing Dexterity or Strength by a point only increased the chance of hitting by 0.5%. Has this been changed to balance it?
Are there any plans to make the talent descriptions more accurately reflect what happens. For example the Sunder Weapon and Sunder Arms talents best feature was the fact that they hit twice rather than what the description said. When designing talents do you use any sort of cost guidelines system to keep things balanced? Or is it just an intuitive decision backed up by play testing?
andar91 wrote...
Are melee attacks still a mage's Achille's Heel (in terms of taking a lot of damage from them)? Also, are there still casting times for spells or are they all instant (such as Blizzard in Origins)?
Dave of Canada wrote...
From what we heard, we can import our characters from Origins and Awakening. Does this mean we won't be able to import our characters from Golems or Witch Hunt?
Catsith wrote...
Will we be seeing an increase in diversity of mob types and encounters in DA2?
Will we be seeing an increase in loot diversity (things besides potions and random crafting mats)?
Modifié par Peter Thomas, 08 septembre 2010 - 07:02 .
Jimmy Fury wrote...
Peter Thomas wrote...
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.
I'm a bit confused by the wording here...
Does that mean we'll still have 2 slots that we can control, but that if we forget to equip 1 the system will give us a generic?
Or that we only have 1 slot and we automatically get the second part (if there is one) equipped...
I'm assuming the former but I hate assuming things.
Stefanocrpg_rev91 wrote...
You mean that the other difficulty levels have 0% friendly fire or just a lesser percentage than 100%? In DAO you had 50% on medium and 100% on hard if I remember right, and I think it was fine, although I'd preferred complete friendly fire even on medium.
Arrtis wrote...
Is the aggro system the same?
Like people in heavier armor are more likely to aggro then someone in light armor?
Brockololly wrote...
Thanks for doing this thread, its awesome!
Couple questions:
1.) Can we toggle walking for our companions? In Origins if you triggered your PC to walk, they would stroll along but the rest of the companions would sprint and stop to catch up.
2.) Maybe this isn't your area, but will we be able to import from Witch Hunt? There is talk that since there is no post game save, everything we do in Witch Hunt doesn't matter in terms of DA going forward...
Merced256 wrote...
Will there be gamepad support for PC? Coupled with that is: Will there be the option for PC's combat to use the console style/ui?
Pritos wrote...
Will us be able to achieve a level beyond 20? I mean, did the level cap change?
KennethAFTopp wrote...
Uhm is it possible to use like singlehanded swords in two hands and use the two-handed weapon abilities?
also is there an attribute that determined attack speed?
AndrahilAdrian wrote...
Can you develop a mage into a viable melee fighter, like trailer hawke?
Arrtis wrote...
Does the warrior have a charge ability?
Does the warrior have any range attacks skills?