Aller au contenu

Photo

Gameplay/RPG Systems Questions


885 réponses à ce sujet

#101
jhawke

jhawke
  • Members
  • 259 messages
double post

Modifié par jhawke, 08 septembre 2010 - 02:29 .


#102
Lord_Valandil

Lord_Valandil
  • Members
  • 2 837 messages

andar91 wrote...

Not to interrupt, but there wasn't supposed to be debate in this thread. Only questions. Sorry, but I wanted to keep the thread tidy so our questions keep getting responses.


This. Please, stop debating.
I'm still waiting for an answer to my question. And many people too.

#103
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Alodar wrote...

Thank you Mr. Thomas.

My first question involves the spell trees.

Are
there still crowd control spells like the Sleep/Waking Nightmare and
the Glyph spells and the more specific use spells like the Hexes or has
Dragon Age focused on more primal and mass destruction spells?


Mages
focus on ranged AoE damage and effects. There are still plenty of CC
type spells like the ones you mentioned in the game. In general we've
tried to remove duplicate spells that did the same thing, and make each
remaining one feel unique. In DAO there were something like 80 abilities for the Mage, and something like 50 or so for the Warrior and Rogue. I haven't checked the exact numbers in a while. In DA2 we've evened it out. There is roughly an even split between abilities and upgrades for each class and each class has somewhere in the range of 50 talents (though not all are active abilities).

We've been told there are cross class combos, do spell combos still exist?


Our current combo system is based on effects. Different spells and abilities can have an improved effect if a combo effect is on the target. Other abilities can create those effects on the target. Different classes have different aptitudes in creating or utilizing different effects. It's not exactly the same as DAO (where each spell combo was a hardcoded exception), but is designed to be more flexible, allowing all classes to give or get benefit from the others. Depending on what abilities you choose and how you upgrade them, of course.

Are there any spells we must choose? (ie in Origins all mages had Arcane Bolt.)


This has not been determined yet.

Are mages required to spread out their points to be effective or can you still have a one stat mage(Magic)?


We're redoing what attributes mean to the player. Every single stat will give a benefit to every character. Something useful. Exact specifics haven't been worked out. Magic, for instance, might give a small Magic Resistance bonus for every point you have. Useful for everyone, if you want it. For the Mage, though, Magic would be their Primary Attribute, giving them additional bonuses because that is what their class is focused on. Currently we're looking at an Attack and Damage bonus based on your class's Primary Attribute, but that could change. Yes, it would be possible to max out only Magic, but you'd have poor Defense, Mana, Health, etc as a penalty. If you party is maximized around keeping the Mage out of danger, it could be viable, though.

Will
lyrium potions be less available than DAO? (You could have infinite
lesser lyrium potions by buying up lyrium dust from the mage
tower)


We're aiming for less potion spamming. Probably though longer cooldowns and a shared potion cooldown timer on each character. Sure you can chug a health potion, but you won't be able to drink a stamina one for a while either.

#104
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

the_one_54321 wrote...

Peter Thomas wrote...
So... any questions?

On a scale from 1-10 how different is combat in DA][ from DA:O? 

Btw, thanks for taking the time to do this. :)


Er... how subjective... Well, assuming 1 is not different, and 10 is really different. Er... still kinda hard. It probably FEELS like a 7, but if you look at what has actually changed, more like a 3. The major differences in combat (besides all new skills, class balance, different formulae behind the scenes, etc) come from speeding up animations and frontloading the impact events, and no longer having autoattack for the player on the console (It's still present on the PC and for non-controlled party members on all systems). That's the major difference. Looking at it, and feeling how it plays though, make it seem a lot more profound.

#105
ErichHartmann

ErichHartmann
  • Members
  • 4 440 messages
What's the maximum amount of enemies we could see on screen at once? Meaning how epic will fighting get.....

#106
Lord Gremlin

Lord Gremlin
  • Members
  • 2 927 messages
Wait. If you have no autoattack on consoles then how much depends on the way you push the button? You just stupidly tap the button with exact same effect as using autoattack, or you can boost your performance? Please make it possible to boost the performance of your character basic attack so it would make sense to manually control her/him. You can have combos based on timing (Darksiders, Watchmen)...

#107
Gill Kaiser

Gill Kaiser
  • Members
  • 6 061 messages
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?

#108
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

filetemo wrote...

has any combat rule been dramatically changed from DAO to DA2?


There have been a lot of major under the hood changes. Pretty much the entire combat system has been redone in various ways.

this means: are there "under the hood" dice rolls?


Dragon Age has you create a character with defined skills and attributes. It's the skills and attributes of the character that matter in most calculations, not player skill. There have to be "dice rolls" to see if the character was skilled enough to do what you were attempting (like hitting an enemy). We don't use d20s or d6s or anything. Almost everything is based on floating point numbers.

have any ability changed the atribute it uses to calculate damage?


A character, based on their attributes and equipment, will do a certain amount of damage when they hit an enemy with their weapon. If a warrior swings his sword in a Mighty Blow-style attack, the damage should be based on that base weapon damage instead of some arbitrary number. As your increase your character's damage bonuses, and give them stronger equipment, the strength of your abilities will increase as well. What attribute factors in to that is based on your class. Currently it's Warrior = Strength, Rogue = Dexterity, Mage = Magic.

lenght of cooldowns generally speaking longer-shorter?


On average, probably around the same. Some things longer, some shorter, based on how we want them to be used. Additionally, most abilities will automatically finish their cooldown once combat has ended.

unique cooldown ability a la ME2?


Each ability has it's own cooldown, except for certain ones which are in cooldown groups (like potions).

#109
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

nightcobra8928 wrote...

are enemies still able to hit you during a finishing strike like in origins?


Currently if an enemy hits you strongly enough, it will break you out of whatever action you were doing. Synchronized animations may be a special case.

#110
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

DiosMios wrote...

Have mana and stamina regeneration been altered for Dragon Age 2?


Regeneration is percentage based in combat. Outside of combat it will regenerate very quickly.

Will there be more interactable items such as ballistas and mabari cages?


Those would be plot specific questions.

#111
Suicider_11

Suicider_11
  • Members
  • 170 messages
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

#112
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Lord_Valandil wrote...

Any possibility to implement the Nug Bombs?
I'm dead serious, not joking.

Nug Bombs thread.

Thanks in advance.


I can neither confirm nor deny any such rumors.

#113
Kileyan

Kileyan
  • Members
  • 1 923 messages

Peter Thomas wrote...

the_one_54321 wrote...

Peter Thomas wrote...
So... any questions?

On a scale from 1-10 how different is combat in DA][ from DA:O? 

Btw, thanks for taking the time to do this. :)


Er... how subjective... Well, assuming 1 is not different, and 10 is really different. Er... still kinda hard. It probably FEELS like a 7, but if you look at what has actually changed, more like a 3. The major differences in combat (besides all new skills, class balance, different formulae behind the scenes, etc) come from speeding up animations and frontloading the impact events, and no longer having autoattack for the player on the console (It's still present on the PC and for non-controlled party members on all systems). That's the major difference. Looking at it, and feeling how it plays though, make it seem a lot more profound.


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.

#114
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

nightcobra8928 wrote...

i noticed the increase of speed movement of the warrior from origins to DA2
my question is, will heavier armor make you slower?


There aren't currently plans for it. In DAO we found differing movement speeds broke up party cohesion when travelling through the level. You'd run to the end, trigger a fight and find that one party member was still back at the other end of the level cause he was slower. :/

#115
Kileyan

Kileyan
  • Members
  • 1 923 messages

Kileyan wrote...

Peter Thomas wrote...

the_one_54321 wrote...

Peter Thomas wrote...
So... any questions?

On a scale from 1-10 how different is combat in DA][ from DA:O? 

Btw, thanks for taking the time to do this. :)


Er... how subjective... Well, assuming 1 is not different, and 10 is really different. Er... still kinda hard. It probably FEELS like a 7, but if you look at what has actually changed, more like a 3. The major differences in combat (besides all new skills, class balance, different formulae behind the scenes, etc) come from speeding up animations and frontloading the impact events, and no longer having autoattack for the player on the console (It's still present on the PC and for non-controlled party members on all systems). That's the major difference. Looking at it, and feeling how it plays though, make it seem a lot more profound.


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 grab the baddies attention after he blasted the weak party member.



#116
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Dave of Canada wrote...

I'm not sure if this counts as gameplay but..

In Mass Effect, we had Default Shepard being modeled off Vanderloo. His face was a lot higher detail than the other faces but overall we could still go in the custom settings to change the face as we wish. I was pleased with the whole default Hawke and such but it has me worried.

In Mass Effect, when you pressed "custom character" then the Vanderloo face would immediately disappear and there was nothing you could do. You were incapable of tweaking his face like changing his hair or skin pigment, the default was locked down and unable to be changed.

Will this be the same for Dragon Age 2? Will I be able to keep the default Hawke look but say... change the hair color or tweak the nose if such trivial things bothered me without losing the entire face?


That's an art direction or tools question. Sorry.

#117
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Faz432 wrote...

Thanks Peter,

Will we see how your actions whether 'good' or 'bad' effect social interactions, for example if I did something really 'bad' I will hear people in the market place gossip about it, they might avoid me, NPC not greeting me so warmly etc.


That's a plot/story related question.

#118
lv12medic

lv12medic
  • Members
  • 1 796 messages
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?

Modifié par lv12medic, 08 septembre 2010 - 03:11 .


#119
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Malevolence65 wrote...

Can you describe Mages and their melee attacks? You seem to have missed this question.


The exact nature of how they swing is an animation question. Video of a Mage fighting at PAX or one of the other demos shows the style, though they may be changed or polished before launch.

#120
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Lord Gremlin wrote...

Hm. Really, any possibility of nug bombs? There's a thread dedicated to them here. Also, are you making any bombs like acid flasks and shock bombs in DAO?


The exact list of items that will be in the game is still being made.

#121
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Sylvius the Mad wrote...

The new Georg? Those are some mighty big shoes to fill.
Does companion XP bootstrapping still work the same way (in DAO, unused companions gained no XP, but were automatically given enough XP to reach the level below the PC when next added to the party)?


This has not been finalized yet.

Is the XP curve still linear, or have you switched to an exponential curve?


Each level will require an increasing amount of XP. The numbers are different from DAO.

Is XP gained from killing enemies still scaled based on the PC's level (so killing a level 13 Genlock gives less XP as you gain levels)?


Currently it isn't, but the system hasn't been finalized yet.

#122
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Dave of Canada wrote...

Peter Thomas wrote...

annihilator27 wrote...

How is XP handled?


XP is pretty much the same as Origins. You get XP from killing creatures and completing plots. Enough XP and you gain a level and get points to distribute.


Will there be additional XP rewards for diplomatic paths to balance out the mindless killing? Often times if I wanted to reach as far as I could when leveling, I'd have to metagame the decisions and kill in order to squeeze the most XP possible from every scenario (involving a lot of killing and diplomacy being almost useless)


That's a plot related question.

#123
tishyw

tishyw
  • Members
  • 581 messages
Hi Peter, thanks for this thread, you're a brave man indeed!

Lyssistr wrote...
  2. What is the current status of zoomed out view, there was some heated discussion on that issue about 1 month ago and it was not made clear how different is the new zoomed out camera and if there are any plans to include the older pseudo-iso view DAO had, at least for the PC.


I'd really like an answer to this question if you can.

Thanks

#124
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

nightcobra8928 wrote...

how will level scaling be handled in DA2? will it change the enemies based on the player's level or will it be area based (areas with weak enemies while others have more difficult ones, think of the mercenaries at orzammar's entrance as an example)?


Currently it's similar to the way it was in DAO. Enemies do scale to your level, but them have minimum and maximum levels based on the area. Early areas may level up and cap at level 5 (or whatever), but really tough areas might have a minimum cap of 10 (or whatever) and never have a maximum level.

#125
Morroian

Morroian
  • Members
  • 6 395 messages
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.