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Gameplay/RPG Systems Questions


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#101
Peter Thomas

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Arrtis wrote...

THE MOST IMPORTANT Questions that deserves its own post....
Will Creatures still have the ability to chain overwhelm?
If so, will there be something we can do about it?


Overwhelm was... annoying. I'm not saying that no creature in the game has that type of ability, but instances where creatures do things like that (like the Ogre Grab) will be placed very carefully.

One new feature of DA2 is our impact system. If you hit someone hard enough, or with an ability that has an impact bonus, the target will react: getting knocked around, stumbling, or even flying off their feet). This can be used to interrupt whatever the creature is doing, including attacks, overhwelms, running, etc.

The downside of that is that you get knocked around too if the enemies hit you hard enough.

#102
Peter Thomas

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Stefanocrpg_rev91 wrote...

In DAO I think that the enemies had too many similar features, so that darkspawn, dwarves, elves, humans and all shared almost the same weakness and strenghts and you could use the same spells and tactics against them and have a good result.
In DA2 will enemies be more various and different one from another, as (for example) in BG2 where you actually had to adopt different tactics due to your enemy, so that when facing a mind flayer you have to behave not in the same way than when fighting a beholder or a troll?


We are trying to have enemies differ in both stats and behaviour. The archetype system divides creatures into different categories that determine how they act and react. Individual creatures or creature types will also have more defined strengths and vulnerabilities. If Fire damage is doing only half to a certain type of creature, or knockdowns don't work against them, you may need to adapt your tactics.

#103
Peter Thomas

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MisterDyslexo wrote...

Will you be able to target and intercept an enemy, or will they just run right by you and your party member just follow them until they stop?


You can intercept enemies, hitting them as they move. If your attack does enough damage, it will interrupt them, knocking them around and stopping their movement. Special abilities can have this effect as well. If this attack (and presumably followup ones) do enough threat to make them switch their target to you, they'll no longer go after the original target. Other threat modifying abilities can make it forget a target it currently hates, or start hating another one.

#104
Peter Thomas

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AndrahilAdrian wrote...

Will there be a specialization like arcane warrior geared towards "close-range combat" mages?


Specializations haven't been locked down yet, so I can't comment on them.

#105
Peter Thomas

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lunarknightmage wrote...

thanks Peter for all of your info. it's much appreciated.

1. You've mentioned that the classes will be restricted to their own skills and weapon talents.

Are there plans for sub-classes or "hybrid classes" ( similar to what's done in Mass Effect ), that would allow players to access the skills and talents of the 2 hybrid classes? Like Warrior+Mage, Rogue+Mage, Warrior+Rogue.


There are only 3 base classes in the game. Other than that, there are only specializations, which I can't comment on at this time.

2. Since Mages can only use staffs, and staffs have no weapon talents, will mages ever be able to improve their staff melee fighting skills, or learn new staff melee moves? Or will they be stuck with just basic staff melee attacks?


They'll have their basic weapon attacks like each of the other classes. All their active abilities count as spells. If those spells use the staff in their animation, that's different. And an animation related question. The Mage is focused on using his magical energy to kill enemies.

3. Finally, you also mentioned that it would be possible to build a mage that is oriented for close range combat. Does that mean through spells? Or, does that mean it is somehow possible for mages to be able to use other weapons and learn other weapon talents ( such as through a spec )?


I can't comment on the nature of specializations, but a class is restricted to the talents available to its base class and specializations. All the Mage abilities have a spell focus, so everything is casting a spell in one way or another. Also, since a Mage is based on ranged attacks, his abilities either deal their effects at range (close or long), or affect an AoE.

#106
Peter Thomas

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Ortaya Alevli wrote...

Thanks for the answer. Now I'll express my gratitude with another question. hehe
Are there any plans pertaining to more emphasis on mundane tasks? To elaborate, will players be presented with options other than straight-up combat when dealing with certain situations? An example would be poisoning off-duty guards in City Elf origin story, and another stealing a key from Tilver using a combination of non-combat talents such as persuasion and pickpocketing.


This is a plot/story related question.

#107
Peter Thomas

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Dave of Canada wrote...

Not sure if this was a bug but on my rogue whenever I stealthed around solo, enemies would often attack my team (they spawn and walk a dozen miles away to attack my team in the order room whenever my stealthed Warden approached).

Do you have any plans to fix this behavior and allow rogues to stealth around without worrying about their team?


On DA2 this would be considered a bug.

#108
Peter Thomas

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HTTP 404 wrote...

will there be crossbows?


I can only give a misleading non-answer to that question.

will two handed weapons include new types of weapons like Spears, Halbreds?


This is an art direction question.

#109
Peter Thomas

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silentassassin264 wrote...

Will you still have physical and mental resistance checks? And will the computer be insane with theirs again? I never got to overcome those pesky mages with Holy smite.

And thanks for doing this.


The resistances have been reworked. Additionally, enemy resistance of player abilities is handled differently. Your ability will tell you what it's chance of success is. Higher Rank creatures (and playing on higher difficulties) may reduce that, but that's should be the base effectiveness.

#110
Peter Thomas

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Arrtis wrote...

Will enemies respawn after you leave an area for a time?
Like in the dalish forest some enemies respawn after you leave and reenter the area.


This would be a plot related question specific to individual areas.

#111
Peter Thomas

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tmp7704 wrote...

This would mean that damage-oriented mage can only in best case match damage output of rogue who simply shoots targets one by one with a bow. The best case meaning, each of mage's spells manages to hit at least X targets and actual presence of enough targets in the fights in the first place. In addition, the target-by-target approach provided by the rogue drops the damage output of enemies faster, because the individual enemies are taken out sooner.


Not exactly. A Mage has the potential to do much, much more than a Rogue over a similar amount of time, if you can group enough target's together. Additional Mage (and other class) abilities can facilitate this.

With this in mind, what advantage can damage-oriented mage offer for the player to make themselves as viable damage source as bow-focused rogue?


Mages can cover large portions of the battlefield with damage or CC or other effects. They can also used their targeted abilities to apply damage or effects to individuals. It depends on how you level your character and what abilities you upgrade. Additionally, the Mage has much easier access to different elemental types of damage, which have their advantages and weaknesses versus particular creatures.

edit: additional factor -- aoe damage being reliant on having enough targets to hit also drops over time as fight goes on and enemies are eliminated. Single-target damage remains more or less steady throughout the fight from first enemy all way to the last.


Yes. A Mage who has all large AoE abilities will be more useful than a Rogue at the start of a battle, but less towards the end. Having more individually targeted abilities, or ones that have more CC or party buffing oriented effects may help him retain more usefulness.

#112
Peter Thomas

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Knight Templar wrote...

Will areas have respawning creatures/whatever to fight? As in, if I leave the area and then come back, will it still be clear of creatures/people?

Further explination: After clearing an area in the Deep Roads in DA:O, that area would be clear for the rest of the game. Will that be the case?


Respawning creatures would be plot specific things.

#113
Peter Thomas

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JakePT wrote...

On the dual-wielding warrior thing, that's who I was in Origins, and I really dug it. With DA2, is it conceivable that I could build a Rogue that functions in a similar way. i.e. Heavy focus on close quarters combat, with reasonable defense so you can get right in there and hack away?


Yes, you can focus a Rogue more on being able to stand toe to toe with people, but he will be unlikely to take as much damage as a Warrior, since the Warrior's abilities are geared towards it. Also, since he doesn't have the AoE damage and effects that a Warrior does, it'll be easier to get overwhelmed by numbers. This is where the Rogue's mobility and the effects of some of his other abilities come in to play and can help maintain battlefield advantage.

#114
Peter Thomas

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Arrtis wrote...

Will Willpower affect more than it currently does?
Which at the moment stamina/mana and mental resistance.


Currently Willpower affects your Mana/Stamina pool. Something that is useful for all characters.

#115
Peter Thomas

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Marbazoid wrote...

Are skills (survival, coercion ect..) still in the game?


I can't comment on this.

#116
Peter Thomas

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vantick wrote...

Would it be possible to gain enough talent points to unlock all if not most of the talent trees? If not, (which is probably most likely) would you be able to reveal the maximum amount or general estimation of the number skills that can be unlocked once all possible talent points have been gained?

Might as well add among all the other voices, thank you for being such an attentive company and for paying attention to the fans.:wizard:  You are all awesome! :lol:


The exact number range has not been determined yet. 25 +/- 10? That would be number of talent points, not number of skills you can place in the quickbar.

#117
Peter Thomas

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Arrtis wrote...

New game +?
Do we have it!


I can definitely say... no comment.

#118
Peter Thomas

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Ibaru88 wrote...

First off, taking the time to answer these questions on your own time is truly awesome of you. Thank you.
Now... Regarding the rogue dual wielding. Will we still be able dual wield all of the 1h weapon types (maces, swords, axes etc.) and also two full sized weapons in each hand?


Dual Weapon items will be those specifically made for that weapon style. The exact appearance and size of them is an art direction question.

Also, will rogues still perform best positioned behind the target, backstabing away or will we be given alternate ways to build our rogue, perhaps as more of a thug than an assassin?


The concept of backstabbing is no longer present. In DAO, a backstab was a critical hit with a different animation and some bonuses for Rogues. In DA2, Rogue abilities trigger off of all critical hits. If you're flanking a target, it's much easier to get a critical hit, though, for all classes. Many Rogue abilities benefit their critical hits (including their primary attribute, Dexterity) and trigger additional effects off it.

There is no reason why you can't create a character that fights from the front, but to be able to get the same number of crits that a backstabbing Rogue gets, you'd have to assign your attributes and skills more carefully.

#119
Peter Thomas

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Morroian wrote...

With the revelations regarding each class only being able to equip weapon types pertaining to their class it implies that Arcane Warrior is no longer going to be a specialization.

Is Arcane Warrior still going to be available as a specialization and will the AW be able to equip melee weapons as it should?

IMHO it would be a huge mistake to take this out.


I can't comment on specializations.

#120
Peter Thomas

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Sylvius the Mad wrote...

tmp7704 wrote...

Dave of Canada wrote...

That pretty much says bye bye to AW (and good riddance I say)

It's pretty hilarious when the trailer for the game unveiled with great fanfare features prominently AW Hawke and dual-wielding qunari warrior, though. Maybe it need a disclaimer, "*) portrayed classes not included"

That Qunari could have been a Rogue, and there's no evidence that Hawke was an Arcane Warrior.  He used a staff.


The Hawke in the trailer was a Mage using a staff. The Qunari in the trailer is not a player character, so pretty much anything goes.

#121
Peter Thomas

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tmp7704 wrote...

Of course; doesn't make the disparity any less funny when it's only result of changes made to the sequel while the portrayed characters would be very much possible to re-create under mechanics of the first game.

Company is named Blur Studio, btw.


Actually it wasn't Blur, it was a company called Digic Pictures.

#122
Peter Thomas

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BomimoDK wrote...

Timestop spell. In the D&D franchises this is a perfect savehaven to do what ever you want for a turn.

Imagine 10-15 seconds where your mage is free to roam as he wants within a certain radius. Unlike the 2nd edition rules of D&D and the 3rd. you can't just make some hardcore Mage/warrior mash machine, stop time and get some hefty damage in. But you could spend those seconds on Recovering: Reviving, healing, rebuffing, debuffing.

What i'm most curious about is, when was this idea scrapped again? because it's sure to have been considered and what were the holes in it?


We actually didn't consider this kind of ability. It would be too unbalancing towards one class mainly. Why wouldn't someone take a Mage, then? And what Mage wouldn't have this ability?

#123
Peter Thomas

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nightcobra8928 wrote...

mages and rogues have long range capabilities,
are warriors restricted to melee or are do they have something that enables them to strike at long range?


Warriors only really have abilities that strike enemies close to them. They do have a charge attack, as well as basic closing attacks to get nearer to the enemy, though.

#124
Peter Thomas

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nightcobra8928 wrote...

will there be new game plus? there are people (like myself, i guess the best choice of words would be that unconsciously we start to bond and care for our created character ) that like to replay the story using the character they've spent time to create.


I have already not commented on this. Heh...

#125
Peter Thomas

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ViSeirA wrote...

What types of two-handed weapons are there? I mean they're just greatswords or there are things like spears, halberds... etc?


This is an art direction question.

Are legendary items balanced across all the weapon types? I mean in DA:O there were a lot of legendary and unique longswords in comparison to staffs and greatswords.


The item list hasn't been worked out yet.

Does wearing heavy/massive armor still have the same fatigue effect? of has it been reworked?


Fatigue is no longer in the game. If you have the requirements to wear an item, you can. Things like sustained abilities no longer apply fatigue, but are restricted using their mana/stamina reserve.