Modifié par Zzzleepy83, 08 septembre 2010 - 03:19 .
Gameplay/RPG Systems Questions
#126
Posté 08 septembre 2010 - 03:19
#127
Posté 08 septembre 2010 - 03:20
Suprez30 wrote...
Does the *pathing* when you was to attack someone was improved on PC or just on console?
Engine pathing works the same way on all systems in DA2. On the console, the character you're controlling currently doesn't path by default when you use an ability or attack. Characters ordered through the radial menu currently do on console, though, including the controlled character.
#128
Posté 08 septembre 2010 - 03:21
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?
#129
Posté 08 septembre 2010 - 03:21
Modifié par Dave of Canada, 08 septembre 2010 - 03:50 .
#130
Posté 08 septembre 2010 - 03:21
andar91 wrote...
Anything that you can tell me (us) about mages would be awesome. Do they still have spells that paralyze and put things to sleep and things like that? I don't want specifics, but can we do things other than blast enemies with attack spells?
The diversity of Mage spells is pretty similar to what it was in DAO. I made most of those and have tried to keep the same feel.
#131
Posté 08 septembre 2010 - 03:23
Beocat wrote...
I second the mana regeneration question.
Also, has the "gifting for affection" point system been removed or altered in any way? I was not very fond of it myself.
I don't know the final answer on this right now.
Additionally, we were told at least 10 years would pass during the game. How is this going to happen with us knowing the years are going by? Is there a calendar we can look at, does it go in chapters, or does the 10 years pass in a single incident (aka...the Fable and Fable 2 way of going a decade in advance. bleh)?
This is a plot question.
#132
Posté 08 septembre 2010 - 03:24
#133
Posté 08 septembre 2010 - 03:27
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?
Modifié par Altima Darkspells, 08 septembre 2010 - 03:28 .
#134
Posté 08 septembre 2010 - 03:27
Kileyan wrote...
You are trying to make the classes more distinct. How does this affect armor and weapons? Will there be only stat requirements to equip items or will we being seeing a whole lot more armor and weapons that are , warrior only, rogue only, etc.
Armor is still to have a final decision made (I need to have a talk with Mike about that). Weapons can only be equipped if you know the style that weapon pertains to. The weapon styles are Two-Handed Weapon, Weapon and Shield, Dual Weapon, Archery, and Staff.
I'll second Andars question. Are mages still keeping a robust line of utility spells? I love setting stuff on fire and ripping peoples arms off, but I do like the strategy involved in subtle spells that set the others in the party up to rip stuff apart.
Mages still have a wide variety of spells, though their primary areas of focus are causing damage and effects on people.
#135
Posté 08 septembre 2010 - 03:28
#136
Posté 08 septembre 2010 - 03:29
AbounI wrote...
Does the foes level scalling is similar as the Origins one?
Enemies will generally level to keep place with the player, within the constraints of the area minimum and maximum levels. There also may be special cases with creatures of a set level.
#137
Posté 08 septembre 2010 - 03:32
Blastback wrote...
How many weapon styles are avalible to warriors? I admit, I'm still rather bummed that warriors can't dual wield any more, are we getting anything to make up for that?
The weapon styles are available based on class. There are a number of reasons for this.
Warriors get Two-Handed Weapon, and Weapon and Shield.
Rogues get Dual Weapon and Archery.
Mages get Staff.
As was mentioned in a pervious answer I gave, you can only equip weapons which you have the appropriate style for.
Also, what's the heaviest armor that a rogue could wear? Again, as a player who likes going around in heavy plate with two weapons, well.... will I be able to get that experiance with a rogue now, or am I just SOL?
The armor equip limitations haven't been nailed down yet.
#138
Posté 08 septembre 2010 - 03:33
Akka le Vil wrote...
Is the level scaling again present, and if yes, in which amount compared to DAO ?
Level scaling will be handled in a similar fashion to DAO. The difference between creatures of higher or lower level will likely be more significant, though.
#139
Posté 08 septembre 2010 - 03:34
- 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?
#140
Posté 08 septembre 2010 - 03:36
#141
Posté 08 septembre 2010 - 03:37
relhart wrote...
Damn, much Love Peter, and much appreciated. I'm wondering if you can give any info on how the difficulty settings in the game are going to differ from one another. Specifically if Nightmare is going to be made a bit more challenging than DAO's highest difficulty.
The difficulty of an individual creature is based on 3 things: Level, Rank and Difficulty.
Level modifies a creature's health, damage, attack and defense.
Rank modifies a creature's health, damage, level, attack and effect resistance/duration.
Difficulty modifies a creature's health, damage, attack, regeneration rate, ability cooldowns and effect resistance/duration.
Our current intent for Nightmare is only that it be possible... statistically speaking.
#142
Posté 08 septembre 2010 - 03:38
Dave of Canada wrote...
With the new focus on faster paced combat and such, will difficulties be changed or will it roughly remain the same?
The specifics of what difficulty changes was listed above, but the exact balance and difference between the difficulty levels hasn't been worked out yet.
#143
Posté 08 septembre 2010 - 03:39
andar91 wrote...
Thought of another one. Is there still friendly fire?Edit: Also, thanks so much for coming on here. It's much, much appreciated. In forum terms, you deserve a nutella sandwich formed between two cookies with a slight garnish of diamond chest hair.
Currently friendly fire is only active on Nightmare difficulty.
#144
Posté 08 septembre 2010 - 03:40
Okay, thank you for taking the time to awnser all of us. Just one more from me. For now.Peter Thomas wrote...
Blastback wrote...
How many weapon styles are avalible to warriors? I admit, I'm still rather bummed that warriors can't dual wield any more, are we getting anything to make up for that?
The weapon styles are available based on class. There are a number of reasons for this.
Warriors get Two-Handed Weapon, and Weapon and Shield.
Rogues get Dual Weapon and Archery.
Mages get Staff.
As was mentioned in a pervious answer I gave, you can only equip weapons which you have the appropriate style for.Also, what's the heaviest armor that a rogue could wear? Again, as a player who likes going around in heavy plate with two weapons, well.... will I be able to get that experiance with a rogue now, or am I just SOL?
The armor equip limitations haven't been nailed down yet.
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?
Wait that was two questions, darnit.
#145
Posté 08 septembre 2010 - 03:41
Will mages using weapons have to sheathe their weapons in order to use most -if not all- spells?
#146
Posté 08 septembre 2010 - 03:42
I think it would make it more of a nightmare if you could not save.
#147
Posté 08 septembre 2010 - 03:42
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.
3 main differences:
1. Mouse and keyboard vs controller (er... yeah...)
2. GUI (quickbar and stuff)
3. Autoattack is not enabled for the currently controlled player on console (unless ordered through the radial menu)
That's pretty much it. There may be minor other differences on the programming side. Design side it's all the same. Camera details are still being worked on as well.
Edit: Maybe I should elaborate a bit more. It's the same... except it feels different. On console I run around and press my buttons (the button is right there... PRESS IT). On PC I pause every couple seconds to survey the battlefield and issue orders, controlling whoever I think of as my "main" at that particular point in the battle.
Modifié par Peter Thomas, 08 septembre 2010 - 03:45 .
#148
Posté 08 septembre 2010 - 03:44
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?
#149
Posté 08 septembre 2010 - 03:47
Tempest wrote...
I have 2 questions.
1. Are the CD to abilities being modified to make better sense than before? (Pickpocketing for example.)
CD?
2. Will there be a larger variety of deathblows? If so, how large in comparison?
We don't know the scope of this yet, due to time and budget limitations.
#150
Posté 08 septembre 2010 - 03:47




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