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Gameplay/RPG Systems Questions


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#151
Peter Thomas

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AbounI wrote...

Will we have in the character sheet the two missing attributes (communication and perception) regarding the P&P game?


Our attributes are the same as DAO, but what bonuses they give may change a bit.

#152
Dave of Canada

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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?

#153
Catsith

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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)?

#154
Stefanocrpg_rev91

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Peter Thomas wrote...

andar91 wrote...

Thought of another one. Is there still friendly fire?Image IPBImage IPBEdit: 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.

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.

#155
Arrtis

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Is the aggro system the same?

Like people in heavier armor are more likely to aggro then someone in light armor?

#156
Peter Thomas

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Lyssistr wrote...

 1. Are Battles (especially boss battles) designed with micromanagement in mind? or are they designed so that they can, should the player chose to, be played in purely aRPG style?


Specific boss battles are a plot related question, but battles against higher rank/level creatures are designed to use the whole party cooperating. If you use each of their talents and abilities together, such fights will be much much easier.

 

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.


Camera details are still being worked on.

 

3. Are there any plans to make spells feel more varied & special, e.g. special spells that *must* be used at specific kinds of enemies? this is one thing I miss from BG saga games


In general we don't want spells that can only be used in one situation ever. Some things are more effective against certain types of creatures, or have specific effects that are better in certain situations or with specific classes of followers.

 

4. Will we get some pieces of lewt that aren't the more common +10 awesomeness but rather have a tricky feel and can't be directly evaluated as good/bad? E.g. use functions that summon a few minions to help, "on use" features that could prove helpful for specific enemies "increases damage against ogres".


Exact details of the items that will be in the game haven't been finished yet.

 

5. About what % of fights will be skipable, with appropriate dialogue options?


This is a plot related question.

 

6. What are your plans on the aggro mechanism?


Currently there haven't been any real changes. When we balance the game more,  any needed adjustments will be made for it to play well.

#157
Peter Thomas

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AbounI wrote...

Does each class, when a level up is earn, obtains one skill point at each level, or is there a class distinction ?(IE, in origins, rogue wins a point each 2 level and warrior/mage win a skill point each 3 level)


Each class will gain the same amount each level.

#158
Peter Thomas

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Suicider_11 wrote...

6 trees for each class = 6 weapon styles? hmmmmm. i think i'm liking this


Haha, no. Warrior and Rogue each have 2 weapon specific trees. The rest are more general abilities.

#159
Brockololly

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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...



Many thanks!

#160
Merced256

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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?

#161
Pritos

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Will us be able to achieve a level beyond 20? I mean, did the level cap change?

#162
KennethAFTopp

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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?

#163
AndrahilAdrian

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Can you develop a mage into a viable melee fighter, like trailer hawke?

#164
Arrtis

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Does the warrior have a charge ability?

Does the warrior have any range attacks skills?

#165
Peter Thomas

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Giggles_Manically wrote...

What I really want to know is will each weapon form feel unique?
Since in Origins you basically only had Stun, AoE, or Single Opponent attacks.

Will each form have its own unique skill set that seperates it from others?
Outside of animations a Two Handed, Sword and Board, and a Dual Wielder had basically the same sort of abilities.

Just to be more clear will all weapon talents do roughly the same things :stuns, knockdowns, etc.
Or will some be much better at certain things?


Each class and weapon style is meant to be distinct.

The Warrior is focused on melee AoE damage. Two-Handed Weapon swing in big arcs, damage the most enemies over the largest area. They are the slowest. Weapon and Shield strikes a smaller arc for less damage, but has the added benefit of the shield's properties and defense, as well as being able to apply more force against a single target.

The Mage is focuse on ranged AoE damage and effects. The staff fires projectiles at range, with medium speed and damage.

The Rogue is focused on single target DPS. Dual Weapon is the lowest damage but fastest striking style in the game. Archery is single target ranged DPS with additional AoE effects. The Rogue is focused more on criticals and various other effects than the other classes.

The abilities in each of the weapon style trees are tailored to their class and the specialty of that specific style.

#166
Arrtis

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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?

Modifié par Arrtis, 08 septembre 2010 - 04:03 .


#167
Stefanocrpg_rev91

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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?

#168
Peter Thomas

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Uzzy wrote...

Why take away basic functionality from one class in order to make another more distinct (this does, of course, refer to warriors losing dual wielding and archery)? Surely it'd have made more sense to give the rogue more features?

Is there any explanation in game for why warriors suddenly can't pick up an off-hand weapon or a bow, or is the system for Dragon Age 2 more 'gamist' in that respect, and just saying we can't for balance reasons?


class distinctions are the following:

Warriors are melee AoE.
Rogues are melee and ranged single target DPS.
Mages are ranged AoE.

We decided to separate weapon styles based on that and other reasons (like budget) given at various times. This is an explanation, critiques should be in a different thread.

#169
Peter Thomas

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Tinxa wrote...

Is there a new single weapon tree or can the warriors only be sword and shield or twohanded weapons?


There is no single weapon tree. It kind of didn't fit since there were no talents for it, really. There is also no unarmed style.

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.

#170
Peter Thomas

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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?


If you attack a target on the PC, your character will keep attacking and follow until it dies or you tell him to do something different. On console your character doesn't do that by default, but can be ordered to from the radial menu.

Can we avoid a hit from an enemy using a defensive move or will it be unavoidable?


If an enemy tries to hit you and you run too far away before it connects, it will miss.

#171
Suicider_11

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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?


i like your question dude. hope the devs have an answer to this

#172
Pritos

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Peter Thomas wrote...

Tinxa wrote...

Is there a new single weapon tree or can the warriors only be sword and shield or twohanded weapons?


There is no single weapon tree. It kind of didn't fit since there were no talents for it, really. There is also no unarmed style.

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.


Any chances of this changing? Having no single weapon tree is understandable, but a Unarmed style with his own talents and skills would be a interesting improvement.

#173
Peter Thomas

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rogue_assassin wrote...

how frequently will we see "killshot" type finishing animations? are they random occurances, or activated?


The number of deathblows has not been determined yet. There is an element of randomness to them, but certain factors (like critical hits, enemy rank, special abilities, etc) can increase the chance of them happening.

will the animations depend on the character's race, or armour?


Details of this haven't been finalized yet. Deathblows are based on ability used, but may vary per creature.

Can you comment on the armour types for different classes? robes, chain, leather, etc. like DAO?


This hasn't been finalized yet.

#174
Peter Thomas

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slimgrin wrote...

What are the differences between pc and console combat? Is one twitch-based, and the other not?


This has been addressed above. Besides interface, it's mainly that the controlled character on console doesn't autoattack.

#175
Peter Thomas

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WilliamShatner wrote...

Can you please show how much XP you get when you complete a mission, and allow XBOX 360 users to see their XP/XP needed to next level up in a numerical value?


This is a GUI related question that hasn't been fully resolved yet.