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Gameplay/RPG Systems Questions


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#151
Peter Thomas

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Brockololly wrote...

I keep reading about all of these new features and improvements for the consoles and yet it seems like the PC version is having features chipped away and making it more like the console version- besides mouse and keyboard support and the UI, what differences (if any) will there be for the PC version?


Basically the difference is the autoattack functionality. It will be the same game on all systems. Anything like graphics differences would be an art question. Gameplay, it's the same.

Will the UI be customizable? Meaning, if I don't like the portraits in the lower left as they seem to take up too much space down there could we move them up to the upper left?


That's a UI related question.

How will armor be handled? Will we still have different armor pieces like helmets, robes, boots, gloves and so on, or will we be stuck with "default" style armors like in ME2?


The number of inventory slots on your character will be the same as DAO (except for the arrow slot) and you'll be able to equip various kinds of each of those items on your character, assuming you meet their requirements.

#152
Peter Thomas

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SoulRebel_1979 wrote...

Will Sandal be a playable character? If not, can you make him a boss fight of epic proportions so we can terminate his life functions by applying sufficient pressure to his blunt skull so as to force its collapse?


I... Er... Hm...

#153
Peter Thomas

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Dan Dillo wrote...

Will it be possible to record the floating damage numbers in a separate journal entry, just as the most recent dialogue choices are recorded in their own journal entry in DAO? The damage numbers float too fast, and cannot be stopped by hitting the spacebar, to be of much use in DAO.

Some people would love to be able to inspect the damage progression of a battle after the battle is over.


There is currently no combat log.

#154
Peter Thomas

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Lord_Valandil wrote...

Could you give me your opinion about Nug Bombs, Mr. Peter?

Also,

Will there be different races for companions apart from elves and dwarves?

Thanks in advance B)


Both are plot/story related questions that I can't comment on.

#155
Peter Thomas

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Zevais wrote...

Will companions and NPC still steal my darned XP. I hate getting ready to kill something while someone comes in for the kill and steals the XP away from me. This angers me the most when it is an NPC. NPC XP awarded should always go to the player character in my opinion.

The only reason all XP should not go to the player character is if we had a choice not to use our player character in the party... in my opinion.

Reguardless, let's focus on the question. Will companions and NPC steal our XP or do we share it as a whole?


This has not be finalized, but currently the player gets full XP gained by party members. No XP stealing.

Modifié par Peter Thomas, 09 septembre 2010 - 03:28 .


#156
Peter Thomas

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Arttis wrote...

What are the projected level we are expected to reach end game?
Same as origins?
18-23?


The XP progression hasn't been finalized yet.

#157
Peter Thomas

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AlanC9 wrote...

So a rogue must dual-wield even if he's got no DW talents? Are there no longer penalties for DWing? Or doesn't it matter? In DAO it looked like a rogue without DW might be better off using a single 1H weapon; did anybody run the numbers on this?


A melee equipped Rogue is dual wielding. Since that is his combat style, there are no penalties for off-hand weapons. He is presumed proficient.

#158
Peter Thomas

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distinguetraces wrote...

The new definitions of the class roles you've given us are focused purely on types of damage: Warriors for melee AoE, Rogues for melee and ranged single-target, and Mages for ranged AoE.

This leaves out all consideration of other roles--especially tanking and support. In Origins, only Warriors (well, maybe also arcane warriors) could tank, and only Mages could heal and support (well, barring a few melee stuns).

Did the class role descriptions Peter gave focus on damage just as a shorthand, or will all three classes now have equally viable ways to tank (shield Warrior, dodge Rogue, self-healing Mage) and support (paladin-esque Warrior, cc-focused Rogue, healing Mage)?


Each class has many other abilities besides ones that do damage. Defining their focus (single target, AoE) and range (melee, ranged) is useful for highlighting the distinctions between classes. Mages and Rogues have CC, Rogues and Warriors have threat management. Mages have healing. Warriors have party buffs. Rogues have quick battlefield movement. There are many different possible roles for each class and they interact with each of the other classes in different ways.

With proper stats and equipment, you could tank with a Mage, though it would require a different playstyle and would probably be harder than trying the same with a Warrior, who has the talents to support it.

Modifié par Peter Thomas, 09 septembre 2010 - 03:37 .


#159
Peter Thomas

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Hobo in a Box wrote...

Are there any plans to redo the button lay-out for consoles, because what annoyed me most on my 360 was the fact that I only had the ability to chose from 6 different talents/spells, if I wanted to choose something else I had to pull out the menu and manually select it.

And it personally made it even worse for me when PC community started to complain about not having enough space to cover ALL there talents,abilities,spells.
(-.- you people already had 20(+) spaces)


This is a GUI related question.

#160
Peter Thomas

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Sylvius the Mad wrote...

That's a good question.
Will all the hotbuttons be keymappable?


This is a UI related question.

#161
Peter Thomas

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Illborne wrote...

This is an excellent thread. Thank you, Peter Thomas.

Peter Thomas wrote...

Currently friendly fire is all or nothing, and only on Nightmare difficulty.

Does this mean that AOE effects are more powerful (and/or more common) in DA2?


Because the Warrior does AoE with most attacks, I'd say they're more common. Power is subject to future balancing.

#162
Peter Thomas

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The Masked Rog wrote...

How many unique abilities will the specializations unlock?
Are there any improvements to the tactics system such as multi-condition action assignment?


Specializations haven't been finalized yet and the tactics system hasn't either.

#163
Peter Thomas

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GreyWarden36 wrote...

will enemies respawn?


Respawning enemies is a plot/story related issue for specific cases.

#164
Peter Thomas

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_Loc_N_lol_ wrote...

I read most replies but I may have been a little fast over some of them so indulge me if this was sneaked in somewhere before :(

You said earlier that rogue weapon talents scale with dexterity so far, anything you can say about the cunning attribute ? Will other classes have more use for it than in DAO ? Is it even still around ?


Cunning currently determines your Defense score, so it is useful for all classes, unless you don't mind getting hit.

Second question, can warriors use ranged weapons (to pull and soften before melee), even though the related talents are for rogues only ?


Warriors can only use the Two-Handed Weapon, and Weapon and Shield styles and their associated items.

#165
Peter Thomas

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rogue_assassin wrote...

lol fair enough, I can reword:

After a sword swing or dagger thrust, would the character replace their weapon in a sheath? hold onto it until you activated a "put away" function, or auto-holster..


While in combat, the character's weapon is always out. When combat ends, they put it away.

#166
Peter Thomas

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octoberfire wrote...

Has the constipated ape running animation been fixed?


This is an animation direction question.

#167
Peter Thomas

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GreyWarden36 wrote...

is there any new weapon talent for rogues aside from DW and AR


Non-weapon style specific talents (including attack abilities) can be used with either weapon, though they may have different animations.

#168
Peter Thomas

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_Loc_N_lol_ wrote...

Peter Thomas wrote...

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.


That's great news. I just hope that no creature with those abilities can be completely immune to those effects, like, say, dragons, that only mages could really interrupt with their stun and knockdown immunities.


The impact system is based on the force of your attack versus the health of the creature you're hitting. If it's a dragon the size of a house, you're unlikely to move it very much. Unless... but I digress.

Abilities that have a chance to apply an effect, rather than relying on the strength of your attack, can be more effective in situations like that.

#169
Peter Thomas

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Ahzrei wrote...

Personally, I very much enjoyed my Rogue from origins that uses only 2-handed weapons- even though I couldn't grab the weapon tree talents. I'm aware that this particular style won't be possible in DA2, but is there any room at all for an oddball build along these lines?


classes can only equip weapons for the weapon styles they know. You could create a Dexterity based Warrior wielding a two-handed sword, but he probably wouldn't be as effective as a Rogue and wouldn't get access to the Rogue abilities.

#170
Peter Thomas

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Wulfram wrote...

Is there a particular mix of classes in the party which the game is designed for?

Would not including a particular class in your party be expected to make the game particularly harder?


We will be trying to balance the game for all possible party combinations. There is strength in diversity (each class feeding off each other, cross class combos, etc), but there is also strength in specialization (a party of warriors all with party buffs, a party of rogues all concentrating on one guy at a time, etc). We're trying to make it flexible to accomodate a lot of different playstyles.

#171
Peter Thomas

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andar91 wrote...

Is archery going to be more exciting this time? Compared to the melee attacks, I often felt that archery felt a bit boring. Maybe it's the lack of shiny flashiness in the special moves. I know that only mages can use magic, but I wouldn't mind a little bit of a glow or something so that Piercing Shot or whatever looks different from every regular attack.


Special abilities are all differentiated from normal attacks visually, but that's an art question.

Archery itself has its weapon style tree, allowing an archer to function in a different way from a Dual Weapon Rogue. The vast majority of general Rogue talents (and specializations) can be used with an archer as well. The main differences between dual weapons and archery are a few abilities, and what range you feel more comfortable playing at.

#172
Peter Thomas

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Rykn wrote...

I own the PC version of origins and I like it well enough but I also like what I'm hearing on the gameplay for console DA 2. I'm told the difference between the PC version isn't very big at all but are they similar enough so that if I hooked up my Xbox controller to my PC could I get a taste of what the Console goers are getting? (I imagine I would switch between both controller and top down play frequently and I'm sure others would like this idea also.)


Currently the interface for PC is mouse and keyboard only. The GUI is also pretty different between the two. The status of the camera isn't something I can comment on.

Modifié par Peter Thomas, 09 septembre 2010 - 04:02 .


#173
Peter Thomas

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AbounI wrote...

So Peter, you're talking about the treat factor.

Is there any change about it or something new (except this impact hit you'd just talked about)?

edit: will this impact hit can result to a combos hit.
in exemple; a foes is runnig forward us, so my mage cast upon him a fireball.So, the impact will not only stop him, but also throw him backward.At this moment, can my rogue hit him with an automatic critical hit?


This is a specific ability question that I can't answer right now.

#174
Peter Thomas

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Mr.Tacito wrote...

Will there be more armor sets, or are you allowed to give any information on armor?


I can't give details on specific items right now.

#175
Peter Thomas

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Blacklash93 wrote...

Will arrows curve to hit targets again, or can they be avoided?

Also, how do you balance gameplay seeing enemies have to wind up for attacks (like in Origins) and player characters can move around and strike so quickly? Wouldn't that make getting hit easy to avoid?


Projectiles at a creatures will track their target. Basic attack might not get a hit combat calculation result, but they will track to the creature. Larger projectiles are aimed at the ground and will only go to that spot. Examples are a Fireball and the Ogre throwing a rock in the demo. If you're not near them when they hit the ground, then you won't be in range for their damage.

Balance issues are still being dealt with, but if you constantly micromanage a single party member to avoid attacks, you won't be able to optimally use the rest of your party. Also as stated above, things like enemy archers will still track your character.