Clarification about rogues and their weapons?
#201
Posté 14 novembre 2010 - 06:49
#202
Posté 14 novembre 2010 - 06:50
You realise "rogue" is a fictional concept yeah? There isn't a union of rogues up in arms over the misclassification of weaponry.
Heh, that one made me laugh, nice one.
#203
Posté 14 novembre 2010 - 06:55
ziggehunderslash wrote...
You realise "rogue" is a fictional concept yeah? There isn't a union of rogues up in arms over the misclassification of weaponry. You don't get to decide what a rogue is or is not in someone elses game.
Haven't you been to my thread about "Swashbucklers"?
#204
Posté 14 novembre 2010 - 07:10
Ha, yeah. Your argument was different though, you want options so that you can tailor your experience to your liking. He's deciding "rogue" is a static concept and must not be changed.Aermas wrote...
ziggehunderslash wrote...
You realise "rogue" is a fictional concept yeah? There isn't a union of rogues up in arms over the misclassification of weaponry. You don't get to decide what a rogue is or is not in someone elses game.
Haven't you been to my thread about "Swashbucklers"?
Modifié par ziggehunderslash, 14 novembre 2010 - 07:11 .
#205
Posté 14 novembre 2010 - 07:12
ziggehunderslash wrote...
You realise "rogue" is a fictional concept yeah? There isn't a union of rogues up in arms over the misclassification of weaponry.
There isn't a union of rogues that you know of.
They might just be really good rogues.
#206
Posté 14 novembre 2010 - 07:18
ziggehunderslash wrote...
You realise "rogue" is a fictional concept yeah? There isn't a union of rogues up in arms over the misclassification of weaponry. You don't get to decide what a rogue is or is not in someone elses game.
Incorrect. We meet at the rugby club on Thursdays, bring your own biscuits (bourbons or shortbread preferred). We are currently discussing how best to design axes so that they can more efficiently stab people in the back.
#207
Posté 14 novembre 2010 - 07:21
Apollo Starflare wrote...
ziggehunderslash wrote...
You realise "rogue" is a fictional concept yeah? There isn't a union of rogues up in arms over the misclassification of weaponry. You don't get to decide what a rogue is or is not in someone elses game.
Incorrect. We meet at the rugby club on Thursdays, bring your own biscuits (bourbons or shortbread preferred). We are currently discussing how best to design axes so that they can more efficiently stab people in the back.
Why am I not in this club?
#208
Posté 14 novembre 2010 - 07:25
shepard_lives wrote...
Apollo Starflare wrote...
ziggehunderslash wrote...
You realise "rogue" is a fictional concept yeah? There isn't a union of rogues up in arms over the misclassification of weaponry. You don't get to decide what a rogue is or is not in someone elses game.
Incorrect. We meet at the rugby club on Thursdays, bring your own biscuits (bourbons or shortbread preferred). We are currently discussing how best to design axes so that they can more efficiently stab people in the back.
Why am I not in this club?
You are? You were there last week! You are obviously so roguish and stealthy that you have tricked even yourself, most impressive. Have a bourbon.
#209
Posté 14 novembre 2010 - 07:35
Meltemph wrote...
Xewaka wrote...
I mantain that making classes more unique doesn't require pigeonholing them. It is certainly easier, but neither the only way nor the preferable.
They are "pigeonholed" because of time restraints. I am sure there are tons of things they want to do with the classes, but they have to prioritize. I agree, that having more options would be preferable, but looking at the changes they are making to animations and ect, I don't think it is practical to expect more, given how much they have changed.
Perhaps they could have had a longer dev cycle then to avoid pigeonholing at all. Instead of rushing the game out 18 months after Origins. Its obviously affected the art assests in a major way, what with the design decision one size fits all companion outfits over a game that spans 10 years supposidly.
#210
Posté 14 novembre 2010 - 07:36
#211
Posté 14 novembre 2010 - 07:38
slimgrin wrote...
Has it really only been in development for 18 months?
If that, I can only imagine how much is being cut from the retail release to be sold as DLC later on. But I suppose thats a whole different can of worms right there.
#212
Posté 14 novembre 2010 - 07:39
Apollo Starflare wrote...
shepard_lives wrote...
Apollo Starflare wrote...
ziggehunderslash wrote...
You realise "rogue" is a fictional concept yeah? There isn't a union of rogues up in arms over the misclassification of weaponry. You don't get to decide what a rogue is or is not in someone elses game.
Incorrect. We meet at the rugby club on Thursdays, bring your own biscuits (bourbons or shortbread preferred). We are currently discussing how best to design axes so that they can more efficiently stab people in the back.
Why am I not in this club?
You are? You were there last week! You are obviously so roguish and stealthy that you have tricked even yourself, most impressive. Have a bourbon.
*sips bourbon*
#213
Posté 14 novembre 2010 - 07:45
CoS Sarah Jinstar wrote...
slimgrin wrote...
Has it really only been in development for 18 months?
If that, I can only imagine how much is being cut from the retail release to be sold as DLC later on. But I suppose thats a whole different can of worms right there.
Where did you read it was only 18 months?
#214
Posté 14 novembre 2010 - 07:48
slimgrin wrote...
CoS Sarah Jinstar wrote...
slimgrin wrote...
Has it really only been in development for 18 months?
If that, I can only imagine how much is being cut from the retail release to be sold as DLC later on. But I suppose thats a whole different can of worms right there.
Where did you read it was only 18 months?
Guesstimation really. Orgins shipped in October of 09, DA2 is shipping in March 11. Factor in the DLC and Awakening in there.
#215
Posté 14 novembre 2010 - 07:52
shepard_lives wrote...
Apollo Starflare wrote...
shepard_lives wrote...
Apollo Starflare wrote...
ziggehunderslash wrote...
You realise "rogue" is a fictional concept yeah? There isn't a union of rogues up in arms over the misclassification of weaponry. You don't get to decide what a rogue is or is not in someone elses game.
Incorrect. We meet at the rugby club on Thursdays, bring your own biscuits (bourbons or shortbread preferred). We are currently discussing how best to design axes so that they can more efficiently stab people in the back.
Why am I not in this club?
You are? You were there last week! You are obviously so roguish and stealthy that you have tricked even yourself, most impressive. Have a bourbon.
*sips bourbon*
Wow, that is roguish, sipping a bourbon... you tricked it into being a drink! Bravo sir!
#216
Posté 14 novembre 2010 - 07:59
Pzykozis wrote...
Wow, that is roguish, sipping a bourbon... you tricked it into being a drink! Bravo sir!
Apparently, I also tricked you into believing sipping bourbons do not exist. :happy: That's just how good I am.
#217
Posté 14 novembre 2010 - 08:14
#218
Posté 14 novembre 2010 - 08:18
slimgrin wrote...
CoS Sarah Jinstar wrote...
slimgrin wrote...
Has it really only been in development for 18 months?
If that, I can only imagine how much is being cut from the retail release to be sold as DLC later on. But I suppose thats a whole different can of worms right there.
Where did you read it was only 18 months?
Well from Brent Knowles' blog it seems they started early talk of DA2 probably around March 2009 when they had the PC version mostly done. So maybe it was a bit more than 18 months, but probably given how they redesigned everything art wise and had to fancy up the engine, its not like they started out creating content but sort of rebooting systems like the dialogue and combat and so forth.
#219
Posté 14 novembre 2010 - 08:29
Brockololly wrote...
Well from Brent Knowles' blog it seems they started early talk of DA2 probably around March 2009 when they had the PC version mostly done. So maybe it was a bit more than 18 months, but probably given how they redesigned everything art wise and had to fancy up the engine, its not like they started out creating content but sort of rebooting systems like the dialogue and combat and so forth.
It seems pretty fast anyway you look at it.
Modifié par slimgrin, 14 novembre 2010 - 08:30 .
#220
Posté 14 novembre 2010 - 08:33
Brockololly wrote...
slimgrin wrote...
CoS Sarah Jinstar wrote...
slimgrin wrote...
Has it really only been in development for 18 months?
If that, I can only imagine how much is being cut from the retail release to be sold as DLC later on. But I suppose thats a whole different can of worms right there.
Where did you read it was only 18 months?
Well from Brent Knowles' blog it seems they started early talk of DA2 probably around March 2009 when they had the PC version mostly done. So maybe it was a bit more than 18 months, but probably given how they redesigned everything art wise and had to fancy up the engine, its not like they started out creating content but sort of rebooting systems like the dialogue and combat and so forth.
I would also imagine it depends on how long pre production was. Brent left, some others left, I've no doubt some people may have been moved to TOR. Still though over all, not exactly a really long dev cycle. Which would prolly help to explain at least some of the vast amount of streamlining they did.
#221
Posté 14 novembre 2010 - 08:39
I would also imagine it depends on how long pre production was. Brent left, some others left, I've no doubt some people may have been moved to TOR.
Actually I think James Ohlen(The other Lead Designer) is exclusively on TOR, now that you mention it.
#222
Posté 14 novembre 2010 - 08:42
Meltemph wrote...
I would also imagine it depends on how long pre production was. Brent left, some others left, I've no doubt some people may have been moved to TOR.
Actually I think James Ohlen(The other Lead Designer) is exclusively on TOR, now that you mention it.
You'd be correct Mel. I remember reading that as well a while back. (ack I agreed with Mel on something, clearly a small section of hell froze over)
#223
Posté 14 novembre 2010 - 09:28
Apollo Starflare wrote...
shepard_lives wrote...
Apollo Starflare wrote...
ziggehunderslash wrote...
You realise "rogue" is a fictional concept yeah? There isn't a union of rogues up in arms over the misclassification of weaponry. You don't get to decide what a rogue is or is not in someone elses game.
Incorrect. We meet at the rugby club on Thursdays, bring your own biscuits (bourbons or shortbread preferred). We are currently discussing how best to design axes so that they can more efficiently stab people in the back.
Why am I not in this club?
You are? You were there last week! You are obviously so roguish and stealthy that you have tricked even yourself, most impressive. Have a bourbon.
This. This right here. Just... so much win. xD
You have officially won my interest in joining said club.
#224
Posté 14 novembre 2010 - 09:32
#225
Posté 14 novembre 2010 - 09:47
Honestly, EAWare, whatever happened to the idea of a sequel offering more options because you already have the basic engine in place so you don't have to re-invent the wheel?





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