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#26
MIke_18

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Fun? Maybe. Important? Are you kidding?



Well there were the companion bonuses. And you can get totally different endings and quest conclusions depending on how much your character likes you. So i guess they were important yes. They won't be important now, when they removed the system though.

#27
nightcobra

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Eleinehmm wrote...

Varic is a king - Again....
Cute. I guess sitting on a throne and looking smug makes you king


he's right if he meant "narrating king" though. language is a tricky thing:P

#28
Herr Uhl

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marshalleck wrote...

Upsettingshorts wrote...

marshalleck wrote...
Looks more like Paragon/Renegade meters to me. 


DA:2 doesn't have Paragon/Renegade. 


Again, we'll see. They've stretched the truth quite a bit recently. 


The only meter they have implemented on the PC is the snarky/aggressive/diplomatic scale that is invisible AFAIK.

#29
upsettingshorts

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MIke_18 wrote...

Well there were the companion bonuses. And you can get totally different endings and quest conclusions depending on how much your character likes you. So i guess they were important yes. They won't be important now, when they removed the system though.


They didn't remove the system.  They expanded it.   Again though, gifts are just one way to increase approval and it was one I found the least interesting.

Modifié par Upsettingshorts, 30 novembre 2010 - 11:32 .


#30
nightcobra

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MIke_18 wrote...

Fun? Maybe. Important? Are you kidding?

Well there were the companion bonuses. And you can get totally different endings and quest conclusions depending on how much your character likes you. So i guess they were important yes. They won't be important now, when they removed the system though.


that's the thing...they didn't remove the gift system.
we've been told that gifts are now tailored to specific characters, like the golden mirror for morrigan or andraste's grace for leliana.

Modifié par nightcobra8928, 30 novembre 2010 - 11:33 .


#31
Sir JK

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As a point of pure speculation but I wouldn't be surprised if there was "gifts" for both paths. Some gifts that advances on the friendship path and other gifts that advances on the rivalry path.

#32
Leonia

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Giving Varric a razor will make him a rival/enemy. Giving him conditioner makes him a friend!

#33
AbounI

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still nothing about the camera, arghhh

#34
nightcobra

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Sir JK wrote...

As a point of pure speculation but I wouldn't be surprised if there was "gifts" for both paths. Some gifts that advances on the friendship path and other gifts that advances on the rivalry path.


probably, and gold material for some witty banter as well:devil:

#35
MIke_18

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Sounds meh and oversimplified.



I really liked how there were a lot of items you can find to give to your companions or sell them, and how different gifts affect your companions differently.



This was like the only thing in this game I've never seen in another RPG.

#36
Herr Uhl

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AbounI wrote...

still nothing about the camera, arghhh


For the PC? That has already been announced, it will be centered on the character but you will be able to zoom out to get faux-isometric view.

#37
Firky

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Fun preview. :)

#38
upsettingshorts

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MIke_18 wrote...

Sounds meh and oversimplified.


How so?  In DA:O, you only got any tangible benefits from going UP.  In DA:2, you get tangible benefits from UP and DOWN.  By definition, it is twice as "deep." 

/so, so wants to do a Rivalry path romance with Isabela

Modifié par Upsettingshorts, 30 novembre 2010 - 11:40 .


#39
Seagloom

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It will be fun to see how Bethany pranks my Hawke. It would be more fun if I get to prank her back though. She already reminds me of Imoen with that bit. The rivalry system sounds simpler than I would have expected. I expected rivals to stick around, but if all they ever do is mutely accept all manner of atrocities because Hawke is such an "awesome" leader, it might feel contrived. Renegade Shepard in ME2 has a few moments where I wondered why anyone sane would follow her lead, and that was barely 1/3 into the game. Then again, I suppose this is nothing new. Seeing my character's party chastise her but act otherwise indifferently save for a few scripted encounters is old hat RPG plotting.



I truly hope the gift giving system is gone. In my opinion it was the worst aspect of character interaction in Origins. It irked me that I could ****** off a character and then smooth things over with a few trinkets, or get them to like my Warden with barely a word in exchange. The gift system made interaction almost free of consequence. As well, it made conversation play out almost like a mini-game. The only way gifts had negligible effects was if I routinely went for the most insulting responses possible to get hit with massive approval drops that in themselves were exaggerated.

#40
Leonia

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MIke_18 wrote...

Sounds meh and oversimplified.


I refer you to my signature.

#41
Morroian

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MIke_18 wrote...

Sounds meh and oversimplified.


Hmm adding another path to the approval system is simplfying it? Well if by simplify you mean make more complex then yes it is.

#42
Sir JK

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MIke_18 wrote...

Sounds meh and oversimplified.

I really liked how there were a lot of items you can find to give to your companions or sell them, and how different gifts affect your companions differently.

This was like the only thing in this game I've never seen in another RPG.


So... since there are now two instead of one paths in which you can earn the respect of your companion, where gifts trigger conversations as opposed to give us a gradually diminishing bonus and a small sound blurb and where you actually have to do some matching of gifts to the companions (I suppose trial and error would work... but so it did the past game too) and not virtually every gift will give them a bonus...

...the system is simpler?

#43
DPB

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Seagloom wrote...

I expected rivals to stick around, but if all they ever do is mutely accept all manner of atrocities because Hawke is such an "awesome" leader, it might feel contrived.


As I said before, they can still leave.

#44
MIke_18

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Gifts trigger dialogue in DA:O too. The main gifts do, each unique to a character. This time they removed the other gifts. And this is not simplified?

#45
marshalleck

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So they will still have scripted encounters where a party member can leave, great. At least they kept that. Still, all the friend/rival mechanism means is each character will have about half as much dialogue as they could before maxing out the friend-or-rival-meter. There's only so much dialogue they can record and fit on the discs. So either the conversation chains will be shorter, or there will be fewer companions, or...?

Modifié par marshalleck, 30 novembre 2010 - 11:47 .


#46
StingingVelvet

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I created a double thread because you put PCG instead of the name... so I didn't see it.



D'OH!



Anyway, the Mass Effect comment and the action style sound of it make me very annoyed, but the story sounds like a big positive.

#47
Herr Uhl

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MIke_18 wrote...

Gifts trigger dialogue in DA:O too. The main gifts do, each unique to a character. This time they removed the other gifts. And this is not simplified?


Yes, giving followers meat-bones to make them like you was deep.

#48
Sir JK

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MIke_18 wrote...

Gifts trigger dialogue in DA:O too. The main gifts do, each unique to a character. This time they removed the other gifts. And this is not simplified?


Think of it this way: Now you have to find what they think is special and actually care about what they think for the friendship/rivalry path. Unlocking those high end rewards just became more difficult.

#49
upsettingshorts

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MIke_18 wrote...

Gifts trigger dialogue in DA:O too. The main gifts do, each unique to a character. This time they removed the other gifts. And this is not simplified?


No one said they removed all gifts.  Gifts were quite possibly the most dirt simple feature in the game. 

marshalleck wrote...

Still, all the friend/rival mechanism means is each character will have about half as much dialogue as they could before maxing out the friend-or-rival-meter.


Not necessarily.  What it does mean though is that the different paths enhance replayability by encouraging players to try different paths with companions.

Modifié par Upsettingshorts, 30 novembre 2010 - 11:48 .


#50
Seagloom

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dbankier wrote...

Seagloom wrote...

I expected rivals to stick around, but if all they ever do is mutely accept all manner of atrocities because Hawke is such an "awesome" leader, it might feel contrived.


As I said before, they can still leave.


That is what I get for reading the first post and writing away. ;) Thanks for the link. Well, based on that information this system is an all around improvement as long as gifts play a minor role in garnering points. On that note, I totally have to direct Hawke to romance someone who barely tolerates her. :P

Modifié par Seagloom, 30 novembre 2010 - 11:50 .