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DA2 interview with Mike Laidlaw *new interview with Gaider regarding romances and part 2*


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#226
MerinTB

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Mike Laidlaw wrote...
The nice thing about talents and spells is that they no longer miss. Your basic attacks certainly can, but given that you're expending a resource (mana/stamina) to activate your talents, you can (and should!) count on them landing.


Huh.

That's in my "interesting change" column, as opposed to "don't want" or "YES!" columns.

It makes for a noticeably different dynamic.  I didn't mind them missing, it added a sense of drama and suspense (and a further worry in resource management)...
but once having adjusted to the fact that they always hit (and I'm guessing they'll be slower to recharge / use more mana/stamina as a result) it just becomes a slightly different form of resource management.

More casual, slightly simpler... but not bad.

Interested to see how it affects how combat feels for me. :wizard:

#227
Yrkoon

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AlanC9 wrote...

prazision wrote...

AlanC9 wrote...

I have no idea what you mean by "tone of the story and gameplay." How about an example -- what would have been an acceptable description of DAO?


Do I seriously need to define the word "tone"?

The tone of Origins was "realistic low fantasy".  The PR and marketing for DA2 seems to be aiming for... whatever you would call the movie 300.

And of course there's nothing "wrong" with marketing the game to the 13-18 year old crowd, if that's how they want to sell 10 million copies, but Origins was not aimed at that market, so it is understandably frustrating if its sequel is.


I notice you completely ducked the question. Well played, sir.


No he didn't.  You asked for a description of DA:O's tone, and he gave  one.    (though I'd replace the word "Low" with the word "dark" when giving my description.)

Modifié par Yrkoon, 23 janvier 2011 - 10:17 .


#228
Josef bugman3

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It always impresses me how caustious optimism is on these boards. If the head writer came in and declared "candy and free games for all" I think the first words said would be "I am cautious as to how this will affect my enjoyment of bioware games".

Modifié par Josef bugman3, 23 janvier 2011 - 10:23 .


#229
Yrkoon

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Mike Laidlaw wrote...

Yrkoon wrote...

Just so I'm not misinterpretting what I'm reading here, are you saying that there will actually be numerical explanations that the  player can read in the game in order to know  how much damage/effects the talent  he's using or acquiring will do?   
 


Yes.

Giddy I am!

That was my #1 gripe on DA:O.   and it's been fixed!

#230
stephen1493

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*shaking in info overload

#231
HTTP 404

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Josef bugman3 wrote...

It always impresses me how caustious optimism is on these boards. If the head writer came in and declared "candy and free games for all" I think the first words said would be "I am cautious as to how this will affect my enjoyment of bioware games".


haha cautious optimisim sounds like an oxy-moron.  Sometimes things are the way they are.  Its funny how people read TOO much into things.

#232
Fortlowe

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Mike Laidlaw wrote...

Josef bugman3 wrote...

Oh thanks Baal for that.

As a minor query, can warriors use polearms (or equivilent)?


No, though I'm not opposed to introducing polearms in the future. For now, Warriors can use one-handed weapons and shield, or two-handed weapons. (mace/maul, axe/greataxe, longsword/greatsword)


Image IPB

#233
Erani

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Thank you very much for posting this. It's a really good article...I'm still processing the info ^_^

#234
AlanC9

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Yrkoon wrote...

AlanC9 wrote...

prazision wrote...

AlanC9 wrote...

I have no idea what you mean by "tone of the story and gameplay." How about an example -- what would have been an acceptable description of DAO?


Do I seriously need to define the word "tone"?

The tone of Origins was "realistic low fantasy".  The PR and marketing for DA2 seems to be aiming for... whatever you would call the movie 300.

And of course there's nothing "wrong" with marketing the game to the 13-18 year old crowd, if that's how they want to sell 10 million copies, but Origins was not aimed at that market, so it is understandably frustrating if its sequel is.


I notice you completely ducked the question. Well played, sir.


No he didn't.  You asked for a description of DA:O's tone, and he gave  one.    (though I'd replace the word "Low" with the word "dark" when giving my description.)


Yeah, you're right. I just assumed he was ducking -- I simply couldn't believe that three words would be sufficient description considering all the fuss he's been making about the issue.

#235
SnakeStrike8

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Man, I love this board.

When the developer bigwigs can roll in and swim against the tide of rage and roaring to answer specific questions like nothing's wrong at all...

I love you guys, Bioware. And girls, too, naturally.

#236
andar91

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I have no clue if you're still here Mike, but I have a question. Going back to your note about ability descriptions, in the combat walkthrough, we see a few move descriptions and we see that Fireball has "Elemental Force: 4x" and Rush has 'Physical Force: 16x" descriptors. Are these things similar and/or the same thing Peter Thomas spoke about in his gameplay thread where all attacks have impact and a chance to knock down enemies? I specifically remember him mentioning, for example, that Earth spells were good at this. Anyway, am I right or do those descriptors apply to something else?

#237
David Gaider

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prazision wrote...
The tone of Origins was "realistic low fantasy".  The PR and marketing for DA2 seems to be aiming for... whatever you would call the movie 300.


Did you think the PR and marketing for DAO said "realistic low fantasy"? Not that I'm saying that's a good descriptor for DAO-- I'm just wondering if you thought the PR and marketing for DAO conveyed that in a different way.

#238
In Exile

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Mike Laidlaw wrote...
It's actually built into the game. All damage effects are calculated on the fly and your talent descriptions are updated accordingly.


It builds the spreadsheet for me? I think that's a great feature. I should add that I really, really like the design philosophy of accesibility fo RPGs. I know that the pain-in-the-behind that was D&D (at least for me) led me to purchase BG and then shelf it for two years before trying it becuase of how much I just didn't understand what was going on at a fundamental level (2d6...what?).

As a general rule, your primary stat (magic, strength, dex) feeds into how much damage your weapon does, AND unlocks new weapons for you to use (identical to Origins' pre-reqs). As your weapon damage goes up, so does the damage of your spells or talents, and then as you take upgrades, you can further boost the output of those talents.


Interesting. Since you mentioned a primary stat - do secondary stats (asssuming warrior - con, rogue - cun and mage - wis) have specific benefits for each class, or is it now the case that con/cun/wis are just provide the same benefits independent of class?

The nice thing about talents and spells is that they no longer miss. Your basic attacks certainly can, but given that you're expending a resource (mana/stamina) to activate your talents, you can (and should!) count on them landing.


I've personally always hated misses in general, since the early NWN and BG melee  levels basically broke into "miss-fest '01".

I take it we still have spell resistance, though, yes?

Modifié par In Exile, 23 janvier 2011 - 11:40 .


#239
crimzontearz

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In Exile wrote...

Mike Laidlaw wrote...
It's actually built into the game. All damage effects are calculated on the fly and your talent descriptions are updated accordingly.


It builds the spreadsheet for me? That's a welcome feature.

As a general rule, your primary stat (magic, strength, dex) feeds into how much damage your weapon does, AND unlocks new weapons for you to use (identical to Origins' pre-reqs). As your weapon damage goes up, so does the damage of your spells or talents, and then as you take upgrades, you can further boost the output of those talents.


Interesting. Since you mentioned a primary stat - do secondary stats (asssuming warrior - con, rogue - cun and mage - wis) have specific benefits for each class, or is it now the case that con/cun/wis are just provide the same benefits independent of class?

The nice thing about talents and spells is that they no longer miss. Your basic attacks certainly can, but given that you're expending a resource (mana/stamina) to activate your talents, you can (and should!) count on them landing.


I've personally always hated misses in general, since the early NWN and BG melee  levels basically broke into "miss-fest '01".

I take it we still have spell resistance, though, yes?


constitution was an utterly useless stat for warriors......

#240
In Exile

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crimzontearz wrote...
constitution was an utterly useless stat for warriors......


Con's only value was as an alternative mana pool for bloodmages, yes. I was just wondering if they've changed what the stats mean (since rogues are now dependent primarily on dex instead of being variable on dex/cun).

#241
Maria Caliban

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AlanC9 wrote...

Yeah, you're right. I just assumed he was ducking -- I simply couldn't believe that three words would be sufficient description considering all the fuss he's been making about the issue.


I'd suggest that 'tone' is best served through focus.

More words != Better theme/tone/concept

#242
crimzontearz

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In Exile wrote...

crimzontearz wrote...
constitution was an utterly useless stat for warriors......


Con's only value was as an alternative mana pool for bloodmages, yes. I was just wondering if they've changed what the stats mean (since rogues are now dependent primarily on dex instead of being variable on dex/cun).


doubtful, if high dexterity = higher chances to dodge and Constitution = greater health then constitution is still going to be useless at high levels

THIS is why I'd love either A: a manual that explains EXACTLY how the systems work or B: for the devs to explain how the systems work so I do not end up with gimped builds at higher levels 

#243
In Exile

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crimzontearz wrote...
doubtful, if high dexterity = higher chances to dodge and Constitution = greater health then constitution is still going to be useless at high levels


Well, right now, dex = higher dmg for rogues. That's not what it was in DA:O. It might be that each stat does something different for each class. Or it might be just the primary stat. That's why I asked. To clarify.

THIS is why I'd love either A: a manual that explains EXACTLY how the systems work or B: for the devs to explain how the systems work so I do not end up with gimped builds at higher levels 


The problem is that you can't really get a feel for stat growth in DA/DA:O without spreadsheets. The issue is without the formulae (like in DA:O) you can't predict ability damage.

#244
HTTP 404

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In Exile wrote...

crimzontearz wrote...
constitution was an utterly useless stat for warriors......


Con's only value was as an alternative mana pool for bloodmages, yes. I was just wondering if they've changed what the stats mean (since rogues are now dependent primarily on dex instead of being variable on dex/cun).


thats interesting, Im curious to know too if there are any impacts, if any, from secondary stats such as con, wis, and cun.  or are those stats cut?

#245
crimzontearz

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In Exile wrote...

crimzontearz wrote...
doubtful, if high dexterity = higher chances to dodge and Constitution = greater health then constitution is still going to be useless at high levels


Well, right now, dex = higher dmg for rogues. That's not what it was in DA:O. It might be that each stat does something different for each class. Or it might be just the primary stat. That's why I asked. To clarify.

THIS is why I'd love either A: a manual that explains EXACTLY how the systems work or B: for the devs to explain how the systems work so I do not end up with gimped builds at higher levels 


The problem is that you can't really get a feel for stat growth in DA/DA:O without spreadsheets. The issue is without the formulae (like in DA:O) you can't predict ability damage.


that was how DAO was supposed to work tho infact rogues were supped to get a DEX damage boost for daggers but it was lost in the shuffle and as such daggers became useless

by "systems" I mean formulas

#246
crimzontearz

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HTTP 404 wrote...

In Exile wrote...

crimzontearz wrote...
constitution was an utterly useless stat for warriors......


Con's only value was as an alternative mana pool for bloodmages, yes. I was just wondering if they've changed what the stats mean (since rogues are now dependent primarily on dex instead of being variable on dex/cun).


thats interesting, Im curious to know too if there are any impacts, if any, from secondary stats such as con, wis, and cun.  or are those stats cut?


Dex was supposed to rise damage boost for daggers and improve dodge (improve chances of not being hit) but the formed was "lost"

Con eaised stamina and HP

Cunninh improved a number of rolls but I'm not sure it did much in combat

#247
quicksilver_502

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David Gaider wrote...

prazision wrote...
The tone of Origins was "realistic low fantasy".  The PR and marketing for DA2 seems to be aiming for... whatever you would call the movie 300.


Did you think the PR and marketing for DAO said "realistic low fantasy"? Not that I'm saying that's a good descriptor for DAO-- I'm just wondering if you thought the PR and marketing for DAO conveyed that in a different way.


There was a trailer featuring everyone murderising stuff whilst marilyn manson blared. Hardly low-key. i'd say that the tone is similar in both marketing campaigns, albeit a touch schizophrenic at times.

#248
Jamesnew2

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People seem to forget its bioware were talking about..... ITS GONNA BE AWSOME!

#249
Erani

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Jamesnew2 wrote...

People seem to forget its bioware were talking about..... ITS GONNA BE AWSOME!


I agree. BioWare hasn't disappointed me with any of the games I've played, no reason to expect the worst. :pinched:

#250
_Aine_

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quicksilver_502 wrote...

There was a trailer featuring everyone murderising stuff whilst marilyn manson blared. Hardly low-key. i'd say that the tone is similar in both marketing campaigns, albeit a touch schizophrenic at times.


I hadn't seen that one at the time, so I went and googled it.  I kind of like that one actually *shrug*. Wish I had seen it at the time.   The song really suits the footage.  In fact, it has the sense of urgency and frantic frenzied action that I think they have tried to do ( if what I have heard on these boards is any indication) with the new combat.  It *was* more sluggish than this video shows, at times.