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[IDEA] Cross-class Specilizations


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#1
TubularGlucose

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 Alright so I'm an avid player of D&D and D&D-Style games much like NWN and I really like the ability to be like "Oh hey, I'm a big bad Vanguard I punch thing in the face with as little syllables as I can use, but I can cast a flare at yo face" But a lot of new RPG's these days really lack the ability to be able to Fully Customize your character to make that beautiful individual Snowflake.

What I'm proposing in that we find some way (Besides the lame typing in an ID to allow your character to have access to the tree) to implement it in the game in a more fluid story driven way.

#2
KwanGong

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Pretty doable but will be very buggy and difficult to implement on a wide spectrum without a toolset. For one, there is no way that I can think of to dynamically add skill trees on the fly that will help avoid bugs. There is a limit of 12 skill trees before things start breaking. This 12 include things like set bonuses and Companion bonuses.

Also, cross weapon animation doesn't work very well. For example, I tried modding dual long swords and managed to get some dual weapon skills to work with them but a majority would not work, I'm assuming because of animations (I encountered something similar in DA: O). Another animation related issue is casting certain spells with certain melee weapons somehow turns them into instant cast, instant cooldown spells.

As you can see, there's a whole host of issues that will need to be addressed and we're severely limited by lack of a tool that can interpret all the bits, bytes and addresses of the files that we have, nevermind that we can't generate actual scripts yet or tweak animations.

I don't, however, claim to know all the inner workings of the resources we have available and perhaps someone more able than I am will be able to give a different perspective.

Modifié par KwanGong, 15 mars 2011 - 11:24 .


#3
Myrmedus

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I would like cross-class specialization and have always thought RPGs that include them are always the richer for it. The danger (from a balancing perspective) is that it's always easy for certain combinations to be vastly overpowered, however. If it can be done right though it's always a great boon IMO.

#4
hazenvirus

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I did this with my mage by adding in warrior talents. It was fun, but the animations are an issue. Spells don't work the same without a staff. So yeah they are pretty OP and you can't use warrior abilities without a sword. Maybe if you could somehow edit the base of an item to be both a staff and 2 hander you could get it to work. It might still look pretty bad though since when I edited the staff of parthalon model onto my sword Hawke wielded by holding onto the blade :pinched:.

Modifié par hazenvirus, 15 mars 2011 - 11:38 .


#5
Cambios

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TubularGlucose wrote...

What I'm proposing in that we find some way (Besides the lame typing in an ID to allow your character to have access to the tree) to implement it in the game in a more fluid story driven way.


Why is that lame? It works best and is super easy.

#6
TubularGlucose

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Cambios wrote...

TubularGlucose wrote...

What I'm proposing in that we find some way (Besides the lame typing in an ID to allow your character to have access to the tree) to implement it in the game in a more fluid story driven way.


Why is that lame? It works best and is super easy.


Well from a role-playing aspect that is kind of lame, I might be old fashioned but I cannot recall writting crazy Console commands to cast spell ID:112452. Plus I'd rather not touch the console commands, I end up screwing around too much with it and ruining my gaming experience.

#7
TubularGlucose

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hazenvirus wrote...

I did this with my mage by adding in warrior talents. It was fun, but the animations are an issue. Spells don't work the same without a staff. So yeah they are pretty OP and you can't use warrior abilities without a sword. Maybe if you could somehow edit the base of an item to be both a staff and 2 hander you could get it to work. It might still look pretty bad though since when I edited the staff of parthalon model onto my sword Hawke wielded by holding onto the blade :pinched:.


And gah... it's sad to see that DA2 doesn't have as much flexibility as DAO did with their modelling, well that's gaming these days.