Brockololly wrote...
Ariella wrote...
There's one minor quest in all of DAO that depends on survival skill, and other than that it's something to spend points on if you've maxed everything else you wanted. As for crafting stuff, I prefer a system like Divinity 2 or DA 2 for that matter. The only drawback is can't mix on the fly.
The problem I have with the dismissal of the non combat skills is just that- instead of revamping them and making them all more useful so you had more quests that rewarded a character for investing in something like Survival or Coercion, they just got rid of all of them or made them incredibly "streamlined" to the point of being pointless.
Or rather than having tons of skills that in the end had little value and forced one to spend points on them, they were either connected directly with a stat or removed because they had little use in this game.
I've never seen anything that says they wouldn't revist the system in the future, I'd be surprised if they didn't, but to me, it looks like at the point of where they wanted to go with DA2 they couldn't come up with a way to fit skills into it without being just as clunky as they seemed to perceived it being in DAO.
I bring Awakings up as a point here (yes, I know, feel free to roll eyes), but I'm sure most of us saw all the commentary on the dialogue system changes in DAA. In fact I think that was one of the most hated features of the game if the anger in the forum at the time was any indication at all. The team looked at it, listened to the comments and went back to something more like DAO (yes each NPC has his/her own place now rather than in camp, but considering this is a city campaign it makes sense).
I'm sorry, but losing any and all non combat player progression skills in an RPG is flipping stupid beyond reckoning. Were the skills in DAO perfect? Hell no. But its something that could serve to greatly enrich and make player progression more involved and increase the ways to encounter quests, instead of DA2's "Go to point A, kill everything that moves, mission accomplished" muck. Look no further than New Vegas for a robust non combat skill system and how that makes for varied ways to complete quests that rewards the player for various builds.
The SPECIAL system is very nice, but considering it has its roots in an established game system, and New Vegas was in the hands of people who'd written that system ages ago and knew how to best take advatage of it, I don't think it's all that fair to compair the two. Dragon Age as a franchise is still finding its footing, especially where mechanics are concerned. One of the things I think the dev team is trying to do with DA is make the meta elements as non-invasive as possible in relation to the story, something I favor as I'm a devout disciple of the old rule zero of RPGs: if the rules don't work for your story, toss 'em. I understand that can't fully be done in a cRPG, but if someone can come up with ways to make them as non-invasive as possible I'm for it.
Anyway, it's good to see sensible commentary and civil discussion, even better to be a part of it. Thank you.