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Gaider: DAII mages defy the cardinal rules of magic


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#101
Nerdage

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KnightofPhoenix wrote...

The Angry One wrote...

Well again if it is an illusion as opposed to teleportation the problem is that every gutter mage in Kirkwall can do it.


That trick would be really handy when you have Templars storming your defensive positions....

oh wait.

So would not standing around like morons waiting to be stabbed, but there's just no telling some people. Maybe they were silenced?

The more annoying question is why can no party members do it? You can do similar things with a rogue's Back to Back or Merrill's Stone't Throw, but why can't you just pick any spot within range and jump there as a mage with this spell?

#102
Torax

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nerdage wrote...

KnightofPhoenix wrote...

The Angry One wrote...

Well again if it is an illusion as opposed to teleportation the problem is that every gutter mage in Kirkwall can do it.


That trick would be really handy when you have Templars storming your defensive positions....

oh wait.

So would not standing around like morons waiting to be stabbed, but there's just no telling some people. Maybe they were silenced?

The more annoying question is why can no party members do it? You can do similar things with a rogue's Back to Back or Merrill's Stone't Throw, but why can't you just pick any spot within range and jump there as a mage with this spell?


To a point the companions can't have abilities like that cause then the player basically has access to it. Reason being the player can take control of companions at any time and in doing so can use their abilities. If a mage companion had teleport you could just as well have your warrior or rogue Hawke on auto pilot and just play as the mage leaping around and freezing people and so on. So the companions having something like teleport would be like giving it to the player themselves. The delay on the transport doesn't exactly make it amazing anyway.

#103
The Angry One

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nerdage wrote...

So would not standing around like morons waiting to be stabbed, but there's just no telling some people. Maybe they were silenced?


The real question is why they were standing there in the first place.
Sure, they may not be great tacticians.. but then neither am I, and even I know you don't put your archers at the castle gates, so to speak.

#104
Nerdage

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Torax wrote...
To a point the companions can't have abilities like that cause then the player basically has access to it. Reason being the player can take control of companions at any time and in doing so can use their abilities. If a mage companion had teleport you could just as well have your warrior or rogue Hawke on auto pilot and just play as the mage leaping around and freezing people and so on. So the companions having something like teleport would be like giving it to the player themselves. The delay on the transport doesn't exactly make it amazing anyway.

Can't you do that anyway? Isn't that basically what setting character tactics is about? I'm not really sure what you're getting at. The whole point of companions is that you can have access to all the abilities you want, I don't see how giving the mage a jump spell would upset that. Like I said, soundrel rogues and specialized Merrill have access to a similar ability anyway, just remove the restricion of having it cast on a party member.

#105
Torax

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@nerdage. Point is that if they already are not giving the player "teleport" for whatever reason. Giving it to your companions as you are asking would be like giving it directly to the player. You may not see that, but it's in effect giving you what they didn't want you to have. Make sense?

edited

heh sorry about that  :wizard:

Modifié par Torax, 17 avril 2011 - 03:39 .


#106
Nerdage

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I'm saying give it to the mage class, not just companions, just drop it in the arcane tree, god knows it's an underwhelming spec to play. It's the idea that so many mages I meet have this ability that I don't have access to that annoys me.

Edit: There's only one "r" in my username, just saying.:innocent:

Modifié par nerdage, 17 avril 2011 - 03:38 .


#107
TEWR

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did I seriously just read that Stone's Throw is considered teleportation? Wow.... just wow.... and no. Just no. It is NOT teleportation.

#108
88mphSlayer

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is a video game engine really lore?

because i fall through the earth sometimes in fallout: new vegas...

#109
TEWR

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88mphSlayer wrote...

is a video game engine really lore?

because i fall through the earth sometimes in fallout: new vegas...



how's that work out for you?

#110
Rifneno

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The Angry One wrote...

nerdage wrote...

So would not standing around like morons waiting to be stabbed, but there's just no telling some people. Maybe they were silenced?


The real question is why they were standing there in the first place.
Sure, they may not be great tacticians.. but then neither am I, and even I know you don't put your archers at the castle gates, so to speak.


Every NPC in video games sucks at tactics.

Orsino:  So are we going to do this now or what?
Meredith:  No.  I'll let you gather your forces in a room whose only entrance is a hallway where you mages can bombard the bottleneck in with a barrage of AE spells which my men will charge into like lemmings.  Go, mage!

....

Hawke:  Well that went well, don't you think?  We didn't lose a single person and killed more templars than the plague.
Orsino:  WHAT DOES IT ALL MEAN!  LIFE IS FOR NAUGHT!
Hawke:  What the f--
Orsino:  I'll show her blood magic!  *Harvester mode*

#111
TEWR

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Rifneno wrote...

The Angry One wrote...

nerdage wrote...

So would not standing around like morons waiting to be stabbed, but there's just no telling some people. Maybe they were silenced?


The real question is why they were standing there in the first place.
Sure, they may not be great tacticians.. but then neither am I, and even I know you don't put your archers at the castle gates, so to speak.


Every NPC in video games sucks at tactics.

Orsino:  So are we going to do this now or what?
Meredith:  No.  I'll let you gather your forces in a room whose only entrance is a hallway where you mages can bombard the bottleneck in with a barrage of AE spells which my men will charge into like lemmings.  Go, mage!

....

Hawke:  Well that went well, don't you think?  We didn't lose a single person and killed more templars than the plague.
Orsino:  WHAT DOES IT ALL MEAN!  LIFE IS FOR NAUGHT!
Hawke:  What the f--
Orsino:  I'll show her blood magic!  *Harvester mode*


this seems oddly familiar....

#112
88mphSlayer

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The Ethereal Writer Redux wrote...

88mphSlayer wrote...

is a video game engine really lore?

because i fall through the earth sometimes in fallout: new vegas...



how's that work out for you?


pretty cool actually, i don't flip out at glitches like most people

#113
Rifneno

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The Ethereal Writer Redux wrote...

this seems oddly familiar....


Opps, I didn't read the whole thread, someone else make fun of that?  Well, not Orsino, everyone makes fun of that.  Meredith telling the mages to rally in a room that puts her at a severe tactical disadvantage doesn't get enough "Wait, what?"'s though.  Probably because Act 3 is so full of fail that it's like a drop in the bucket.

#114
TEWR

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Rifneno wrote...

The Ethereal Writer Redux wrote...

this seems oddly familiar....


Opps, I didn't read the whole thread, someone else make fun of that?  Well, not Orsino, everyone makes fun of that.  Meredith telling the mages to rally in a room that puts her at a severe tactical disadvantage doesn't get enough "Wait, what?"'s though.  Probably because Act 3 is so full of fail that it's like a drop in the bucket.


oh I have no clue if someone already made fun of it.

It just seemed like a scenario I've seen happen somewhere before. Where my team just decimates all the Templars and none of the mages die....


and then all of the mages I saved somehow die. Oh wait!



The excitement must've been too much and they all suffered from heartattacks. at the same time.

88mphSlayer wrote...

pretty cool actually, i don't flip out at glitches like most people


If a glitch can make me laugh my ass off, I prefer it to a normal, non-glitchy game.

like this:

Modifié par The Ethereal Writer Redux, 18 avril 2011 - 02:09 .


#115
Rifneno

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The Ethereal Writer Redux wrote...

Rifneno wrote...

The Ethereal Writer Redux wrote...

this seems oddly familiar....


Opps, I didn't read the whole thread, someone else make fun of that?  Well, not Orsino, everyone makes fun of that.  Meredith telling the mages to rally in a room that puts her at a severe tactical disadvantage doesn't get enough "Wait, what?"'s though.  Probably because Act 3 is so full of fail that it's like a drop in the bucket.


oh I have no clue if someone already made fun of it.

It just seemed like a scenario I've seen happen somewhere before. Where my team just decimates all the Templars and none of the mages die....


and then all of the mages I saved somehow die. Oh wait!



The excitement must've been too much and they all suffered from heartattacks. at the same time.


The same thing actually happens in DAO.  If you watch carefully, when Uldred's pride abomination dies, all the rest of the mages except Irving pop like water balloons for no apparent reason.  <3 video games.

#116
TEWR

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Oh god I forgot about that.... seriously stuff like that shouldn't happen. If it's possible to keep them alive, the game should account for that.

If not even one mage survives the Templar assault, Orsino should've been like "This is hopeless. My only choice is to use the blood magic I studied and swore I would never use"

If all of them survive, he should get possessed by a demon from being stessed out and very vulnerable, and then turn into the Harvestino.

#117
Boiny Bunny

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The Big Nothing wrote...

Gaider has stated that "teleportation" spells are actually illusions cast upon an enemy to confuse and disorient them.

So, movement isn't necessarily occurring, only the player character's uncertainty of the enemy mage's physical presence.


Hah, an atricious explanation for something that obviously wasn't considered during development... Image IPB

#118
David Gaider

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The main purpose behind the ban on teleportation with regards to magic is actually to prevent two things: distance as being irrelevant and obstacles being easily surmountable. Gameplay often dictates that, in order to employ any kind of obstacle in a setting where teleportation exists, you need to create some kind of hand-wave in order to make it happen ("tachyon interference in the atmosphere has rendered the transporters inoperable!").

Technically speaking, what the mages in DA2 are doing breaks neither of these rules-- the mages are jumping between two spots but are neither traveling nor passing through obstacles. It's not supposed to be literal teleportation, either. The idea was to have a visual effect that travels between the spot where they disappear and the spot where they reappear... they're moving very quickly.

But that effect never got implemented, and thus the result really looks like literal teleportation. Which makes me unhappy. With any luck I'll have this fixed in the future as, no, mages are not actually breaking the cardinal rule.

#119
TheJist

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David Gaider wrote...

The main purpose behind the ban on teleportation with regards to magic is actually to prevent two things: distance as being irrelevant and obstacles being easily surmountable. Gameplay often dictates that, in order to employ any kind of obstacle in a setting where teleportation exists, you need to create some kind of hand-wave in order to make it happen ("tachyon interference in the atmosphere has rendered the transporters inoperable!").

Technically speaking, what the mages in DA2 are doing breaks neither of these rules-- the mages are jumping between two spots but are neither traveling nor passing through obstacles. It's not supposed to be literal teleportation, either. The idea was to have a visual effect that travels between the spot where they disappear and the spot where they reappear... they're moving very quickly.

But that effect never got implemented, and thus the result really looks like literal teleportation. Which makes me unhappy. With any luck I'll have this fixed in the future as, no, mages are not actually breaking the cardinal rule.


Then I gotta ask why no blink spell for player mages?

#120
EmperorSahlertz

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TheJist wrote...

David Gaider wrote...

The main purpose behind the ban on teleportation with regards to magic is actually to prevent two things: distance as being irrelevant and obstacles being easily surmountable. Gameplay often dictates that, in order to employ any kind of obstacle in a setting where teleportation exists, you need to create some kind of hand-wave in order to make it happen ("tachyon interference in the atmosphere has rendered the transporters inoperable!").

Technically speaking, what the mages in DA2 are doing breaks neither of these rules-- the mages are jumping between two spots but are neither traveling nor passing through obstacles. It's not supposed to be literal teleportation, either. The idea was to have a visual effect that travels between the spot where they disappear and the spot where they reappear... they're moving very quickly.

But that effect never got implemented, and thus the result really looks like literal teleportation. Which makes me unhappy. With any luck I'll have this fixed in the future as, no, mages are not actually breaking the cardinal rule.


Then I gotta ask why no blink spell for player mages?

Cause they have enough combat breakers already.

#121
Camenae

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Eh it doesn't bother me all that much. I'll happily put up with teleportation for some more different maps, or maybe just a new coat of paint on the maps, or SHIRTLESS FENRIS! : (((((((

#122
TJPags

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Yet another thing that was never implemented in DA2, huh?

#123
Darkhour

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TheJist wrote...

David Gaider wrote...

The main purpose behind the ban on teleportation with regards to magic is actually to prevent two things: distance as being irrelevant and obstacles being easily surmountable. Gameplay often dictates that, in order to employ any kind of obstacle in a setting where teleportation exists, you need to create some kind of hand-wave in order to make it happen ("tachyon interference in the atmosphere has rendered the transporters inoperable!").

Technically speaking, what the mages in DA2 are doing breaks neither of these rules-- the mages are jumping between two spots but are neither traveling nor passing through obstacles. It's not supposed to be literal teleportation, either. The idea was to have a visual effect that travels between the spot where they disappear and the spot where they reappear... they're moving very quickly.

But that effect never got implemented, and thus the result really looks like literal teleportation. Which makes me unhappy. With any luck I'll have this fixed in the future as, no, mages are not actually breaking the cardinal rule.


Then I gotta ask why no blink spell for player mages?


And how about throwing in those insta cast doomsday AOEs that pull targets toward thehurt as they try to escape the radius.

Or... OR, how about NPC mages get the same spells players do and use rock armor to compensate for their physical weakness. There is a reason every single person who played DA2 gave all the mage characters stone skin.  Merril went from dying in 3 hits and tanking better than my rogue Hawke. I REALLY hated the "UH-OH! MAGE!!! MAGE!!!KILL IT NOW!!! STOP EVERYTHING AND THROW IT ALL AT THAT MAGE!!! aproach to mage "difficulty". 

#124
Guest_Puddi III_*

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Darkhour wrote...

Or... OR, how about NPC mages get the same spells players do and use rock armor to compensate for their physical weakness. There is a reason every single person who played DA2 gave all the mage characters stone skin.  Merril went from dying in 3 hits and tanking better than my rogue Hawke. I REALLY hated the "UH-OH! MAGE!!! MAGE!!!KILL IT NOW!!! STOP EVERYTHING AND THROW IT ALL AT THAT MAGE!!! aproach to mage "difficulty". 



Funny, that thing you really hate is something I really like.

#125
Torax

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Just something you may want to know about Vendetta. In my last play though on PC with patch 1.0.2. My rogue was able to use Vendetta during the High Dragon Fight during Mining Massacre. My rogue popped Vendetta while the Dragon was on it's rise. Some how it worked to get the rogue up there to attack the dragon for a few seconds. Then my rogue was stuck up there until I could target a close enough dragonling on the ground to vendetta back down. That probably isn't intended. Just an F.Y.I.