Anyway, as indicated by the thread topic and poll, I'm interested in the general consensus about the DA2 armour requirement system in relation to other more...fathomable systems.
I'm trying to look at this through a more gameplay perspective - While the element of making sense is nice, I'm more looking at whether people prefer the relatively more complex systems (like in Origins) or the less intuitive but easier to get the hang of DA2 system.
Armour requirements have a major impact on the builds possible. The large reason why armoured mages do not work is because of the somewhat strange prerequisites on warrior armour (why con?) and the lack of a difference between the armour ratings between classes.
So basically, the lack of viable cross-class builds is probably largely due to the requirements they've added- but not everybody likes these alternative builds.
So in future DA installments what type of armour requirement system would you like to see?
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The older bioware games, both D&D and Starwars (e.g. Neverwinter Nights and KOTOR) used a form of prerequisite proficiencies and an associated penalty to dexterity related things. (I'm not completely sure about their older D&D games but I think they used a similar concept.)
This meant that in order to equip heavier armour it would be necessary to invest a skill/ability point or be in a heavier armour sort of class (which start with it). Additionally, while the armour bonus may be higher than lighter armour, it would limit the characters mobility and thus impact on certain dexterity related things (defence/dodging etc).
As you can see, this system makes logical sense. Heavier armour would thus fit better with certain builds but was by no means limited or locked to a class.
The elder scrolls used a system of weight and skill proficiencies. A character could equip any sort of armour at the cost of encumbrance. Encumbrance affected the amount of stuff they could carry (e.g. weaker characters would struggle with the weight of the heavier armour types) which in turn affected their speed.
The protection the armour gave also depended on the skill levels of the character - but I don't think that approach to skills would work quite as well in the dragonage world.
Dragon Age Origins seemed to combine these two ideas together- with the strength requirement replacing the proficiency system and the fatigue system emulating a similar effect to the decreased speed in the elder scrolls.
All of these armour requirement systems make sense and allow for more open gameplay in terms of cross-class itemisation. While certain armour types fit better into the generic mould style builds (e.g. warrior = heavier armour, mage = lighter armour) more alternative builds could tap into either the heavier armour route and warriors into the lighter more dexterity driven style.
DA2 simply doesn't make sense.
I remember this been one of the few complaints I made in my first constructive criticism review (probably my first post on this forum).
I like this game... But this simply doesn't make sense- having to have a higher dexterity and cunning to be able to equip high end gear either suggests that either the rogue gear is such a tight complicated squeeze that you need great agility and intelligence to slip into it or that they weren't considering the practical implications of such requirements.
These changes do make things easier- I remember lots of planning and struggling through the first few quest-lines without any decent armour while using my glass-cannon rogue archer in origins (using buffing and fade attributes to reach that mystical 20 str).
So I wouldn't completely write-off the DA2 system. It does have its merits.
But it has some pretty major cons. Like restricting certain cross-class builds more than necessary and making little logic.
Another relevant issue is how the armour ratings of armour between the classes are pretty much the same. You would think that wearing plate would do more than a little bit of cloth.
So...thoughts?
Modifié par mr_afk, 25 juillet 2011 - 03:38 .





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