Would you like to see the group camp return in DA III?
#151
Guest_Sareth Cousland_*
Posté 05 novembre 2011 - 10:34
Guest_Sareth Cousland_*
#152
Posté 05 novembre 2011 - 01:47
Mike Laidlaw wrote...
I think you can comfortably expect to see something akin to the party camp re-appear some time in the future. Not THE party camp exactly as in Origins, but something in the vein of a "central" location where they gather. Further details, alas, I cannot share.
Sounds great. Just please allow us to manage everyone's equipment from that place.
I would expect you'll be able to talk to your followers more freely than Hawke could in DAII as well, for what that's worth, though, as I'm mentioned before, not at any random location.
That actually sounds pretty good. I'd be okay with not being able to speak with my companions anywhere to allow environment specific animations if we see an amount of dialogue closer to DAO.
Thanks for the notes in here, though. Some good discussion, and I think people will be rather...pleased by what we're considering. Though, when I say that, please note that all of this is "direction" at this point. No new official DA projects have been announced, after all.
Don't worry, I'm sure we've all forgotten the tweet looking for graphic designers (or whatever it was) to work on DA3.
#153
Posté 05 novembre 2011 - 06:08
Mike Laidlaw wrote...
I think you can comfortably expect to see something akin to the party camp re-appear some time in the future. Not THE party camp exactly as in Origins, but something in the vein of a "central" location where they gather. Further details, alas, I cannot share.
I would expect you'll be able to talk to your followers more freely than Hawke could in DAII as well, for what that's worth, though, as I'm mentioned before, not at any random location.
Thanks for the notes in here, though. Some good discussion, and I think people will be rather...pleased by what we're considering. Though, when I say that, please note that all of this is "direction" at this point. No new official DA projects have been announced, after all.
It's a boat isn't it. We get a pirate boat and go port to port beating up people and escaping to the high seas when things get too real.
You can tell me, Mr. Laidlaw. I won't tell anyone else who may be and in fact currently are in this thread or lurking.
#154
Posté 05 novembre 2011 - 06:28
#155
Posté 05 novembre 2011 - 10:08
Mike Laidlaw wrote...
I think you can comfortably expect to see something akin to the party camp re-appear some time in the future.
...
Thanks for the notes in here, though. Some good discussion, and I think people will be rather...pleased by what we're considering.

What a tease...
Modifié par Celestina, 05 novembre 2011 - 10:09 .
#156
Posté 06 novembre 2011 - 11:30
#157
Posté 06 novembre 2011 - 12:37
#158
Posté 06 novembre 2011 - 12:44
#159
Posté 06 novembre 2011 - 08:34
(And no, Isabela, that is not what I'm suggesting.)
#160
Posté 07 novembre 2011 - 02:45
#161
Posté 07 novembre 2011 - 04:08
Foolsfolly wrote...
It's a boat isn't it. We get a pirate boat and go port to port beating up people and escaping to the high seas when things get too real.
You can tell me, Mr. Laidlaw. I won't tell anyone else who may be and in fact currently are in this thread or lurking.
I was surprise we even got to ride in a boat in the cut-scenes of DA2. Considering the whole no mounts thing in the DAverse, I thought we would never get to go on any kind of transportation.
#162
Posté 07 novembre 2011 - 04:15
#163
Posté 07 novembre 2011 - 05:23
I just have to say that with that one vague, generalized message, I'm probably as excited for the not-yet-announced-but-inevitable DA3 as I am for the quite-decisively-announced-and-imminent ME3.
#164
Posté 07 novembre 2011 - 06:09
You could have alone conversations with someone in a camp, with everyone sitting around them. But you couldn't in DA2 in their own house, with no one around?ad1dash0lm3s wrote...
I missed the camp. It made me feel closer to my companions because I could have alone conversations with them. So please bring it back DA3.
#165
Posté 07 novembre 2011 - 04:01
#166
Posté 07 novembre 2011 - 04:15
#167
Posté 07 novembre 2011 - 05:41
You thought the same about Dragon Age 2, how did that turn out?Mike Laidlaw wrote...
I think people will be rather...pleased by what we're considering.
#168
Posté 07 novembre 2011 - 07:36
In practice, though, it was irritating, because it was mow mandatory to visit those different locations on a regular basis. This problem could easily be avoided by not restricting conversations by location (indeed, most companion conversations in DAO could take place anywhere, thus eliminating the need to run from companion to companion back at the camp).
I've long been an opponent of the camp because of the incongruities it creates. For example, why do your companions gain levels while they sit at the camp doing nothing? I would prefer a system like BG where the companions you're not currently using are left behind, and possibly lost forever (also, an exponential XP curve would solve the problem of them not gaining levels with the PC without the need for inexplicable XP gain).
#169
Posté 07 novembre 2011 - 07:41
I'd be more pleased if I could talk to my companions wherever I chose.Mike Laidlaw wrote...
I think people will be rather...pleased by what we're considering.
Why is that, by the way? You guys announced Dragon Age at E3 in 2004! I would love it if you would return to that sort of announcement schedule, where you annouce games basically as soon as you assign staff to developing them.No new official DA projects have been announced, after all.
Giving us only several months or a year notice of an incoming game doesn't give us nearly enough time to learn about the game's systems or question the developers before they get caught up in crunch-time.
#170
Posté 08 novembre 2011 - 03:52
Sepewrath wrote...
You could have alone conversations with someone in a camp, with everyone sitting around them. But you couldn't in DA2 in their own house, with no one around?ad1dash0lm3s wrote...
I missed the camp. It made me feel closer to my companions because I could have alone conversations with them. So please bring it back DA3.
Well, in DA:O, you could have a conversation at any point in time. In DAII they had to actually want to talk otherwise they would say a line or two and that was it and I couldn't respond.
#171
Posté 08 novembre 2011 - 06:02
#172
Posté 08 novembre 2011 - 06:23
I'm certainly not behind that second part, that was and still is a terrible idea. And you didn't have to constantly visit them, you were told when they wanted to talk, which eliminated what would have been an annoyance of constantly going back and forth to their base.Sylvius the Mad wrote...
In theory, I liked the lack of a camp in DA2.
In practice, though, it was irritating, because it was mow mandatory to visit those different locations on a regular basis. This problem could easily be avoided by not restricting conversations by location (indeed, most companion conversations in DAO could take place anywhere, thus eliminating the need to run from companion to companion back at the camp).
I've long been an opponent of the camp because of the incongruities it creates. For example, why do your companions gain levels while they sit at the camp doing nothing? I would prefer a system like BG where the companions you're not currently using are left behind, and possibly lost forever (also, an exponential XP curve would solve the problem of them not gaining levels with the PC without the need for inexplicable XP gain).
Lastly the fact that conversations could happen anywhere in Origins, is why they lacked any depth. That's the reason they just stood there like statues and talked AT each other, instead of to each other. Its like compare Leliana breaking out into a Disney movie, to every other conversation. You got the perfect Sten face during that song, Morrigans little reaction and all. You couldn't have that if the conversation could happen anywhere. I would rather a dynamic conversation you can only have at certain points, than a bland one that you can have anywhere.
#173
Posté 08 novembre 2011 - 01:24
Agreed. That was one of my favorite dialogue moments in DAO. Even though all the characters were at the camp, it never really felt like a camp except in that moment (and during the attack). Everyone just stood there waiting for you to talk to them, and when you finally did, the proximity of the others never came into play. You even had sex scenes right in the middle of camp.Sepewrath wrote...
Lastly the fact that conversations could happen anywhere in Origins, is why they lacked any depth. That's the reason they just stood there like statues and talked AT each other, instead of to each other. Its like compare Leliana breaking out into a Disney movie, to every other conversation. You got the perfect Sten face during that song, Morrigans little reaction and all. You couldn't have that if the conversation could happen anywhere. I would rather a dynamic conversation you can only have at certain points, than a bland one that you can have anywhere.
I'd like to see the companions engaging in more camp-like behavior next time around. Just like in DA2 Isabela might be in the middle of a drink when you go to see her, or Varric and Merril in the middle of a conversation, as opposed to just standing there, it would be cool if someone could be cooking food, gathering firewood, pitching a tent, cleaning armor/weapons, etc. Give the atmosphere a little life.
#174
Posté 08 novembre 2011 - 08:06
#175
Posté 09 novembre 2011 - 11:14
SirOccam wrote...
I'd like to see the companions engaging in more camp-like behavior next time around. Just like in DA2 Isabela might be in the middle of a drink when you go to see her, or Varric and Merril in the middle of a conversation, as opposed to just standing there, it would be cool if someone could be cooking food, gathering firewood, pitching a tent, cleaning armor/weapons, etc. Give the atmosphere a little life.
...that would risk reintroducing the problems of having fre dialogue happening anywhere. If you talk to NPC1 while he's erecting a tent, does he teleport away from the tent to an open space to speak to you? Or does he merrily put his arms through the tent-poles and walk through the guy ropes if he moves while speaking?
Bioware have said they want to avoid having too many situations where characters just stand there, stock still, talking to you. Now, if they scripted things a bit more so that one of the conversations you have with NPC1 is while he's busy putting the tent up, and likewise NPC2 will be cleaning his armour and that will be linked to a conversation you have with him (if you choose to speak to him at that point), then that would be good use of variety.
I CBA to try to find the thread where Mike Laidlaw was discussing the new approach to dialogue, but if that type of scripting is what you had in mind, I think you'll find he's on your wavelength.





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