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Mark Darrah on the conclusion of Dragon Age II


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#2501
Statulos

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John Epler wrote...

Actually, I'm curious - what frustrations do you foresee as a result of this sort of thing?

One of the neater things a game can do for me is allow me to take a 'run of the mill' weapon and turn it into something special. Particularly when it's staggered so that you aren't able to completely upgrade it right away, but instead have to invest in that weapon over the course of the game. Kind of a 'where do legendary weapons come from' sort of deal.

If that was the logic behind Bianca, I´ll applaud you.

We saw a bit of that in Awakening with the forge of the sword and it was a nice quest to do. It would be nice to be able to use the base weapons and be able to enhance and personalize it little by little, like adding elemental damage, extra attack (or defense), extra critical chances or faster use...

#2502
katiebour

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John Epler wrote...
One of the neater things a game can do for me is allow me to take a 'run of the mill' weapon and turn it into something special. Particularly when it's staggered so that you aren't able to completely upgrade it right away, but instead have to invest in that weapon over the course of the game. Kind of a 'where do legendary weapons come from' sort of deal.


I for one would love it if weapons were upgradeable through crafting and/or experience.  Like if killing the High Dragon in DAII with a weapon imbued it with a perma-buff (as with Hawke's Key in Legacy) and if over time those buffs could stack, leading to weapons you forge with your own experience.

As an aside, I found it horribly annoying that I couldn't store Hawke's Key after I finished Legacy.  Leave the bind-on-equip crap to WoW and let us store (or display) items in our houses as we choose.

#2503
LPPrince

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John Epler wrote...

Actually, I'm curious - what frustrations do you foresee as a result of this sort of thing?

One of the neater things a game can do for me is allow me to take a 'run of the mill' weapon and turn it into something special. Particularly when it's staggered so that you aren't able to completely upgrade it right away, but instead have to invest in that weapon over the course of the game. Kind of a 'where do legendary weapons come from' sort of deal.


Frustration with "making" a weapon legendary-

Taking a weapon and making it legendary through your own adventures would be sick.

I think the only problem with that strategy is that players will get the urge to USE a legendary weapon, and not MAKE a weapon legendary through their story.

Frustration with autogenerated journal pages-

Say someone uses a weak weapon throughout a level, but acquires a better one more than halfway through the level.

They beat the boss with the new weapon, WOOT for them, but the autogenerated journal page says,

"So and so went into the Deep Roads, did this and this, and used (weak weapon) to kill hordes of darkspawn"

WHOA WHOA WHOA WHOA WHOA

Come on, man. Really? The Longsword of Noobiness gets featured in the page? Goddamn it.

^something like that

There would have to be a good way to dictate what would go into autogenerated journal pages.

I'd say, "Hell, let the player WRITE the journal page", but that's just asking for disaster.

#2504
GeneralArrow

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kcw8 wrote...

I wish they would finish hawke and warden story i would give anything to be my warden again:/ please bring them back;/

What I think is cool is they can assmilate them into lore and let us use our imaginations to the glorious battles they had. Though I know my opion is different than most peoples on that. 

#2505
Rorschachinstein

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isn't improving weapons what enchantment boy is for?

#2506
GeneralArrow

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LPPrince wrote...

John Epler wrote...

Actually, I'm curious - what frustrations do you foresee as a result of this sort of thing?

One of the neater things a game can do for me is allow me to take a 'run of the mill' weapon and turn it into something special. Particularly when it's staggered so that you aren't able to completely upgrade it right away, but instead have to invest in that weapon over the course of the game. Kind of a 'where do legendary weapons come from' sort of deal.


Frustration with "making" a weapon legendary-

Taking a weapon and making it legendary through your own adventures would be sick.

I think the only problem with that strategy is that players will get the urge to USE a legendary weapon, and not MAKE a weapon legendary through their story.

Frustration with autogenerated journal pages-

Say someone uses a weak weapon throughout a level, but acquires a better one more than halfway through the level.

They beat the boss with the new weapon, WOOT for them, but the autogenerated journal page says,

"So and so went into the Deep Roads, did this and this, and used (weak weapon) to kill hordes of darkspawn"

WHOA WHOA WHOA WHOA WHOA

Come on, man. Really? The Longsword of Noobiness gets featured in the page? Goddamn it.

^something like that

There would have to be a good way to dictate what would go into autogenerated journal pages.

I'd say, "Hell, let the player WRITE the journal page", but that's just asking for disaster.

I loved writing my backstory in Mass Effect, BG, NWN and all the previous BioWare games. I don't know if your trying to be sarcastic or not but part of the fun is having a weapon you really like to use.

#2507
jwalker

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Bummer. I was hoping for more DA2 content. Either DLC or expansion.

On the other hand, it's a game I like, that I could still play and I'm sure it won't get ME3'ed at the end.

#2508
LPPrince

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If there's going to be a "Make a weapon legendary yourself" element to the game, I think it needs to be restrained to ONE weapon, and it should be a little side plot.

Lets play with the DAO story, say Human Noble.

Momma Cousland gives you a bow and arrows, claims the bow is nothing special, but its your job to make it special.

Then over the course of the game, you modify it. You purchase buffs for the bow, you put permanent bonuses on it, you can change its appearance at will, you can name it, and if you complete any big quests with it, its noted in its journal page.

Or the journal page for the weapon can just say that the main character had it with him/her on his/her travels, when the main character did this and that.

#2509
kristinie13

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I am looking forward to DA3, however the complete cut off for any futher DA2 content is dissapointing.

No closure on Hawke's personal story whatsoever? It would just feel so incomplete - absolutely nothing on Hawke's term as a viscount? Or Hawke's life on the run? What about the love interest that stays with Hawke, especially if it's Anders? There just has to be some backstory as to what Hawke's life would be like, living with the man who triggered the war itself.

And DA3 possibly having no save imports from DA:O and DA2? I loved both Origins and DA2, and would really hate to see the couple hundred hours I've put into those games combined wasted.

#2510
LPPrince

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Rorschachinstein wrote...

isn't improving weapons what enchantment boy is for?


Sandal. For enchantments.

Yes, but bringing up my earlier suggestion, I was thinking the next game should have a way to have enchantments that work across ALL weapons of the same type.

Hence the suggestion of enchanting quivers and sheathes.

Player has ONE sheathe per weapon type, the equipped weapon of said type is in said sheathe.

Equip sheathe with modifiers, thus any weapon currently in the sheathe will have that modifier in battle.

Ex-

Sheathe has a +5 fire damage mod

You wield a sword that has no modifier- now the sword when used has a +5 fire damage bonus.

Switch to the "Sword of Icicle thingies" that already has a +5 ice damage modifier, and now it ALSO has a +5 fire damage bonus.

#2511
Game_Fan_85

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John Epler wrote...

Malakar1 wrote...

John Epler wrote...

Fenrir81 wrote...

I'm playing on Ps3, i would like if mod was not only available for pc, can you do something about it, like make them available for console?


This is really beyond the purview of what we can and can't enable - it's happened before, certainly (I think one of the Unreal games allowed for mods on the PS3? Though I may be remembering something else, which happens surprisingly often), but by and large consoles are a fairly closed environment when it comes to development. 


Infamous and Little big planet had a "tool kit" to create content (missions, characters, lvl designing etc). Maybe some other games too. Anyway people need to understand the difficulty of bringing those kind of features on console. After all, games are created with PC's 


You're right, of course. Though in both cases, they were done with tools designed specifically for consoles (and, in both cases, it was for PS3-exclusives, which I imagine gave them a bit of negotiating room). The Unreal reference was mostly to do with that title allowing you to actually create content on a PC and bring it to a PS3 - though, again, I may be imagining that it happened.


Actually, when I still had custom firmware on my PS3, I played PS3 DA2 with PC mods with no problem at all.  All I had to do was make an "override" folder in packages directory and presto!  I had sexy Hawke using defualt hair and blood smear as well as a chest hair mod.  Even the truffles duval texture mod worked and improved the graphics a great deal.  You can also see in the below pictures outfit mods for both Isabella and Anders

Image IPB

Image IPB

There would have to be a way to "officially" use the mods on BioWare's part of course.  The only reason I wanted to keep CFW on my PS3 was for playing DA2 :(  I miss my sexy, furry Hawke.  Why do BioWare always have to make their male (human) characters boring hairless Ken dolls? :P

Modifié par Game_Fan_85, 21 mars 2012 - 03:36 .


#2512
LPPrince

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Back to "making" a weapon legendary-

Lionhead mucked it up in Fable III.

They said in development that we were gonna "make weapons legendary", but in the end, all that happened was they gave us weapons that were already legendary, and we barely changed them as we used them.

If Bioware is to implement a way to make a basic weapon something greater both in power and in PLOT, they need to go into Fable III and do the complete OPPOSITE of that.

#2513
Rorschachinstein

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LPPrince wrote...

If there's going to be a "Make a weapon legendary yourself" element to the game, I think it needs to be restrained to ONE weapon, and it should be a little side plot.

Lets play with the DAO story, say Human Noble.

Momma Cousland gives you a bow and arrows, claims the bow is nothing special, but its your job to make it special.

Then over the course of the game, you modify it. You purchase buffs for the bow, you put permanent bonuses on it, you can change its appearance at will, you can name it, and if you complete any big quests with it, its noted in its journal page.

Or the journal page for the weapon can just say that the main character had it with him/her on his/her travels, when the main character did this and that.


Starfang in DA:O

The Dragon bone sword in DA:O: A

#2514
Malakar1

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enchanting weapons was a step in the good way but getting more "meat" and freedom in there would be something great and a step closer towards the classic RPG game 

Modifié par Malakar1, 21 mars 2012 - 03:38 .


#2515
John Epler

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LPPrince wrote...

If there's going to be a "Make a weapon legendary yourself" element to the game, I think it needs to be restrained to ONE weapon, and it should be a little side plot.

Lets play with the DAO story, say Human Noble.

Momma Cousland gives you a bow and arrows, claims the bow is nothing special, but its your job to make it special.

Then over the course of the game, you modify it. You purchase buffs for the bow, you put permanent bonuses on it, you can change its appearance at will, you can name it, and if you complete any big quests with it, its noted in its journal page.

Or the journal page for the weapon can just say that the main character had it with him/her on his/her travels, when the main character did this and that.


Well, there are ways to avoid the 'you can pick up a brand new weapon that is immediately better than your upgraded weapon'. Making sure to have a good way to 'track' the power of the weapon (generally, by making upgrades require certain resources that the player will have X of by any particular point in the game) means that you can at least make a guess that the weapon the player's toting around will be at least somewhat better than what they're picking up - with the caveat that, if they choose to upgrade their shiny new weapon, it can eventually become more powerful.

I don't know. It's a difficult system to balance, because you want to make sure that the player isn't forced into either the 'just keep using a new weapon' style, nor the 'keep your upgraded weapon because it's prohibitively expensive to bring a new weapon up to that level' style. But we're definitely keeping an eye on crafting and crafting-related customization.

#2516
Malakar1

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John Epler wrote...

LPPrince wrote...

Malakar1 wrote...

LPPrince wrote...

While we're on the topic of creation-

How about being able to craft weapons and armor? Anything we can do to improve how that's done?


Would be nice to get some kind of skill that gives you the ability to forge/repair/improve your weapons actually. (a bit like skyrim) Would had depth and some hours in the game :P


I won't lie, I'd love to be able to forge my own weapons.

You know, so instead of equipping "The Legendary Blade of Ko'Hihre" I can equip a blade I made, modify it so that its the best sword in the game, give it a badass name, and make it legendary through MY story.

Instead of a blade being legendary for being used in a war in the past, lets make a blade legendary because WE used it ourselves.

Would be super cool if the game autogenerated a page in the journal for your weapon. Or alternatively, after you accomplish certain feats in the game, the journal dictates what weapon you used the most during that level or what weapon dealt the killing blow.

At the same time, that could lead to frustration. Eh, scratch everything I said past crafting your own weapon.


Actually, I'm curious - what frustrations do you foresee as a result of this sort of thing?

One of the neater things a game can do for me is allow me to take a 'run of the mill' weapon and turn it into something special. Particularly when it's staggered so that you aren't able to completely upgrade it right away, but instead have to invest in that weapon over the course of the game. Kind of a 'where do legendary weapons come from' sort of deal.


I'm only afraid that the number of weapons/armors/items ( I really don't see why we should limit that only to weapons. Crafting your armor and customizing it to some point would be so sweet) would get limited. I'm a scavenger. I do a mission and pick EVERY SINGLE item I can get to sell it. I like to pick up stuff and sell it. Being able to take a weapon/armor/rings and stuff and being able to either forge it, change it or make it better is really nice but it shouldn't stop us from picking other stuff. Either to sell it or to make other personalized equipment.  

#2517
Kryptoniangamer

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I would love to see more DA2 DLC, just to try and make it a better game. DAO was one of the best games I ever played, much like ME1, but seeing DA2 and now ME3, I highly doubt I will be motivated to purchase the third Dragon Age installment. They just moved completely away from the first and core games to something trashy. Bioware needs to wake up already.

#2518
Statulos

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LPPrince wrote...

Back to "making" a weapon legendary-

Lionhead mucked it up in Fable III.

They said in development that we were gonna "make weapons legendary", but in the end, all that happened was they gave us weapons that were already legendary, and we barely changed them as we used them.

If Bioware is to implement a way to make a basic weapon something greater both in power and in PLOT, they need to go into Fable III and do the complete OPPOSITE of that.


It would be an extension of what you did in awakening but I do like your idea. And it feels far better than the staff of Parlathan. Thanks for all of us who do not like mages....

#2519
hunterxx1xx

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LPPrince wrote...

Back to "making" a weapon legendary-

Lionhead mucked it up in Fable III.

They said in development that we were gonna "make weapons legendary", but in the end, all that happened was they gave us weapons that were already legendary, and we barely changed them as we used them.

If Bioware is to implement a way to make a basic weapon something greater both in power and in PLOT, they need to go into Fable III and do the complete OPPOSITE of that.


I'm not a fan of making my own weapons. One of my favorite parts about Origins was finding awesome weapons/armor through my travels. If it's similar to how it was in Awakening(collecting pieces for Wade to make it), I'd be all for it.

#2520
Malakar1

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hunterxx1xx wrote...

LPPrince wrote...

Back to "making" a weapon legendary-

Lionhead mucked it up in Fable III.

They said in development that we were gonna "make weapons legendary", but in the end, all that happened was they gave us weapons that were already legendary, and we barely changed them as we used them.

If Bioware is to implement a way to make a basic weapon something greater both in power and in PLOT, they need to go into Fable III and do the complete OPPOSITE of that.


I'm not a fan of making my own weapons. One of my favorite parts about Origins was finding awesome weapons/armor through my travels. If it's similar to how it was in Awakening(collecting pieces for Wade to make it), I'd be all for it.


The ability to do it doesn't mean you absolutely have to do it. In some guess I had the ability too but never did for some reason.

#2521
LPPrince

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John Epler wrote...

LPPrince wrote...

If there's going to be a "Make a weapon legendary yourself" element to the game, I think it needs to be restrained to ONE weapon, and it should be a little side plot.

Lets play with the DAO story, say Human Noble.

Momma Cousland gives you a bow and arrows, claims the bow is nothing special, but its your job to make it special.

Then over the course of the game, you modify it. You purchase buffs for the bow, you put permanent bonuses on it, you can change its appearance at will, you can name it, and if you complete any big quests with it, its noted in its journal page.

Or the journal page for the weapon can just say that the main character had it with him/her on his/her travels, when the main character did this and that.


Well, there are ways to avoid the 'you can pick up a brand new weapon that is immediately better than your upgraded weapon'. Making sure to have a good way to 'track' the power of the weapon (generally, by making upgrades require certain resources that the player will have X of by any particular point in the game) means that you can at least make a guess that the weapon the player's toting around will be at least somewhat better than what they're picking up - with the caveat that, if they choose to upgrade their shiny new weapon, it can eventually become more powerful.

I don't know. It's a difficult system to balance, because you want to make sure that the player isn't forced into either the 'just keep using a new weapon' style, nor the 'keep your upgraded weapon because it's prohibitively expensive to bring a new weapon up to that level' style. But we're definitely keeping an eye on crafting and crafting-related customization.


Yeah, exactly. I worry the same as you.

Though, how about The Witcher 2's Dark Mode?

In said mode(which is basically equivalent to the hardest difficulty in the game) there are special "Dark" items that MUST be crafted and cannot be found, require A LOT to create, but when used make the game significantly easier.

Something like that would be cool in DA. I don't think it should be a difficulty level though- forcing people to play on a certain difficulty is never fair-

But a "Dark Mode" type thing would be sweet. Any sort of alternative mode.

Perhaps there could be a special "Dark Mode" made, which could be played on any difficulty, which would allow you to craft your own weapon and make it legendary or some sort.

I don't know how that could work exactly, as this would require a lot of time to study and look over, but hey, the idea's out there.

#2522
LPPrince

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hunterxx1xx wrote...

I'm not a fan of making my own weapons. One of my favorite parts about Origins was finding awesome weapons/armor through my travels. If it's similar to how it was in Awakening(collecting pieces for Wade to make it), I'd be all for it.


Yeah, I agree with you. I completely understand wanting to use something that's powerful already without having to go through the trouble of MAKING it powerful.

#2523
Guest_SweetDesires_*

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 FENRIS<3 
His story was one of the greatest stories out there for any character on a video game.
It lured me in so much...If i could ever create a character with such a story (and looks), it would be someone just like Fenris!
I want to see more of him or at least someone just like him (mysterious elf) in DA3, please! :innocent:

#2524
hunterxx1xx

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Malakar1 wrote...

hunterxx1xx wrote...

LPPrince wrote...

Back to "making" a weapon legendary-

Lionhead mucked it up in Fable III.

They said in development that we were gonna "make weapons legendary", but in the end, all that happened was they gave us weapons that were already legendary, and we barely changed them as we used them.

If Bioware is to implement a way to make a basic weapon something greater both in power and in PLOT, they need to go into Fable III and do the complete OPPOSITE of that.


I'm not a fan of making my own weapons. One of my favorite parts about Origins was finding awesome weapons/armor through my travels. If it's similar to how it was in Awakening(collecting pieces for Wade to make it), I'd be all for it.


The ability to do it doesn't mean you absolutely have to do it. In some guess I had the ability too but never did for some reason.


If I can make a weapon better than any I could find within the game then I'd make it. Which is why I'd rather find one through a quest because it'd be like a reward. 

#2525
Blood-Lord Thanatos

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GeneralArrow wrote...

John Epler wrote...

LPPrince wrote...

Malakar1 wrote...

LPPrince wrote...

While we're on the topic of creation-

How about being able to craft weapons and armor? Anything we can do to improve how that's done?


Would be nice to get some kind of skill that gives you the ability to forge/repair/improve your weapons actually. (a bit like skyrim) Would had depth and some hours in the game :P


I won't lie, I'd love to be able to forge my own weapons.

You know, so instead of equipping "The Legendary Blade of Ko'Hihre" I can equip a blade I made, modify it so that its the best sword in the game, give it a badass name, and make it legendary through MY story.

Instead of a blade being legendary for being used in a war in the past, lets make a blade legendary because WE used it ourselves.

Would be super cool if the game autogenerated a page in the journal for your weapon. Or alternatively, after you accomplish certain feats in the game, the journal dictates what weapon you used the most during that level or what weapon dealt the killing blow.

At the same time, that could lead to frustration. Eh, scratch everything I said past crafting your own weapon.


Actually, I'm curious - what frustrations do you foresee as a result of this sort of thing?

One of the neater things a game can do for me is allow me to take a 'run of the mill' weapon and turn it into something special. Particularly when it's staggered so that you aren't able to completely upgrade it right away, but instead have to invest in that weapon over the course of the game. Kind of a 'where do legendary weapons come from' sort of deal.

I second this opinion John, though a crafting bench with the asetic of a blacksmiths shops could certainly be a cool adition to the game allowing you to craft specific mudain weapons into items even more powerful. That's one of the cool things about the elder scrolls series is the ability to make something special and your own.


Kind of like Weapons of Legacy for D&D 3.5 edition? I approve of this.