Exploration: what we want.
#151
Posté 12 avril 2012 - 10:04
#152
Posté 12 avril 2012 - 10:18
#153
Posté 12 avril 2012 - 10:37
#154
Posté 12 avril 2012 - 10:40
And those were great features because they were optional.Maria Caliban wrote...
Diablo gave you town teleport scrolls. Neverwinter Nights gave you the teleport stone.
I hated the idea of the teleport stone in NWN, so I never used it.
#155
Posté 12 avril 2012 - 10:43
Sadly, David has said that teleportation is impossible in Dragon Age. Like coming back from the dead.Sylvius the Mad wrote...
And those were great features because they were optional.Maria Caliban wrote...
Diablo gave you town teleport scrolls. Neverwinter Nights gave you the teleport stone.
I hated the idea of the teleport stone in NWN, so I never used it.
#156
Posté 12 avril 2012 - 10:55
Maria Caliban wrote...
Sadly, David has said that teleportation is impossible in Dragon Age. Like coming back from the dead.
*runs for the fallout shelter*
#157
Posté 12 avril 2012 - 11:02
Maria Caliban wrote...
Sadly, David has said that teleportation is impossible in Dragon Age. Like coming back from the dead.Sylvius the Mad wrote...
And those were great features because they were optional.Maria Caliban wrote...
Diablo gave you town teleport scrolls. Neverwinter Nights gave you the teleport stone.
I hated the idea of the teleport stone in NWN, so I never used it.
Technically they were only mostly dead....
you can explore an area once and then quick transport to land mark/map marker when you need to go back. the time to travel does not really matter that much in DA quest.
Miracle Max
#158
Posté 12 avril 2012 - 11:17
Maria Caliban wrote...
Sadly, David has said that teleportation is impossible in Dragon Age. Like coming back from the dead.
Wasn't there lots and lots of teleportation in DAO Fade?
#159
Posté 13 avril 2012 - 12:11
Sutekh wrote...
Maria Caliban wrote...
Sadly, David has said that teleportation is impossible in Dragon Age. Like coming back from the dead.
Wasn't there lots and lots of teleportation in DAO Fade?Along with coming back from the dead?
Well the fade is a seperate reality or at least that is how I look at that.
#160
Posté 13 avril 2012 - 01:24
#161
Posté 13 avril 2012 - 01:47
#162
Posté 13 avril 2012 - 01:52
I'd rather they do it the way BG2 and DA:O was done. Fast travel to quest areas, but good and well made quests. miniquests etc.
#163
Posté 13 avril 2012 - 01:54
You're both right, but...
some mage could reinvent the Eluvian mirrors, which, iirc, were used initially for long distance communication, or something based roughly on the same fadish principle (whatever this one is) to allow instant travel between fixed points, a bit like wormholes.
Which is not to say that on a game technical level, it's not simpler and more logical to have shortcut exits coupled with fast travel
Modifié par Sutekh, 13 avril 2012 - 01:56 .
#164
Posté 13 avril 2012 - 09:03
Modifié par astreqwerty, 13 avril 2012 - 09:04 .
#165
Posté 13 avril 2012 - 05:26
That was, I think, the big thing BG2 did wrong. BG's system of having all of the areas open to wander through, even if you don't have a quest-related reason to go there, was better.wowpwnslol wrote...
I'd rather they do it the way BG2 and DA:O was done. Fast travel to quest areas, but good and well made quests. miniquests etc.
#166
Posté 13 avril 2012 - 06:02
Sylvius the Mad wrote...
That was, I think, the big thing BG2 did wrong. BG's system of having all of the areas open to wander through, even if you don't have a quest-related reason to go there, was better.wowpwnslol wrote...
I'd rather they do it the way BG2 and DA:O was done. Fast travel to quest areas, but good and well made quests. miniquests etc.
+ 1
#167
Posté 13 avril 2012 - 06:10
Allan Schumacher wrote...
For sure. Any bug that prevents the completion of content is a giant red flag and it sucks when that happens. There's never a situation when a bug like that is acceptable.
Hi, I was just reading your responses in this tread and thought I'd ask a similar question.
So, going way back to Dragon Age: Origins in the Awakening expansion, there was a bug where people going into the silverite mines would lose all their equipment.
Bioware devs said at the time it was due to people getting into the mine early by picking the lock, and there was nothing they could do to correct it.
However myself and others discovered that the bug was triggered by wearing certain DLC items that were imported from the original game, when entering the mine legitimately.
My question is, how much does Bioware test the import features? Is it difficult to identify this sort of bug and the cause? Do you think this was a case of being unable to recreate the problem?
#168
Posté 13 avril 2012 - 06:37
Allan Schumacher wrote...
As for what I consider a bug, I'm pretty liberal. Design bugs are bugs that are inherent in the design, meaning that programmatically it cannot be accounted for but the system still behaves in a way that the designer didn't want. This is what people would call exploits. Iteration is the best way to resolve stuff like this, as well as thinking outside the box when playing through. Progammatically the system behaves as expected, but the intention of the content creator was for something else to happen.
Cheers.
Allan
This might stray off the beaten path so I thought about sending it via PM but I'm currious from a QA standpoint if you have specs, design documents, etc to build test cases off and how the QA is boken down perse? Do testers have a specific area of expertise being assigned (level area map testing, player skillsets/balance testing, Database/Inventory etc...)
Take it easy
#169
Posté 13 avril 2012 - 06:43
#170
Posté 13 avril 2012 - 07:41
As for exploration one of the things I enjoyed in Turbines DDO a lot is the size of the dungeons and zones but because it's setup for an MMO I'm not sure if maps of the same size could be done in DA or not. In general DDO just seams much larger with maps and dungeons that provide multiple paths to get to the same point etc...
As for the teleporting point you brought up I'd say that selecting where to go from camp is basically that. It's not like you could choose to walk from camp to say redcliff to see what happened to be in between the two. Horses in DAOC and Mounts in Asheron's Call 2 were nice ways to travel quickly in the realm but still provided the user a bit of an ability to explore if they didn't want to travel by portal. Having the ability to choose how you travel would be a nice perk in DA if they would allow fast vs. slow travel.
Take it easy
#171
Posté 13 avril 2012 - 09:42
Sylvius the Mad wrote...
Maria Caliban wrote...
Diablo gave you town teleport scrolls. Neverwinter Nights gave you the teleport stone.
And those were great features because they were optional.
Seconded.
I firmly believe that those types of items are a good thing to have in games with a large world, because I appreciate that a fair number of gamers really, really don't like the idea of spending time "doing nothing" travelling or exploring.
I don't mind the odd shortcut out from a particularly long dungeon (etc), and I do prefer knowing that I have the option to progress to my destination more swiftly should I choose to, but I tend not to use those features much because I enjoy the explorative / travelling elements. The journey is as important to me as the quest / reward at the end of it - which is one of the reasons I've always had a huge soft spot for the Elder Scrolls series.
Cutting out the bits where nothing at all happens would definitely be a backwards step for me.
#172
Guest_simfamUP_*
Posté 14 avril 2012 - 03:36
Guest_simfamUP_*
Feirefiz1972 wrote...
Sylvius the Mad wrote...
That was, I think, the big thing BG2 did wrong. BG's system of having all of the areas open to wander through, even if you don't have a quest-related reason to go there, was better.wowpwnslol wrote...
I'd rather they do it the way BG2 and DA:O was done. Fast travel to quest areas, but good and well made quests. miniquests etc.
+ 1
+ 1????
+ 100000000000000000!
Giving the player freedom opens so many roleplaying oppurtunities. For example. If in BG you decide to explore, there are a hundred different possibilities that you can make up for your character to do so.
By just giving a railroad to go through, it's very hard to say why your character has chosen x instead of y...
#173
Posté 14 avril 2012 - 09:15
simfamSP wrote...
AND NO! This is not a request for an ES clone. This is a request for larger zones in which to explore in (e.g Baldur's Gate One.) However, large zones are all well and good, but a small zone with a rich atmosphere is even better I suppose.
There are alot of things associated with creating a good atmosphere, and I think the general consensus is that a good atmosphere needs life.
Life involves more than just NPCs walking around. It means sound, music, colours... it means this:
www.youtube.com/watch
It means this:
www.youtube.com/watch (guys, please try this RPG gem out :-) it's not the best game in the world, but it's definetly a good game. Especially it's prequel)
THIS:
www.youtube.com/watch (ignore the players jumping up and down, if you watch the entire thing you'll notice how well done this village is.)
AND THIS! xD
www.youtube.com/watch
Granted, graphics don't have to be phenomenal, because you can do these things without them... ever played Gothic?
Now, I know the DA engine isn't built for these kind of things, but it's possible. Look at Lothering. That was one of my most favourite locations in DA:O, I just loved the whole feel of despiration and fear. Hell, even Armaranthine wasn't half bad!
All you need is time... and time is what EA seems to not want to give you <_<
I also loved Lothering. Not the DAII one.
#174
Posté 14 avril 2012 - 10:37
#175
Posté 15 avril 2012 - 12:25
Exploration can be part of the story. Ultima VII is a perfect example. The plot opens with a murder mystery that needs to be solved, but the game offers no roadmap telling the player how to solve it.Wulfram wrote...
Exploration is an unfortunate blight on CRPGs. Well, it's OK in non-story based RPGs, though still pretty silly.





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