Say...for cross-class combos, for example.
Modifié par TheJediSaint, 14 avril 2012 - 12:00 .
Modifié par TheJediSaint, 14 avril 2012 - 12:00 .
Modifié par eroeru, 14 avril 2012 - 08:14 .
Guest_ChookAttack_*
Modifié par Estherra Drack, 14 avril 2012 - 01:40 .
Modifié par Eudaemonium, 14 avril 2012 - 02:09 .
She is then equipped with any random piece that rises her overall armor rating to anything between 10.00-19.99, which will then visually alter her outfit slightly, like adding a shoulderpad like below:

Modifié par Amycus89, 14 avril 2012 - 02:33 .
Estherra Drack wrote...
Why have class restrictions on armor at all?
Guest_Fandango_*
Thank you for sharing your thoughts, it's not something that should be taken for granted, I really appreciate it!Mike Laidlaw wrote....
That would be... excellent!Okay, let me put this out here:
Suppose armor was purely stat dependant, not class. You need X strength to wear this mail, or what have you.
We make sure that works with the player, but if you go "out of class" on a follower, it looks "okay" but not as one-to-one as if you stuck with the intended class.
So: You take a bunch of strength with your mage, and you move plate onto your mage. His armor looks pretty "heavy" but doesn't look necessarily like plate. It still has all the stats that platemail has, though.
If you moved that armor onto a warrior, it would look closer to how it looks on your player. (Since you'd be back in the expected space for that character's class)
Better? Worse? I ask because something like this might very well be possible.
CrustyBot wrote...
That'd be a massive improvement over what's being discussed, yes.
Of course, if you want to ramp it up a little more (according to my tastes), you'd remove Attribute restrictions on non-magical/special armors and simply have effectiveness scale according to stats. Then create different streams of armors that speak to various playstyles (Chainmail = Strong v Swords, Weak v Bows; Plate = Strong vs Swords, Strong v Bows, slower movement/attack speed).
And in an ideal world, you'd apply this philosophy to Weapons, too. Dual Wielding Warriors, Warrior Archers, Rogues with Swords, or even Staves (no magical effects).
Still, that's a pretty solid proposal.
Modifié par axa89, 14 avril 2012 - 02:36 .
Mike Laidlaw wrote...
Okay, let me put this out here:Better? Worse? I ask because something like this might very well be possible.
- Suppose armor was purely stat dependant, not class. You need X strength to wear this mail, or what have you.
- We make sure that works with the player, but if you go "out of class" on a follower, it looks "okay" but not as one-to-one as if you stuck with the intended class.
- So: You take a bunch of strength with your mage, and you move plate onto your mage. His armor looks pretty "heavy" but doesn't look necessarily like plate. It still has all the stats that platemail has, though.
- If you moved that armor onto a warrior, it would look closer to how it looks on your player. (Since you'd be back in the expected space for that character's class)
That would actually be PERFECT!Mike Laidlaw wrote...
Okay, let me put this out here:Better? Worse? I ask because something like this might very well be possible.
- Suppose armor was purely stat dependant, not class. You need X strength to wear this mail, or what have you.
- We make sure that works with the player, but if you go "out of class" on a follower, it looks "okay" but not as one-to-one as if you stuck with the intended class.
- So: You take a bunch of strength with your mage, and you move plate onto your mage. His armor looks pretty "heavy" but doesn't look necessarily like plate. It still has all the stats that platemail has, though.
- If you moved that armor onto a warrior, it would look closer to how it looks on your player. (Since you'd be back in the expected space for that character's class)
Modifié par FaeQueenCory, 14 avril 2012 - 03:00 .
Modifié par tomorrowstation, 14 avril 2012 - 03:03 .
I like this. I think it is important that every class be stat dependent because if the armor is class dependent then it feels like you are pushing me down a certain path based on what character I play. I can live with plate armor not looking like plate armor on a mage as long as a mage can wear armor with plate stats.Mike Laidlaw wrote...
Okay, let me put this out here:Better? Worse? I ask because something like this might very well be possible.
- Suppose armor was purely stat dependant, not class. You need X strength to wear this mail, or what have you.
- We make sure that works with the player, but if you go "out of class" on a follower, it looks "okay" but not as one-to-one as if you stuck with the intended class.
- So: You take a bunch of strength with your mage, and you move plate onto your mage. His armor looks pretty "heavy" but doesn't look necessarily like plate. It still has all the stats that platemail has, though.
- If you moved that armor onto a warrior, it would look closer to how it looks on your player. (Since you'd be back in the expected space for that character's class)
tomorrowstation wrote...
Related, sort of, is an issue I have had with all DA games, and that is the nature of the unique armor/weapon drops. In DA and DA2, unique armor set pieces seemed to be randomly placed in a chest here, in a creature's loot stash there, what have you. I always came from the school of thought that these items with legendary origins and bloodied pasts should have more integration into the world. Could we not have quests just to retrieve a legendary sword or chestplate? Maybe my party overhears some drunkards in a tavern telling the story of the lost Gauntlets of Whomever the Terrible and decide to set out in search of them.
Or another example, I find it a little silly when I defeat a mid-level boss and find a wicked cool sword in his loot drop, but then I ask myself, "why wasn't this guy using this wicked cool sword against me in the fight I just had with him? I never would have beaten him if he were wielding it.
I guess I am asking, David and Mike and all, are there plans for these unique items to have more integration in the game, to mean more?
Modifié par Cantina, 14 avril 2012 - 03:53 .
Modifié par Nyctyris, 14 avril 2012 - 04:45 .