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Specialization quests


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18 réponses à ce sujet

#1
Sejborg

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 I think there is great potential in the specialization options. The way the system is now you just have to get some companion to tell you how, read a book, or meet and talk to some NPC, and then you have unlocked a specialization.

Instead of that I propose that if you want to learn a specialization, then you have to learn it through some quests. Each specialization quest gives you one specialization ability. Say there is four specialization abilities, then there is four quests to match. One specialization ability will be unlocked after each completed quest.

Say you want to become a templar. Then you first have to join the templar organisation and go to templar school - so to speak. You will get your first templar quest. The first quest could be something simple. Go give some chantry sister a message and escort her to the tower of magi.

The final specialization quest should be really difficult and scaled for a high level character. You should not be able to just walk in as level 7 and do all the specialization quests. 

The last templar quest could be something like this: You have to track down a really powerfull mage. When you finally have him under control you should get some options. You could let him go, kill him right there and now, or you could force him back to the tower. 

Having specialization quests gives the player a better feeling of being something special. In origins I just unlocked them, and then I kinda forgot that being a berzerker or whatever was something special. It didn't feel as if I had chosen a path.

Having specializaion quests will be great for the sake of roleplaying. Choosing templar instead of berzerker will of course give you different abilities, but it will also give you whole other set of side quests, that is special and unlocked because of the choice you have made. 

Any thoughts on the matter?=]

#2
Guest_Puddi III_*

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Having a questline of four quests per specialization, and say there are nine specializations and each player will only see one at most on a single playthrough... sounds like a discouraging prospect, unless they make that a central feature of the game, like the Origins. It would be nice to see, though. But I like how DA2 has 10 abilities per tree, not four. Maybe it would be better for the questlines to just be linked to acquiring an item set useful for your spec, not bonus talents.

Modifié par Filament, 29 avril 2012 - 01:32 .


#3
Sejborg

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As I see it, it is basically just side quests. These quests just have some abilities connected to them as rewards. Making side quests should not be discouraging. There where alot of them in Origins.

#4
MichaelStuart

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I support this idea.

#5
Sacred_Fantasy

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Sejborg wrote...

As I see it, it is basically just side quests. These quests just have some abilities connected to them as rewards. Making side quests should not be discouraging. There where alot of them in Origins.

I think, as side quest, it's fine. I prefer side quest than main quest. Side Quest don't move the story. Main quest do. Perhaps it's the reason why I like sandbox games ( and MMO at some point ). The game never ends. But that's not the points.

Quest driven specialization has minimal impact with level scaling. You do all the requirement task. Accomplish your objective. Unlock the specialization. It feel amazing. Then 5 minutes later, beside having new cosmetic in the form of gameplay, it does little to your enemy.

#6
Firky

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Sounds a bit like the BG2 strongholds. They were great. I think I've blithered about them on BSN a couple of times.

They were paced well, too, like with days between quests. But levels would work, too.

There were unique items you could make - or money to earn, based on your stronghold.

#7
Guest_Puddi III_*

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Sejborg wrote...

As I see it, it is basically just side quests. These quests just have some abilities connected to them as rewards. Making side quests should not be discouraging. There where alot of them in Origins.

They were in DA2, too.

But we're talking about mutually exclusive, apparently pretty expansive sidequests here. A little different.

#8
Shadow of Light Dragon

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They've already said they're looking at involving the specialisations more in the next game.

#9
Sejborg

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Filament wrote...

Sejborg wrote...

As I see it, it is basically just side quests. These quests just have some abilities connected to them as rewards. Making side quests should not be discouraging. There where alot of them in Origins.

They were in DA2, too.

But we're talking about mutually exclusive, apparently pretty expansive sidequests here. A little different.


You know... you could say the exact same thing about having origins. I think It's the fact that they are mutually exclusive that really make them interesting in a roleplaying sense. You pick a path and you receive a little storyline to suit your choice. How can that not be great? 

Shadow of Light Dragon wrote...

They've already said they're looking at involving the specialisations more in the next game.

 

Cool. Did they elaborate on what they had in mind? 

#10
Arthur Cousland

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If I wanted to unlock the templar spec, I'd like for it to involve the templars to some extent. Perhaps with a ranger spec, I'd have to find someone living in the wilderness to teach it, or have to learn the bard spec from a group of bards in a tavern.

Anything would be better than simply reading a book to unlock the spec, or having them unlock automatically, like in DA2.

#11
Direwolf0294

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I like your suggestion. DA:O sort of had this with a couple of the
specializations, or rather there was more story involved with unlocking
the specializations. Play a game of cards with Isabella to unlock
duelist, destroy the Ashes to unlock Reaver, get a companion to teach
you about their class etc. I'd really like this expanded on in the way
you suggested. One of the things I love about The Old Republic is the
class quests and having some side quests in DA3 deal with class
specializations would be awesome. It would be a lot of work though so if
they can't get in side quests for the specializations at the very least
I'd love to see some quests exclusively for the main classes (warrior,
rogue, mage).

I'd also like to see NPCs react more to your class. If I'm playing a blood mage I want characters to call me out on it.

#12
Leon481

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I like the idea. Origins had a good number of specializations unlocked through events. Full out quests would be nice.

#13
Guest_Puddi III_*

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Sejborg wrote...

Filament wrote...

Sejborg wrote...

As I see it, it is basically just side quests. These quests just have some abilities connected to them as rewards. Making side quests should not be discouraging. There where alot of them in Origins.

They were in DA2, too.

But we're talking about mutually exclusive, apparently pretty expansive sidequests here. A little different.


You know... you could say the exact same thing about having origins. I think It's the fact that they are mutually exclusive that really make them interesting in a roleplaying sense. You pick a path and you receive a little storyline to suit your choice. How can that not be great? 

:huh:

Filament wrote...

Having a questline of four quests per specialization, and say there are nine specializations and each player will only see one at most on a single playthrough... sounds like a discouraging prospect, unless they make that a central feature of the game, like the Origins. It would be nice to see, though. But I like how DA2 has 10 abilities per tree, not four. Maybe it would be better for the questlines to just be linked to acquiring an item set useful for your spec, not bonus talents.

*shakes head*

#14
just_me

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How would you handle companion specializations?
Fixed like in DA2? Available from the start? Unique to companions, with quests to unlock?

I'm fine with a quest to unlock the spec and maybe one to unlock a special skill not found in the normal tree, but a quest fore every skill is a bit too much imo. If you tie this too much to the characters level, or the progression in the main story (as in the next quest is only available after certain events in the story happened) it becomes rather restrictive imo.

#15
Sejborg

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just_me wrote...

How would you handle companion specializations?
Fixed like in DA2? Available from the start? Unique to companions, with quests to unlock?

I'm fine with a quest to unlock the spec and maybe one to unlock a special skill not found in the normal tree, but a quest fore every skill is a bit too much imo. If you tie this too much to the characters level, or the progression in the main story (as in the next quest is only available after certain events in the story happened) it becomes rather restrictive imo.


I haven't given the companions much thought in this regard. But I was thinking that the specialization skills would only unlock for the PC.

As for the second part of your post. I am thinking that around level 7 or so, you should be allowed to decide what specialization you want to have. You choose your specialization and you receive your first quest. The first quest should be tailored so it fits a level 7 character. During your first quest you learn your first specialization skill. If you played the Wardens Keep DLC it would be something like that. You do a quest and you gain a skill.

As soon as you are done with the first quest the next specialization quest should unlock and henceforth. The specialization quests should not be unlocked by the main story, but function as its own separate sidequest storyline. So in theory you could do all the quests one after another as soon as you have made your choice. But the difficulty of the quests should increase. I am thinking that there should be 4 skills per specialization. So the first quest is suited for a level 7 character, the second quest for a level 10, third for level 13 and the fourth for 16.

It should be scaled that way to hinder a level 7 character to gain a high level skill.

#16
Dakota Strider

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Any additional side-quest, that actually gives depth to the main character, instead of being a simple fetch quest for a few coins, is certainly something that any rpg should have.

Something that needs to be tweeked from the way it was done in DAO, is to make sure the unlock, is only for the current game, for the current character. If you start a new character, he/she would need to do the quest themselves to discover the specialization.

#17
Guest_sjpelkessjpeler_*

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Dakota Strider wrote...

Any additional side-quest, that actually gives depth to the main character, instead of being a simple fetch quest for a few coins, is certainly something that any rpg should have.

Something that needs to be tweeked from the way it was done in DAO, is to make sure the unlock, is only for the current game, for the current character. If you start a new character, he/she would need to do the quest themselves to discover the specialization.


We agree on this one without any discussion what so ever Image IPB.

This is how a RPG would fold out in that aspect. Well said!

#18
goofyomnivore

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I think specializations such as Blood Mage, Templar, etc deserve content to clarify on how your character obtained them. However I don't think there should be a quest dedicated on how you became a Force mage when they're a dime a dozen in the Circle.

#19
MewtwoJosh

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I was hoping for this in DA2