Allan Schumacher wrote...
At this point I wouldn't say anything is guaranteed either.
What do you mean by "natural health regeneration" though?
Health regen without any ability, magic item, or spell effect.
Allan Schumacher wrote...
At this point I wouldn't say anything is guaranteed either.
What do you mean by "natural health regeneration" though?
Nanuzsh wrote...
Allan can you answer me this, is there ANY possibility for DA3 combat system to be more like Dragon's Dogma.
Since it has a lot of awesome real time action combat. But at the same time the NPC allies system is relatively descent.
Is there any possibility for Bioware to adopt Dragon's Dogma style combat gameplay. With bioware's own story telling ability.
Modifié par Cirram55, 09 juin 2012 - 04:48 .
wsandista wrote...
Allan Schumacher wrote...
At this point I wouldn't say anything is guaranteed either.
What do you mean by "natural health regeneration" though?
Health regen without any ability, magic item, or spell effect.
Nanuzsh wrote...
Allan can you answer me this, is there ANY possibility for DA3 combat system to be more like Dragon's Dogma.
Since it has a lot of awesome real time action combat. But at the same time the NPC allies system is relatively descent.
Is there any possibility for Bioware to adopt Dragon's Dogma style combat gameplay. With bioware's own story telling ability.
Realmzmaster wrote...
wsandista wrote...
Allan Schumacher wrote...
At this point I wouldn't say anything is guaranteed either.
What do you mean by "natural health regeneration" though?
Health regen without any ability, magic item, or spell effect.
Natural health and mana regeneration requires time and/or resting especially without a healer in the group and then the amount of healing is limited by the amount of mana until the healer rests. If bones are broken the time necessary is even longer. BG1 and its like had NPC healers in temples where you could go and purchase healing. Some may see the mechanic as a time sink.
I will use Temple of Elemental Evil (TOEE) as an example. If you have the necessary funds you can go to the healers in the village and purchase healing. If you do not have the necessary funds and your cleric or healer is low level the only way to regain health, mana or repair an injury (broken bone, ripped spleen etc) is by resting. If the injury is serious enough the time can be up to 2 weeks or more. Fortunately or unfortunately TOEE is not a time dependent game. Events do not continue without the party just like DAO and DA2.
Some feel that it would add to the roleplaying experience because now you must make a decison to use injured party members or allow sufficient time to recover by camping in a dangerous area where the party could be attacked.
This would require random encounters. The party could finish one battle and stumble into another battle with party members with low health low mana and injured. Now that wolf pack the party had no problem with at full strength becomes a major problem.
DAO eliminates that possibility by having a camp that is safe except for one scripted attack. In DA2 since it is happens around a city there is no need for a camp.
I will use Titan Quest to show how natural regeneration of health and mana can work and be enhanced. Titan Quest is a single player action-cRPG. The character starts with a health and mana regeneration of one point per second. Health and mana potions have a cooldown. The ways to change the mana or health regeneration is to find items that booster the rate or add skills that booster the rate. The character is allowed to choose two masteries at different levels. Certain skills in the mastery tree can bolster health regeneration like Adrenaline (which is a passive skill that has a percentage chance to activate). Other skills bolstered mana regeneration.
BG1 used items of regeneration to achieve the same effect. Instant health and mana regeneration after battle is new and came in with the MMO's along with elimating perma-death.
Characters simply fall unconcious. TOEE had the mechanic of falling unconcious except the party member keep losing lifepoints after falling unconcious. If the amount of lifepoints lost after reaching zero exceed the constitution the party member died. Other party members could have the bandage skill and could use it to stablize the fallen companion or a healer could cast a healing spell on the companion. Since TOEE was a turn based game and comabt was based on initiative the fallen member could die before aid could be given. The decision had to be made whether to even make the attempt if the battle was going badly.
Games based on D & D allowed for resurrection of the character if you healer was of a high enough level or you paided the cost at a temple. There was no guarntee that it would be successful. If resurrection was successful the character would lose a level and all the attributtes and skills of that level.
Many gamers on the forum are looking for a return of some of the D & D mechanics of previous Bioware games. Whether that is possible or not I assume you the developers know.
wsandista wrote...
Realmzmaster wrote...
wsandista wrote...
Allan Schumacher wrote...
At this point I wouldn't say anything is guaranteed either.
What do you mean by "natural health regeneration" though?
Health regen without any ability, magic item, or spell effect.
Natural health and mana regeneration requires time and/or resting especially without a healer in the group and then the amount of healing is limited by the amount of mana until the healer rests. If bones are broken the time necessary is even longer. BG1 and its like had NPC healers in temples where you could go and purchase healing. Some may see the mechanic as a time sink.
I will use Temple of Elemental Evil (TOEE) as an example. If you have the necessary funds you can go to the healers in the village and purchase healing. If you do not have the necessary funds and your cleric or healer is low level the only way to regain health, mana or repair an injury (broken bone, ripped spleen etc) is by resting. If the injury is serious enough the time can be up to 2 weeks or more. Fortunately or unfortunately TOEE is not a time dependent game. Events do not continue without the party just like DAO and DA2.
Some feel that it would add to the roleplaying experience because now you must make a decison to use injured party members or allow sufficient time to recover by camping in a dangerous area where the party could be attacked.
This would require random encounters. The party could finish one battle and stumble into another battle with party members with low health low mana and injured. Now that wolf pack the party had no problem with at full strength becomes a major problem.
DAO eliminates that possibility by having a camp that is safe except for one scripted attack. In DA2 since it is happens around a city there is no need for a camp.
I will use Titan Quest to show how natural regeneration of health and mana can work and be enhanced. Titan Quest is a single player action-cRPG. The character starts with a health and mana regeneration of one point per second. Health and mana potions have a cooldown. The ways to change the mana or health regeneration is to find items that booster the rate or add skills that booster the rate. The character is allowed to choose two masteries at different levels. Certain skills in the mastery tree can bolster health regeneration like Adrenaline (which is a passive skill that has a percentage chance to activate). Other skills bolstered mana regeneration.
BG1 used items of regeneration to achieve the same effect. Instant health and mana regeneration after battle is new and came in with the MMO's along with elimating perma-death.
Characters simply fall unconcious. TOEE had the mechanic of falling unconcious except the party member keep losing lifepoints after falling unconcious. If the amount of lifepoints lost after reaching zero exceed the constitution the party member died. Other party members could have the bandage skill and could use it to stablize the fallen companion or a healer could cast a healing spell on the companion. Since TOEE was a turn based game and comabt was based on initiative the fallen member could die before aid could be given. The decision had to be made whether to even make the attempt if the battle was going badly.
Games based on D & D allowed for resurrection of the character if you healer was of a high enough level or you paided the cost at a temple. There was no guarntee that it would be successful. If resurrection was successful the character would lose a level and all the attributtes and skills of that level.
Many gamers on the forum are looking for a return of some of the D & D mechanics of previous Bioware games. Whether that is possible or not I assume you the developers know.
I've never played TOEE, is it any good?
Anyways, I would like Health regen to be tied to potions pelss, abilites, and items instead of being natural.
BobSmith101 wrote...
Buggy beyond belief, but probably the best computerised version of the D&D rule set in a game. Assuming you like heavy tactical TB stuff. Otherwise avoid.
Modifié par Realmzmaster, 09 juin 2012 - 05:29 .
Realmzmaster wrote...
BobSmith101 wrote...
Buggy beyond belief, but probably the best computerised version of the D&D rule set in a game. Assuming you like heavy tactical TB stuff. Otherwise avoid.
Actually Circle of Eight www.co8.org has the official ptaches and a mod pack that corrects most if not all the problems with TOEE. The game uses the 3.5 D & D ruleset. BobSmith101 is correct. TOEE is buggy in the initial release. The official pataches and mod pack make it very stable.
The game was made by Troika (creators of Arcanum Steamworks and Magic Obscura). The Circle of 8 website also talks about that game. Troika also made Vampire: The Masquerade -Bloodlines. All of thenm were great but buggy games.
I am getting back into them to see how well they work with Windows 7. www.gog.com has all of them available for download.
wsandista wrote...
Back on topic, what does evryone think the ideal combat speed should be? I already posted my belief, but I want to findout what everyone else thinks.
[*]wsandista wrote...
I believe that DA3 should meet these criteria in terms of combat
- Enemies should follow the same rules as the party. Foes should use the same ruleset as the party, instead of behaving like Final Fantasy monsters with huge globs of health but low damage output. All opponents need to attack at the same speed as party members, use the same attack/defense mechanics as the party, draw from the ame Talent/Spell trees as the party, and damage like a party member of the same class.(The only exception are monsters, which have no class)
- Combat speed should be closer to the speed in DAO. While I thought that combat in DAO could get a little slow(particularly with a Two-Handed Warrior), DA2 was much too fast for my liking. I think using the DAO combat speeds as a base, then multiplying basic attack speeds by a factor of .8 would be a sufficient pace for combat.
- Multipliers for weapons need to be more diverse than in DA2, but more uniform than in DAO. Attribute multipliers should depend on the weapon style like in DAO, while unlike DAO, most weapons shouldn't have speed or attribute modifiers(the speed modifier on maces made them unusable)
- Bosses should just be extremely powerful enemies with high resistances(or immunities), not actiony fights that require the PC to move around into awkward positions while some attack is charging. Many of the boss fights in DA2 seems like they would fit in more in a Zelda game than an RPG.
- Traps should have much more of an impact. In both DAO and DA2, traps were more of an annoyance than a danger, I believe this should change. Traps need to have disastrous effects when triggered that can result in characters getting killed.
Modifié par glenboy24, 10 juin 2012 - 01:12 .
BobSmith101 wrote...
wsandista wrote...
Back on topic, what does evryone think the ideal combat speed should be? I already posted my belief, but I want to findout what everyone else thinks.
FIFA style speed slider. I don't think there is a good "fixed" speed. If you are playing mostly with AI companions then you want a faster speed. If you are playing with full tactical control you want a slower speed. FIFA style speed slider covers everything.
Wulfram wrote...
DA:O combat speed was fine, except for 2 handed auto-attack and Archer talents, which were too slow.
DA2 combat speed was fine, except for 2 handed and dual wielding, which were too fast.
Attack Speed (rounded) can be determined by dividing (DPS / damage) in the weapon properties.
- Bows: 0.94
- Daggers: 1.85
- Staves: 1.36
- Two-handed weapons: 1.64
- Weapon & Shield: 1.88
Modifié par Merlex, 10 juin 2012 - 05:28 .
Yes, that's a terrific idea. Let the player determine the speed of combat.wsandista wrote...
Do you mean FIFA the football videogame?BobSmith101 wrote...
FIFA style speed slider. I don't think there is a good "fixed" speed. If you are playing mostly with AI companions then you want a faster speed. If you are playing with full tactical control you want a slower speed. FIFA style speed slider covers everything.wsandista wrote...
Back on topic, what does evryone think the ideal combat speed should be? I already posted my belief, but I want to findout what everyone else thinks.
And that explains how every other creature in Thedas has vastly more hitpoints than Hawke does how, exactly?glenboy24 wrote...
1. Disagree. We're supposed to be a party consisting of Heroes, i.e. extraordinary individuals that, often, possess powers and skills unrivaled, hence the reason we can save the world. If the monsters can do what we do, as we do it, then we're not extraordinary Heroes. I enjoy leveling up and *seeing* how powerful I've become when set against tough monsters/enemies who prove a challange but can't compare.
wsandista wrote...
BobSmith101 wrote...
wsandista wrote...
Back on topic, what does evryone think the ideal combat speed should be? I already posted my belief, but I want to findout what everyone else thinks.
FIFA style speed slider. I don't think there is a good "fixed" speed. If you are playing mostly with AI companions then you want a faster speed. If you are playing with full tactical control you want a slower speed. FIFA style speed slider covers everything.
Do you mean FIFA the football videogame?
Allan Schumacher wrote...
I'm sort of getting a Marvel vs Capcom type vibe by that. Allow the player to regenerate up to a point, but continued damage will slowly reduce the cap at which the player will naturally recuperate to.
(Sorry I haven't played Ninja Gaiden)
Modifié par BobSmith101, 12 juin 2012 - 08:39 .
Guest_Begemotka_*
Modifié par Begemotka, 12 juin 2012 - 02:32 .
ChaosAgentLoki wrote...
Okay, I'm not really sure I want to delve too deeply into this conversation, but I thought of a health system that may be more in line with something that players would enjoy (I know I love it) and wanted to suggest it. How about Ninja Gaiden 2's style? The one where after combat health regenerated to a certain point depending upon how much damage was suffered. After a certain amount of damage, wounds started building up that prevented the health bar from rebounding to full at the end of a confrontation.
Used in Dragon Age, this system could require the player to stop and spend time resting or healing or whatever it is that is implemented outside of the regular rebounding. Potions/Injury Kits/bandages (those really need to be implemented as an item) would be the only way to remove these wounds and get the health back to full. So, in summary, the PC and party catch a second wind after the fight (the rebounding health), but require the usage of an item or resting to remove the wounds that have gathered up during the fighting. How does that sound?
Allan Schumacher wrote...
I'm sort of getting a Marvel vs Capcom type vibe by that. Allow the player to regenerate up to a point, but continued damage will slowly reduce the cap at which the player will naturally recuperate to.
(Sorry I haven't played Ninja Gaiden)
Modifié par ChaosAgentLoki, 12 juin 2012 - 05:01 .
Realmzmaster wrote...
ChaosAgentLoki wrote...
Okay, I'm not really sure I want to delve too deeply into this conversation, but I thought of a health system that may be more in line with something that players would enjoy (I know I love it) and wanted to suggest it. How about Ninja Gaiden 2's style? The one where after combat health regenerated to a certain point depending upon how much damage was suffered. After a certain amount of damage, wounds started building up that prevented the health bar from rebounding to full at the end of a confrontation.
Used in Dragon Age, this system could require the player to stop and spend time resting or healing or whatever it is that is implemented outside of the regular rebounding. Potions/Injury Kits/bandages (those really need to be implemented as an item) would be the only way to remove these wounds and get the health back to full. So, in summary, the PC and party catch a second wind after the fight (the rebounding health), but require the usage of an item or resting to remove the wounds that have gathered up during the fighting. How does that sound?
Not new you find it in games like TOEE (Temple of Elemental Evil 2003 based on the D & D 3.5 ruleset) minus the rebounding health. TOEE implemented the first aid skill and bandages. Rest, injury kits or spells like Cure Wounds was necessary to fix broken bones etc. Spells included Cure Poison and Blindness