Seems like you haven´t played too much Dungeons & Dragons...Axterix wrote...
-No more "good-o-meter": no more "lawful neutral" or any other sort of moral metter. Actions are actions and its consideration is completely subjetive. People logicaly react to them, but there is no referential and fixed scale to measure it.
I don't know about this. I do sort of miss something along this line. My character can be a real sociopath. To a point that my being a grey warden would not protect me. The lack of a good-0-meter essentially means that the impact of my actions are very limited. This is nice in some ways, in that I can be nice to elves and nasty to non-elves for example, but it also means trying to steal from everyone has greater consequences (in that the guards of various cultures try to arrest me) than being a homicidal sociopath.
Apparantly, I can be Princess Stabbity and loot the corpses, but Maker forbid if I skip the stabbing before taking what you got. Guess I do real good at eliminating all possible witnesses.
Please, developers, Keep Thedas the way it is!
#51
Posté 13 décembre 2009 - 03:51
#52
Posté 13 décembre 2009 - 03:58
Herr Uhl wrote...
Aye, but if you rob them of the magic, the incentive for other sciences would rise. They will get there, but it takes more time.
Which sciences are you talking about though? Mages are used for weaponry mostly, and do some healing on the battlefield.
This isn't DnD where magic does everything and there's a mage around every corner. Mages can't fly in Thedas, so there will be people wanting to make flying crafts. Magic doesn't let you see scry, so you need to make telescopes. Magic doesn't tell you were you are or what direction your facing, so you need the compass and navigational tools.
In Tehdas, there's a great number of stuff that magic just doesn't do. Not to mention that the dwarves (that have a very sophisticated culture) don't have access to magic, but have a huge incentive to build up their offensive and defencive techs.
I do agree that there would be some slow down in technological progress, but that slow down would be countered by the fact that the Chantry, unlike the Catholic Church, isn't anti-tech/sciences.
Modifié par Maria Caliban, 13 décembre 2009 - 03:59 .
#53
Posté 13 décembre 2009 - 04:08
Maria Caliban wrote...
This isn't DnD where magic does everything and there's a mage around every corner. Mages can't fly in Thedas, so there will be people wanting to make flying crafts. Magic doesn't let you see scry, so you need to make telescopes. Magic doesn't tell you were you are or what direction your facing, so you need the compass and navigational tools.
In Tehdas, there's a great number of stuff that magic just doesn't do. Not to mention that the dwarves (that have a very sophisticated culture) don't have access to magic, but have a huge incentive to build up their offensive and defencive techs.
Yes, but I'm referring to the weaponry mainly. The dwarves built golems, whom however were kind of magical. But the magi do study magic, and what it can do.
Any civilization that can make smokeless coal is pretty damn impressive. That they haven't figured out that a blast can propel a bit of metal from a tube, and that is could be used as a weapon is weird though.
Still the ancient Greeks experimented with steam power, one guy made steam-powered clocks I think, but still nothing more until the industrialization. So it might be coincidence.
#54
Posté 13 décembre 2009 - 04:40
Modifié par fanman72, 13 décembre 2009 - 04:43 .
#55
Posté 13 décembre 2009 - 04:45
#56
Posté 13 décembre 2009 - 05:05
#57
Posté 13 décembre 2009 - 05:54
Avaraen wrote...
I'd prefer to see steampunk added to a different game, rather than trying to have an industrial revolution in Thedas.
I agree!
I love Arcanum, but this a completely different game in a different setting. Even if the sequel jumps forward 1,000 years I hope the technological development of civilizations is still comparible to Europe or the Middle East in the 1200 or 1300s.
#58
Posté 13 décembre 2009 - 06:05
Statulos wrote...
Qunaris smoking sheesha, playing chess and drinking tea (we know this one is for sure) will be awesome yeah.
Second this. Although the inevitable expansion of the Qunari's role will take away some of the alien-ness and other-ness that part of Sten's appeal.
The Qunari also have gunpowder weapons. (Which don't really replace melee weapons until about the 18th century or so, and then the key innovation is the bayonet, which makes the gun a melee weapon. Castle design had to change a lot to deal with cannon, though, and heavy plate mail was obsolete. I suspect the Qunari have large cast cannon, but no personal gunpowder weapons, because if they did, I would expect Sten to have one.)
#59
Posté 13 décembre 2009 - 06:06
#60
Posté 13 décembre 2009 - 07:22
-Everything id "low tech": no steampunk incredible devices, no pseudoindustrial societies, no weid mechanisms...
Generally agree, thouh I think the societiets shown to be technically dvanced (Qunari) should have a society that shows that.
-Not too many fantastic societies: basicaly, there are humans, qunari, dwarfs and elves with variants. No minotuaurs, were-birds, gnolls, orcs and so on. The quantity of humanoid creatures is compared to other settings. Even in all this cases, all those societies are very "real world" in terms of politics and economy.
ok I guess.?
-Magic is not the ultimate and invencible source of power: magic is there, it can art amazing things but magic itself is not capable on doing overtly weird stuff. Even in those cases, the requirements to do so are absolutely mastodontic.
Disagree with you. I think the Black City is an interesting part of the lore as is the origin of the Darkspawn. I think the power of Magic should be played up more.
-Fantastic flora and fauna is generaly plausible: dragons are the most unreal creature, yet they´re cool. Nugs, predators and other fantastic animals are "credible" and there´s not a massive excess of them.
..I wouldn't mind more bizarre brood mother -esque monsters
-Religion is not evident: there is no "ultimate proof" that the divine beings exist. Only faith is a fact, but not the existence of divine beings by itself.
The spirits at the Ruins would make me question my non-believer status. Seems like they already broke this rule.
Of course it could still be a ruse..but it isn't just faith.
-The bad guys are just plainly destructive: the Darkspawn are a massive force that does not negotiate, take prissioners or surrender. They get there, destroy and walk on to destroy more; no mercy, no conspiracy; just a real threat to everything alive.
Personally I think this is dumb. Darkspawn given depth are better. Especially when Hespith (sp?) comes up with a reason for them hating us is that they come from us- even though it was simple it added a lot.
#61
Posté 13 décembre 2009 - 07:30
Bryy_Miller wrote...
Why do people always leap to grand conclusions of the game turning into cr@p?
Change: It is Bad.
Always.
#62
Posté 13 décembre 2009 - 08:08
Saurel wrote...
-Religion is not evident: there is no "ultimate proof" that the divine beings exist. Only faith is a fact, but not the existence of divine beings by itself.
The spirits at the Ruins would make me question my non-believer status. Seems like they already broke this rule.
Of course it could still be a ruse..but it isn't just faith.
Take Oghren along with you to the ruins and his eyes will practically bug out at the levels of lyrium in the mountains and stonework of the temple area. He openly wonders whether its the lyrium magic or something else that is powering the especial effects in that temple.
#63
Posté 13 décembre 2009 - 08:23
Psycoman2 wrote...
With the constant threat of darkspawn, the strict regulation on magic imposed by the chantry, and the apparent strength of the chantry in politics and culture, there would not be much time or opportunity for technological progress. Remember that here on earth, we actually regressed technologically during the "dark ages" due to the strength of the religious authority and it's obsession with deeming all science as witchcraft or heresy.
And yet, the amount technological developments that came out of the First and Second World Wars is nothing short of staggering. War generally forces technological development. It's the societal collapse (which can be the result of a war) that triggers technological recession.
When you think about it, the Darkspawn would be good for technological development. They rock up and everyone bands together to defeat them, and exchange ideas to improve their chances. They work on new techniques to give them an edge over the spawn, and then get to test their ability against the forces of evil.
Then the Darkspawn disappear for another couple of hundred years, allowing for everyone to recover, while improving and refining the ideas they had during the Blight.
#64
Posté 13 décembre 2009 - 09:23
What i would like to see is the same setting but expanded to include areas like Orlais, Antiva, Quinari homeland, and Tevinter Imperium also i would like to play as darkspawn. I would like to see an expansion of detail in that the Teryns are now ownable or visitable locations. I would like to reclaim the land from the blight, build settlements to expand your noble influence. Something along the order of when clearing a area you would have many caves or deep forests where bandits, darkspawn or magical beasts reside and until they are either cleared or through diplomacy (love choices) rendered not hostile anymore the area would not grow in economic potential. I would love to see some politics such as landsmeets where you would have to depending on the culture of the country you reside in play politics by different rules. In Orlais you have to be manipulative and subtle, Feraldin could be a bit more smash mouth.
I really liked the whole look and feel of the current game but if you want to do something different why not just expand the detail that the player can interact with. Increase the players abilities to carve thier own destiny in what ever kingdom they choose as thier home origin. In your particular teryn you could have Orleasian chevialiers raiding one of your farm villages, you could have darkspawn raiding a mining community, cutting into your income that you need to fund expeditions to remote quest type areas and pay guards to keep order and defend those villages, you would need to go in and deal with the threats to secure the areas. As the villages grow there could be trigger events like a windmill contruction in a farm community could trigger even higher level mobs from deeper in the cave or forest. The key is you would have to go in and kill the Orange named boss to stop the current attacks.
You as the PC have the option to solve the problems in anyway you choose, you could cull one side, cull both sides or form a truce. Depending on the skills of the PC much like DAO you could even form a truce with a darkspawn band leader to stop the attacks, and even in some cases have a village with darkspawn guards working hand in hand with humans, elves, after a time period. This would be impressive but if you build your PC to meet the persuasion or intimidation requirements that is all that should matter.
I would like to be able to recruit my crew, as in, the first mission the player takes is to clear out a few packs of wolves from a farm stead. You would select 3 other NPCs to go with you depending on what skill set your looking for. As you use those same guards more they level up and you could promote them to city watch or add them to your party as companions. These special NPCs would be the people you rely on to keep order in the villages as you go questing. If you have a NPC that has leveled up enough you could put him in charge of a settlement like a sergeant, and they would develop better buffs to help the other soldiers if there was any fighting. The neat thing i would like to see in this is that at any time you could pop in and control the sergeant, just like a companion. This would be necessary as these guards would try and hold out until you travel to the area to personally over see resolution of the problem. The kicker is if your party wipes during the battle with the main orange named boss mob you are dead, and the area is won by that mob and you have to go back in and retake it. It is kind of like chess if the king (the PC) dies the game is over.
anyway just an idea.
Asai
#65
Posté 13 décembre 2009 - 09:55
Sounds like a kind of Heroes of Might and Magic (or Age of Wonders, for that matter) game set in the Dragon Age world. A strategy/management-rpg. Tho I'm sure I'd love a game like that I have difficulties seeing it happen, unfortunately.asaiasai wrote...
<snip>
anyway just an idea.
Asai
#66
Posté 13 décembre 2009 - 10:55
The Angry One wrote...
Well I think that, after a couple of sequels it would do good to see the progress of Thedas over the next millenium, ending up with tanks vs. darkspawn! And yes this again ties into my Alistair as a tank commander fantasy... *shifty eyes*
Heh. I think that's an Alistair that I could really like. *imagines Alistair atop the cupola of something akin to a Panzer IV, in black panzertruppen uniform and comm gear, with German-style halftracks rushing forward in the background*
As for the Arcanum comment: yeah, a new Arcanum-style game, this time by BioWare, would be nice.
Re: Warmachine: Heck, I won't mind if Thedas 'evolves' into something resembling Warmachine (Khador & Sorscha FTW! Heh...stopped playing, tho'). I mean, Warjacks aren't so far from Golems ('jacks are cooler, IMHO).
Isn't a Warmachine game in the works? (I recall an announcement or something some months back)
#67
Posté 13 décembre 2009 - 12:20
Seriously people! People do like colours you know...
#68
Posté 13 décembre 2009 - 12:30
Then I want to be able to dress my character up in outrageous outfits whilst investigating the alledged affair between Teagan and Isolde.





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