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The Dragon Age Twitter Thread


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#12926
BioFan (Official)

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 Here's improved stills from the demo.


Posted ImagePosted ImagePosted ImagePosted ImagePosted Image

#12927
Dr. Doctor

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I like that agents are a resource that can be used for XCOM-style projects rather than acting like the EMS system from ME3.

#12928
BioFan (Official)

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Dr. Doctor wrote...

I like that agents are a resource that can be used for XCOM-style projects rather than acting like the EMS system from ME3.


Yeah, but stated in the viedo (and this may change in the future), there won't be enough agents to do EVERYTHING, so spend them wisely. 

#12929
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Ericander77 wrote...

Yeah, but stated in the viedo (and this may change in the future), there won't be enough agents to do EVERYTHING, so spend them wisely. 


That should make playthroughs a little more varied. I'm hoping that we'll see some of the characters from DAO and DA2 come back as agents.

#12930
Yrkoon

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Wow, lots of talking points  in  that video.

1)    They're giving us back the tactical camera.  Sorta.   Overhead camera view  can be done while paused...?    That's a plus.  I'll take it! 

2) Areas look gorgeous  despite the poor video quality.  This game is going to stun the RPG masses by its looks alone.  Much in the same way Skyrim did in 2011.

2) They're claiming this is the biggest game they've ever done.  We'll see about that.    Baldurs Gate 2 is currently the biggest game they've ever done.  If DA:I ends up being bigger than BG2, my brain will explode.  Game size  though is measured by  Areas AND  the content within, so this  is a tall order and a really bold claim that we just heard Laidlaw  (or was it Darrah?) make.
 
3)  Pre-alpha build I know, but   the combat animations, while infinitely improved  from the nausiating  circus act we got in DA2,  still  don't look.... right.  They  look  a bit wonky.   Hard to pin-point what's annoying me about them.  A little too robotic-looking I guess.... herky-jerky...  not smooth and fluid enough.

4) While I'm sure   their little segment and hype up for Dragons  in this game thoroughly impressed most fans, I'm going to withhold judgement.  I hope there's a good, believeable, story-based reason for the placement of each one, rather than just "well, dragons are cool, so  lets load the game with them   to increase the boss-fight count."     I have had enough of  that in RPGs.


5) Didn't see enough of the dialogue wheel to determine if they really improved  it from DA2.


Overall, they seem to be going in  the right  direction with this.  On  the hopefulness scale, I  just went from 2 to 6....  if they manage to raise me to 9 or 10, I will buy this game when it comes out.

Modifié par Yrkoon, 05 novembre 2013 - 09:10 .


#12931
Nefario

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Yrkoon wrote...

1)    They're giving us back the tactial camera...  sorta.   Overhead camera view  can be done while paused.    That's a plus.  I'll take it! 


Actually, if you watch the video again (around the 19 minute mark) they say, and show, that you can unpause while still in overhead camera view. I'm guessing you can probably initiate the tactical view while unpaused too, but that's just conjecture on my part.

So... double-plus?

#12932
Spectre slayer

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AresKeith wrote...

Spectre slayer wrote...

AresKeith wrote...

Does he mean as a companion or in the game period?


All they said was one character from Asunder will definitely be in DAI but didn't say whether or not they would be a companion, also when asked if more from Asunder will show up they Gaider said that's all they were going to say.

Here's the link to the full conversation.

mobile.twitter.com/davidgaider/status/397388588800684032


I'd be disappointed if only one of them made it into the game :(


Don't worry there'll probably be more than that in the main story but they won't give out to many details about that at this point and seem to like teasing us until it's time to reveal it.

I've wondered what would happen if you lose a keep. Is it a permanent loss like the village, or can you retake it? I've also gotten the general idea of what's going on with the health regen, but I don't know if there's been any word about how mana/stamina regen is going to work.


That's a very good question and I don't think they mentioned anything about whether or not we can retake keeps that we lost and as for the regain part we know that stamina and mana will regain but not much more that.

Maybe the rate it's regained depends on what difficulty you play on and abilities or equipment.

Modifié par Spectre slayer, 05 novembre 2013 - 04:22 .


#12933
clst

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dragondreamer wrote...

I've wondered what would happen if you lose a keep. Is it a permanent loss like the village, or can you retake it? I've also gotten the general idea of what's going on with the health regen, but I don't know if there's been any word about how mana/stamina regen is going to work.


Knowing me  and i think it's would be the same with most of rpg player the first time i play  a rpg the wait i want  without reload the game if i lose something like the village  but the second time i want to finish with all possibility for that make constant savepoint and reload every time i think there is a problem ( some ppl do that the first playtrought) but As developper have said there are some definitive choices (choices with consequence) and that is something great as made ​​not to have x or potion that made ​​the enemy have a growth curve by contribution to yours and so they have fixed level. now they have toimprove artificial intelligence of the enemy make them less robot  (such as in metal gear) for rpg.

Modifié par clst, 05 novembre 2013 - 06:15 .


#12934
clst

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Yrkoon wrote...

Wow, lots of talking points  in  that video.

1)    They're giving us back the tactial camera.  Sorta.   Overhead camera view  can be done while paused...?    That's a plus.  I'll take it! 

2) Areas look gorgeous  despite the poor video quality.  This game is going to stun the RPG masses by its looks alone.  Much in the same way Skyrim did in 2011.

2) They're claiming this is the biggest game they've ever done.  We'll see about that.    Baldurs Gate 2 is currently the biggest game they've ever done.  If DA:I ends up being bigger than BG2, my brain will explode.  Game size  though is measured by  Areas AND  the content within, so this  is a tall order and a really bold claim that we just heard Laidlaw  (or what it Darrah?) make.
 
3)  Pre-alpha build I know, but   the combat animations, while infinitely improved  from the nausiating  circus act we got in DA2,  still  don't look.... right.  They  look  a bit wonky.   Hard to pin-point what's annoying me about what I saw.  a little too robotic-looking I guess.... herky-jerky...  not smooth and fluid enough.

4) While I'm sure   their little segment and hype up for Dragons  in this game thoroughly impressed most fans, I'm going to withhold judgement.  I hope there's a good, believeable, story-based reason for the placement of each one, rather than just "well, dragons are cool, so  lets load the game with them   to increase the boss-fight count."     I have had enough of  that in RPGs.


5) Didn't see enough of the dialogue wheel to determine of they really improved  it from DA2.


Overall, they seem to be going in  the right  direction with this.  On  the hopefulness scale, I  just went from 2 to 6....  if they manage to raise me to 9 or 10, I will buy this game when it comes out.


point 3 it's the most difficult thing to improve for rpg in the futur  i.a of the combat  when you see enemy like metal gear on rpg it's be nice ( but difficult^^)

Modifié par clst, 05 novembre 2013 - 06:15 .


#12935
ElitePinecone

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Watching the video - Mark and Mike have different lines from the live event at PAX.

Did they sit down and record a new narration for that whole demo? That's pretty cool.

#12936
clst

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ElitePinecone wrote...

Watching the video - Mark and Mike have different lines from the live event at PAX.

Did they sit down and record a new narration for that whole demo? That's pretty cool.


even the video is different the way the player play is different  if you compare the two with the pax

Modifié par clst, 05 novembre 2013 - 01:17 .


#12937
RaduM

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I don't know if anybody noticed, but the "Alchemical Opportunities" action mentions an "Artificier Dagna".

Dagna was the name of the young Dwarf girl in Orzammar back in DA:O that your Warden could lend a helping hand to joining the Mage Circle. It's reasonable to assume it's the same person.

In which case, very nice :) Always glad to see returning characters.

#12938
Zenbry

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RaduM wrote...

I don't know if anybody noticed, but the "Alchemical Opportunities" action mentions an "Artificier Dagna".


Wow! Good catch!

#12939
Steppenwolf

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I wonder if the game is designed so that you can't devote resources to every available outpost/objective/whatever or if you could just do everything with a mod and not break the game?
I think it would be really cool if they specifically made it so devoting resources to specific things altered what's available to you later. Like if you chose not to rid an area with a freshwater stream of the poisonous gas blanketing it then you couldn't establish a specific fortress later on because the only water in the area is contaminated from that stream feeding into it, but if you did clear that area of the gas and establish that fortress then your forces dam the water supply for themselves and cut off the water to the surrounding area, leaving an area desolate that would otherwise have been an area of commerce.

#12940
FenrirBlackDragon

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RaduM wrote...

I don't know if anybody noticed, but the "Alchemical Opportunities" action mentions an "Artificier Dagna".

Dagna was the name of the young Dwarf girl in Orzammar back in DA:O that your Warden could lend a helping hand to joining the Mage Circle. It's reasonable to assume it's the same person.

In which case, very nice :) Always glad to see returning characters.


Yes, yes, YESSSSSSS!

That, good sir or madam, made my day.

#12941
RaduM

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BasilKarlo wrote...

I wonder if the game is designed so that you can't devote resources to every available outpost/objective/whatever or if you could just do everything with a mod and not break the game?
I think it would be really cool if they specifically made it so devoting resources to specific things altered what's available to you later. Like if you chose not to rid an area with a freshwater stream of the poisonous gas blanketing it then you couldn't establish a specific fortress later on because the only water in the area is contaminated from that stream feeding into it, but if you did clear that area of the gas and establish that fortress then your forces dam the water supply for themselves and cut off the water to the surrounding area, leaving an area desolate that would otherwise have been an area of commerce.


The narration in the video says they will go for a "you can't have it all" approach as far as "agents" are concerned.

I think it's very brave they go down the route of allowing entire areas,content, to be locked, unlocked. It's considerable work.

Think about it, if you make a choice, A or B, and each choice unlocks content exclusive to it, say 1 hour of gameplay that is individual to that choice (not just passing mentions, but an entire section of game... areas, characters, interactions, etc), you the player, might be pleased, but the developer has to foot the bill. They have to create 2 hours worth of content, your chosen hour and your un-chosen hour.

And that's what makes Bioware unique. As much flak as they might catch for what they did/didn't do (*cough* ME3 ending *cough*), nobody, and I mean *NOBODY* out there puts as much effort into accommodating all the player-generated parallel universe states as Bioware does. Not even the much-lauded Witcher.

They are setting a high bar for themselves and I hope the game rises up to it.

#12942
Ilidan_DA

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Well I mean like being able to speak to the character when you want like DA origins? And thank you for your answer xxx

Mike Laidlaw ‏

Oh! Then, yes. You'll be able to do that.

#12943
leighzard

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Wiedzmin182009 wrote...

Well I mean like being able to speak to the character when you want like DA origins? And thank you for your answer xxx

Mike Laidlaw ‏

Oh! Then, yes. You'll be able to do that.

That's a huge thing for me.  I didn't like the conversations in DA2.  I remember at DragonCon (and I think it was David Gaider who said it) that conversations will be more organic in Inquisition, and there was a section of gameplay that was meant to showcase that, but it was with a keep mook, as I recall.  It should translate to all conversations.  The way I understood it is that the icons over your party members would stop happening and that while companion quests still exist, it's up to you to find them.  There won't be "Talk to Varric at the Hanged Man" order awaiting you any time something might take place.

Modifié par leborum, 05 novembre 2013 - 11:08 .


#12944
Guest_Lady Glint_*

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Maybe I'm just seeing things, but I swear it looks like they tweaked Cassandra's face a bit. She looks a little different in this video than in the PAX videos.

#12945
Spectre slayer

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leborum wrote...

Wiedzmin182009 wrote...

Well I mean like being able to speak to the character when you want like DA origins? And thank you for your answer xxx

Mike Laidlaw ‏

Oh! Then, yes. You'll be able to do that.

That's a huge thing for me.  I didn't like the conversations in DA2.  I remember at DragonCon (and I think it was David Gaider who said it) that conversations will be more organic in Inquisition, and there was a section of gameplay that was meant to showcase that, but it was with a keep mook, as I recall.  It should translate to all conversations.  The way I understood it is that the icons over your party members would stop happening and that while companion quests still exist, it's up to you to find them.  There won't be "Talk to Varric at the Hanged Man" order awaiting you any time something might take place.


I agree with you since I didn't like the fact that we couldn't talk to them whenever we want and had to go to their bases to talk to them, and i'm pleasantly surprised that they changed their minds since before they said we won't be able to talk to them wherever we want and only occasionally depending on missions or other factors.

#12946
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RaduM wrote...

The narration in the video says they will go for a "you can't have it all" approach as far as "agents" are concerned.

I think it's very brave they go down the route of allowing entire areas,content, to be locked, unlocked. It's considerable work.

Think about it, if you make a choice, A or B, and each choice unlocks content exclusive to it, say 1 hour of gameplay that is individual to that choice (not just passing mentions, but an entire section of game... areas, characters, interactions, etc), you the player, might be pleased, but the developer has to foot the bill. They have to create 2 hours worth of content, your chosen hour and your un-chosen hour.

And that's what makes Bioware unique. As much flak as they might catch for what they did/didn't do (*cough* ME3 ending *cough*), nobody, and I mean *NOBODY* out there puts as much effort into accommodating all the player-generated parallel universe states as Bioware does. Not even the much-lauded Witcher.

They are setting a high bar for themselves and I hope the game rises up to it.


Numerous devs from the ME and DA franchises have said that they don't like gameplay/explorable areas being inaccessible to players due to choices because it makes the cost of making those areas/that content less justifiable. This approach in Inquisition is a new one.

BeadyEyedTater wrote...

Maybe I'm just seeing things, but I
swear it looks like they tweaked Cassandra's face a bit. She looks a
little different in this video than in the PAX videos.


Laidlaw has said that appearances will be continually tweaked throughout development. Morrigan and Varric have also been tweaked since their initial reveals.

#12947
Reofeir

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I always did like talking to my crew when I wanted to.

#12948
ElitePinecone

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RaduM wrote...

The narration in the video says they will go for a "you can't have it all" approach as far as "agents" are concerned.

I think it's very brave they go down the route of allowing entire areas,content, to be locked, unlocked. It's considerable work.

Yeah, it certainly opens up a lot of difficult options in terms of prioritising (and short/long term goals).

Though a later line in the narration said something like "we can't choose this option [to restore the old Tevinter gate] yet", so maybe eventually there will be enough agents to do everything in the game. 

I guess it depends on how the agent system works and whether they're a finite resource, they haven't explained that at all yet.

#12949
wolfhowwl

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BasilKarlo wrote...

RaduM wrote...

The narration in the video says they will go for a "you can't have it all" approach as far as "agents" are concerned.

I think it's very brave they go down the route of allowing entire areas,content, to be locked, unlocked. It's considerable work.

Think about it, if you make a choice, A or B, and each choice unlocks content exclusive to it, say 1 hour of gameplay that is individual to that choice (not just passing mentions, but an entire section of game... areas, characters, interactions, etc), you the player, might be pleased, but the developer has to foot the bill. They have to create 2 hours worth of content, your chosen hour and your un-chosen hour.

And that's what makes Bioware unique. As much flak as they might catch for what they did/didn't do (*cough* ME3 ending *cough*), nobody, and I mean *NOBODY* out there puts as much effort into accommodating all the player-generated parallel universe states as Bioware does. Not even the much-lauded Witcher.

They are setting a high bar for themselves and I hope the game rises up to it.


Numerous devs from the ME and DA franchises have said that they don't like gameplay/explorable areas being inaccessible to players due to choices because it makes the cost of making those areas/that content less justifiable. This approach in Inquisition is a new one.


Maybe they learned from the very poor reception to the Rachni Queen in Mass Effect 3...

#12950
Yrkoon

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BasilKarlo wrote...


Numerous devs from the ME and DA franchises have said that they don't like gameplay/explorable areas being inaccessible to players due to choices because it makes the cost of making those areas/that content less justifiable.

Yep, although this  stupid, self-defeating, board-room-pie-chart  mindset is hardly limited to Bioware.  It's a trend in the industry, and it is  what's been ruining the RPG genre for the past few years.   Bethesda devs have  spouted similar comments, which is why,  today, in a game like Skyrim  (for example),  the player can be the leader of  ALL the guilds simultaneously, whereas in previous ES games, becoming a member of one closed off your ability to become a member of the  others.

 

This approach in Inquisition is a new one.

It'd be more accurate to say that this approach is a  refreshing throwback to what Bioware used to do  all the time.  In BG2, if you took the Underdark portal in Spellhold, the Sahuigan city was closed off to you.  And if you  chose the mage stronghold, the  Thieves guild was closed off to you.   etc.

This is as  it should be in a game that boasts of  choice & consequence.

Modifié par Yrkoon, 06 novembre 2013 - 06:25 .