







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.
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.
Modifié par Yrkoon, 05 novembre 2013 - 09:10 .
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!
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
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.
Modifié par Spectre slayer, 05 novembre 2013 - 04:22 .
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.
Modifié par clst, 05 novembre 2013 - 06:15 .
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.
Modifié par clst, 05 novembre 2013 - 06:15 .
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.
Modifié par clst, 05 novembre 2013 - 01:17 .
RaduM wrote...
I don't know if anybody noticed, but the "Alchemical Opportunities" action mentions an "Artificier Dagna".
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 niceAlways glad to see returning characters.
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.
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.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.
Modifié par leborum, 05 novembre 2013 - 11:08 .
Guest_Lady Glint_*
leborum wrote...
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.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.
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.
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.
Yeah, it certainly opens up a lot of difficult options in terms of prioritising (and short/long term goals).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.
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.
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.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.
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 approach in Inquisition is a new one.
Modifié par Yrkoon, 06 novembre 2013 - 06:25 .