Modifié par schalafi, 16 novembre 2012 - 06:59 .
More non-violent solutions, please
#51
Posté 16 novembre 2012 - 06:58
#52
Posté 16 novembre 2012 - 07:08
I hope that for those resolutions, the amount of XP obtained from the encounter is the same or more than from the combat. The game should be neutral in terms of rewards for going in one direction or another. The argument for a larger reward in XP may come from the fact that the non-violent answer may be limited and not always possible depending on the character or party build.David Gaider wrote...
Maria Caliban wrote...
I'd like more quests with the option to solve them in a non-violent manner. This might be through dialogue, but could also be through using character skills or performing certain actions either during the quest or previously.
Yes, this is actually something we're doing. The use varies-- we don't want the player to unwittingly miss out on a really interesting combat encounter, but so long as the alternative path also has interesting content (or, at least, the player had to do more legwork to get that alternative other than picking a 'skip combat' dialogue option) or the combat isn't important-- and the player is aware that what they're doing will have that result-- it should be possible in some cases. Not everyone considers combat itself a reward, after all.
#53
Posté 16 novembre 2012 - 07:08
#54
Posté 16 novembre 2012 - 07:24
While I like the idea of companions in the party helping you avoid the fight, I hope you make it possible to do so without a certian companion. Ex. when you encounter the corrupt guards in the Hanged man in Offered and Lost, it should still be possible to get the information from them without Aveline without fighting them, just more difficult.
Modifié par Brian Lewis, 16 novembre 2012 - 07:24 .
#55
Posté 16 novembre 2012 - 07:36
David Gaider wrote...
Maria Caliban wrote...
I'd like more quests with the option to solve them in a non-violent manner. This might be through dialogue, but could also be through using character skills or performing certain actions either during the quest or previously.
Yes, this is actually something we're doing. The use varies-- we don't want the player to unwittingly miss out on a really interesting combat encounter, but so long as the alternative path also has interesting content (or, at least, the player had to do more legwork to get that alternative other than picking a 'skip combat' dialogue option) or the combat isn't important-- and the player is aware that what they're doing will have that result-- it should be possible in some cases. Not everyone considers combat itself a reward, after all.
This is great news...
I like when we have alternate ways through an encounter. I wouldn't mind seeing a system where you're rewarded for having high attribute points and can unlock unique alternate ways through an encounter. High strength? Intimidation. High willpower? Perseverance through a situation. High magic? Violent/Non-violent use of magic through an obstacle.
I wouldn't even mind if we see some specialization exclusive content. Blood Mage? I get unique alternate paths in a conversation. This is something that felt lacking to me in DA2. Most encounters didn't seem to have a lot of alternate paths. The Redcliffe Village quest had so many possibilities. That quest split so many different ways despite the main story staying the same. I want to see more of those type of questlines in DA3...
Modifié par deuce985, 16 novembre 2012 - 07:38 .
#56
Posté 16 novembre 2012 - 07:48
#57
Posté 16 novembre 2012 - 07:56
This same mechanic should occur for the thugs and random monsters. Okay, Darkspawn I can suspend disbelief that they would not know any better, but the random thugs in DA2 were the bravest and foolhardiest men in all of the Thedas. Never, even after I had randomly killed thrity of the comrades and their leader, did they ever consider retreat.
#58
Posté 16 novembre 2012 - 08:28
#59
Posté 16 novembre 2012 - 09:19
#60
Posté 16 novembre 2012 - 10:23
#61
Posté 16 novembre 2012 - 10:55
David Gaider wrote...
Maria Caliban wrote...
I'd like more quests with the option to solve them in a non-violent manner. This might be through dialogue, but could also be through using character skills or performing certain actions either during the quest or previously.
Yes, this is actually something we're doing. The use varies-- we don't want the player to unwittingly miss out on a really interesting combat encounter, but so long as the alternative path also has interesting content (or, at least, the player had to do more legwork to get that alternative other than picking a 'skip combat' dialogue option) or the combat isn't important-- and the player is aware that what they're doing will have that result-- it should be possible in some cases. Not everyone considers combat itself a reward, after all.
Just use your head and make a fun game. Not everything needs to have combat, the quest to hook up Aveline and Donnic was an example of ridiculous over use of combat. Combat, particularly that much combat had no place in the quest to begin with, not to mention the idea of one or two city guards having to wade through a sea of bandits and thieves on each nightly patrol just made it completely face palm worthy.
#62
Guest_PurebredCorn_*
Posté 17 novembre 2012 - 02:36
Guest_PurebredCorn_*
#63
Posté 17 novembre 2012 - 03:04
One thing I'd like to add, although it's not directly the same thing. Cut down on the inordinate levels of filler combat and design levels that can be approach through a variety of means, whether it be stealth or using other skills/abilities to interact with the environment. It would help make non-violent problem solving seem less out of place.
"I killed 59 people on the way here but I think now my character wants to be a nice person who solves problems with words."
Still, a good suggestion nonetheless.
Modifié par CrustyBot, 17 novembre 2012 - 03:05 .
#64
Posté 17 novembre 2012 - 03:07
thats1evildude wrote...
But murder is all I'm good at!
I'm sure you'll have plenty of oppurtunity for that sort of thing. This is Thedas we're talking about.
#65
Posté 17 novembre 2012 - 07:29
Mark of the Dragon wrote...
I would like to see quests like the landsmeet in DAO or the nobles meeting Dragon Age Awakening. I loved the political view ans it was a fun distraction to combat. Not to mention dealing with the high class scandals and making choices that effect the land. Any chance we will see more of that?
I loved that stuff too. Ruling Amaranthine was something I was hoping to see more iterations of.
#66
Posté 17 novembre 2012 - 07:44
#67
Posté 17 novembre 2012 - 07:58
I'm looking forward to hear more about what mr Gaider spoke of.
#68
Posté 17 novembre 2012 - 07:58
LordHuffnPuff wrote...
Maybe I'm wrong, but while I tend to want to take the non-violent solution in DA games, I often feel pressured to kill stuff because, if I recall correctly, talking my way out of a situation doesn't grant me delicious delicious experience points. I'd like to see the same amount of EXP rewarded for peacefully clearing encounters that one would have gained had they simply slaughtered everything. Or, because Dragon Age really has no random encounters, simply award EXP at the end of an encounter simply for clearing it, instead of tying it to the deaths of specific enemies.
Definitely this. I hardly ever choose the peaceful solutions (when they exist) if they don't give me the same, or close to, experience as combat would have.
#69
Posté 17 novembre 2012 - 08:09
#70
Posté 17 novembre 2012 - 08:16
David Gaider wrote...
Yes, this is actually something we're doing. The use varies-- we don't want the player to unwittingly miss out on a really interesting combat encounter, but so long as the alternative path also has interesting content (or, at least, the player had to do more legwork to get that alternative other than picking a 'skip combat' dialogue option) or the combat isn't important-- and the player is aware that what they're doing will have that result-- it should be possible in some cases. Not everyone considers combat itself a reward, after all.Maria Caliban wrote...
I'd like more quests with the option to solve them in a non-violent manner. This might be through dialogue, but could also be through using character skills or performing certain actions either during the quest or previously.
David's answer makes me happy.
#71
Posté 17 novembre 2012 - 08:20
#72
Posté 17 novembre 2012 - 08:26
I always enjoyed occassions like this; Hawke looks to Fenris, "Make him talk." Aveline was good for this to.
#73
Posté 17 novembre 2012 - 08:43
Modifié par Snypy, 17 novembre 2012 - 08:46 .
#74
Posté 17 novembre 2012 - 08:50
David Gaider wrote...
Maria Caliban wrote...
I'd like more quests with the option to solve them in a non-violent manner. This might be through dialogue, but could also be through using character skills or performing certain actions either during the quest or previously.
Yes, this is actually something we're doing. The use varies-- we don't want the player to unwittingly miss out on a really interesting combat encounter, but so long as the alternative path also has interesting content (or, at least, the player had to do more legwork to get that alternative other than picking a 'skip combat' dialogue option) or the combat isn't important-- and the player is aware that what they're doing will have that result-- it should be possible in some cases. Not everyone considers combat itself a reward, after all.
That is promising news. Thank you.
#75
Posté 17 novembre 2012 - 11:21





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