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More non-violent solutions, please


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#76
Plaintiff

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As long as non-violent gameplay still earns me exp.

I don't want my combat skills to be gimped when I actually NEED them.

#77
Redbelle

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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.

While I understand that combat is part of BioWare games and there will never be a BioWare game like Deus Ex where you can avoid killing everyone but the boss,* I enjoy using alternate game paths, particular those which don't include turning other people into a chunky red paste.

Thank you.



*Feel free to prove me wrong.


For BW, whose fans rejoice at the prospect of choosing how to get through a game wheather that is through blood and guts or gentler methods, I like the idea or non violent methods being available as well as violent methods. With the player in sole charge of which option to use in the context of the moment he or she finds herself in.

It's this method of gamplay that BW excels at.

That said, just because the method is non violent, doesn't mean it can't be cruel and unusal. Or sweet and cheerful. The option's for how a player progresses his or her character through the game need to be varied for a BW RPG. Especially one that takes alot of inspiration and owes a debt to the dungeon and dragons desktop gaming style that has kept swords and socerery going since BW's Baulders gate years.

#78
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If the option is there, I'll use it all the time. One of the best things about Planescape: Torment. I enjoy combat, but not to the extent DA2 forced it at, or to the extent DA:O did it during the Ashes and Deep Roads quest.

#79
Lazengan

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Dishonored did this well

you can go through the entire game without killing a single person

#80
Salaya

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David Gaider wrote...
...
 (or, at least, the player had to do more legwork to get that alternative other than picking a 'skip combat' dialogue option)
...


Does that mean that persuasion, as a skill, will not be present? Or maybe that persuasion, if present, it won't be useful to avoid combats?

#81
esper

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Salaya wrote...

David Gaider wrote...
...
 (or, at least, the player had to do more legwork to get that alternative other than picking a 'skip combat' dialogue option)
...


Does that mean that persuasion, as a skill, will not be present? Or maybe that persuasion, if present, it won't be useful to avoid combats?


That is how it should be. Persuation, should never be an all win bottom.

#82
Arppis

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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.


Please, let me miss interesting stuff, if I choose otherwise. I'd like to have some cool stuff to explore on my next playtrough.

#83
Riverdaleswhiteflash

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esper wrote...

Salaya wrote...

David Gaider wrote...
...
 (or, at least, the player had to do more legwork to get that alternative other than picking a 'skip combat' dialogue option)
...


Does that mean that persuasion, as a skill, will not be present? Or maybe that persuasion, if present, it won't be useful to avoid combats?


That is how it should be. Persuation, should never be an all win bottom.


There's a difference between being invariably instant-win and being not-at-all useful. But what I think you're saying is that you shouldn't be able to get by on just that, in any circumstance? That doesn't sound like a good idea. There should be circumstances where that's sufficient. If somebody's already shaking but trying to gather their courage to attack you, growling "*&%$ off!" should be enough to send them running. If somebody's working for an evil overlord, and hesitating to attack you as much because it's unjust as because it's suicidal, you should be able to talk them around without bribing them. (If your skill is high enough, otherwise you should be able to bribe them if their personality permits it.)

Modifié par Riverdaleswhiteflash, 17 novembre 2012 - 11:13 .


#84
ledod

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more murder knife solutions too.

#85
esper

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Riverdaleswhiteflash wrote...

esper wrote...

Salaya wrote...

David Gaider wrote...
...
 (or, at least, the player had to do more legwork to get that alternative other than picking a 'skip combat' dialogue option)
...


Does that mean that persuasion, as a skill, will not be present? Or maybe that persuasion, if present, it won't be useful to avoid combats?


That is how it should be. Persuation, should never be an all win bottom.


There's a difference between being invariably instant-win and being not-at-all useful. But what I think you're saying is that you shouldn't be able to get by on just that, in any circumstance? That doesn't sound like a good idea. There should be circumstances where that's sufficient. If somebody's already shaking but trying to gather their courage to attack you, growling "*&%$ off!" should be enough to send them running. If somebody's working for an evil overlord, and hesitating to attack you as much because it's unjust as because it's suicidal, you should be able to talk them around without bribing them. (If your skill is high enough, otherwise you should be able to bribe them if their personality permits it.)


Actually I would rather not have persuade in an out of combat skill because it is difficutly to implent properly. I will rather that we deduce who can be manipulated by what through our own means. But if there it is as I say. It should never be an allways win option (Of course it shouldn't be an always lose option either).

#86
schalafi

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I just want a "run away" option if I'm interrupted in the middle of an important quest. I hated the inability to avoid Sharps thugs when I was trying to do the Bait and Switch quest. I also didn't like to be kidnapped from one quest and forced to do another one first. Those kind of actions take away any choice from the player.

Modifié par schalafi, 18 novembre 2012 - 07:49 .


#87
Travie

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Mite b cool to see.

More solutions to problems that get presented is always good anyhow.

#88
RogueWriter3201

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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.


I'm curious though, Mr. Gaider. Will these non-violent solutions only be available if we have certain people in our party (as was often the case with Varric in DA2) or will we be able to get the non-violent solutions due to our PC's ability to reason with/persuade/coerce the person they are speaking with as we could in Origins? 

#89
Ophir147

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glenboy24 wrote...


I'm curious though, Mr. Gaider. Will these non-violent solutions only be available if we have certain people in our party (as was often the case with Varric in DA2) or will we be able to get the non-violent solutions due to our PC's ability to reason with/persuade/coerce the person they are speaking with as we could in Origins? 


Laconic Translation: 

Is coercion coming back then?

#90
Ophir147

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Plaintiff wrote...

As long as non-violent gameplay still earns me exp.

I don't want my combat skills to be gimped when I actually NEED them.


I don't think this would be a problem with the magic of level scaling.

#91
Guest_Nizaris1_*

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Non violence?

option 1

PC ; "we don't want to fight, we just want to talk"
Qunari : okay, i am Avarad...blah blah blah
PC : "My sister is a mage"
Qunari : "Vashadan! blah blah blah" (fight)

option 2

PC : "you wanna fight? lets fight"
Qunari : "Vashadan!blah blah blah" (fight)

option 3

PC : "alright, i give you want, we don't have to fight"
Qunari : "Ah, but you have already involve in this, we must fight you, Qun demand it, Vashadan! blah blah blah" (fight)

Modifié par Nizaris1, 19 novembre 2012 - 06:45 .


#92
esper

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Ophir147 wrote...

Plaintiff wrote...

As long as non-violent gameplay still earns me exp.

I don't want my combat skills to be gimped when I actually NEED them.


I don't think this would be a problem with the magic of level scaling.


Level scaling doesn't matter. Talent points a vital and losing out on experience which means losing out on talents can make or break the late game bossess.

I am with Plaintiff. I want experience for non combat too. (They could give experience based on quests solving instead of the combat.)

#93
Momiji.mii

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I'm glad to hear that there will be more non-violent solutions in DA3! I love the battles, but sometimes its nice to see different takes on how to resolve matters.

#94
Bfler

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It could also be in a funny manner like the begin of the prison break in DAO.(->remember the broma brothers)

#95
Scarlet Rabbi

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I propose more violent solutions.

Talking is for Chantry priests and city elves. The only time I want to talk is if the blood of a fresh kill is sprinkled across my face.

#96
kingjezza

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Agreed.

The ability to eat our victims would be nice as well.

#97
schalafi

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Maybe the players that only want violent games should give up rpgs and start playing fps' instead. I want something more in a game than blood and death.

Modifié par schalafi, 21 novembre 2012 - 05:52 .


#98
Avaflame

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esper wrote...

Ophir147 wrote...

Plaintiff wrote...

As long as non-violent gameplay still earns me exp.

I don't want my combat skills to be gimped when I actually NEED them.


I don't think this would be a problem with the magic of level scaling.


Level scaling doesn't matter. Talent points a vital and losing out on experience which means losing out on talents can make or break the late game bossess.

I am with Plaintiff. I want experience for non combat too. (They could give experience based on quests solving instead of the combat.)


Thirded. I loved the options to get out of fights in DA2, but I never took them for the difference in experience.The more experience I get, the more spells I get to choose! I'd love it if non-combat solutions gave equal experience but were harder to acheive (combinations of attribute points, skills, companions etc.)

#99
Yuoaman

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I definitely hope violence won't be the only solution, though I also hope that not everyone will be able to be easily persuaded with words or other non-violent ways. In the Dragon Age universe there are always going to be crazy bastards that'll jump on the chance for violence no matter what the player does.

#100
Fortlowe

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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.


Have you guys considered mini games as non-violient in game activities? Mass effect included them to a limited extent (probes, pyjack hunting, mineral gathering) but I think Dragon Age lends itself to mini games much more readily.