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More non-violent solutions, please


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#101
fdgvdddvdfdfbdfb

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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.

This makes absolutely no sense and it's the main reason I love the Elder Scrolls system.

"Back off man, you don't know who you're dealing with, I've been excercising my mouth allllll day long. Watch your back."

#102
syllogi

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Fortlowe wrote...

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.


I LOVE puzzles and riddles in RPGs, but most of the mini games in the last two ME games were just filler.  There is no skill or logic involved in mineral gathering, or bypassing locks.

Now, if it's actually something fun, even if it's not exercising your mind, sure, why not.  But as soon as I figured out how to give my character a bajillion resources in ME2 and 3 with Gibbed's save editor, I was thankfully done with planet scanning forever.

#103
fdgvdddvdfdfbdfb

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Fortlowe wrote...

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

Did you just call that non "violient"? Blowing up monkeys with a cannon? :huh: I hope you're reincarnated as a Pyjack in your next life.

Seriously though, I wanted to say excatly what Gaider said, the hard part is not making it so non-violence just makes you miss out on a huge chunk of content, so a violent player clocks in 25hours of gameplay and a gentle soul gets 5.

Skipping all the filler combat that plagues all these games would be very much appreciated, but beyond that, it's hard to think of something to give players to do. Traditionaly a challenge of sneaking by undetected is the way to do it, but I dunno if Bioware has finally extended their stealth system beyond the invisible man, or if you can rely on that for all of it.

#104
Fortlowe

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Well it wasn't violent from my perspective. Perhaps the pyjack has another opinion....Anyways: minigames. I want them. And I think they are the perfect means to support non-combat skills. Gamble and pickpocket; increase cunning. Work at the blacksmith, learn new runes. work at the apothecary; learn new potions. Etc., etc., etc.

#105
schalafi

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Fortlowe wrote...

Well it wasn't violent from my perspective. Perhaps the pyjack has another opinion....Anyways: minigames. I want them. And I think they are the perfect means to support non-combat skills. Gamble and pickpocket; increase cunning. Work at the blacksmith, learn new runes. work at the apothecary; learn new potions. Etc., etc., etc.


I'd like minigames too, but I would like to be able to ignore them if I didn't want to play them. I wouldn't like them tied to quests. Some games make them part of the plot and you can't go forward unless you solve them first.

#106
Kajagoogoo3

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 I would only see more peaceful solutions if we could get the same exp as we would if we did more violent solutions. Don't get me wrong, I'm all for peace.

#107
Fortlowe

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schalafi wrote...

Fortlowe wrote...

Well it wasn't violent from my perspective. Perhaps the pyjack has another opinion....Anyways: minigames. I want them. And I think they are the perfect means to support non-combat skills. Gamble and pickpocket; increase cunning. Work at the blacksmith, learn new runes. work at the apothecary; learn new potions. Etc., etc., etc.


I'd like minigames too, but I would like to be able to ignore them if I didn't want to play them. I wouldn't like them tied to quests. Some games make them part of the plot and you can't go forward unless you solve them first.


Perhaps mandatory only as a means to introduce the player to them and not even aways then. Fable II (a games I'm only recently coming to terms with how much I appreciate) did it's minigames very well. While more than a little repetative, they were still not so time consuming that they weren't worth the effort for those that that did play them, and not so vital to the quest that they could not be skipped. I only wished they contributed XP as well a $.

#108
Bobad

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I totally support this idea, but I'd also like to see one, and one only, violent solution to a problem that should obviously be solved through communication.

#109
deuce985

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I hate it when games penalize you for resolving an encounter without combat. Some games you get less exp. I don't understand that...

I get less exp because I decided I didn't want to splatter the wall with their blood?

#110
abnocte

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fdgvdddvdfdfbdfb wrote...

*snip*
Did you just call that non "violient"? Blowing up monkeys with a cannon? :huh: I hope you're reincarnated as a Pyjack in your next life.

Seriously though, I wanted to say excatly what Gaider said, the hard part is not making it so non-violence just makes you miss out on a huge chunk of content, so a violent player clocks in 25hours of gameplay and a gentle soul gets 5.

Skipping all the filler combat that plagues all these games would be very much appreciated, but beyond that, it's hard to think of something to give players to do. Traditionaly a challenge of sneaking by undetected is the way to do it, but I dunno if Bioware has finally extended their stealth system beyond the invisible man, or if you can rely on that for all of it.


Well they tried some sort of Thief:Deadly shadows approach to sealth in MotA. I would like to see more of that, but playing with a full party makes it tricky, they either magically have the whole party sealth along with you or they limit those sections to parts where your PC is alone.

Modifié par abnocte, 22 novembre 2012 - 12:32 .


#111
RaidenXS

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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.


Will XP after a combat/non-combat desicion be equal?

Modifié par RaidenXS, 26 mars 2013 - 08:02 .


#112
Kenshen

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I support this idea as well. One thing I loved in DA2 is having certain people with you could change how an event played out. I think it is the first quest you get after picking up Isabella where you have to get the poison for the merchant that hangs out in the Hanged Man. The guards outside the warehouse can be dealt with using force or by lying too them however if you have Merrill in the group she will spoil the lie and you end up having to fight aways. It add replay value imo.

#113
Sarcastic Tasha

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BouncyFrag wrote...

Careful now. Murder knife will not be pleased with talk such as this.


Indeed. More Murder Knife for DA3.

#114
trying_touch

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RaidenXS wrote...

Will XP after a combat/non-combat desicion be equal?


I would really like this question answered.

I realize that makes me sound like a munchkin, and I won't deny that.

#115
Saibh

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RaidenXS wrote...

Will XP after a combat/non-combat desicion be equal?


I agree it should be to validate the multiple options, but I haven't found that DAO or DAII to lack in ways to get experience. ME2 was pretty tight with the whole experience thing, where you had to basically ignore one of your few powers in order to cap and you had to complete every single mission and every single DLC and every single sidequest to actually be able to max *those*...but I don't remember having an issue with the DA games on this front. 

Modifié par Saibh, 26 mars 2013 - 08:41 .


#116
Guest_krul2k_*

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not a diplomat myself would rather just chop heads of an bath in blood so to speak, but whatever i wont appose much that adds to the game

#117
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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.


This is very exciting news.

#118
bmwcrazy

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I hate violence as well, because I just end up killing everyone. :(

It's no fun if everyone's dead.

#119
Guest_krul2k_*

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id massacre the bugs if i could tbh :P

#120
Volus Warlord

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Psh I don't play video games so I can go around finding diplomatic solutions.

I want a wholesale brutal slaughter of my enemies.

#121
Guest_Snoop Lion_*

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I love the non-combat solutions already in the game, more would help.

#122
Fast Jimmy

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Foshizzlin wrote...

I love the non-combat solutions already in the game, more would help.


:blink:

What non-combat options would those be?

#123
Guest_Snoop Lion_*

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You can talk down some enemies in both DA:O and DA2 into not fighting you, by intimidation or persuasion.

#124
Fast Jimmy

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DA:O I would give you. DA2 maybe only had one or two of these. Given that DA2 will be more of the template for DA3 than DA:O from what little we know, I'd say that we should operate off the premise of how many examples of non-combat we had in DA2. Which was not many.

#125
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I never said there were a lot in DA2, just that I liked them. That's why we need more.