Archery in Dragon Age: Inquisition(bowstrings confirmed)
#226
Posté 15 janvier 2013 - 03:50
So pretty much everyone who has an opportunity for archery.
#227
Posté 15 janvier 2013 - 04:18
Animated bow and bowstring (bow arms actually move as string is pulled back).
Longer engagement ranges (around 100 meters at most).
Sustainable arrow types (like how ME3 handles applying certain ammo types). Poison arrow, explosive arrow, armor-piercing arrow, etc.
Crossbows for Warriors. Extremely high range and damage, but slow rate of fire.
#228
Posté 15 janvier 2013 - 04:21
I like the sustainable arrow type idea, lending itself to Mass Effect's ammo types. Perhaps there could be a system where your rogue applies whatever effect to the broadheads of their arrows and thus that effect stays on until its exchanged.
Good stuff.
#229
Posté 15 janvier 2013 - 04:52
#230
Posté 15 janvier 2013 - 05:36
LPPrince wrote...
In DAO I tried, I really did. I think I let Leliana do it, but there was no way I would.
same, DAO left it to Leliana. and in DA2 felt kind of Pew pew. that and I had varric with me almost all the time so it was hard to justify 2 archers.
#231
Posté 15 janvier 2013 - 05:43
Archer Hawke, Sebastian, Varric, and Isabella. ROGUE CITY
Or I'd replace Seb with Aveline. So it was always raining arrows.
Modifié par LPPrince, 15 janvier 2013 - 05:44 .
#232
Posté 15 janvier 2013 - 06:33
#233
Posté 15 janvier 2013 - 06:41
INTRIGUING.
#234
Posté 15 janvier 2013 - 12:04
I also believe DA:O had a few class combo's (mostly mage + warrior if I recall clearly)
Modifié par SparksMKII, 15 janvier 2013 - 12:05 .
#235
Posté 15 janvier 2013 - 12:07
Mages would be fine, warriors would be fine(those using melee weapons besides the much suggested ranged crossbow), and rogues dual wielding would be fine.
Its not a focused archery simulator. Even Skyrim doesn't have wind speed/direction to hamper/effect loosed arrows/bolts.
So I think everyone already considered it out of the question.
#236
Posté 15 janvier 2013 - 12:09
SparksMKII wrote...
10 pages into this thread and we haven't even talked about wind speeds/direction yet as that's clearly the archer's worst foe. Weather conditions can play a huge part in how effictive an archer can be.
Would be realistic, but I'd be worried that implementing that sort of thing would just end up meaning that archers were sometimes made useless, which doesn't seem like a good idea from a gameplay perspective.
#237
Posté 15 janvier 2013 - 12:09
#238
Posté 15 janvier 2013 - 12:13
#239
Posté 15 janvier 2013 - 12:15
SparksMKII wrote...
I know was just reminded of the old toolset where you could include wind direction etc. to make flags and banners wave around. Still would like to see (dynamic) weather have an actual impact on gameplay tho, let me have my dreams.
Unless you start aiming manually, there'd be no skill involved. And to be able to aim manually you'd have to radically change the gameplay.
#240
Posté 15 janvier 2013 - 12:18
Herr Uhl wrote...
SparksMKII wrote...
I know was just reminded of the old toolset where you could include wind direction etc. to make flags and banners wave around. Still would like to see (dynamic) weather have an actual impact on gameplay tho, let me have my dreams.
Unless you start aiming manually, there'd be no skill involved. And to be able to aim manually you'd have to radically change the gameplay.
Yep. I think we can all expect that archery will not depend on player skill in DA3, much like its predecessors.
If wind speed and direction were going to be implemented, the system in game would have to be closer to Skyrim.
#241
Posté 15 janvier 2013 - 12:20
Herr Uhl wrote...
SparksMKII wrote...
I know was just reminded of the old toolset where you could include wind direction etc. to make flags and banners wave around. Still would like to see (dynamic) weather have an actual impact on gameplay tho, let me have my dreams.
Unless you start aiming manually, there'd be no skill involved. And to be able to aim manually you'd have to radically change the gameplay.
True but some games allowed you to go from the tactical overview into a FPS perspective at any given moment so it's not impossible.
Desperados 2 worked like that:
www.youtube.com/watch (skip to around 2:35 or 5:35 for example)
Modifié par SparksMKII, 15 janvier 2013 - 12:22 .
#242
Posté 15 janvier 2013 - 12:22
But if it does, hey, surprise. They DID say it was something they were looking at(Skyrim, I mean, not PoV changes).
But I doubt it highly.
#243
Posté 15 janvier 2013 - 12:23
I'm probably going to play an archer rogue in DA3. I am not an expert by any stretch of the imagination--I just hope it'll be fun.
#244
Posté 15 janvier 2013 - 12:24
#245
Posté 15 janvier 2013 - 12:25
Modifié par SparksMKII, 15 janvier 2013 - 12:26 .
#246
Posté 15 janvier 2013 - 12:26
Would certainly make archery interesting, but then it'd pretty much require player skill affecting all combat in game, as first person perspective pushing a button and watching stuff happen would be absolutely boring.
#247
Posté 15 janvier 2013 - 12:34
#248
Posté 15 janvier 2013 - 12:35
LPPrince wrote...
I wonder if Bioware would be up to that.
Would certainly make archery interesting, but then it'd pretty much require player skill affecting all combat in game, as first person perspective pushing a button and watching stuff happen would be absolutely boring.
I've seen a LOT of opposition to the idea of player skill being a factor in an RPG's combat. Some of it baffles me, but some of it's well-grounded.
First person in Skyrim necessitates some aiming and compensation for things like the arc of the arrow, but it's no where near as skill-intensive as, say, an FPS. I wonder if that would be an ok compromise.
#249
Posté 15 janvier 2013 - 12:36
#250
Posté 15 janvier 2013 - 12:38
Sable Rhapsody wrote...
LPPrince wrote...
I wonder if Bioware would be up to that.
Would certainly make archery interesting, but then it'd pretty much require player skill affecting all combat in game, as first person perspective pushing a button and watching stuff happen would be absolutely boring.
I've seen a LOT of opposition to the idea of player skill being a factor in an RPG's combat. Some of it baffles me, but some of it's well-grounded.
First person in Skyrim necessitates some aiming and compensation for things like the arc of the arrow, but it's no where near as skill-intensive as, say, an FPS. I wonder if that would be an ok compromise.
Yeah, in Skyrim when you're shooting arrows you have to compensate for the arc of it, the weight of the bow affecting how far and how much it'll arc before it loses its effectiveness(which in Skyrim is around 60-65 meters).
I still don't know if Bioware would do it, because leaving archery to player skill and everything else to just button pressing and forgetting would be lame.





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