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Anyone actually looking forward to MP in DAI?


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#226
Guest_EntropicAngel_*

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iakus wrote...

I would only change my mind if I was assured that nothing in SP was cut to make room for MP.  Not one line.  Not one quest.  Not one NPC.  And of course, no reduction in its budget.  Disks only hold x amount of information, and I do not want one moment of single player triaged out to make way for a muiltiplayer mission.

If Bioware is still taking suggestions, and stil insists on shoehorning in multiplayer, I say:  make it a free downloadable dlc.  


Well we've heard the argument that there's a multiplayer budget and a single player budget, you know.

And since I don't have any industry knowledge, I can't really say otherwise. So now my argument against it is more based on its exclusivity.

#227
Iakus

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HolyAvenger wrote...

They can't make MP downloadable, it will be too big and have too many assets. 

I think they will include MP if they think it will sell more units. Lose 1 SP-fanatic to gain 3-4 new players who want a MP experience is a strong tradeoff. 


Ugh, down that road lies 10 hour single player "campaign modes" that are no more than a tutorial for MP :sick:

#228
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iakus wrote...

Ugh, down that road lies 10 hour single player "campaign modes" that are no more than a tutorial for MP :sick:


Not necessarily. I don't like MP, but take a look at Assassin's Creed. Apart from the highly unique multiplayer, the single-player campaigns were pretty much unaffected--and tell a fairly strong story, they aren't just tutorials at all.

I think you're thinking of FPSes. But FPSes were never story-intensive (and only now seem to be heading that direction).

#229
Fortlowe

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If there must be MP then, if it's not castle defense, drop in/out co-op, or an RTS, then the combat will be twitch based and I think that's a good thing. Also, as I've mentioned before, ME3 is a perfect test case for a workable method of using the mechanics of a party based, single player game to deliver a compelling multiplayer experience. Wave combat worked brillantly, but could use a bit more complexity.

I would imagine there would have to be a suitable narrative justification for multiplayers presence.This means war. Seeing as mages of varying sorts will almost certainly be amongst the available classes to chose from, along with their templar counterparts, then the war would be against a greater enemy than themselves. Perhaps the Darkspawn, but I'm thinking maybe something new. Maybe an ancient elven nercomancer that gives even Flemeth pause? Regardless, wave combat will likely be the order of the day so that will require suitable cannon fodder.

So far as execution, though the tried and true wave combat of ME3 was and still is very entertaining, it does ultimately become rather monotenous. As a solution, I would suggest turning to the Left for Dead series as an inspiration. Instead of having the party guard or assualt a particular map, move the party from point A to B to C then D. Launch randomly generated attacks along the way, and set random objectives (assault, defend, secure package, assasinate, etc) for each of points A through D, along with optional mini objectives at and between each of the points. After the objective for a point is reached, the party has to fight its way out then to the next point. Keeping the party moving along a linear path that opens up into predetermined rally points would keep the gameplay fresh and increase the feeling of accomplishment by reducing the notion of running around in circles.

On the combat itself, well that's difficult to speculate on without more informoation, considering the move to Frostbite. With that in mind, I'll have to use existing games as examples. Combat gamplay for Mages could be lifted directly from the MP for biotic specialized characters in ME3. I would point to Bioshock as a fine inspiration of how a mages powers could look on the playing field. Allow something like a arcane bolt to be a basic attack. For rogues and warriors, so far as presentation, I would look to Assassin's Creed as inspiration for how these types of characters should look during combat. So far as how they play? Keep it simple, I say. Basically, DAII worked, it just didn't have enough or interesting enough different combat animations.


P.S.: Allan does this mean we've been given the go to armchair develop now? Because I'm already an amazing armchair quarterback. As evidence, if they'd done what I said, my New Orlean Saint's would have won the Super Bowl last year. ;)

Modifié par Fortlowe, 13 avril 2013 - 09:26 .


#230
Solmanian

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Allan Schumacher wrote...
I don't know if the pace necessarily needs to be that different, however. But since we're looking at the Pause system, I'll break it down the way I see it.

This is a pretty binary decision IMO. It'd either exist or not (you can have some timers or other things, but lets keep it simple).

With pause
Pros: Enables finer strategic/tactical flexibility by allowing the group to suspend play and adjust their tactics on the fly at a less frantic pace

Cons: Could be tech issues with replicating the pause. I see a big risk of potential griefing (assuming you're not playing with only friends) through excessive use - this would lead me to think that the system would need to be implemented in a way to try to minimize that.


Without pause is pretty much the mirror for pros and cons (I stayed away from any sort of "gamers may not like it" for the con, since one can rationalize that for any feature). The big issue I would need to see with pausing is whether or not it's as big of a requirement if you're only controlling one player. Does it significantly undermine the strategic aspects? Can the player continue to drive the action and maintain control without it when only worrying about a single actor?


It's something that is very difficult to really know without some level of prototyping and play testing, I would find. But all we have is a forum so we make do with what we got! :P


How about this: players recieve an "allowane" of pause time: you have 45 seconds of pause to use as you will (all at the same time, or ration it) when not in pause-mode that allowance slowly regenerate. I think 45 seconds is more than enough to decide which spells/abilities you want to use, DA is tactical but not like chess.

You can give different classes different pools and regeneration rate to fit to how tactical the class is. They players could equips mods to increase their pause pool/regeneration rate.

#231
Iakus

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EntropicAngel wrote...

iakus wrote...

Ugh, down that road lies 10 hour single player "campaign modes" that are no more than a tutorial for MP :sick:


Not necessarily. I don't like MP, but take a look at Assassin's Creed. Apart from the highly unique multiplayer, the single-player campaigns were pretty much unaffected--and tell a fairly strong story, they aren't just tutorials at all.

I think you're thinking of FPSes. But FPSes were never story-intensive (and only now seem to be heading that direction).


Assassin's Creed games might have strong stories, but they're not exactly choice-based.  Heck does it even have dialogue options?

Dragon Age games (and other Bioware games) have to account for multiple outcomes based on multiple choices.  Heck all the spoken lines for the protagonist have to be done twice for male and female characters!

If AC games can only boast 20-30 hours of single player content in a narratively linear game, how is a choice based RPG going to put  multiplayer in alongside a game that's at least as long (preferably longer, definitely prefer longer) with all the rpg goodness we've come to expect that makes these game sso replayable?

#232
Fast Jimmy

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Historical battles is interesting. What about ancillary stories similar to what Splinter Cell did with their MP (both in Pandora Tomrorow and Chaos Theory). The general principle behind Pandora Tomorrow (a 2v2 versus mode) was a spin off of the story where various biological devices had been planted around the US. Chaos Theory also had a co-op mode, which existed in other parts of the world the same time Sam Fisher was running around doing his thing. I thought it was interesting and added a lot of flavour to the experience.


Yes, this is all fine. But finding a suitable story is not really the roadblock to my problem with MP. Very few people say "ME3's MP didn't make any sense within the context of the game" because it did. I wouldn't have any doubt that the connection/reason, narratively speaking, would be a problem. However...

Does it really become a different game? The big difference I see is that you're controlling only one character. But control for one character still exists in the SP. Do you think that the skills, abilities, encounter designs, and so forth, could not be done using only the abilities that DAO had? You make a good case for non-combat skills, and would you be upset if by "making the MP and SP components more similar" resulted in wanting non-combat skills and encounter design to support that also spilling over into single player?

I suppose it comes down to what you mean by "fundamentally" different. I don't find it a stretch to imagine the situations you described as being possible wholly with what we have in DAO. You don't seem to think so. Do you not think you could do a lot of what you suggested using only abilities and skills that exist in DAO?


I do and I don't.

Could you, strictly mechanically, do these things in either DA game? Things like a warrior who's focus is purely on combat, a rogue build that accomplishes more through stealth skills than through direct fighting? A Mage that can do almost no attacking, but provides an invaluable support to the overall party? Sure.

But the underlying foundation of DA games, in my perspective and experience, is creating various builds that create a truly unique party, that compliment and work off one another. If you limit this to one character, you risk building for single utility, which allows you to operate as a single unit, rather than building for more speciality or for helping other players. Which hampers build experimentation, especially in terms of support or the suggested non-combat roles.

In addition, you would need 100% transparency in the other players in your "party" if you wanted to have true success in effective cooperation. I would want to know if the warrior on my team is a sword-and-board tank, 2H dmgdealer, or a Templar designed to neutralize certain enemy types (such as Mages and demons) but is not as effective against others, such as Darkspawn. But that leans itself to either boring character sheet comparisons before a matchup (nothing says EXCITING MP MATCH! like checking out a dozen people's skill trees) or discriminate boots because "LOLZ Templars are lamezors."

Lastly, a DA MP, even if all of the above are done right, still isn't in the same vein. Because a party-based RPG is all about creating, building and managing a party. Incentivizing players to work together as a party may work well to create an engaging experience, it still is not managing a party... it is about creating a character build that would result in the least amount of rejections by other players and rewards communicating with other players, not directing the chars gets together yourself.

The end result is the same (a group of characters working together to accomplish a goal) but the underlying skills, approaches and tasks to accomplish these results are fundamentally different. I see it as a very different experience and gamestyle.

#233
AmstradHero

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Allan Schumacher wrote...
If MP just had to be in there, how would you go about doing it?

I think the better question is "why does it have to be in there?"

I mean, I know it is (was?) an EA policy that all games must have MP, but honestly... there needs to be a game design reason why MP is important. As far as the DA series as a party based RPG is concerned, I can't see one.

Shoehorning in MP into an inherently party based RPG game seems that it will effectively result in one of two options:
a) Cutting down each player to one character, resulting in a more Diablo-clone style MP
B) Retaining parties for each player, turning the game into a more RTS style game

These are very different in terms of design and player skillset to the core mechanics of party-based RPG - the skills the player learns in either mode are not going to translate terribly effectively to the other form, meaning that the SP and MP components feel very removed from each other rather than cohesive parts of the same game.

I know this doesn't answer your question, but I don't really have a fully formed idea about a reasonable way to implement the style of gameplay produced by a party-based RPG like Dragon Age into a multiplayer scenario. Any idea I can come up with has flaws... and if I come with an idea that I think can work... well, I imagine I'll probably be trying to make it into a game myself instead of throwing out the idea publicly. :bandit:

#234
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I think it would be neat if plotwise it was tied into the semi-confirmed rumor of us having a castle. MP could be a sort of parallel world infinite dungeon campaign with quests commissioned for soldiers or adventurers by the castle into the surrounding lands.

#235
Swagger7

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If the MP is co-op of some sort (either campaign or standalone missions) then yes, my friends and I are looking forward to it. If it's competitive MP or tower/wave defense, then I probably won't touch it.

#236
HolyAvenger

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AmstradHero wrote...

Allan Schumacher wrote...
If MP just had to be in there, how would you go about doing it?

I think the better question is "why does it have to be in there?"

 

Because you can slap a microtransaction-based store on it and make more money. BioWare don't make games out of the goodness of their heart. 

#237
twilekaoi

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How about implementing some sort of semi multiplayer experience like Dragon's Dogma's "UR Dragon"? That would enable the players to pause and strategize on their own terms but still contribute towards a common "community" goal.

Having a twitch based Dragon Age mode wouldn't be Dragon Age.

Modifié par twilekaoi, 14 avril 2013 - 02:28 .


#238
AmstradHero

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HolyAvenger wrote...

AmstradHero wrote...

Allan Schumacher wrote...
If MP just had to be in there, how would you go about doing it?

I think the better question is "why does it have to be in there?"

 
Because you can slap a microtransaction-based store on it and make more money. BioWare don't make games out of the goodness of their heart.

Hence my reason for stating that their needs to be a game design reason for implementing MP. If this is purely a business-based decision rather than one that is based on the principles of how and why the game is made, then it's most likely going to feel pasted on rather than part of the cohesive experience of the game. Somewhat like say... multiplayer for ME3 and Dead Space 2?

Saying "we need multiplayer so we can have microtransactions" is akin to saying "we have made these action sequences for a movie - now we need a plot to join them together." It's unlikely to produce a quality product.

Modifié par AmstradHero, 14 avril 2013 - 02:33 .


#239
Fast Jimmy

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^

To be fair, Hollywood makes hundred of millions (if not billions) of dollars a year doing that exact thing.

#240
robertthebard

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Maybe so, but if they're going to make MP tie in to SP, then I'm not the least bit interested. I already have saves where I couldn't get the "good" ending in ME 3 because I didn't play any MP, and couldn't get my EMS up high enough for the then required score. It's a non-issue now, but I'm not willing to even look at it if it affects the SP campaign.

#241
Allan Schumacher

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Yes, this is all fine. But finding a suitable story is not really the roadblock to my problem with MP. Very few people say "ME3's MP didn't make any sense within the context of the game" because it did. I wouldn't have any doubt that the connection/reason, narratively speaking, would be a problem.


I wasn't discussing "roadblocks" with multiplayer though....  I was taking a suggestion that you made further discussing said suggestion, thinking of other ideas that could be done along a similar means.  I didn't take the discussion to be an attempt to convince you why MP is good, but rather "if Fast Jimmy had to implement it, how would he do it."  I was expanding on the idea you made.


Could you, strictly mechanically, do these things in either DA game? Things like a warrior who's focus is purely on combat, a rogue build that accomplishes more through stealth skills than through direct fighting? A Mage that can do almost no attacking, but provides an invaluable support to the overall party? Sure.

But the underlying foundation of DA games, in my perspective and experience, is creating various builds that create a truly unique party, that compliment and work off one another. If you limit this to one character, you risk building for single utility, which allows you to operate as a single unit, rather than building for more speciality or for helping other players. Which hampers build experimentation, especially in terms of support or the suggested non-combat roles.


I am not sure I see how build experimentation would be hampered. 
Especially if you're playing with friends.  I didn't find it an
issue with ME3's MP, though the skill selection is definitely smaller
than what we get with DAO's SP.


Lastly, a DA MP, even if all of the above are done right, still isn't in the same vein. Because a party-based RPG is all about creating, building and managing a party. Incentivizing players to work together as a party may work well to create an engaging experience, it still is not managing a party... it is about creating a character build that would result in the least amount of rejections by other players and rewards communicating with other players, not directing the chars gets together yourself.


Eh, I think this is a bit narrow in its perspective.  The majority of ME3 MP time is not played beyond Bronze level.  Sure, some of the more intense and more hardcore people may get snobbish, but you aren't obligated to play with them and many people play the ME3 MP simply because it's fun to play with some friends.  I don't think the fact that some people will hardline for various gear and builds is a very good reason to not do something.

Though it seems I misunderstood you, since you seemed to be implying that MP would change how SP played as well.  No doubt mp would lend itself to being a different experience than just single player (simply as in, it wouldn't be a 100% identical experience), but earlier you had said the following (emphasis mine):

"This is the concern. The MP becomes, in nearly all aspects, a different game. And where does the line begin between "making the MP and SP components more similar to share alike resources" and "turning the entire experience into something that is not DA?

I'm not saying it is impossible to do a MP component... I am simply
saying it is not wise to do so. It will turn the series into something
fundamental different, something it is not.
""

The MP experience may not be entirely identical to SP, but you stated turning the entire experience into something that is not DA.

It's interesting the different perspective.  You seem to be trying to make scenarios that fit your conclusion that it can only change the entire direction of the franchise, while I saw your examples as being additional impetus to reintroduce non-combat skills into the game which in my opinion would also enhance the single player experience.



In addition, you would need 100% transparency in the other players in your "party" if you wanted to have true success in effective cooperation. I would want to know if the warrior on my team is a sword-and-board tank, 2H dmgdealer, or a Templar designed to neutralize certain enemy types (such as Mages and demons) but is not as effective against others, such as Darkspawn. But that leans itself to either boring character sheet comparisons before a matchup (nothing says EXCITING MP MATCH! like checking out a dozen people's skill trees) or discriminate boots because "LOLZ Templars are lamezors."


Unless this information can be discerned at a glance (and if it's even necessary - ideally there's a viable strategy for every mix and match of party makeup).



In any case, I did say I'd respond to your questions as well, so here goes.  I'll also touch on some of your later points [DISCLAIMER: This is my own thoughts.  This is neither confirmation nor denial of any sort of MP component, and is done simply to facilitate discussion about how MP could be implemented without fundamentally changing the game itself, nor the single player).

How will you handle the party-driven experience of the DA games?

I'm not entirely sure precisely a "party-driven experience" necessarily is, and how it would differ from party based games that have multiplayer in them (ME3, Baldur's Gate 1/2, Icewind Dale 1/2, even MMOs like WoW...), I will make an assumption that you mean "a group of characters with a degree of symbiosis between the party members" I'd say by making each member of the MP game a capable contributor to the party with a unique flair based upon the class.  This is somewhat vague, though I find the question to be vague as well.


Will it require other human players to don support roles?

No, it will not require other players to don "support roles."  Characters that play in a support role, however, would still be a valid character, and I may even place a level of encouragement through a reward scheme by rewarding the party for working together.  Bonus XP, for simplicity.


If so, I can see  problems with that. Who would want to build a
character that relies on other characters (outside of their control)
being built right? In an  MMO, it is easier, since you can Look For
Group or even be part of a  guild. With a MP component, it is far
trickier to just hop in a match if you can't count on the right support
skills.


I see any distinction that any sort of matchmaking being in an "MMO" to be easier to be imaginary, especially since (for better or worse) the combat system of DA (especially DAO) shows itself to be rather heavily influenced by MMOs.  Warriors tend to be tanks or damage dealers, rogues tend to be backstabbers that focus heavily in DPS, and a mage's strength comes with AOE damage and crowd controls.

I don't see any basis for "it's far trickier to just hop in a match if you can't count on the right support skills."  Ideally if it's designed well, any permutation of characters would be able to complete the objectives by utilizing the strengths that the characters bring to the table.

As for "who would want to build a character that relies on other characters being "built right" it would depend on what you mean by built right.  I would not make the game paused, and as such to keep skills manageable I would take a subset of the skills from the SP, and not allow any character to have too many of them.  If you envision 4 characters with 20 active skills each running around, then you run into problems.  If you envison 4 characters with 6 active skills, it's easier to manage and it's easier to predict what level of skill discrepancy a character may have.  Since the permutation of skills is less extreme, this also allows for the UI to allow for an "at a glance" skill assessment and can provide a synopsis for what the character build's strengths are.

Also, a large portion of the draw of MP is the action. Sniping enemies, throw grenades, using biotics... how will that work in a game like DA, whose auto-attack requires a lot of just standing and swinging?

Keeping each combat encounter smaller would help minimize this.  I'm also not sure it's a problem (maybe on the PC where the attack is literally automatically done).  Though it wasn't a deal breaker for me in the Infinity Engine games or in Neverwinter Knights.  Other things like party positioning can be emphasized to make the combat more than just attacking, with things such as flanking attacks providing additional attack opportunities.

I think a large portion of the draw of MP is also simply working together and accomplishing challenging goals together.  It's certainly why I enjoy multiplayer.


So, in light of that, you will need to keep support roles, otherwise you slant the overall mechanics to constant, twitch combat.
(Underlined emphasis mine)

I don't think you would *need* to keep support roles, although I do find the suggestion to be something more interesting than just combat.  Though I'd expect combat to still be a very common event, and I don't think that it needs to be "twitch" combat either.  Both DAO and DA2 have combat as the primary "gameplay" aspect of the game.

This means that you would, instead, need to focus on MP gameplay not directly tied to combat.

Not sure why there would *need* to be a focus on gameplay that isn't tied to combat, but I do agree it'd be more interesting.

How could we do this?  You had some good general suggestions, and if we try to stick to using skills from DAO I'll hypothesize some potential ways this might be able to be done.

Warriors:  Skills represent brute strength, and the ability to breakthrough obstacles.  Warriors with the "Powerful" ability have the ability to break through barriers and leverage their strength in context specific situations.

Rogues: Stealth tree.  A rogue specc'd in stealth is able to sneak past various encounters, either opening up an alternate path for the party allowing a combat to be bypassed, or by compromising the hostiles in some way making the ensuing combat much easier

Mages: Shapeshifter - a mage with various shape shifting abilities can leverage different forms to gain access to areas no other player character can reach.  This can include advantageous (and safe) positions for a combat, or leveraging the environment in a way to avoid/trivialize combat.  This would probably mean changing up what the mage can specifically shapeshift into, but I was certainly thinking of the mouse from The Fade as being an avenue to exploit.  A wolf could possibly double as a "hidden" character if in the outdoors.  Admittedly this is where I need to change the rules somewhat, though I will try to still use base abilities/creatures that existed in DAO so it's not a ton of design work.

Rodent: Can get through small spaces, and will not be targeted if no hostiles know this is a shapeshifted mage (i.e. if first encounter is as a rodent, it's stealthed)

Wolf: Speed increase and a fast attacker.  Can CC a target through a Maul ability.

Bear: Heavy armor with an ability to invoke fear in the target.  Though I'm not really looking to replicate Horror, I figure we can apply the disorient effect.


I agree that the levels should be objective based, but I would still expect the principle challenge in the level to still be various combat encounters, which I find is the case in BIoWare games anyways.


Lets see if we can take the first Darkspawn encounter from the Korcari Wilds, and make an interesting MP encounter without making huge, wholesale changes to the situation.


Lets make an assumption: Combat tactics and abilities used can also be used in the single player as well, so if I make any stipulation about a bonus or penalty, assume that those benefits propagate to single player as well.  As such, I'll try to not do anything that I don't think would provide interesting gameplay mechanics in single player as well.


Situation: Some (2) Hurlocks are on the lower ground, with some (3) Genlocks on the high ground with bows.

Possible avenues player builds can take:

Warriors:  Warriors can look to be tank, or general damage dealers.  With the Powerful ability, they are able to knock down the pillars to control the space where the Hurlocks can approach, while leveraging the toppled pillar as cover from the arrows.  Other party members can then leverage this cover bonus for arrow protection, allowing the party to divide and conquer the Hurlocks and Genlocks, by allowing relatively safe area for the Hurlocks to be attacked, and even cover for the archers/mages to stand behind when eventually attacking the Genlocks.

Rogues:  Archer or Melee damage is viable, but additionally stealth can be used to sneak past the hurlocks to allow the rogue to get the jump on the Genlocks.

Mages:  Standard AOE, direct damage, and CC attacks are all stuff we're familiar with.  Ways they can utilize their shapeshifting is to apply versatility, perhaps allowing some level of surprise by using a non-threatening form as a type of stealth, or perhaps using a Bear to substitute in as a tank.  Some more interesting variations could be if we modified the bear to influence morale failures, and that seeing a Bear running at them may induce a degree of fear in either the Genlocks or even the Hurlocks.


I'll now take a hypothetical combat encounter from this.  One that may even be considered "suboptimal" as I'm not going to have a pure tank.  I will have one warrior, a melee rogue, and archer, and a shapeshifting mage.


The Mage shapeshifts into a rodent, while the melee rogue employs Stealth.  Both slip past the Hurlocks, and prepare themselves for the Genlocks.

Once in position, the Warrior opens the combat by toppling the pillar.  This falls across the path, allowing the archer and the warrior cover from the Genlocks while the wait for the Hurlocks to charge in.  Warrior being the first spotted creature and initiator of the combat has the attention of all the darkspawn at this time.

Now that combat has started, the rogue opens up on one of the Genlocks while the Mage shapeshifts from a rodent into a wolf, mauling another Genlock.  Back at the pillar, the Archer uses pinning strike on one of the Hurlocks, then helps focus fire on the mobile Hurlock with the warrior.

The rogue's melee ability is able to take advantage of the Genlock with a bow, and can dispatch that foe one on one, while the Mage shapeshifts into the Bear once the wolf's Maul expires.  The Mage can continue focusing on the original Genlock, or draw aggro on the second if the Archer/Warrior are having problems.

The rogue helps clean up the genlocks with the mage, while the warrior and archer are able to take care of the hurlocks down by the pillar.  Whichever group wins their encounter goes and helps the other group clean up.


And in my opinion, all of these tactics remain perfectly valid, and interesting, if this situation played out in the single player game.  Does anyone disagree?  I actually think that most of the tacitcal combat fans would enjoy executing the combat in this way within single player.

I can see there being concerns of "Well good luck coordinating that with a bunch of random noobs" but I think that's just being a bit dismissive and sidesteps what this exercise looked to explore, which is whether or not MP gameplay can be created alongside SP gameplay without compromising the SP gameplay.

Modifié par Allan Schumacher, 14 avril 2013 - 05:45 .


#242
Fortlowe

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So the problem you have with MP is that the campaign might be affected by it. You weren't willing to even look at the MP in ME3. Thus your campaign temporarily suffered for it. Perhaps being at least willing to expand ones horizons could have solve this problem. The MP in ME3 was actually quite entertaining, actually.

Perhaps intstead of MP, would some form of in game grinding have been a sufficient alternative to MP. There certainly is a demand for Bioware to include MP in their games as evidenced by the popularity of the ME3 multiplayer.

#243
Guest_Puddi III_*

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Allan Schumacher wrote...
How could we do this? You had some good general suggestions, and if we try to stick to using skills from DAO I'll hypothesize some potential ways this might be able to be done.

...

Mages: Shapeshifter - a mage with various shape shifting abilities can leverage different forms to gain access to areas no other player character can reach.  This can include advantageous (and safe) positions for a combat, or leveraging the environment in a way to avoid/trivialize combat.  This would probably mean changing up what the mage can specifically shapeshift into, but I was certainly thinking of the mouse from The Fade as being an avenue to exploit.  A wolf could possibly double as a "hidden" character if in the outdoors.  Admittedly this is where I need to change the rules somewhat, though I will try to still use base abilities/creatures that existed in DAO so it's not a ton of design work.

Someone put this man in charge right now!

#244
Allan Schumacher

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I have no problems with a desire to ensure MP game activity does not influence anyone's single player experience.

It's the position I support as well.

#245
Allan Schumacher

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P.S.: Allan does this mean we've been given the go to armchair develop now? Because I'm already an amazing armchair quarterback. As evidence, if they'd done what I said, my New Orlean Saint's would have won the Super Bowl last year.


I just saw this. Was there a hiatus on armchair developing? I know Gaider has said in the past that he'd rather people not really try to justify their actions in a financial sense (i.e. do this because it will get more sales, or don't do that because it will only hurt sales) and the like.

I don't have a problem if people "armchair develop" if they're just suggesting an idea, and the way they imagine they'd like the mechanics to play out. Just so long as they understand that people may disagree and to be receptive of support and criticism of their ideas. (And for people to be fair in their support and criticism of others ideas).

#246
jillabender

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Filament wrote...

Allan Schumacher wrote...
How could we do this? You had some good general suggestions, and if we try to stick to using skills from DAO I'll hypothesize some potential ways this might be able to be done.

...

Mages: Shapeshifter - a mage with various shape shifting abilities can leverage different forms to gain access to areas no other player character can reach.  This can include advantageous (and safe) positions for a combat, or leveraging the environment in a way to avoid/trivialize combat.  This would probably mean changing up what the mage can specifically shapeshift into, but I was certainly thinking of the mouse from The Fade as being an avenue to exploit.  A wolf could possibly double as a "hidden" character if in the outdoors.  Admittedly this is where I need to change the rules somewhat, though I will try to still use base abilities/creatures that existed in DAO so it's not a ton of design work.

Someone put this man in charge right now!


I agree! I love Allan's ideas for offering combat and non-combat skills that allow a variety of methods for dealing with a situation.

#247
LilyasAvalon

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Honestly, I think bringing MP into Dragon Age is idiotic and to bring into the game and it is honestly very discouraging. But I thought that about ME3's MP as well, so, who knows?

#248
Allan Schumacher

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I agree! I love Allan's ideas for offering combat and non-combat skills that allow a variety of methods for dealing with a situation.


Hah! Well to be fair to myself (and the combat designers) I don't know the details of the types of challenges that they have on their respective fields (whether they be multiplayer, non-combat, single player, combat, etc.), so in some ways I'm simply stating what I think might be interesting.

#249
10K

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Well since it's known that we can't play as any other race but human. I think I'd support a MP mode where we could play as a different race, I just wouldn't want it to affect anything in SP or take resources away from the development of SP. DA is a SP experience at it's core and I don't want that experience to be overshadowed by it's MP component like ME3 MP did with it's SP.

#250
RPC_RPC

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I would not like to see multiplayer in Dragon Age games.

I think SP should be the main and only focus for the series. If you want to play MP there are several MMOs and whatnot out there. Offering a "me too" solution to satisfy certain customers rarely works. And say what you will but I believe that MP is going suck resources out of SP.