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Exploration skill trees? [pic]


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#26
PnXMarcin1PL

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Ziggeh wrote...

PnXMarcin1PL wrote...

Filament wrote...

Skills? Stop doing it right, BioWare. Give us something to complain about already.


Believe me, people will always find a thing to complain about.

Gating content based upon skill selection, gimping myself in combat if I want to access an area? Pffff.


I love you already :o:O:lol:

#27
Enigmatick

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I definitely see a lock icon on the rogue's side and I think the warrior may say bash on the second column.

EDIT: Actually I'm sure the rogue's last column says Lockpicking.

Modifié par Enigmatick, 08 août 2013 - 09:26 .


#28
ElitePinecone

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Ziggeh wrote...

Gating content based upon skill selection, gimping myself in combat if I want to access an area? Pffff.


They're emphasised that the game caters to different playstyles, this time around. The major story arc is progressed through building the power of the Inquisition, which doesn't have to come through combat - finding ancient relics or doing exploration is a valid pathway.

I actually like that exploration is a deep enough game feature now to require its own skill tree - if it's as important as combat in discovering the world, I don't mind having to invest points in it.

#29
Guest_Puddi III_*

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Enigmatick wrote...

I definitely see a lock icon on the rogue's side and I think the warrior may say bash on the second column.

EDIT: Actually I'm sure the rogue's last column says Lockpicking.

Now that you mention it, it appears to be "Traps" and "Lockpicking." Warriors first two look like "Strength" and "Bash." Can't make out the rest.

edit: Exorcism? :o

Modifié par Filament, 08 août 2013 - 09:39 .


#30
Sister Goldring

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I'm guessing the third skill under the warrior tree might be toughness. It's really blurry but the shape seems to fit. My other guess is for number three under mages may be creatures but this really, really dicey.

Edit - first word warrior perhaps strengths?  I see you got there first Filament :)

Modifié par Sister Goldring, 08 août 2013 - 09:42 .


#31
Guest_Puddi III_*

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Having warriors being able to use strength in environmental ways is something I specifically asked for a while ago skill wise, so that makes me pretty happy if true, though now I can see the seeds of malcontent. Why is strength specific to warriors, huh?!

#32
Enigmatick

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Filament wrote...

Having warriors being able to use strength in environmental ways is something I specifically asked for a while ago skill wise, so that makes me pretty happy if true, though now I can see the seeds of malcontent. Why is strength specific to warriors, huh?!

To be fair the ideal situation would be to have it based on attribute allocation not class for certain exploration skills.

Modifié par Enigmatick, 08 août 2013 - 09:47 .


#33
Ziggeh

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ElitePinecone wrote...

They're emphasised that the game caters to different playstyles, this time around. The major story arc is progressed through building the power of the Inquisition, which doesn't have to come through combat - finding ancient relics or doing exploration is a valid pathway.

I actually like that exploration is a deep enough game feature now to require its own skill tree - if it's as important as combat in discovering the world, I don't mind having to invest points in it.

I'm mostly being facetious. I'm really interested in the potential focus on non combat skills. But I can see potential issues.

Because I'm really compulsive it slightly bugs me that in both DAO and DA2 I need to bring a rogue with specific, non optimal combat skills to open all of the doors and all of the boxes. It's hypocritical of me because I'm always saying I want to be given tough choices, but it's annoys me all the same. There are ways this could be done that would have unpleasant consequences, enforcing party choices for example - bringing a character you hate because they happen to have the skill you need for that one thing is less than ideal. But it doesn't have to be done that way, and we shouldn't assume it will.

Let's say I'm intrigued but with some concerns. I wouldn't actually complain without more details.

#34
ElitePinecone

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Enigmatick wrote...

Filament wrote...

Having warriors being able to use strength in environmental ways is something I specifically asked for a while ago skill wise, so that makes me pretty happy if true, though now I can see the seeds of malcontent. Why is strength specific to warriors, huh?!

To be fair the ideal situation would be to have it based on attribute allocation not class for certain exploration skills.


I think increasing the distinctiveness of each class isn't necessarily a bad thing, especially if (as I mentioned above) it gives people an incentive to bring along certain party members beyond their personality and usefulness in combat, 

It may be that some exploration barriers are also solvable by multiple classes, we don't know a thing about how it actually works yet (beyond sentences like "mages can rebuild bridges")

#35
Ziggeh

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ElitePinecone wrote...

I think increasing the distinctiveness of each class isn't necessarily a bad thing, especially if (as I mentioned above) it gives people an incentive to bring along certain party members beyond their personality and usefulness in combat, 

I think it's actively a good thing. Party makeup should be about making choicse. Combining extremes for a pronounced effect is a far more interesting prospect than a set of generalists.

#36
Guest_Puddi III_*

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Enigmatick wrote...

Filament wrote...

Having warriors being able to use strength in environmental ways is something I specifically asked for a while ago skill wise, so that makes me pretty happy if true, though now I can see the seeds of malcontent. Why is strength specific to warriors, huh?!

To be fair the ideal situation would be to have it based on attribute allocation not class for certain exploration skills.

The idea I had originally was to have some skills be shared and some be unique, the latter of which being stuff like blood magic mind control or levitation and such. But it's hard to think of technically unique skills for warriors and rogues. (Why couldn't anyone lockpick, use strength, etc.) One could make the case for not needing balance here, but in the case that it is desired, I think strength would be a fitting enough one for warriors.

We just have to accept that pidgey can fly even if scyther can't, because scyther is a stinking bug who just happens to have wings.

Or something.

#37
Doveberry

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This game is starting to sound too good to be true. I expect I'll just abandon all inhibitions soon and simply give in to the hype.

Modifié par Doveberry, 08 août 2013 - 11:11 .


#38
Ieldra

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Wow....if we get specialized exploration skills that would get me as excited as most other people are about the return of multiple player races.

#39
Kidd

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How do I pay and how much do I pay GameInformer to get access to all these videos at once? Their website is a maze and unless it's too expensive for my liking, I'm willing to part with a few bits and coins.

#40
Ebony Dragon

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I'm really interested in the skill tree pictures and all... but honestly, the first thing I thought when I saw the image was
"MAGE PANTS!"

#41
ElitePinecone

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KiddDaBeauty wrote...

How do I pay and how much do I pay GameInformer to get access to all these videos at once? Their website is a maze and unless it's too expensive for my liking, I'm willing to part with a few bits and coins.


It's about $5 US, if you have an Android or Apple tablet you should be able to buy it here

I haven't found a way to buy/read it on PC, weirdly.

#42
ladyiolanthe

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I'm pretty pumped about having class-based exploration skills, to be honest. It means we'll have to think even more strategically about who is in our party. It also makes sense from a roleplay perspective... I mean, leaders can't always pick and choose their favourite people to be under their command. They have to bring along the people who can accomplish the mission.

Edited to add: DA has and always will be about sacrifice, after all. ^-^ I'll like it if one of the sacrifices is having to put up with companions you really don't much like.

Modifié par ladyiolanthe, 08 août 2013 - 12:01 .


#43
JWvonGoethe

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Sorry for bumping an old: I saw this linked to on another thread and I just had to have a shot at working out what the words are. From what I could make out:

Rogue is stealth and lockpicking

Warrior is Strength, Bash and Toughness

Mage is Entropy(?), Blood(?) and Creation (which makes sense when it comes to rebuilding damaged bridges.)

#44
In Exile

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If blood is a skill, we might be getting an equivalent of force persuade. Fun!

#45
JWvonGoethe

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Well, here's my guess for what each of them do

Stealth: can sneak past a group of very powerful enemies in order to be able to gain acess to an area without engaging in combat.
Locking: Self-explanatory

Strength: Can move or destroy large objects which are obstructing a path
Bash: Open locked chests, possibly causing some damage to the contents
Toughness: Can walk through fire/spikes/traps/shallow icy water in order to access certain areas

Entropy: Able to create/manipulate Fade portals, perhaps (since the veil to the Fade is torn.)
Blood: Well, force persuade is a nice idea. Maybe summoning a demon to help out in some way?
Creation: Can repair damaged structures in order to access new areas.

#46
In Exile

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JWvonGoethe wrote...
Entropy: Able to create/manipulate Fade portals, perhaps (since the veil to the Fade is torn.)
Blood: Well, force persuade is a nice idea. Maybe summoning a demon to help out in some way?
Creation: Can repair damaged structures in order to access new areas.


I think summoning is a problem, because it would then also have to be a combat ability, otherwise people would complain. 

#47
Daralii

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Filament wrote...

Having warriors being able to use strength in environmental ways is something I specifically asked for a while ago skill wise, so that makes me pretty happy if true, though now I can see the seeds of malcontent. Why is strength specific to warriors, huh?!

This is a heavy boulder, but a COMPANION may be able to push it.
CASSANDRA used Strength!

DAI is too much like Pokemon, pre-order canceled. :wizard:

#48
Rawgrim

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Implementing exploration skills sounds great. I suspect it might have to involve finding shelter. The DA:I article that showed up some weeks back said sandstorms and whatsnot could kill the party. DA:I looks better and better everytime there is some news about it.

#49
Guest_Puddi III_*

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Daralii wrote...

Filament wrote...

Having warriors being able to use strength in environmental ways is something I specifically asked for a while ago skill wise, so that makes me pretty happy if true, though now I can see the seeds of malcontent. Why is strength specific to warriors, huh?!

This is a heavy boulder, but a COMPANION may be able to push it.
CASSANDRA used Strength!

DAI is too much like Pokemon, pre-order canceled. :wizard:

Don't worry, I'm buying 10 copies now.

#50
sandalisthemaker

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Filament wrote...

Daralii wrote...

Filament wrote...

Having warriors being able to use strength in environmental ways is something I specifically asked for a while ago skill wise, so that makes me pretty happy if true, though now I can see the seeds of malcontent. Why is strength specific to warriors, huh?!

This is a heavy boulder, but a COMPANION may be able to push it.
CASSANDRA used Strength!

DAI is too much like Pokemon, pre-order canceled. :wizard:

Don't worry, I'm buying 10 copies now.


I ****ing love Pokemon.