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Exploration skill trees? [pic]


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#51
In Exile

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sandalisthemaker wrote...

I ****ing love Pokemon.


....:(

It's a really good thing you didn't get those two words mixed up. 

#52
Wulfram

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There should be challenges that can only be overcome by multiple characters of the same class working together.

#53
JeffZero

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I hope we can teach Varric Surf...

#54
Rawgrim

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Wulfram wrote...

There should be challenges that can only be overcome by multiple characters of the same class working together.


Sounds cool. And what about certain areas you can`t even access unless you have maxed out the survival skill?

#55
In Exile

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Wulfram wrote...

There should be challenges that can only be overcome by multiple characters of the same class working together.


The system is so well set up for it, I would be completely shocked if this wasn't the case. 

#56
ElitePinecone

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I like the potential of high-level loot that requires investing in and mastering exploration, as a counterpart to the high-level loot in DA2/DAO that required being really, really good at the combat system to beat unique bosses.

#57
In Exile

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ElitePinecone wrote...

I like the potential of high-level loot that requires investing in and mastering exploration, as a counterpart to the high-level loot in DA2/DAO that required being really, really good at the combat system to beat unique bosses.


Killing people to take away their shiny is sadly a staple of RPGs. I don't think that feature will go away. We're more likely to see this in parallel. 

#58
Rawgrim

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Lots of exploration would add, potentially, so much to the replay vallue of a game too. What if you can`t spot a certain cave or dungeon, unless you have a certain character in your party? Little things like that would be great.

#59
David7204

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I'm not so sure about that. It would depend, first of all, if you're able to revisit the dungeon or not. It would also depend if the contents of the dungeon had any relevance to the story. It would depend if there was any foreshadowing in place.

Narrative Causality and meaningful choices should trump replay value every time. Unlocking a dungeon because you happened to have the right party member is not a meaningful choice.

Or to state the equally true converse, being locked out of a dungeon because you weren't able to magically divine which party member you should have brought along is not a meaningful choice.

Modifié par David7204, 14 août 2013 - 12:48 .


#60
In Exile

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Rawgrim wrote...

Lots of exploration would add, potentially, so much to the replay vallue of a game too. What if you can`t spot a certain cave or dungeon, unless you have a certain character in your party? Little things like that would be great.


There's a fine line between stuff like that and a "guide dang it" moment. 

#61
DarkKnightHolmes

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Sounds simple to me. I always have one warrior, one mage and one rogue per team.

#62
Rawgrim

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David7204 wrote...

I'm not so sure about that. It would depend, first of all, if you're able to revisit the dungeon or not. It would also depend if the contents of the dungeon had any relevance to the story.

Narrative Causality and meaningful choices should trump replay value every time. Unlocking a dungeon because you happened to have the right party member is not a meaningful choice.

Or to restate the equally true converse, being locked of a dungeon because you weren't able to magically guess which party member you should have brought along.


True, but it doesn`t have to be a very meangful dungeon either. Could be you, lets say, find a huge stone in the mountains. With some strange writings on it. Nodoby understands what it says, and thats that. But if you have Mage2 with you, he knows the writing and tells you if you press this and this letter, something will be revealed. Opens a small dungeon of sorts.

It might make it more fun to replay the game with different characters in the party. Since you might not know everything about the game after the first playthrough.

#63
Rawgrim

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In Exile wrote...

Rawgrim wrote...

Lots of exploration would add, potentially, so much to the replay vallue of a game too. What if you can`t spot a certain cave or dungeon, unless you have a certain character in your party? Little things like that would be great.


There's a fine line between stuff like that and a "guide dang it" moment. 


True :) It would be "dang it" or "ahh...cool!".

#64
In Exile

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DarkKnightHolmes wrote...

Sounds simple to me. I always have one warrior, one mage and one rogue per team.


He means something like only Varric could smooth talk your way into a cave, or only isabella could leap up across the chasm to open the drawbridge. 

#65
Filthy Lizard

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I recall in a different thread one of the devs spoke hypothetically about combat skills with non-combat applications in a hypothetical MP. I think it likely that this will be the case (in SP) so that players will not feel penalized when they spec their characters.

Modifié par Filthy Lizard, 14 août 2013 - 02:20 .


#66
Lokiwithrope

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So, we're going to have things like "Detect Secret Door"...

Cool.

Modifié par Lokiwithrope, 14 août 2013 - 02:13 .


#67
Guest_mikeucrazy_*

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OH SHI....that mouth because im pumped bout this eh

#68
deuce985

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That's awesome, actually. It kinda sounds like a Metroid formula for exploring which I love in games. If you have the right abilities, you can get a unique way to open a path that only your build can do. This is one way to promote exploration in their new "open" formula. I'm definitely for this if it works in my mind how I'm thinking.

#69
ElitePinecone

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In Exile wrote...

ElitePinecone wrote...

I like the potential of high-level loot that requires investing in and mastering exploration, as a counterpart to the high-level loot in DA2/DAO that required being really, really good at the combat system to beat unique bosses.


Killing people to take away their shiny is sadly a staple of RPGs. I don't think that feature will go away. We're more likely to see this in parallel. 


Yeah, I meant in parallel - it'd just be nice to see some player rewards (I don't know the design term) that don't depend on combat, since they were fairly hard to come by in DA2. Puzzles are another way they could differentiate the gameplay, but I'd like it if exploration played a larger role also.

A good example is the crystal cavern on Dantooine in KoTOR, which isn't marked on the map until you find it. NPCs will heavily hint that it's a good thing to go and find, but nobody tells you where it is, and it's up to the player to explore and find the 'reward'. 

#70
Guest_Puddi III_*

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Ok, from the new video, it looks a bit clearer that the skills are (according to that poster, anyway)--

Agility
Lockpicking
Strength
Bash
Toughness
Energy
Dispel
Creation

#71
RenegadeXV

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JeffZero wrote...

I hope we can teach Varric Surf...


Given his Dwarven roots, Dig and Rock Smash would be pretty useful. :whistle:


Filament wrote...

Ok, from the new video, it looks a bit clearer that the skills are (according to that poster, anyway)--

Agility
Lockpicking
Strength
Bash
Toughness
Energy
Dispel
Creation


So would Bash be the Warrior equivalent of Lockpicking? Maybe like in KotOR, where bashing would potentially destroy the contents of a container.

#72
Guest_Puddi III_*

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I'm thinking bash would be more like in Zelda when you need bombs to open a wall. That would be my guess. Not the same kind of bash as previous RPGs where it's superfluous with lockpicking.

#73
JWvonGoethe

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Filament wrote...

Ok, from the new video, it looks a bit clearer that the skills are (according to that poster, anyway)--

Agility
Lockpicking
Strength
Bash
Toughness
Energy
Dispel
Creation


I think that's better than my guesses from page two. I'm pretty certain you've got all those right.

And if that does say Bash, then I'm going to be getting pretty nostalgic about NWN and KOTOR while playing Inquisition.

Modifié par JWvonGoethe, 14 août 2013 - 07:35 .


#74
Asdrubael Vect

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damn i really wanted to have lockpiking for any class

and Reavers(this should be like Avernus potion powers not as specialization) for mages and rogues

and Templar for Rogue

Modifié par Dark Korsar, 14 août 2013 - 07:38 .


#75
dragondreamer

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Filament wrote...

Ok, from the new video, it looks a bit clearer that the skills are (according to that poster, anyway)--

Agility
Lockpicking
Strength
Bash
Toughness
Energy
Dispel
Creation


I thought that one looked like Dispel.  :wizard:  Could be meant to remove magical barriers.