sandalisthemaker wrote...
I ****ing love Pokemon.
....
It's a really good thing you didn't get those two words mixed up.
sandalisthemaker wrote...
I ****ing love Pokemon.
Wulfram wrote...
There should be challenges that can only be overcome by multiple characters of the same class working together.
Wulfram wrote...
There should be challenges that can only be overcome by multiple characters of the same class working together.
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.
Modifié par David7204, 14 août 2013 - 12:48 .
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.
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.
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.
DarkKnightHolmes wrote...
Sounds simple to me. I always have one warrior, one mage and one rogue per team.
Modifié par Filthy Lizard, 14 août 2013 - 02:20 .
Modifié par Lokiwithrope, 14 août 2013 - 02:13 .
Guest_mikeucrazy_*
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.
Guest_Puddi III_*
JeffZero wrote...
I hope we can teach Varric Surf...
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
Guest_Puddi III_*
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
Modifié par JWvonGoethe, 14 août 2013 - 07:35 .
Modifié par Dark Korsar, 14 août 2013 - 07:38 .
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