Daralii wrote...
Horns confirmed, praise the sun.
But are non-horned Kossith confirmed?
Daralii wrote...
Horns confirmed, praise the sun.
With any luck they won't be linked. If WoW could separate horns and hair a decade ago, I'm hoping Bioware can do it now.Elfman wrote...
Navasha wrote...
Elfman wrote..
Don't get me wrong, I'm so grateful for the playable qunari, the female qunari AND the horns. But I really really want horns like the ones Rasaan had. Those were fabulous.
Its quite possible there are different types based on hairstyles. like the zabrek in SwTOR.
And of course the nice hairstyles are going to have the ugly horns and vice versa knowing my luck.
Nope. Bethesda uses the Creation Engine and all of its tools, CEProjekt owns the RedEngine 3 and all of its tools.slimgrin wrote...
Fast Jimmy wrote...
One thing that the switch to the Fb3 means is that there is virtually no chance of a toolset, and modding will probably be very difficult or impossible. Frostbite 3 is apparently a pretty complicated engine. Plus, since BioWare doesn't own the rights to Fb3, even if any of the design tools they made for internal use were user-friendly enough to release, they couldn't do it if they wanted to. It'd violate the license agreement to provide people tools to monkey around with the back end of DICE's creation.
This is wrong, but for the right reasons.
EA owns DICE and, hence, the Frostbite engine. That is not the issue.
Bioware uses other tools (the engine is just the stage where the game is created, but the tools are what bring the scene to life) that are developed by third party companies. Companies and licenses not owned by EA. THAT is the obstacle to a toolset.
So... right argument, wrong specifics.
In this case I think it's EA being opposed to the idea of communities creating free content with their assets. Both RED engine and Creation engine use TP tech, I believe. Both are moddable.
Dunvi wrote...
Better than Origins' tactical cam? They think so. On all platforms, decoupled from active unit so you can look around, can soon around raindrops, can position more flexibly than in Origins even, really trying to bring back the Origins experience we loved
Guest_Puddi III_*
Dunvi wrote...
Asked about longevity concerns with the Keep (cloud saves). Offline capability (don't need access to the keep after starting the game) was a requirement and they're aware of our concerns with servers existing in the future. Also said that a lot of the problems were simply from how buggy origin saves are and bad logic. Flynn said they would try and post some clarifications somewhere.
AI had to be rewritten for Frostbite, creatures etc. Party AI will focus on correctly supporting your active party member (rogue backstabbing when you're a warrior, focusing on melee characters if you're a mage, etc.)
Getting RPG mechanics into a shooter engine, only using the core systems of the engine like rendering, not turning the game into a shooter.
No more instant healing, limited potion limits.
Can go around enemies, consequences to doing so... Injuries have consequences, balancing risk vs. reward for even a low level battle so that no fight is inconsequential. Party members will revive after a fight, but will not be ready for another fight, very low health etc.
Better than Origins' tactical cam? They think so. On all platforms, decoupled from active unit so you can look around, can soon around raindrops, can position more flexibly than in Origins even, really trying to bring back the Origins experience we lovedAlso focus on getting info about the environment and enemies, an "inspector", will say things like "destructible" (not everything is destructible?) so you can understand what you have. Creatures can destroy your cover too! Yes, destructible hand picked items, state based not physics - don't want us wandering around destroying the world of Thedas, lol.
Balance? Party roles and capabilities, enemy party compositions. Fights are more optional so you can avoid an enemy that's too difficult (no scaling).
QA questions - so much freedom, how to test for it?
Still thinking about and looking at a minimap, have a compass currently.
Heavily tactical players vs. in the moment controlling people? Player tactics was a very popular feature, still in development on it but it definitely exists. Trying to make the system more predictable and less fragile, no weirdness when you first apply a new tactic, or because something is in the wrong order. Action queues? Current system is the same as Origins. Target is to recreate the Origins experiences after all. Chaos from real time and reactivity makes a queue of longer than basically 1 action scary, just started looking at deeper queues.
Inventory slots is not locked down, little comment on the idea.
Oh and apparently you can delegate basic potion restocking to your minions
BOWSTRINGS EXIST.
Asked about longevity concerns with the Keep (cloud saves). Offline capability (don't need access to the keep after starting the game) was a requirement and they're aware of our concerns with servers existing in the future. Also said that a lot of the problems were simply from how buggy origin saves are and bad logic. Flynn said they would try and post some clarifications somewhere.
AI had to be rewritten for Frostbite, creatures etc. Party AI will focus on correctly supporting your active party member (rogue backstabbing when you're a warrior, focusing on melee characters if you're a mage, etc.)
Better than Origins' tactical cam? They think so. On all platforms, decoupled from active unit so you can look around, can soon around raindrops, can position more flexibly than in Origins even, really trying to bring back the Origins experience we loved
Also focus on getting info about the environment and enemies, an "inspector", will say things like "destructible" (not everything is destructible?) so you can understand what you have. Creatures can destroy your cover too! Yes, destructible hand picked items, state based not physics - don't want us wandering around destroying the world of Thedas, lol.
Heavily tactical players vs. in the moment controlling people? Player tactics was a very popular feature, still in development on it but it definitely exists. Trying to make the system more predictable and less fragile, no weirdness when you first apply a new tactic, or because something is in the wrong order. Action queues? Current system is the same as Origins. Target is to recreate the Origins experiences after all. Chaos from real time and reactivity makes a queue of longer than basically 1 action scary, just started looking at deeper queues.
Modifié par Dunvi, 01 septembre 2013 - 04:03 .
Guest_Puddi III_*
Filament wrote...
We've already seen it demonstrated in videos that you can directly control party members like Vivienne.
Guest_Puddi III_*
Modifié par Eragon-, 31 août 2013 - 11:54 .
Filament wrote...
How do you think it's going to happen without the ability to switch characters? You think they're showing gameplay that won't be available in the actual game? Ok...
Qunari Manquisitior x VarricBattlebloodmage wrote...
Screw the elf and human inquisitor, my first inquisitor will be a male qunari. I feel sorry for whoever in a romance with a qunari though.
Fast Jimmy wrote...
Filament wrote...
We've already seen it demonstrated in videos that you can directly control party members like Vivienne.
I still want to see a video where we switch from one character to another. The fact that we haven't seen that once in a party-based RPG is making me nervous.
Modifié par Dunvi, 01 septembre 2013 - 01:19 .
Dunvi wrote...
Re: qunari horns, says why not basically, and that they expect full control over it's aspects in the creator.
Modifié par Dunvi, 01 septembre 2013 - 04:03 .
Modifié par Anomander Rake, 01 septembre 2013 - 01:26 .
Fast Jimmy wrote...
Filament wrote...
We've already seen it demonstrated in videos that you can directly control party members like Vivienne.
I still want to see a video where we switch from one character to another. The fact that we haven't seen that once in a party-based RPG is making me nervous.
Fast Jimmy wrote...
Asked about longevity concerns with thequote Keep (cloud saves). Offline capability (don't need access to the keep after starting the game) was a requirement and they're aware of our concerns with servers existing in the future. Also said that a lot of the problems were simply from how buggy origin saves are and bad logic. Flynn said they would try and post some clarifications somewhere.
So... confirmed that for every new playthrough you want to do that has a different world state other than the default needs you to connect directly to the Internet with your PC/console.
That is unfortunate.
All of this SOUNDS absolutely amazing.
But did they show video of gameplay that reflected any of this?
Did they show you giving commands to more than one character?
The comments about party AI being there to help the main character... does that mean they are going the Mass Effect route of only directly controlling Shephard?
Was the "tactical camera" ever shown, where the map was zoomed out, I stead of on the "God of War camera," where everything was overly zoomed in for the "Flash! Bang! Wizz!" effect?
Also, was there any video showing how the dialogue wheel's new "hover over" feature worked?
Again - actual demonstration, not just description?
Thanks!
Modifié par Dunvi, 01 septembre 2013 - 04:25 .