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David Gaider Tweet: "Big Reveal" at PAX 2013 (Qunari a Playable Race M/F, Isometric Camera, Custom Keeps)


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#151
Captain Obvious

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Daralii wrote...

Horns confirmed, praise the sun.

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But are non-horned Kossith confirmed?

#152
Daralii

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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.:P

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.

Since I'm assuming they'll have the hair collision set to a singular mass instead of individual strands, they should be free to keep them separate without running into the risk of heavy clipping issues.

#153
Dunvi

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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 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.

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 :D

BOWSTRINGS EXIST.

#154
Fast Jimmy

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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.

Nope. Bethesda uses the Creation Engine and all of its tools, CEProjekt owns the RedEngine 3 and all of its tools. 

Many video game companies use third party tools. It is becoming more and more common. But these two companies do not. This allows the to release a totally free modkit without having to worry about the cost of licenses (for instance, a software license to integrate voice and video could possibly run the price of hundreds of dollars, and would only be one of many tools that Bioware would need to include in the kit - meaning it could cost them over a thousand dollars, easy, in licenses for everything lot they give away. 

Multie that times a million PC copies sold and they've now lost a billion (B) dollars if they have to pay the full, up-front amount of license costs for every modkit (read - PC version) sold. 

#155
Herr Uhl

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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 :)


Yay, decoupled camera!

#156
Guest_Puddi III_*

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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 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.

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 :D

BOWSTRINGS EXIST.


I take it this is a rundown from personal experience at PAX?

Awesome stuff, thanks for the info.

#157
The Elder King

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I think it's from the panel about tactical combat that was scheduled after the main panel.
Thanks for the info, Dunvi.

#158
Fast Jimmy

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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.


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.

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.


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!

#159
Dunvi

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Re: qunari horns, says why not basically, and that they expect full control over its aspects in the creator.

Modifié par Dunvi, 01 septembre 2013 - 04:03 .


#160
Guest_Puddi III_*

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We've already seen it demonstrated in videos that you can directly control party members like Vivienne.

#161
Argetfalcon

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Still hoping for qunari companion hopefully female

#162
anjitaki

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Posted ImagePosted ImagePosted Image

#163
Giant ambush beetle

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Bioware, it dost pleaseth me greatly that ye dost hath includeth Qunari as playable race.

#164
Fast Jimmy

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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. 

#165
Guest_Puddi III_*

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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...

#166
Eragon-

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If female qunari with horns are included then, sorry elves, I found my calling :D

Modifié par Eragon-, 31 août 2013 - 11:54 .


#167
Battlebloodmage

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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.

#168
In Exile

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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...


ME1 cut the feature to control other characters, so it could be removed later on, but it's clearly in that you can control other characters. 

#169
Daralii

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Battlebloodmage 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.

Qunari Manquisitior x Varric

#170
Dunvi

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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. 


We saw it in the live demo.

Modifié par Dunvi, 01 septembre 2013 - 01:19 .


#171
Dunvi

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Dunvi wrote...

Re: qunari horns, says why not basically, and that they expect full control over it's aspects in the creator.


To elaborate on this, horns are a feature just like any other facial detail and should exist in the character creator, up to design whether wee will be allowed to remove horns entirely, or just reduce them to minimal. Nothing set on this detail since it id ridiculously minor, come on guys.

Modifié par Dunvi, 01 septembre 2013 - 04:03 .


#172
Anomander Rake

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Tactical camera :lol:

Modifié par Anomander Rake, 01 septembre 2013 - 01:26 .


#173
Huntress

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Well some players gonna be happy to be qunari, I know how they feel because thats how i feel after learning elves were back as main character. hehe

Cheers guys!

#174
Bleachrude

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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. 


I think these two Gameplay videos have that....

Switching over to Vivenne to use her meteor swarm ability.

Using Cassandra's Shatter ability

Interesting that they are using the ME2/3 visual of an actual "armour" ability on top of the health bar...

#175
Dunvi

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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.


I think you're wrong? I would assume you can download a set of starting flags for later, but regardless I really don't think you can complain since you don't need to be connected except once at the very start and it's not like they won't offer a default set for people who have never played and don't care about the flags since they don't even know what they're referring to.

All of this SOUNDS absolutely amazing.

But did they show video of gameplay that reflected any of this?


We saw live game play. So live, they had to restart twice.

Did they show you giving commands to more than one character?


yes

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?



I apologize, I said that badly. Basically, they want to make sure that the less tactical players who don't want to spend hours in the tactics screen won't have useless teammates - they should be reactive and effective with base configurations

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?


yes, extensively. I have pictures but they're very blurry and I can't upload then right now anyway.

Also, was there any video showing how the dialogue wheel's new "hover over" feature worked?


yes. In live game demo. It's a bar above the conversation wheel. I would not necessarily assume that to be set in stone though, HUD details like that are low priority at this point in development, the important part is that it exists.

Again - actual demonstration, not just description?

Thanks!


Sorry for the delay, my phone died at the start of the second panel, and then I was chatting up the devs.

Modifié par Dunvi, 01 septembre 2013 - 04:25 .