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PAX Prime Q&A Thread


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#226
Eagle Pusuit

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Huntress wrote...

Upsettingshorts wrote...

Just an update: If anyone has any lingering questions or desires clarifications I'll check this thread again tomorrow - likely after the final panel - and see if there's anything I can answer.


hey Upsettingshorts!

Do you know if warriors are going to get back duel wielding? :?
Thanks!


There was an image from PAX floating around here somewhere that showed a warrior's specs with Dual Wield being one of the skills.

#227
deuce985

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Just my 2 cents on dual wield warriors and the like: I think Bioware will include them. I only base this on what we've seen so far and what Bioware keeps saying.

"This is your game and it's your choice"

I think they're going back to the DAO design where classes aren't forced into specific roles. While they had more distinction in DA2, it had a lot of negatives. You almost feel like you have to bring a mage for healing along or a warrior to tank. That's a major flaw for many(I'm one who agrees) because it limits what companions you can take on your adventure. That's a major oversight, IMO. Especially for people like me who play on higher difficulties and those roles are more important.

I really believe we'll be able to build the classes how we want again and define their roles for us. If I want 3 mages in my party it will be possible because I can spec one as DPS, one as Arcane Warrior and one as a healer. If Bioware wants class distinction then they should make a dual wield warrior play differently than a rogue. Arcane Warriors played a little different from tanks even though that was their role. This is all speculation of course.

Oh, btw, did Bioware mention yet friendly fire is back in the game and as a toggle on all difficulties??? (John Epler just died asking about a toggle feature :devil:)

Modifié par deuce985, 03 septembre 2013 - 05:26 .


#228
Bleachrude

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I think this is a HORRID step back.

These class breakdowns invariably lead to worse gameplay as there's no reason to pick a certain class. Especially given that for some reason, BW insisting on making a distinction between rogues and warriors.

The ironic thing about DA2 is that it is actually possible to do a 4 non-mage run-through on insanity whereas in DA:O, 4 warriors will get killed in the deep roads in not having a mage.

Until a 4 rogue or 4 warrior party can cover all the bases like a 3 mage DA:O party could, class distinctions should be strengthened.

#229
Cirram55

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Have they mentioned if invisible barriers will make a come back in DAI? 'Cause in the demo I've seen ponds, cliffs and the like, so I was wandering if we could fall off a precipice, swim/dive (after all one of those tears was underwater) and other things (I'm pretty sure jumping is already out of the question).

#230
Cirram55

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Bleachrude wrote...

I think this is a HORRID step back.

These class breakdowns invariably lead to worse gameplay as there's no reason to pick a certain class. Especially given that for some reason, BW insisting on making a distinction between rogues and warriors.


If a rogue can DW daggers and a warrior swords, I'd call it a sufficiently strong distinction. The former could focus on dexterity/speed, the latter strength/armour consumption.

EDIT I can't believe I spelled it "rouge" :mellow: Very disappointed in myself right now.

Modifié par Cirram55, 03 septembre 2013 - 07:02 .


#231
RvnXE

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did they mention anything more about building a melee-oriented mage?

there's another thread here that says the elf mage can be dalish.

did they talk about that, too?

#232
RvnXE

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Upsettingshorts wrote...

To RvnXE and andar91 No mentions or details on either spell customization or specific abilities beyond those demonstrated in the videos.


thanks.

#233
Allan Schumacher

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Thanks for doing this guys (I see a few have chimed in for answers.)
In random news... I have a craving for shrimp.... :whistle:

#234
LPPrince

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Allan Schumacher wrote...

Thanks for doing this guys (I see a few have chimed in for answers.)
In random news... I have a craving for shrimp.... :whistle:


Why do you have to make me hungry Allan?

#235
Maugrim

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So any official confirmation for Trevor Morris as the composer for Inquisition? Not that it stopped me from creating a thread about it ;)

Modifié par makenzieshepard, 03 septembre 2013 - 07:49 .


#236
Huntress

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Shadobald wrote...

Huntress wrote...

Upsettingshorts wrote...

Just an update: If anyone has any lingering questions or desires clarifications I'll check this thread again tomorrow - likely after the final panel - and see if there's anything I can answer.


hey Upsettingshorts!

Do you know if warriors are going to get back duel wielding? :?
Thanks!


There was an image from PAX floating around here somewhere that showed a warrior's specs with Dual Wield being one of the skills.


Thank you! I haven't see it yet.

#237
kinderschlager

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really wish i coulda seen the demo. so jelly

#238
Pseudo the Mustachioed

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Cirram55 wrote...

Have they mentioned if invisible barriers will make a come back in DAI? 'Cause in the demo I've seen ponds, cliffs and the like, so I was wandering if we could fall off a precipice, swim/dive (after all one of those tears was underwater) and other things (I'm pretty sure jumping is already out of the question).


I got the impression that the procedural animation system they're developing means that characters are not limited to running around obstacles. Whether you can make your character climb on boxes or other things/everything in the environment are vague but there was specific mention of being able to clear small fences. I saw an enemy in the demo appear on top of an obstacle in a rather buggy fashion but that made me think it'd be possible to get on top of an obstacle in a not-buggy fashion.

Upsettingshorts and wakka ganged up on Laidlaw to ask whether you can kick enemies off of cliffs and I think they answer they got was "yes" but I'll wait for one of them to show up and confirm. Can you deliberately jump off of a cliff? I don't know.

Swimming was not discussed.

A bit of speculation here but there's a lot of potential with this animation system in regards to classes, stats and party positioning/tactics, for example hypothetically warriors (or anyone wearing heavy armor?) could be unable clear obstacles, but rogues (or anyone wearing light armor) could be to get up to higher ground and snipe (or whatever). Could add another level to encounters. But again this is speculation on my part based on the systems they've confirmed that they are building.

Modifié par Pseudocognition, 03 septembre 2013 - 08:48 .


#239
Elhanan

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If I am not mistaken based off the podcast, it sounds as if Classes may have varied armors, but will have Class weaponry. However, non-class weapons may still be included as possibilities.. Pls clarify and confirm as desired.

#240
Pseudo the Mustachioed

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RvnXE wrote...

did they mention anything more about building a melee-oriented mage?

there's another thread here that says the elf mage can be dalish.

did they talk about that, too?


Elhanan wrote...

If I am not mistaken based off the
podcast, it sounds as if Classes may have varied armors, but will have
Class weaponry. However, non-class weapons may still be included as
possibilities.. Pls clarify and confirm as desired.



No @ mages. Classes are still restricted to class weapons, which based on precedent means staffs (and spellbooks????) for mages, daggers/bows/presumably DW for rogues, sword/shield/2hander/hammers/axes/whatever/and apparently DW for warrior.

I think the issue was confused when someone in the audience waxed poetic about a badass sword wielding mage/cleric build and goldman agreed it would be awesome... but I took that as meaning it wasn't possible in DA:I.

Anyway this also applies to followers, for example a rogue character introduced as an archer can also use other rogue weapons. A la DA:O.

"the elf mage can be dalish" is the gist of all they said. No details beyond that.

Modifié par Pseudocognition, 03 septembre 2013 - 08:32 .


#241
Allan Schumacher

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We still want to maintain some level of distinction between classes.

For things like the mage staff, IIRC (since I occasionally make lore errors.... >_>) the staff is a big part of the mage's magical ability. I know the combat guys were exploring some newer approaches to staves and how they work, but it is still quite early for those details so things are in flux and I cannot comment too much on it.

#242
RvnXE

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cool!!

even if mages can't equip swords, I would be totally fine for a "bladed staff" weapon style for mages, that made it distinct from a regular "casting staff" and thus allowed a more melee-oriented mage build.

also, glad to hear that being dalish is an option for an elf mage.

sounds like there still might be some form of "origin choice?"

perhaps as an elf mage, you can choose to be dalish or city elf?

#243
RvnXE

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did they discuss the surnames further?

Modifié par RvnXE, 03 septembre 2013 - 09:00 .


#244
Allan Schumacher

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Nope.

#245
Thomas Andresen

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Pseudocognition wrote...

"the elf mage can be dalish" is the gist of all they said. No details beyond that.

I suppose it's too early to ask whether an elf and/or human mage will from the Circle. Obviously a Qunari mage wouldn't. Variety is good.

#246
Pseudo the Mustachioed

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RvnXE wrote...

cool!!

even if mages can't equip swords, I would be totally fine for a "bladed staff" weapon style for mages, that made it distinct from a regular "casting staff" and thus allowed a more melee-oriented mage build.

also, glad to hear that being dalish is an option for an elf mage.

sounds like there still might be some form of "origin choice?"

perhaps as an elf mage, you can choose to be dalish or city elf?


I would like a bladed staff thing too. I imagine, especially given the enormous complexity of customization, that a bladed staff will be possible. However, the blade would be aesthetic and not functional. Animation is, to my understanding, tied to weapon category (staff/swordboard/2h/etc) and not what specifically the weapon looks like or appears to be capable of. It'd be nice to see the return of mage melee if enemies get close.

As for backgrounds, honestly I got the impression that the backgrounds are not completely locked down. We can assume 'dalish mage' is going to happen because of their policy of not talking about anything until it's confirmed to work and is very likely to be in the final product.

I'm stuck in an airport :(

Modifié par Pseudocognition, 03 septembre 2013 - 09:22 .


#247
Xewaka

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Allan Schumacher wrote...

Thanks for doing this guys (I see a few have chimed in for answers.)
In random news... I have a craving for shrimp.... :whistle:


SHRIMP HIGH FIVE!

#248
Marek-B

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Will you be able to split your group on a wider range within an area?
For example in the demo: can we try to save the village AND protect the keep at the same time (e.g. with 2 party members each)?

#249
Pseudo the Mustachioed

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Marek-B wrote...

Will you be able to split your group on a wider range within an area?
For example in the demo: can we try to save the village AND protect the keep at the same time (e.g. with 2 party members each)?


This was discussed actually and the answer was that there will have to be a limit to how far you can split the party for technical reasons. The specific distance is unknown and probably something they're still working on. I'm no technical expert so someone can step in to clarify if I'm completely wrong, but with frostbite's streaming, the game has to keep the area around the party members loaded so you can switch to them instantly. However, there's only so much a computer can handle having loaded at once. So if you split the party four ways and send them to four corners of the map and a certain radius around each character has to remain loaded... that's not a happy computer.

Modifié par Pseudocognition, 03 septembre 2013 - 09:42 .


#250
Iron Star

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Allan Schumacher wrote...

We still want to maintain some level of distinction between classes.

For things like the mage staff, IIRC (since I occasionally make lore errors.... >_>) the staff is a big part of the mage's magical ability. I know the combat guys were exploring some newer approaches to staves and how they work, but it is still quite early for those details so things are in flux and I cannot comment too much on it.


Thanks for answering, Allan. I'm a bit sad that we probably won't be able to play sword-wielding mages, but I approve of your reason as to why. I think it sounds really interesting that you're checking out new aproaches to staffs, can't wait to see more of that! =]

Modifié par Get fired up, 03 septembre 2013 - 09:42 .