PAX Prime Q&A Thread
#251
Posté 03 septembre 2013 - 09:42
So, seeing as there are 9 ( ? ) companions, will it be possible to use them all ( or some extra at least ) at the same time in some form or another ? Like you could send your agents back to the keep, go defend the keep yourself but still use the other companions to defend the village.
#252
Posté 03 septembre 2013 - 09:46
TataJojo wrote...
Something that bothered me in Mass Effect was having a full versatile team of competent people but only taking two of them on missions with you except suicide mission and Citadel DLC...
So, seeing as there are 9 ( ? ) companions, will it be possible to use them all ( or some extra at least ) at the same time in some form or another ? Like you could send your agents back to the keep, go defend the keep yourself but still use the other companions to defend the village.
No info on this front. As we all saw, the party in the demo consisted of the Inquisitor and three others. I don't think a bigger party is very likely, because of precedent and because of the empasis on risk/reward and exploration. You can't bring everyone and everything so you have to plan your team.
#253
Posté 03 septembre 2013 - 10:23
Beerfish wrote...
I sure hope their are massive penalties for mages that wear plate mail.
How about we restrict mages to only broomsticks?
No penalties. The only way is to make each armor have strong and weak points, like pros and cons, for everyone.
Skills in them should allow you to make yourself more potent while wearing them, but massive penalties?
We're not D&D wizards.
So, since everyone has hopes, i hope they don't take you seriously.
Modifié par Kuroi Kishin, 03 septembre 2013 - 10:24 .
#254
Posté 03 septembre 2013 - 10:25
Upsettingshorts wrote...
EJ107 wrote...
We've seen that warriors can throw grappling hooks and break down doors, and heard that mages can rebuild bridges and create walls of ice to block enemies, has anything been shown about special exploration/combat abilities unique to rogues?
Out-of-combat stealth is something that was asked about and confirmed by the devs. They can scout ahead of the party, for example. This may seem simple but given other changes (destructable terrain, coordinating enemies, a reduction in healing abilities available to the party, lingering injuries) reconaissance is potentially very important
Fantastic news! I have been hoping desperately for something like this. It was one of my five things that I wanted to see from the next DA game in that giant thread we had a while back.
#255
Posté 03 septembre 2013 - 10:31
Well it's not especially likely that at this stage such things can be changed, but I'd love it if there were specific things you could assign party members to do when not on a mission with the Inquisitor and if each party member had a particular strength that would make them better at one out-of-party duty or another. Even in the Suicide Mission of ME2, the whole party never fought together. I imagine that would be an AI / party control nightmare. But the Suicide Mission did involve coordinating and delegating tasks. Correctly identifying who would be best for what helped substantially and gave me, as a player, a sense of being rewarded for actually having paid attention to what the characters were about.Pseudocognition wrote...
TataJojo wrote...
Something that bothered me in Mass Effect was having a full versatile team of competent people but only taking two of them on missions with you except suicide mission and Citadel DLC...
So, seeing as there are 9 ( ? ) companions, will it be possible to use them all ( or some extra at least ) at the same time in some form or another ? Like you could send your agents back to the keep, go defend the keep yourself but still use the other companions to defend the village.
No info on this front. As we all saw, the party in the demo consisted of the Inquisitor and three others. I don't think a bigger party is very likely, because of precedent and because of the empasis on risk/reward and exploration. You can't bring everyone and everything so you have to plan your team.
We commonly identify situations where we wonder if we should bring more healing, damage, threat-generation, mitigation, etc., to a particular combat mission. Wouldn't it make it even more complex and interesting if we also had to weigh what benefits could be gained by not bringing certain people at certain times? It shouldn't be game-breaking and shouldn't punish people severely for just bringing the party members they like most everywhere, but it should make a noticeable difference. I'm sure some people wouldn't like it, though, so it's just my two cents on the subject.
#256
Posté 03 septembre 2013 - 11:02
#257
Posté 03 septembre 2013 - 11:05
#258
Posté 03 septembre 2013 - 11:10
#259
Posté 03 septembre 2013 - 11:18
katerinafm wrote...
Will companions from DAO (besides Lelianna and Morrigan) make an appearance (Zevran for example)?
Matt Rhodes teased that he was redesigning a character from Origins but y'know. Tease.
#260
Posté 03 septembre 2013 - 11:21
CDPR is not coming through in that department, will you guys instead?
Modifié par BioWareMod01, 04 septembre 2013 - 03:16 .
#261
Posté 03 septembre 2013 - 11:31
Either that ugly Morrigan or Cassandra where players preferred her DA2 version .
Any hints about pee release publicity or is it too early for that?
#262
Posté 03 septembre 2013 - 11:35
Angrywolves wrote...
Redesigning a character.
[ridiculous statements removed]
Specifically, taking a character that has only appeared in origins and sprucing them up presumably with the intent of bringing them forward to DA:I.
#263
Posté 03 septembre 2013 - 11:42
#264
Posté 03 septembre 2013 - 11:48
addiction21 wrote...
Any mention of waffles?
The role of waffles in Dragon Age: Inquisition is a tightly kept secret.
#265
Posté 04 septembre 2013 - 12:14
Pseudocognition wrote...
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.
Yeah. Just to expand: we have really large levels, which is awesome. Part of that is because of how well Frostbite can stream, which is also awesome. This means that at any given point, your computer only has local content loaded and that all will take a certain amount of memory. Moving farther apart will cause more stuff to be loaded, and that's less awesome as you run out of it and Thedas explodes.
Large scale party separation would be similar to hoping that DAO/DA2 let you have active party members in completely different levels.
On some level player can obviously separate his or her party, but it will have some sort of tether on it to cap the distance.
#266
Posté 04 septembre 2013 - 12:17
option to have the LI on a leashAllan Schumacher wrote...
Pseudocognition wrote...
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.
Yeah. Just to expand: we have really large levels, which is awesome. Part of that is because of how well Frostbite can stream, which is also awesome. This means that at any given point, your computer only has local content loaded and that all will take a certain amount of memory. Moving farther apart will cause more stuff to be loaded, and that's less awesome as you run out of it and Thedas explodes.
Large scale party separation would be similar to hoping that DAO/DA2 let you have active party members in completely different levels.
On some level player can obviously separate his or her party, but it will have some sort of tether on it to cap the distance.
you know.....so she does not get lost -coughs-
#267
Posté 04 septembre 2013 - 12:18
A tad touchy aren't you ?
Since monsters are coming out of the fade through those portal, can the Inquisitor walk into the fade the same way?
#268
Posté 04 septembre 2013 - 12:32
Well Schumacher didn't like my comments.
A tad touchy aren't you ?
Given that I did absolutely nothing to your comments (you can see your original post remains completely untouched), it's more a testament that the person quoted saw that your comments and deemed them ridiculous.
While I agree with the assessment of Pseudocognition, if your intention is to continue to call me out for stuff, then incorrectly conclude that I am feeling touchy based on your own inability to recognize what actually happened, you will find that I do indeed start to get annoyed.
Note... I am reciprocating a call out with this post. So now we're even. Do *not* reciprocate in kind, nor continue to derail the thread further.
Thank you.
option to have the LI on a leash
you know.....so she does not get lost -coughs-
This would only happen if the LI were, so to speak, into that type of stuff.
#269
Posté 04 septembre 2013 - 12:37
party pooper.......Allan Schumacher wrote...
Well Schumacher didn't like my comments.
A tad touchy aren't you ?
Given that I did absolutely nothing to your comments (you can see your original post remains completely untouched), it's more a testament that the person quoted saw that your comments and deemed them ridiculous.
While I agree with the assessment of Pseudocognition, if your intention is to continue to call me out for stuff, then incorrectly conclude that I am feeling touchy based on your own inability to recognize what actually happened, you will find that I do indeed start to get annoyed.
Note... I am reciprocating a call out with this post. So now we're even. Do *not* reciprocate in kind, nor continue to derail the thread further.
Thank you.option to have the LI on a leash
you know.....so she does not get lost -coughs-
This would only happen if the LI were, so to speak, into that type of stuff.Unfortunately, I suspect most of them are not going to be this way.
there is nothing wrong in some role play -wink wink nudge nudge-
BTW would it make a difference if I told you I lit a candle at St Anthony of Padova to get NG+ in DAI?
#270
Posté 04 septembre 2013 - 12:38
If you don't mind I was just trying to get some clarification on combat.
We saw the tactical non-action overhead mode and the over the shoulder action mode. Gamespot said you can mix and match. Does that mean you can go ots non-action and overhead action? Or did that simply mean you can swap between the two modes?
#271
Posté 04 septembre 2013 - 12:39
also, how "final" are the skill/spell animations as shown in the pre-alpha demo at PAX??
are they still being tweaked?
#272
Posté 04 septembre 2013 - 12:40
I believe Mike already said you can resolve combat entirely in tactical view, if you choose.ArenCordial wrote...
We saw the tactical non-action overhead mode and the over the shoulder action mode. Gamespot said you can mix and match. Does that mean you can go ots non-action and overhead action? Or did that simply mean you can swap between the two modes?
They've shown you can still pause in the default view, though I'm not sure if we can issue queue commands (I haven't seen that covered yet, although one of the folks here had notes indicating that they want the same sort of queue functionality as with the past games, so it sounds like it may very well be possible to assign actions to mutliple characters while paused in the action view).
Modifié par devSin, 04 septembre 2013 - 12:43 .
#273
Posté 04 septembre 2013 - 12:43
devSin wrote...
I believe Mike already said you can resolve combat entirely in tactical view, if you choose.
Yeah I caught that. I was curious if I could play ots with just clicking on my abilities bar like DAO and DA2.
#274
Posté 04 septembre 2013 - 12:45
Modifié par devSin, 04 septembre 2013 - 12:50 .
#275
Posté 04 septembre 2013 - 01:47
Angrywolves wrote...
Well Schumacher didn't like my comments.
A tad touchy aren't you ?
Since monsters are coming out of the fade through those portal, can the Inquisitor walk into the fade the same way?
Manners. Learn it.
Question to Allan: Can we receive clarifications on the concern that the Red Templar would just be another mindless villian mooks that had been turned evil by some contrived plot device (e.g. indoctrination on Cerberus)? Are the villains we fight have deeper motivations or are like 75% just mindless bandits/insane people?





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