PAX Prime Q&A Thread
#276
Posté 04 septembre 2013 - 02:16
#277
Posté 04 septembre 2013 - 03:53
#278
Posté 04 septembre 2013 - 04:12
In the demo we had the Human Inquisitor, Cassandra, Vivienne & Varric. Now say Varric gets into some trouble while fighting. So can the Two Handed Inquisitor use his "Get over here !" grapple hook-chain to pull Varric out of that tight spot ?
Can we use abilities like the grappling hook on our allies..?
#279
Posté 04 septembre 2013 - 04:35
Will our friends and lover call us by name ("Hawke") or simply "Inquisitor" (similar to "Warden")?
#280
Posté 04 septembre 2013 - 05:20
Allan Schumacher wrote...
option to have the LI on a leash
you know.....so she does not get lost -coughs-
most of them are not going to be this way.
Oh, Allen~
#281
Posté 04 septembre 2013 - 05:55
ArenCordial wrote...
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.
...like, 90% of the demo was played that way. Over the shoulder using abilities and resolving entire fights that way. It'd make placing AOEs more difficult but not impossible or anything. You will be able to switch between modes at your leisure for whatever reasons you deem appropriate.
#282
Posté 04 septembre 2013 - 05:55
motomotogirl wrote...
Something I've been brooding about
Will our friends and lover call us by name ("Hawke") or simply "Inquisitor" (similar to "Warden")?
No idea. They didn't say anything on the subject.
#283
Posté 04 septembre 2013 - 05:57
The Sin wrote...
A question concerning gameplay.
In the demo we had the Human Inquisitor, Cassandra, Vivienne & Varric. Now say Varric gets into some trouble while fighting. So can the Two Handed Inquisitor use his "Get over here !" grapple hook-chain to pull Varric out of that tight spot ?
Can we use abilities like the grappling hook on our allies..?
No comments one way or the other on abilities like that being usable on friendlies. In SWTOR there are abilities like that, but I dont think they are usable on both friends and enemies. Like... you have an ability that works on friends and/or you have an ability that works on enemies. None im aware of work on both. As far as DAI goes, nothing was said.
#284
Posté 04 septembre 2013 - 05:57
RussianSpy27 wrote...
Will there be any divergent quests depending on which race the player character pics? Thanks
They did not say anything about divergent quests specifically, but they did say divergent content. Which, implicitly, may or may not include quests.
#285
Posté 04 septembre 2013 - 06:26
#286
Posté 04 septembre 2013 - 06:26
ArenCordial wrote...
Hey Allan,
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?
ArenCordial wrote...
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.
First off, I must preface that you can still expect a lot of changes as polish and iteration happens. Still a year or so to go until launch.
I believe as the system currently stands, you could effectively play through the entire game in the tactical camera mode, though to progress through the non-combat parts you'd still need to activate the "engage" mode to allow time to elapse. It's probably be a bit cumbersome (and I'm on a holiday now for a couple weeks so cannot verify, but I suspect there's issues such as the conversation system not behaving nicely with the camera changes and stuff like that).
Currently the OTS mode behaves roughly similar to DAO Console and DA2 OTS. In that I am pretty sure that the character the player has selected will require input. Though that may not always be the case and it may be possible to allow for a more "let the combat resolve itself like tactical mode" in OTS as well. Don't know how it will play out. Although I wouldn't be surprised if you could just click your abilities since part of that is moving into range if necessary.
It's still a pretty fresh system. Sometime in the last 4-8 weeks or so, the tactical combat perspective was merely a twinkle in the combat team's eye. It didn't exist at all. So what you saw was still a pretty early implementation (though an awesome one as far as I'm concerned). It's honestly probably reasonably shippable at this point, though the ability to start tweaking things and playing around with what is there is now present, where it wasn't before.
Modifié par Allan Schumacher, 04 septembre 2013 - 06:27 .
#287
Posté 04 septembre 2013 - 06:32
Savber100 wrote...
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?
This isn't something I'm actually all that qualified to confirm, to be honest. If I were, however, I'd still skip it because assumptions run rampant without full details and at this point things like story, romances, and stuff like that are still pretty hush hush. Sorry.
In the demo we had the Human Inquisitor, Cassandra, Vivienne &
Varric. Now say Varric gets into some trouble while fighting. So can the
Two Handed Inquisitor use his "Get over here !" grapple hook-chain to
pull Varric out of that tight spot ?
Can we use abilities like the grappling hook on our allies..?
Interesting thought and suggestion. Right now the ability only targets hostiles. Though, if I were to put on my amateur designer hat, I think it'd be an interesting idea for a branch/upgrade in skill system. I suppose I could annoy someone like Josh or Mike...
#288
Posté 04 septembre 2013 - 06:42
Rylor Tormtor wrote...
So we have seen the over the shoulder camera view, and the zoomed out "tactical" view, but I have not been to tell if it is an "either/or" scenario, or if we can zoom out to in between the two. Basically, is the camera control binary (action/tactical) or can you stop it at any point in the zoom process?
It is binary in that you switch between two systems. Although it is actually possible to push the tactical camera to a much lower angle. I know there was some talk about what the constraints are, so your mileage may vary in the shipped product over whether or not you feel you can sufficiently push it to an OTS type of perspective.
Blair didn't do much of that in the demo, in part because there was finite time and the general beat we were looking to push was "look, we have brought it back" rather than exploring the system in depth. If you were to tweet Mike Laidlaw, you'd probably get an answer as to whether or not they plan on doing some sort of deep dive presentation in the future.
#289
Posté 04 septembre 2013 - 07:26
Also, will we have only one set of weapons available for combat? I like having two sets, especially when playing rogue because I can switch between ranged and melee weapons without entering the inventory screen.
#290
Posté 04 septembre 2013 - 07:31
#291
Posté 04 septembre 2013 - 07:38
bluebeam wrote...
Did they talk about tactics? I was hoping for some general tactics like "protect the mages" instead of having to select a specific ability.
Also, will we have only one set of weapons available for combat? I like having two sets, especially when playing rogue because I can switch between ranged and melee weapons without entering the inventory screen.
If youre talking about the Tactics system (pre-set flow-chart-like commands you set before combat that the AI runs down for you) Mike said they are currently in the process of overhauling that system as they thought it could break rather easily and could be made more powerful as well as intuitve.
As far as weapon sets go, no idea.
#292
Posté 04 septembre 2013 - 07:40
Cullen?
#293
Posté 04 septembre 2013 - 08:02
Chanda wrote...
Allan, one question:
Cullen?
The illustrious Greg Ellis already let that cat out of the bag
Modifié par Upsettingshorts, 04 septembre 2013 - 08:03 .
#294
Posté 04 septembre 2013 - 08:05
Chanda wrote...
Allan, one question:
Cullen?
I'm sworn to secrecy and adamantly refuse to confirm or deny. Because I am mean and like watching people debate it :innocent:
#295
Posté 04 septembre 2013 - 09:03
Something like the Sith Warrior's Interced or Jedi Guardian's Guardian Leap from SWTOR would be fantastic. That said, in terms of previous games, the 2-handed specific ability Scythe, in DA2 can work wonders to that effect(now that I think on it, I think you could also set up tactics to work like that).Upsettingshorts wrote...
The Sin wrote...
A question concerning gameplay.
In the demo we had the Human Inquisitor, Cassandra, Vivienne & Varric. Now say Varric gets into some trouble while fighting. So can the Two Handed Inquisitor use his "Get over here !" grapple hook-chain to pull Varric out of that tight spot ?
Can we use abilities like the grappling hook on our allies..?
No comments one way or the other on abilities like that being usable on friendlies. In SWTOR there are abilities like that, but I dont think they are usable on both friends and enemies. Like... you have an ability that works on friends and/or you have an ability that works on enemies. None im aware of work on both. As far as DAI goes, nothing was said.
Edit: Because, if the rogue, or mage for that matter, is surrounded by enemies, it will be more in the interest of the tank-y warrior to grab the attention of that group than simply pulling out the rogue/mage. Since the latter only solves half your problems.
I think the tactics system was already quite powerful in DA2. A few conditions I'd wish for here and there. Also, bugs. But all in all, already vastly useful.Upsettingshorts wrote...
bluebeam wrote...
Did they talk about tactics? I was hoping for some general tactics like "protect the mages" instead of having to select a specific ability.
Also, will we have only one set of weapons available for combat? I like having two sets, especially when playing rogue because I can switch between ranged and melee weapons without entering the inventory screen.
If youre talking about the Tactics system (pre-set flow-chart-like commands you set before combat that the AI runs down for you) Mike said they are currently in the process of overhauling that system as they thought it could break rather easily and could be made more powerful as well as intuitve.
As far as weapon sets go, no idea.
Modifié par Thomas Andresen, 04 septembre 2013 - 09:07 .
#296
Posté 04 septembre 2013 - 09:05
(Don't blame me. Someone mentioned shrimp and now I'm hungry )
#297
Posté 04 septembre 2013 - 10:27
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.
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.
just to point out, the only reason a 3 mage DA:O party could work was because the arcane warrior specialization was hilariously broken.
#298
Posté 04 septembre 2013 - 10:27
YOU destroy a bridge to stop the enemy armys charge and take them out from afar.... could the mage repair it ....is this feature posible to specific places or any destructable structure?
Modifié par BlackGrifon, 04 septembre 2013 - 10:28 .
#299
Posté 04 septembre 2013 - 10:32
The answer was that where would be limits, and there would be scripted as well as in-engine opportunities to destroy (and build) things. Further, enemies will also be able to do that, so keep that in mind. As far as specifics go, few were mentioned.
That bridge you destroy as part of the keep assault is eventually upgraded, I presume, once you seize and upgrade the keep. I mean, I guess.
#300
Posté 04 septembre 2013 - 10:36
laudable11 wrote...
I gotta ask..cooking? Yes or no? Will eating play any part in the game?
(Don't blame me. Someone mentioned shrimp and now I'm hungry )
Yes..I want to be able to make and eat Orlesian and Ferelden food...DA needs iconic foods like Elder Scrolls' Sweet Roll & Skooma....
Also..books..Can we have them in DA:I ? I mean in previous DA games, we can only read specific books like Travels of Brother Genitivi. As in we could only read specific pages from the book, not the whole thing. Can we read the whole thing this time in the Codex ?
Can we have Codex entries for books like Hard in Hightown, Hessarian's Spear and Isabela's Friendfiction. I think Isabela also said Hessarian's Spear has pictures as well...Come on, we need a counterpart to the Lusty Argonian Maid..





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