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PAX Prime Q&A Thread


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#326
BlackGrifon

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don't know about the rest of you but i plan on playing the begining of the game for every race/class/ origin first then go on whit the one i like most

#327
Dunvi

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Upsettingshorts wrote...

Something a friend told me as she got into game design that shocked me: Cameras are really hard to do. On her small student game they had one guy doing cameras and it was his only job, and he had a full load. That's for one angle for one small demo-length game.  And no party.

I can only imagine how many people worked overtime to get a tac cam into a game that didn't have even the beginnings of one put in in 4-8 weeks. But everyone on the panel felt pushed/inspired by the "we need to get this in so the demo ****ing rocks peoples socks off" motivation.


especially non-first person cameras. anything that's not first person is immediately like 10x harder.

#328
Sylvius the Mad

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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.

I would very much like to see a mage be able to go without a staff (either with a different weapon, or with no weapon at all) like in DAO.  I've never really liked the staff auto-attack in Dragon Age (though I preferred DAO's auto-attack when compared to DA2's auto-attack), so I liked being able to disable it by not having a staff equipped.

Furthermore, since DAO did allow a mage to cast spells at full effectiveness even without a staff, clearly the staff is not a big part of a mage's magical ability.

#329
Sylvius the Mad

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Allan Schumacher wrote...

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.

That should be fine, as long as the tether is long enough to allow us to encircle an enemy without drawing fire.

I can also see this producing some puzzle-like gameplay if the level design guys want to try it.  Imagine trying to maneouvre your team down two corridors at once, but you have to do it in the proper sequence to ensure that they're never too far away from each other.

#330
Browneye_Vamp84

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BlackGrifon wrote...

don't know about the rest of you but i plan on playing the begining of the game for every race/class/ origin first then go on whit the one i like most


:lol:  I did that when I got Origins and DA 2.  Later on  in Origins I had to delete some for Awakening and Witch Hunt.  Got tired of deleting the ones I thought weren't good and was able to get PS Plus.


 I do plan on doing the same thing.   ^_^

#331
Sylvius the Mad

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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...

Yeah I caught that.  I was curious if I could play ots with just clicking on my abilities bar like DAO and DA2.

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?

These are also my biggest questions coming out of the revelations of the past several days.

Ideally, I'd obviously like to be able to play in any way from any camera position.  But if we can't do that, being able to lower the tactical to a much lower angle (and maybe zoom it in) would effectively simulate the OTS camera, thus eliminating the need to mix-and-match at least in one direction.

#332
andar91

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Upsettingshorts wrote...

Cool, thanks for the source link.


Maybe you can clarify that comment, however.

Does it mean that FFis linked to THE difficulty slider, or that FF has its OWN slider that we can adjust independently of the game's difficulty?

#333
laudable11

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Anything about changing color of our armor like Mass Effect 3?

#334
Angrywolves

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I know manners.
shrugs.
Did my question about the fade rifts ever get answered ?
I guess not.
Missions into the fade not requiring lyrium and mages working spells would be nice.
shrugs.

#335
Guest_Marten Stroud_*

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Nevermind.

Modifié par Marten Stroud, 04 septembre 2013 - 09:57 .


#336
Raging_Pulse

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laudable11 wrote...

Anything about changing color of our armor like Mass Effect 3?


I think this quote from the official website probably answers your question:

"... Extensive customization options allow you to choose everything from the color of your follower’s boots to the features of your Inquisition stronghold."

#337
upsettingshorts

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andar91 wrote...

Upsettingshorts wrote...

Cool, thanks for the source link.


Maybe you can clarify that comment, however.

Does it mean that FFis linked to THE difficulty slider, or that FF has its OWN slider that we can adjust independently of the game's difficulty?


Independent of the difficulty level itself.

#338
Versus Omnibus

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Question for Allan about qunari PCs: will helmets allow horns or are we not getting horns at all?

Modifié par Versus Omnibus, 04 septembre 2013 - 10:46 .


#339
andar91

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Upsettingshorts wrote...

andar91 wrote...

Upsettingshorts wrote...

Cool, thanks for the source link.


Maybe you can clarify that comment, however.

Does it mean that FFis linked to THE difficulty slider, or that FF has its OWN slider that we can adjust independently of the game's difficulty?


Independent of the difficulty level itself.


Oooooh, good. I am pleased.

You might have said this before in the thread, so I apologize if I ask you to say stuff you've already said, but what were your general impressions of what was shown? Personal, I mean. Do you like what they're saying/showing at this point? I figure you have more perspective than most of us, as you were there.

#340
ArenCordial

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Allan Schumacher wrote...

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.


Thank you for clarifying and enjoy the time off.

Modifié par ArenCordial, 04 septembre 2013 - 11:51 .


#341
Allan Schumacher

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Korusus wrote...

Well that admission is rather... demoralizing.  It's a good thing you guys delayed the game for a year because I highly doubt I would have played the game otherwise (Dragon Age without a tactical camera mode is like Mass Effect without OTS).  That was a make or break decision for me, so kudos to you guys for making that call.


Keep in mind we knew about the release date push earlier than the E3 announcement stuff, so some stuff would get reorganized.  But yeah, it's probably likely that there wouldn't have been a tactical camera perspective without the move to the release date.

It's important to realize that if we were certain that we would have had an awesome game experience this year, we probably wouldn't have pushed the release date back; we'd just release an awesome game experience.  The delay is lengthy enough, however, for us to make sure we can focus on continuing to improve and add things to the game that will help it become an excellent experience for people.


I can only imagine how many people worked overtime to get a tac cam into
a game that didn't have even the beginnings of one put in in 4-8 weeks.
But everyone on the panel felt pushed/inspired by the "we need to get
this in so the demo ****ing rocks peoples socks off" motivation.


There's a healthy amount of "I really want this in the game" motivation too.  I can't speak for the whole tactical combat team, but it's definitely one of the features I was hoping to see come back.

#342
crimzontearz

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Allan Schumacher wrote...

Korusus wrote...

Well that admission is rather... demoralizing.  It's a good thing you guys delayed the game for a year because I highly doubt I would have played the game otherwise (Dragon Age without a tactical camera mode is like Mass Effect without OTS).  That was a make or break decision for me, so kudos to you guys for making that call.


Keep in mind we knew about the release date push earlier than the E3 announcement stuff, so some stuff would get reorganized.  But yeah, it's probably likely that there wouldn't have been a tactical camera perspective without the move to the release date.

It's important to realize that if we were certain that we would have had an awesome game experience this year, we probably wouldn't have pushed the release date back; we'd just release an awesome game experience.  The delay is lengthy enough, however, for us to make sure we can focus on continuing to improve and add things to the game that will help it become an excellent experience for people.


I can only imagine how many people worked overtime to get a tac cam into
a game that didn't have even the beginnings of one put in in 4-8 weeks.
But everyone on the panel felt pushed/inspired by the "we need to get
this in so the demo ****ing rocks peoples socks off" motivation.


There's a healthy amount of "I really want this in the game" motivation too.  I can't speak for the whole tactical combat team, but it's definitely one of the features I was hoping to see come back.

now you guys need to implement tactical kinect controls

#343
Eveangaline

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Have they gone into more detail about how many missions are timed, like the save the keep one?

#344
Chashan

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Another question:

Would DA:I refrain from phasing out bodies of slain enemies, at least until transitioning out of an area? For that matter, what of the physical destruction caused?

Now, since the panel didn't exactly go out of its way to admire the aftermath of a battle, it was somewhat hard to tell if such is the case already anyway (or in the case of the meteor call-in thingie I suppose I can understand enemies being obliterated from existence outright).

#345
In Exile

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Chashan wrote...
Would DA:I refrain from phasing out bodies of slain enemies, at least until transitioning out of an area? For that matter, what of the physical destruction caused?


That would be very resouce intensive, and given how FB3 streams areas, I'm not even sure if that would necessarily be possible. 

#346
Rinji the Bearded

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Eveangaline wrote...

Have they gone into more detail about how many missions are timed, like the save the keep one?


Not that I know of.  I imagine with the keeps and the open exploration being important things, we might expect more timed missions.  They were also stressing consequences and what not.

#347
KnightXE

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I wonder if elf warriors and rogues will have the option to be dalish......

#348
Karlone123

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RinjiRenee wrote...

Eveangaline wrote...

Have they gone into more detail about how many missions are timed, like the save the keep one?


Not that I know of.  I imagine with the keeps and the open exploration being important things, we might expect more timed missions.  They were also stressing consequences and what not.


I wonder what happend if you run out of time, mission restart or continue game?

#349
thebatmanreborn

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Hey Alan!

Is there any chance environment will play a big role in combat? For example, electrifying a pool of water or bringing down a bridge on top of a Troll. Or for that matter, will weather affect combat? Will a rainstorm put out fire or a blizzard intensify an ice spell. I've heard a lot about how this new engine allows you to do some crazy cool stuff with environment. I'm just wondering how far you intend to push it. Thank you.

#350
Eveangaline

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Karlone123 wrote...

RinjiRenee wrote...

Eveangaline wrote...

Have they gone into more detail about how many missions are timed, like the save the keep one?


Not that I know of.  I imagine with the keeps and the open exploration being important things, we might expect more timed missions.  They were also stressing consequences and what not.


I wonder what happend if you run out of time, mission restart or continue game?


You might just lose the keep and have to re-capture it.