PAX Prime Q&A Thread
#126
Posté 02 septembre 2013 - 01:28
#127
Posté 02 septembre 2013 - 01:34
And I'm not following yours:TheBlackAdder13 wrote...
I'm not following your logic. Just because one initial concept art character is still in the game doesn't invalidate Gaider's point and mean that other initial concept art characters are still in the game...
I'm not invalidating it, all I asked was if you are sure that he was talking about the ones showed on that day, I asked you for confirmation to see if I'm wrong or not because I am getting confused with all this collision of old/new information.
Specially because the 3 guys I mentioned have been seen in-game/trailer ("Sera" and the "Warden" were seen during GI's coverage.)
Modifié par El_Chala_Legalizado, 02 septembre 2013 - 01:47 .
#128
Posté 02 septembre 2013 - 01:38
#129
Posté 02 septembre 2013 - 01:40
#130
Posté 02 septembre 2013 - 01:40
I012345 wrote...
I know you can be a Qunari but was there any sort of confirmation that you can be a Qunari mage? If you can be a Qunari mage that was shackled but escaped that would be such a unique viewpoint on the mage conflict and so awesome for this game.
From the twitter thread...
Allan Schumacher wrote...
eluvianix wrote...
Mr. Allen, can you clarify about Qunari mages? Mr. Laidlaw responded to my tweet asking about it, and said yes, that we can, but later a person at the PAX panel said that Qunari could not be mages.
They just mentioned on the races panel that you can be a mage but you wouldn't be a sarebaas (i totally butchered that i think....)
#131
Posté 02 septembre 2013 - 01:45
Malanek999 wrote...
I012345 wrote...
I know you can be a Qunari but was there any sort of confirmation that you can be a Qunari mage? If you can be a Qunari mage that was shackled but escaped that would be such a unique viewpoint on the mage conflict and so awesome for this game.
From the twitter thread...Allan Schumacher wrote...
eluvianix wrote...
Mr. Allen, can you clarify about Qunari mages? Mr. Laidlaw responded to my tweet asking about it, and said yes, that we can, but later a person at the PAX panel said that Qunari could not be mages.
They just mentioned on the races panel that you can be a mage but you wouldn't be a sarebaas (i totally butchered that i think....)
Thanks for the answer! Being a sarebaas probably would've complicated things too much. Still being a Qunari will be really awesome. Definitely my first choice. Thanks again!
#132
Posté 02 septembre 2013 - 01:51
Stella-Arc wrote...
I'm want to know if we can be a dalish mage.
explicitly, yes
Upsettingshorts wrote...
Malanek999 wrote...
Is no multiplayer confirmed?
Not a word was spoken one way or the other on multiplayer.
Technically, they said (and I wrote this quote down) "We cannot confirm or discuss a multiplayer". Which is slightly different
Shorts is doing waaaay way better than I am at this, lol. Maybe because I get distracted by technical stuff, and I don't think most of you guys care about details on how the tactical camera was implemented in the Eclipse engine and justifications for removing it in DA2...
#133
Posté 02 septembre 2013 - 01:54
Actually, I am interested about the absence of that camera in the second game:wizard:Dunvi wrote...
Stella-Arc wrote...
I'm want to know if we can be a dalish mage.
explicitly, yesUpsettingshorts wrote...
Malanek999 wrote...
Is no multiplayer confirmed?
Not a word was spoken one way or the other on multiplayer.
Technically, they said (and I wrote this quote down) "We cannot confirm or discuss a multiplayer". Which is slightly different
Shorts is doing waaaay way better than I am at this, lol. Maybe because I get distracted by technical stuff, and I don't think most of you guys care about details on how the tactical camera was implemented in the Eclipse engine and justifications for removing it in DA2...
Modifié par El_Chala_Legalizado, 02 septembre 2013 - 01:54 .
#134
Posté 02 septembre 2013 - 02:06
#135
Posté 02 septembre 2013 - 02:08
From a more speculative view and also from some other comments they've made here and there:
It also doubles the amount of time and money spent on things like HUD and UI, testing of these things, you have to play test in both views (don't want to make a map where you accidentally make it impossible to see the battlefield from 2/3s of the potential angles from the top-down view!). You also have to make models and logic that will fade in and out when needed depending on which view you're in - like when you're in tactical view inside, the ceilings, but also certain walls, have to disappear, right? The same thing happens in close camera to models that are too close to you, but the set of objects and the logic that determines what needs to disappear in that view is very, very different from in tactical camera. Does that make sense?
Switching between the two views smoothly was not easy in the old engine either...
#136
Posté 02 septembre 2013 - 02:10
Probably will be the last thing they do for DAI.
Did they say anything about collateral damage?
Would think it would be easy to accidentally hurt a party member.
#137
Posté 02 septembre 2013 - 02:11
TheBlackAdder13 wrote...
Just thought about this: have the devs said anything about the lack of a minimap in favor of the Skyrim compass? Will a minimap be added later?
Yes, actually! They said that they are looking into a minimap basically right now. There are some issues with how to represent things that they are still figuring out, and they might not have one ultimately, but they are interested in including one.
If there is a minimap, they also took a note from a fan comment regarding user placeable pins with player-settable titles so you can name one "really ****ing hard fight that kicked my ass here; come back when you've gained some balls" or something like that LOL
#138
Posté 02 septembre 2013 - 02:12
Angrywolves wrote...
Multiplayer.
Probably will be the last thing they do for DAI.
Did they say anything about collateral damage?
Would think it would be easy to accidentally hurt a party member.
i recall something about friendy fire currently being a toggle, like in DA:O, but don't quote me on that one, I don't have a note for it.
#139
Guest_simfamUP_*
Posté 02 septembre 2013 - 02:19
Guest_simfamUP_*
How much auto-dialogue was there?
Modifié par simfamSP, 02 septembre 2013 - 03:03 .
#140
Posté 02 septembre 2013 - 02:26
#141
Posté 02 septembre 2013 - 02:34
Dunvi wrote...
i recall something about friendy fire currently being a toggle, like in DA:O, but don't quote me on that one, I don't have a note for it.
It wasn't a toggle in DA:O. It was tied to difficutly.
#142
Posté 02 septembre 2013 - 02:54
Dunvi wrote...
Angrywolves wrote...
Multiplayer.
Probably will be the last thing they do for DAI.
Did they say anything about collateral damage?
Would think it would be easy to accidentally hurt a party member.
i recall something about friendy fire currently being a toggle, like in DA:O, but don't quote me on that one, I don't have a note for it.
Yeah, they did mention friendly-fire would be on a toggle.
#143
Posté 02 septembre 2013 - 02:56
In Exile wrote...
Dunvi wrote...
i recall something about friendy fire currently being a toggle, like in DA:O, but don't quote me on that one, I don't have a note for it.
It wasn't a toggle in DA:O. It was tied to difficutly.
eta: that reminds me, truthfully i never understood the appeal of powers like the storms and their combo, storm of the century. the huge casting time and only mediocre damage was absolutely not worth restricting my warriors from getting in there and running everything through in five seconds. sure, once or twice they could be useful, but i didn't ever think they were nearly as good as everyone else seems to. but maybe it's because i always played with friendly fire
Modifié par Dunvi, 02 septembre 2013 - 03:06 .
#144
Posté 02 septembre 2013 - 03:52
#145
Posté 02 septembre 2013 - 04:04
Dunvi wrote...
eta: that reminds me, truthfully i never understood the appeal of powers like the storms and their combo, storm of the century. the huge casting time and only mediocre damage was absolutely not worth restricting my warriors from getting in there and running everything through in five seconds. sure, once or twice they could be useful, but i didn't ever think they were nearly as good as everyone else seems to. but maybe it's because i always played with friendly fire
A properly built mage with Storm of the Century broke the game. I would do 125 HP dmg/two seconds or so with the spell. It would clear rooms so fast I was just standing around bored until the spell subsided. And this is on nightmare.
#146
Posté 02 septembre 2013 - 05:04
Dunvi wrote...
In Exile wrote...
Dunvi wrote...
i recall something about friendy fire currently being a toggle, like in DA:O, but don't quote me on that one, I don't have a note for it.
It wasn't a toggle in DA:O. It was tied to difficutly.same difference in my head, sorry. personally the game would have been so much worse/boring without friendly fire, so i just remember that it's possible to disable, not how.
eta: that reminds me, truthfully i never understood the appeal of powers like the storms and their combo, storm of the century. the huge casting time and only mediocre damage was absolutely not worth restricting my warriors from getting in there and running everything through in five seconds. sure, once or twice they could be useful, but i didn't ever think they were nearly as good as everyone else seems to. but maybe it's because i always played with friendly fire
That was the bugged vanilla game ...Get Combat Tweaks which fixes almost all the problems with spell combos, archery, two handed and Storm of the Century is very very deadly...
#147
Posté 02 septembre 2013 - 05:08
In Exile wrote...
Dunvi wrote...
i recall something about friendy fire currently being a toggle, like in DA:O, but don't quote me on that one, I don't have a note for it.
It wasn't a toggle in DA:O. It was tied to difficutly.
It was both if I recall.
#148
Posté 02 septembre 2013 - 05:47
simfamSP wrote...
Was there an auto-attack feature, or was it button-mashing goodness?
How much auto-dialogue was there?
No idea.
No idea. There was one instance of dialogue and no commentary from the inquisitor besides. Luke said something sort of related, paraphrased: "you can only put so many words in the players mouth before it stops being their character"
#149
Posté 02 septembre 2013 - 06:44
#150
Posté 02 septembre 2013 - 07:10





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