And yelling shouldn't increase threat.JamieCOTC wrote...
A fire or frost spell on a chest or door should do something. Right?
Class roles aren't about simulation.
And yelling shouldn't increase threat.JamieCOTC wrote...
A fire or frost spell on a chest or door should do something. Right?
Allan Schumacher wrote...
So, it is not by being mistaken that Warriors and Mages miss out on loot
within locked chests; it is because it is programmed that way. If you
do not wish to have a Rogue in your party, you are punished by not being
able to obtain loot from locked chests. It is your choice, yes. But it
is not your choice to miss out on loot, that is made for you. Warriors
do not have such a special purpose. Neither do mages. It is benefical to
have such classes within your party, but it is not "near essential".
You can go through the whole game without just Rogues and Mages or
Warriors and Rogues, and you would not be at a disadvantage in obatining
anything. Rogues have been made "special" by being able to be the only
ones capable of unlocking a chest or disarming a trap.
Is the solution necessarily to allow warriors/mages to open locks, or would it be better to provide some level of unique utility to each of those classes?
Taleroth wrote...
And yelling shouldn't increase threat.JamieCOTC wrote...
A fire or frost spell on a chest or door should do something. Right?
Class roles aren't about simulation.
Allan Schumacher wrote...
But no, I disagree that I must take someone/some class, just so I can
open a chest. Greater things? Like taking them because of their ability
to heal (as you mentioned Wynne)? Yes, I agree. (But I must also point
out that in DA2 if a member was needed to be in the party for a quest,
it told you so and made it so they could not be removed.)
What is considered okay to be separate, and what is not?
Modifié par ChandlerL, 13 septembre 2013 - 07:51 .
Redwolf Skydragon wrote...
Having to take someone with me that I don't like just so I can obtain items that are pretty much useless to get anyway? No. Sorry, I don't see the appeal or point.
hoorayforicecream wrote...
Redwolf Skydragon wrote...
Having to take someone with me that I don't like just so I can obtain items that are pretty much useless to get anyway? No. Sorry, I don't see the appeal or point.
Can you imagine why someone else who has different tastes might find it appealing?
Redwolf Skydragon wrote...
hoorayforicecream wrote...
Redwolf Skydragon wrote...
Having to take someone with me that I don't like just so I can obtain items that are pretty much useless to get anyway? No. Sorry, I don't see the appeal or point.
Can you imagine why someone else who has different tastes might find it appealing?
If you can enlighten me, please do. I really cannot understand such a thing. Like I stated above in other posts, if it was more meaningful (the task of the person you do not like) then I can understand it. But not for loot.
Modifié par hoorayforicecream, 13 septembre 2013 - 08:35 .
Modifié par Roxy Ferret, 13 septembre 2013 - 08:55 .
Wulfram wrote...
Anyone who doesn't think their opinion is more valid than other peoples doesn't have an opinion. At least that's my opinion.
And even if I thought rogues were insufficiently distinct, I wouldn't focus on the "click once extra on boxes" part of their gameplay, because that's the most worthless part of being a rogue. Give 'em stuff that's actually fun, rather than holding loot hostage to punish people who choose a different party. So, no, I can't see things from this player's perspective.
hoorayforicecream wrote...
What if the player in this case really wanted to see the difference between rogues and warriors? This hypothetical player loves striking from the shadows, finding, setting, and disarming traps, picking locks, picking pockets, and doing generally rogueish things. But when it comes to a game like Dragon Age, the differentiation between rogues and warriors is basically just what talents they use in combat. Everyone can use poisons. Everyone can use grenades. Warriors can dual wield too. Warriors can do all of this, *and* use two-handed weapons and shields. It isn't fair. The one thing that rogues can do, this player feels, that warriors can't is unlock doors and chests. It's one of the few things remaining that makes this player feel like his or her character is really a rogue and not just a lightly armored warrior. And now you're asking for them to take it away, because it's "just loot" to you.
Now I'll ask a few more questions.
1. Can you see things from this hypothetical player's perspective? Can you acknowledge that such a perspective can exist?
2. Who's opinion is more valid: this hypothetical player's or yours?
Guest_Puddi III_*
Redwolf Skydragon wrote...
A Rogue is seperated from the other classes by their ability to do high damage with fast attacks. This is the primary purpose that they use daggers. They do not weigh much yet can inflict heavy damage. A Rogue's abilities focus on this aspect. They focus on flanking, ambushing (stealth attack, sneak attack.., w/e), and with evasion. These are the traits of any Stealth class. A Warrior is someone who has high strength and Constitution. They are able to wield Greatswords (Axes, Hammers) because of this. They also can use a single handed weapon, with a shield. This is for the purpose of more protection on top of all the defense and health that they already have. A Warrior's purpose in a fight is to be on the front line, drawing attention away from the weaker classes. A Mage's purpose is to use Magic. Magic can be anything. This game gives a little of everything, but by no means does it cover it all. It is widely understood that magic can do anything. This is because it is a fictional thing. Their primary purpose is to (in this game's case) heal and buff and deal AoE damage.
These are the core things that seperate the classes. Now, in your hypothetical...what's the word? Story? Example? w/e. In this writing, the person is being shallow (my own opinion), but their main concern seems to be, "What makes this class so much more unique or special from the others?" By going on your example's logic, that all combat is the same, just different abilities, and that a class should be judged based on what they can do outside of combat rather than what they can do in it. Then the answer is obvious. A rogue is special because it can unlock chests and disarm traps. But I ask this then: "What is so special about the other classes, based on this logic?" The answer is clear. They have nothing special about them outside of combat and equipment they use. This is an injustice to those classes.
Can I understand them based on your example given? Yes. But you have given me an example of someone I find shallow. But I can understand from this point of view why the idea I have presented, would be a blow to them. And though I wish it were otherwise, I can aknowledge that such people exist and think this way. I don't like it, but I can at least understand it.
That's not the case. Rogues can open locks, but warriors can bash down doors and mages can create bridges for you to walk over.Redwolf Skydragon wrote...
I must disagree. My question is not "Why a warrior can't have a gameplay rogue based bonus?" It is why do only the rogues have an out-of-combat game based bonus?
hoorayforicecream wrote...
I disagree. I acknowledge that my preferences are my own, but as a designer it is important to recognize that the decisions you make aren't always necessarily to create the game you want to play. It's often about creating meaningful choices for players of all types.
Your hypothetical lead designer has said that locked chests and doors are here to stay. You have been tasked with making it engaging. How would you make it more fun? Do you think it is an impossible task?
hoorayforicecream wrote...
ABSOLUTELY NOT.Allan Schumacher wrote...
I can't really answer definitively (or even really speculatively) on what we'll be doing for DAI, as that is outside of my coverage, but it did lead me to a question.
If all classes have the ability to unlock locked items, is there much value in even having locked chests?
Maria Caliban wrote...
That's not the case. Rogues can open locks, but warriors can bash down doors and mages can create bridges for you to walk over.Redwolf Skydragon wrote...
I must disagree. My question is not "Why a warrior can't have a gameplay rogue based bonus?" It is why do only the rogues have an out-of-combat game based bonus?
In fact, each class gets an exploration tree in DA:I.
Guest_Puddi III_*
There was an image they showed of a poster on their wall labeled "exploration skills" where rogues had something like lockpicking and traps, warriors had strength and bash, and mages had energize, dispel and creation. Whether they follow through on that concept remains to be seen, but it's more than an assumption, I'd say.Redwolf Skydragon wrote...
...just because it says "magic can be used to make bridges" does not mean that will be a Mage specific action. You forget that the Veil has been ripped. Perhaps it will end up being an item that you must use that uses magic. You are going off of assumptions. Until it has been directly declared, "Only Mages will be able to repair and make bridges; only Warriors will be able to break down doors; only Rogues will be able to unlock chests and disarm traps" then it is only an assumption. Perhaps it will be as you say, or perhaps they will change it to something else. I will not rely on assumptions. I believe the idea must be kept alive, so that they can see that this is something we want and this is how we want it.
Filament wrote...
There was an image they showed of a poster on their wall labeled "exploration skills" where rogues had something like lockpicking and traps, warriors had strength and bash, and mages had energize, dispel and creation. Whether they follow through on that concept remains to be seen, but it's more than an assumption, I'd say.
Modifié par hhh89, 13 septembre 2013 - 10:30 .