30 min of DA: I gameplay
#126
Posté 13 novembre 2013 - 09:04
The animations could still use some work though, but I'm sure BioWare is already fully aware of that.
#127
Posté 13 novembre 2013 - 09:10
Everybody has seen / can see this 30min long gameplay on YT.
#128
Posté 13 novembre 2013 - 09:23
I wonder if Rogue Inquisitors will have an advantage when sneaking into the fortress. That would be cool.The Ethereal Writer Redux wrote...
How does Cassandra smash the gate? With her shield? That's ridiculous.
If I heard Mike (or Mark) right, you can sneak into the fortress if you want.
That's definitely better than shield bashing a metal gate (even a heavily rusted one from an abandoned fortress) in two hits.
#129
Posté 13 novembre 2013 - 09:50
#130
Posté 13 novembre 2013 - 10:04
The Ethereal Writer Redux wrote...
How does Cassandra smash the gate? With her shield? That's ridiculous.
If I heard Mike (or Mark) right, you can sneak into the fortress if you want.
That's definitely better than shield bashing a metal gate (even a heavily rusted one from an abandoned fortress) in two hits.
At the very least, it should be dialed back so that the gate opens (perhaps on one side and only enough to squeeze through) rather than disintergrating.
Also, I agree with Liam.
Modifié par Rolling Flame, 13 novembre 2013 - 10:04 .
#131
Posté 13 novembre 2013 - 10:21
I'm more worried that now that they've given warriors such an ability, they're going to shove in a bunch of doors that are unbashable/unlockable.
#132
Posté 13 novembre 2013 - 10:22
#133
Posté 13 novembre 2013 - 10:28
Liamv2 wrote...
I really hope we will get a better quality onscreen gameplay demo at some point.
This would be good, don’t understand why Bioware has not done this already.
So far it looks good apart for the overdone magic spells and door hammering.
#134
Posté 13 novembre 2013 - 10:42
Cassandra smashing the gate was kind of weird and funny to watch. For some reason Im now thinking that if her idea of knocking is to smash the whole gate to pieces, what will be her idea of "asking nicely" or saying simply "hello"...
Modifié par Jedimaster88, 13 novembre 2013 - 10:44 .
#135
Posté 13 novembre 2013 - 11:02
Jedimaster88 wrote...
I was actually there at digiexpo watching this video.
Cassandra smashing the gate was kind of weird and funny to watch. For some reason Im now thinking that if her idea of knocking is to smash the whole gate to pieces, what will be her idea of "asking nicely" or saying simply "hello"...
DAII's intro showed us that, didn't it?
#136
Posté 13 novembre 2013 - 11:12
Rolling Flame wrote...
The Ethereal Writer Redux wrote...
How does Cassandra smash the gate? With her shield? That's ridiculous.
If I heard Mike (or Mark) right, you can sneak into the fortress if you want.
That's definitely better than shield bashing a metal gate (even a heavily rusted one from an abandoned fortress) in two hits.
At the very least, it should be dialed back so that the gate opens (perhaps on one side and only enough to squeeze through) rather than disintergrating.
Also, I agree with Liam.
Why sneak when all you need to do is send hulk cassandra? She'll butcher the whole garrison while at it with her hulk powers. In fact why have castles at all since they are just paper to cassandra?
#137
Posté 13 novembre 2013 - 11:45
Of course they will. There are plot reasons for that, and it isn't even implausible. An ability to bash doors doesn't mean the ability to bash any door any more than being able to pick a lock means that no lock is beyond your means to open without a key.Maria Caliban wrote...
I like that a warrior can use their shield to bash open doors. Even if said doors, are large, metal gates.
I'm more worried that now that they've given warriors such an ability, they're going to shove in a bunch of doors that are unbashable/unlockable.
Modifié par Ieldra2, 13 novembre 2013 - 11:45 .
#138
Posté 13 novembre 2013 - 11:53
I can't wait to meet the rest of our companions!
#139
Posté 13 novembre 2013 - 11:54
Ieldra2 wrote...
Of course they will. There are plot reasons for that, and it isn't even implausible. An ability to bash doors doesn't mean the ability to bash any door any more than being able to pick a lock means that no lock is beyond your means to open without a key.
Well, if you can bash in a castle gate then there really shouldn't be many doors you can't bash in. And it seems unlikely to me that the subset of doors that are too tough to bash in will sensibly coincide with the doors that the plot needs you to not be able to open.
#140
Posté 13 novembre 2013 - 12:04
Wulfram wrote...
Ieldra2 wrote...
Of course they will. There are plot reasons for that, and it isn't even implausible. An ability to bash doors doesn't mean the ability to bash any door any more than being able to pick a lock means that no lock is beyond your means to open without a key.
Well, if you can bash in a castle gate then there really shouldn't be many doors you can't bash in. And it seems unlikely to me that the subset of doors that are too tough to bash in will sensibly coincide with the doors that the plot needs you to not be able to open.
Agreed. You could say "the lock you are trying to pick is of an insane difficulty that would make requiring a key necessary" as a reason why you could not pick any door. However, a castle gate, made of steel and thick wood, is about the most "difficult" door to bash you could think of. If your character can get through that, then there is no reason to think you wouldn't be able to get through any door, unless there is some type of magical barrier involved.
#141
Posté 13 novembre 2013 - 12:14
I know it is silly to question the logic of a world where there are blood mage prostitutes but it is still kinda funny.
#142
Posté 13 novembre 2013 - 12:38
#143
Posté 13 novembre 2013 - 12:41
My main concerns now are:
1) Will there be artificial/arbitrary restrictions on what items my character and party members can equip? (i.e are Warriors prevented from equipping a dagger, can a Rogue never wear heavy armor, even if I max out his strength?
2) Will there be artificial spell/ability restrictions? (i.e Will only one of the mages in the party be able to learn healing spells - a'la DA:2?)
3) Will the game see a return of DA:2's 'permanently welded on' weapons?
4) Will the choices I make have any meaningful impact upon the game's ending?
5) Will the game feature a quest journal that has actual functionality (i.e updates when objective is completed/item acquired?),
6) Will multiplayer be mandatory in order to achieve the 'best ending?'
7) How will the lack of health regeneration work? Will those players (such as myself) who are perhaps not the greatest when it comes to combat be able to make progress on anything above easy difficulty without constant and frustrating save-scumming,/reloading, and endless trips back to the nearest town?
8) Will there be Day1 DLC?
9) How much of the game's quest/objective-based content be based upon timed, or race against the clock mechanics? I note that the objective shown within the first section of the video featured a timer - to the extend that players must race against the clock in order to save the village from destruction. I'm hoping that this kind of thing is used fairly sparingly within the game, allowing me to explore and look around at my leisure - rather than having to constantly rush, rush rush.
Modifié par AshenSugar, 13 novembre 2013 - 12:43 .
#144
Posté 13 novembre 2013 - 12:42
Point taken. It is a matter of implementation rather than principle, but if they do this wrong, it can come across like DA2's lockpicking which was completely meaningless because you could only pick chests with irrelevant random content (all the important stuff was in unlocked chests).Wulfram wrote...
Ieldra2 wrote...
Of course they will. There are plot reasons for that, and it isn't even implausible. An ability to bash doors doesn't mean the ability to bash any door any more than being able to pick a lock means that no lock is beyond your means to open without a key.
Well, if you can bash in a castle gate then there really shouldn't be many doors you can't bash in. And it seems unlikely to me that the subset of doors that are too tough to bash in will sensibly coincide with the doors that the plot needs you to not be able to open.
#145
Posté 13 novembre 2013 - 12:58
This is one my main concerns this side of story as well.AshenSugar wrote...
1) Will there be artificial/arbitrary restrictions on what items my character and party members can equip? (i.e are Warriors prevented from equipping a dagger, can a Rogue never wear heavy armor, even if I max out his strength?
Not to nitpick, but it's rather that you have one mage who can't learn healing spells and all others can (mage Hawke, Bethany and Anders all can, only Merrill's excluded). Merrill makes some thematic sense since she's a bloodmage even if it doesn't make technical sense since there is no lore that prevents a blood mage from learning healing spells.2) Will there be artificial spell/ability restrictions? (i.e Will only one of the mages in the party be able to learn healing spells - a'la DA:2?)
What are you talking about?3) Will the game see a return of DA:2's 'permanently welded on' weapons?
I wouldn't expect any dramatically world-changing differences, simply because the world needs a unified starting point for the next game, and it's a matter of perspective if anything less is enough for you. Local differences that have impact on how the world feels, that might be possible. Of course they won't tell us because that's as spoilerish as things can get.4) Will the choices I make have any meaningful impact upon the game's ending?
Why does it concern you how the game plays above easy if you can play on easy with no difficulties?7) How will the lack of health regeneration work? Will those players (such as myself) who are perhaps not the greatest when it comes to combat be able to make progress on anything above easy difficulty without constant and frustrating save-scumming,/reloading, and endless trips back to the nearest town?
I would be very surprised if there wasn't.8) Will there be Day1 DLC?
I'm hoping that as well. However, I also think we'll be able to explore at our leisure after any timed mission. It would make no sense to give an area interesting locations reachable only through thorough exploration and then have a timer prevent people from reaching them.9) How much of the game's quest/objective-based content be based upon timed, or race against the clock mechanics? I note that the objective shown within the first section of the video featured a timer - to the extend that players must race against the clock in order to save the village from destruction. I'm hoping that this kind of thing is used fairly sparingly within the game, allowing me to explore and look around at my leisure - rather than having to constantly rush, rush rush.
Modifié par Ieldra2, 13 novembre 2013 - 12:58 .
#146
Posté 13 novembre 2013 - 01:18
What are you talking about?
IN DA:2 a mage had a stave equipped at all times. Even if I removed all his gear, and had him in his underwear there was no method of removing it; removing my equipped stave still showed a visual stave on the character, albeit a basic one with lesser stats. This destroyed much of the game's roleplaying elements for me.
Why does it concern you how the game plays above easy if you can play on easy with no difficulties?
Because I want some challenge in the game, easy skill is a ridiculous cakewalk in which foes die if I so much as look at them, which I do not find fun. I find normal skill to be perfectly balanced for me.
Modifié par AshenSugar, 13 novembre 2013 - 01:18 .
#147
Posté 13 novembre 2013 - 01:26
AshenSugar wrote...
Why does it concern you how the game plays above easy if you can play on easy with no difficulties?
Because I want some challenge in the game, easy skill is a ridiculous cakewalk in which foes die if I so much as look at them, which I do not find fun. I find normal skill to be perfectly balanced for me.
I imagine the game will be balanced around the idea of no health regen or very little of it. Even in DA2, if you had below a certain number of potions (was maybe 5 or so), enemies were guarenteed to drop them. I would be shocked if a similar feature was not included. In addition there is always healing magic, though you might have to wait a for extra minutes for spells to refresh and mana to recover.
Edit: I wanted to add that it was really nice to see this footage again. I understand it is just a pre-alpha build but it looks extremely promising and I cannot wait until next fall.
Modifié par sharkboy421, 13 novembre 2013 - 01:31 .
#148
Posté 13 novembre 2013 - 01:29
Ah, I see. That was a minor matter for me, since I never wanted to remove my gear for any other purpose than to replace it with something else or look at my stats without the equipment bonuses. The silly proportions of most weapons and the silly design of some (Rogue PackAshenSugar wrote...
IN DA:2 a mage had a stave equipped at all times. Even if I removed all his gear, and had him in his underwear there was no method of removing it; removing my equipped stave still showed a visual stave on the character, albeit a basic one with lesser stats. This destroyed much of the game's roleplaying elements for me.What are you talking about?
All right. I certainly hope they'll adjust the difficulty to make up for the limited health regen (which I approve of very much), but I don't think it will be a problem given that a similar mechanism worked rather well in ME3.Because I want some challenge in the game, easy skill is a ridiculous cakewalk in which foes die if I so much as look at them, which I do not find fun. I find normal skill to be perfectly balanced for me.Why does it concern you how the game plays above easy if you can play on easy with no difficulties?
Modifié par Ieldra2, 13 novembre 2013 - 01:30 .
#149
Posté 13 novembre 2013 - 01:35
The treshold will vary based on the difficulty level.
#150
Posté 13 novembre 2013 - 01:38
hhh89 wrote...
@Sharkboy421: Bioware stated that there isn't a complete lack of health regen. There's a threshold over which you'll not gain health, but if you're under the treshold, you'll gain health (for example, i the treshold is 60%, if you have 75% of your health you'll not gain health, if you have 35% you'll gain up to 60%).
The treshold will vary based on the difficulty level.
Ahhh ok. So sort of like ME3's health system. Cool thank you, I don't believe I had seen that before.





Retour en haut







