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30 min of DA: I gameplay


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#151
Medhia Nox

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I hope that if you do something like choose to protect the village - that you chance loosing the keep.

It looks like you "could" stop to fight the Templars attacking the village - I hope there isn't enough time to do both, and I hope that the ability of your men to repel the attack on the keep depends on previous choices that determine how strong your men are at that point (which the demo suggests when it says something about preserving the morale of the men).

I love that you can lose things permanently - and I hope that isn't rare. I hope almost every step you take requires you to make a choice between this or that (or preferably this, that, or the other thing and then some - but that's being greedy) - and that once that choice is made, you're locked off from the other options (or some of them).

That people can reload and replay the scenario is totally fine! Don't force things just because your playerbase can write the story vs. roleplay it. Let them write it if they want, picking the choice that gives them the result they want. Let the others go through the game organically. There's room for everyone.

Anyway - happy with what I was seeing.

#152
Hazegurl

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Yeah, I think that if you choose the keep over the village you lose the village for good along with the content. I like that.

#153
The Elder King

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It was stated by Bioware that you can save both the village and the keep, but it would be difficult. i'd guess it would depend at least partially from the upgrades you can give to the keep and your soldiers.

#154
Fast Jimmy

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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?

Why does it concern you how the game plays above easy if you can play on easy with no difficulties?


This type of approach to "anything lower than Normal difficulty is the game telling me I'm dumb," despite the fact that the player may enjoy a lower difficulty much more, is why I think the entire concept of a difficulty levels needs to be reworked. Start everyone on "Casual" or "Narrative" and, within the first few minutes of playing in combat, give prompts to increase the difficulty level if the player is doing well, while also allowing manual tweaks to the levels through the menu.

I feel like is a much better system than making Normal truly an "average" difficulty level, where beginners feel they are being told they aren't good enough to enjoy the game like a "Normal" person, and where veterans feel that the game is being designed for "not hardcore enough fans" such that they need to ramp up the difficulty level. Having the game seek to hold the hand from the start of beginners and then also "reward" more experienced players by telling them how good they feel they are would be a system I feel would make no one feel bad about their level of skill without actually changing the balancing of what constitutes "easy" or "hard."

Modifié par Fast Jimmy, 13 novembre 2013 - 01:51 .


#155
CaribWarrior J

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I looks very good so far. CAN'T WAIT!!!

#156
sharkboy421

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Fast Jimmy wrote...

This type of approach to "anything lower than Normal difficulty is the game telling me I'm dumb," despite the fact that the player may enjoy a lower difficulty much more, is why I think the entire concept of a difficulty levels needs to be reworked. Start everyone on "Casual" or "Narrative" and, within the first few minutes of playing in combat, give prompts to increase the difficulty level if the player is doing well, while also allowing manual tweaks to the levels through the menu.

I feel like is a much better system than making Normal truly an "average" difficulty level, where beginners feel they are being told they aren't good enough to enjoy the game like a "Normal" person, and where veterans feel that the game is being designed for "not hardcore enough fans" such that they need to ramp up the difficulty level. Having the game seek to hold the hand from the start of beginners and then also "reward" more experienced players by telling them how good they feel they are would be a system I feel would make no one feel bad about their level of skill without actually changing the balancing of what constitutes "easy" or "hard."


I think this would be a pretty cool idea as well.

You know, from CoD 4 and on wards, the CoD games did something like this for the campagins.  You had a trainning sequence and at the end you ran a brief assault course and depending on things like your time and accuracy, it recommended a difficulty level for you. 

It wasn't perfect as you could re-run the course as many times as you wanted and the game still has the standard labels but I think its a good starting point.

#157
Gotholhorakh

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Looks like Gothic or TES.

...because it's not like BioWare had any awesome RPG conventions of their own to look to after DA2.

Still, mixing Mass Effect with Gothic or TES will probably result in a much better game than whatever DA2 was trying to be - so there's that.

Now that they can't make (what was) BioWare style fantasy RPGs any more, it may be for the best. :)

Modifié par Gotholhorakh, 13 novembre 2013 - 02:18 .


#158
fchopin

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sharkboy421 wrote...

Fast Jimmy wrote...

This type of approach to "anything lower than Normal difficulty is the game telling me I'm dumb," despite the fact that the player may enjoy a lower difficulty much more, is why I think the entire concept of a difficulty levels needs to be reworked. Start everyone on "Casual" or "Narrative" and, within the first few minutes of playing in combat, give prompts to increase the difficulty level if the player is doing well, while also allowing manual tweaks to the levels through the menu.

I feel like is a much better system than making Normal truly an "average" difficulty level, where beginners feel they are being told they aren't good enough to enjoy the game like a "Normal" person, and where veterans feel that the game is being designed for "not hardcore enough fans" such that they need to ramp up the difficulty level. Having the game seek to hold the hand from the start of beginners and then also "reward" more experienced players by telling them how good they feel they are would be a system I feel would make no one feel bad about their level of skill without actually changing the balancing of what constitutes "easy" or "hard."


I think this would be a pretty cool idea as well.

You know, from CoD 4 and on wards, the CoD games did something like this for the campagins.  You had a trainning sequence and at the end you ran a brief assault course and depending on things like your time and accuracy, it recommended a difficulty level for you. 

It wasn't perfect as you could re-run the course as many times as you wanted and the game still has the standard labels but I think its a good starting point.



I am not taking a test before i play a game; i am not a school boy.

#159
sharkboy421

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fchopin wrote...

I am not taking a test before i play a game; i am not a school boy.


I'm not saying it would have to follow that model exactly.  It made sense in the context of CoD's campaign but for a game like DAI it could be as Jimmy suggested; as you progress through the opening sequence the game could offer a certain difficulty rating based on how you performed.

#160
Ianamus

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Liamv2 wrote...

I still can't help but laugh at Cassandra knocking down the gate.

I know it is silly to question the logic of a world where there are blood mage prostitutes but it is still kinda funny.


She must have some serious muscle tone going on. I'm hoping they go SNK's Mikasa's route and actually give her proper abs. 

#161
In Exile

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Medhia Nox wrote...
It looks like you "could" stop to fight the Templars attacking the village - I hope there isn't enough time to do both, and I hope that the ability of your men to repel the attack on the keep depends on previous choices that determine how strong your men are at that point (which the demo suggests when it says something about preserving the morale of the men).


The devs suggested that there is.

I love that you can lose things permanently - and I hope that isn't rare. I hope almost every step you take requires you to make a choice between this or that (or preferably this, that, or the other thing and then some - but that's being greedy) - and that once that choice is made, you're locked off from the other options (or some of them).


That would just make the choice seem arbitrary or forced. Not every choice is a binary swap between two kicks in the groin.

#162
Spectre slayer

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AshenSugar wrote...

Well, after watching the vid a couple of times, I'm happy to say that I like what I've seen thus far. Obviously I still have some concerns.

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.


1. No they won't be restricted by your followers like in DA2, we can make them weild anytype of weapon within your class, as for the rest I don't think you will be to restricted since they've said mages can wear heavy armour so it's probably closer to DAO IN that aspect aswell. 

@DragonTheorist It'll be up to you. Restrictions are only by class, not by follower.12:11pm - 1 Sep 13

https://mobile.twitter.com/Mike_Laidlaw/status/374202945237422080

2. Not sure but I think it's closer to DAO where we had more control over our companions, so we should be able to hopefully make our mage companions be whatever type we want.

3. Hmm I don't think so

4. The choices you make are supposed to effect things on a grand scale including tiping the balance of power in the mage vs templar conflice, the fates of nations, and they have promised that there's a point in the game where what we did earlier in the game will have a significant effect later in the story.

Mark Derrah Demo 24ish min mark

You lead the inquisition a powerful organization that is the deciding factor in tiping the balance of power of the mage vs templar conflict and the fate of nations.


5. No idea 

6. Don't think so 

7. Personally I think it's closer to Dragons Dogma system where you take damage and your health thresholds go down and won't increase beyond that until you take a potion which are limited in suply.

8. Probably 

9. Not sure but I don't think it will be used to often.


Anyway about Cassandra smashing the gate, i'm pretty sure they've said she wasn't supposed to make it totally disintegrate and the aability was extremely dialed up beyond what it was supposed to be. They did say we can sneak in if we want to.

Modifié par Spectre slayer, 13 novembre 2013 - 03:25 .


#163
fchopin

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sharkboy421 wrote...

fchopin wrote...

I am not taking a test before i play a game; i am not a school boy.


I'm not saying it would have to follow that model exactly.  It made sense in the context of CoD's campaign but for a game like DAI it could be as Jimmy suggested; as you progress through the opening sequence the game could offer a certain difficulty rating based on how you performed.



No, i don’t want any popup windows in my game, if a gamer finds combat difficult then they can change to a lower difficulty.

#164
Ieldra

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fchopin wrote...

sharkboy421 wrote...

fchopin wrote...

I am not taking a test before i play a game; i am not a school boy.


I'm not saying it would have to follow that model exactly.  It made sense in the context of CoD's campaign but for a game like DAI it could be as Jimmy suggested; as you progress through the opening sequence the game could offer a certain difficulty rating based on how you performed.


No, i don’t want any popup windows in my game, if a gamer finds combat difficult then they can change to a lower difficulty.

I find this a rather arrogant attitude. Some people are new to the genre and wish to learn. Why would you want to deny them a little help? Besides, it would probably be a toggleable function.

#165
fchopin

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Ieldra2 wrote...
I find this a rather arrogant attitude. Some people are new to the genre and wish to learn. Why would you want to deny them a little help? Besides, it would probably be a toggleable function.



If it was toggleable then its fine if not then i don’t want it.
I don’t like any window popups in my game, i want to be immersed in the world and not have a silly window pop up and say you are only playing a game would you like an easier difficulty?

#166
sharkboy421

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fchopin wrote...

Ieldra2 wrote...
I find this a rather arrogant attitude. Some people are new to the genre and wish to learn. Why would you want to deny them a little help? Besides, it would probably be a toggleable function.



If it was toggleable then its fine if not then i don’t want it.
I don’t like any window popups in my game, i want to be immersed in the world and not have a silly window pop up and say you are only playing a game would you like an easier difficulty?


Well seeing as you are obviously an amazing gamer then it wouldn't affect you at all.

#167
fchopin

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sharkboy421 wrote...

Well seeing as you are obviously an amazing gamer then it wouldn't affect you at all.



I am an amazing gamer but i still don’t want popup windows.

#168
sharkboy421

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fchopin wrote...

sharkboy421 wrote...

Well seeing as you are obviously an amazing gamer then it wouldn't affect you at all.



I am an amazing gamer but i still don’t want popup windows.


Again. . .you'd never see it.

#169
ElitePinecone

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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.

I believe Allan said they want to avoid a situation where you could be "stuck" in a terrible position with no potions, since in games with save slots that can be overwritten some players could conceivably wreck their entire playthrough and need to start again, if the game doesn't allow you to survive or escape. 

I guess the overall point of that feature is to avoid a situation where you pause in the middle of a battle with a dragon and craft fifty health potions from your inventory - they said they want each journey out into the world to feel like it carries risk, and requires preparations accordingly. 

#170
The Elder King

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@ElitePinocone: I agree. The possibility of escaping from combat situations is probably relevant to this point as well.

#171
Jedimaster88

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The Ethereal Writer Redux wrote...

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? :lol:


Oh thats right. I had totally forgotten.

Interested to see what other companions you get and what kind of things they do. Will rogues be ninjas or something like from assassins creed series...can mages do battle like Gandalf in LOTR and many other things...

Only time will tell.

#172
Kleon

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You'd think they would release the demo footage to the public in high quality. It is absolutely everywhere, it is no secret that such a demo exists.

After PAX there was about 2 minute demo footage shown in interviews, so one would think that it is not the graphics issue.
Had they made a 10 minute demo with short interviews inbetween subjects shown in the demo or even a voiceover commentary. It would win them some points with potential custommers. Smash pre-alpha on the screen, say it and the problems of bugs would be more likely to be overlooked. Say that the game will be released in a year so the message that it is still worked on will be clear.

One would think that their PR/Marketing department would respond. Even game informer published an article with youtube link to a mobilephone captured video.

Modifié par Kunkryst, 13 novembre 2013 - 04:47 .


#173
David Gaider

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Kunkryst wrote...
You'd think they would release the demo footage to the public in high quality. It is absolutely everywhere, it is no secret that such a demo exists.


We didn't release it, however.

I suppose we could release a better-quality version of the demo, now that it's out there, but that's really up to the Powers That Be as to whether this should change the roll-out of information they already have planned. Odd that sites would call this a "leak" when really it's just a poor capture of a presentation we've shown numerous times at cons by now, but there you have it.

Modifié par David Gaider, 13 novembre 2013 - 05:06 .


#174
Fast Jimmy

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David Gaider wrote...

Kunkryst wrote...
You'd think they would release the demo footage to the public in high quality. It is absolutely everywhere, it is no secret that such a demo exists.


We didn't release it, however.

I suppose we could release a better-quality version of the demo, now that it's out there, but that's really up to the Powers That Be as to whether this should change the roll-out of information they already have planned. Odd that sites would call this a "leak" when really it's just a poor capture of a presentation we've shown numerous times at cons by now, but there you have it.


You're hiding something, David... admit it! :P

#175
AshenSugar

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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. I don't think it will be a problem given that a similar mechanism worked rather well in ME3.


As it happens, I had no real problems with ME3. My main tactic was to avoid being hit wherever possible by use of careful, cautious play. (The only exception being the fight at the end of the Omega DLC which I found brutally difficult, even on Normal)

I think that part of the issue was that ME3’s squad mates did regenerate, meaning I only had to manage Shepard. DA:3’s companions on the other hand are not going to regenerate their health, meaning that I basically have to babysit four characters at once.

Still, it’s very possible I’m worrying needlessly. I just keep thinking about those huge damage spikes that my party were regularly subjected to in DA:2 despite all efforts toward advance preparation, and imagining how it would be if the party had no means of healing up afterward.