How would you give the mage experience to players?
#51
Posté 24 décembre 2013 - 11:45
It sounds like a cool idea, getting a more personal look at what it's like to be a mage in the DA universe.
#52
Posté 24 décembre 2013 - 11:54
GrayTimber wrote...
How about, instead of QTEs and that dream sequence that leads to possible possession, the mage PC hears whispers and voices and sees more things than the other classes in places that the veil is thin, or even torn.
It sounds like a cool idea, getting a more personal look at what it's like to be a mage in the DA universe.
That could be interesting. Some of your none mage companions could even be concerned about your well being depending on the location.
It makes me think of vampire bloodlines really. There is one type of vampire that is well crazy by nature. If you play as one then things like the television will talk to you and you have little bits of information that other bloodlines don't have. It really added to the bloodline in my opinion. It could be a bit creepy trying to figure out. Okay did my character really hear them say that or is that the insanity/super natural insight speaking?
A mage in a similar light might see something moving in the shadows where the veil is thin. That or hear screems coming from a long empty room.
#53
Posté 24 décembre 2013 - 11:59
I can totally get behind the idea that mage players should feel like they aren't sure where reality begins and nonexistent things end.
Still overall, that's a pretty cool idea.
#54
Posté 25 décembre 2013 - 12:19
#55
Posté 25 décembre 2013 - 12:25
Modifié par Battlebloodmage, 25 décembre 2013 - 12:25 .
#56
Posté 25 décembre 2013 - 12:26
andy69156915 wrote...
And I want to play as a class without having to deal with bull****. I shouldn't be forced to deal with a bunch of gimmicky garbage just because you want gameplay sticking to canon so closely that it's annoying. Should we start giving archers limited arrows too? Rogues given limited flasks? Templar specializations needing to drink tons of lyrium potions or go into bad withdraws? I'll take plot armor that makes the game and class more actually fun to play over this nonsense ANY DAY.
She wants one extreme, you want the other. Instead of bickering, compromise. Bioware adds extreme lore realism to the game in togglable options, which default as off.
Can anyone complain against optional content that doesn't effect the game in any way?
#57
Posté 25 décembre 2013 - 12:31
I've never played Bloodlines, but you're making a wonderful case for it.Inprea wrote...
GrayTimber wrote...
How about, instead of QTEs and that dream sequence that leads to possible possession, the mage PC hears whispers and voices and sees more things than the other classes in places that the veil is thin, or even torn.
It sounds like a cool idea, getting a more personal look at what it's like to be a mage in the DA universe.
That could be interesting. Some of your none mage companions could even be concerned about your well being depending on the location.
It makes me think of vampire bloodlines really. There is one type of vampire that is well crazy by nature. If you play as one then things like the television will talk to you and you have little bits of information that other bloodlines don't have. It really added to the bloodline in my opinion. It could be a bit creepy trying to figure out. Okay did my character really hear them say that or is that the insanity/super natural insight speaking?
A mage in a similar light might see something moving in the shadows where the veil is thin. That or hear screems coming from a long empty room.
I, myself, have been watching "creepy gaming" videos and I think adding more creep-factor to DA would be pretty positive to the experience, like that race of vampire you're talking about.
The screaming sounds appropriate, seeing what we've witnessed in Origins and II with the fade. Plus the shifting shadows would keep new players on their feet, that's for sure.
I'd love to play as a mage and, the first time coming across a viel tear with companions, mage PC has a reaction to the whispering/screaming. Maybe Vivienne can relate and explain shortly so people who are new will get some info on mage sensitivity as shown in the DA series.
#58
Posté 25 décembre 2013 - 12:55
I would make a game where you have to be a mage, then I could center the game around that fact.Inprea wrote...
How would you give the mage experience to players?
In a game where you can play a non-mage, I wouldn't bother.
#59
Posté 25 décembre 2013 - 03:40
Inprea wrote...
GrayTimber wrote...
How about, instead of QTEs and that dream sequence that leads to possible possession, the mage PC hears whispers and voices and sees more things than the other classes in places that the veil is thin, or even torn.
It sounds like a cool idea, getting a more personal look at what it's like to be a mage in the DA universe.
That could be interesting. Some of your none mage companions could even be concerned about your well being depending on the location.
It makes me think of vampire bloodlines really. There is one type of vampire that is well crazy by nature. If you play as one then things like the television will talk to you and you have little bits of information that other bloodlines don't have. It really added to the bloodline in my opinion. It could be a bit creepy trying to figure out. Okay did my character really hear them say that or is that the insanity/super natural insight speaking?
A mage in a similar light might see something moving in the shadows where the veil is thin. That or hear screems coming from a long empty room.
That would be malkavians, I enjoyed playing it.
And I must agree that hearing whipers and such could be very interresting if you happen to play a mage.
[spoiler asunder]
Or the arcane anomalies (not sure of the name) that were mentioned by Pharamond in Asunder
Modifié par AltanIV, 25 décembre 2013 - 04:04 .
#60
Posté 25 décembre 2013 - 03:50
AltanIV wrote...
That would be malkavians, I enjoyed playing it.
And I must agree that hearing whipers and such could be very interresting if you happen to play a mage.
[spoiler asunder]
Or the arcane anomalies (not sure of the name) that were mentioned by Pharamond in Asunder
It does seem like it could give the player the feel of being constantly tempted by demons and part of a world that others simply don't realize surrounds them without creating any actual risk. I would be happy if the atmosphere of the danger was there.
As for Malkavians. They were indeed fun. I especially enjoyed convincing the person who recognized you that you were in fact her pet turtle from years ago. I could never play them in the actual pin and paper game though the constant crazy was too much for me to role play properly.
#61
Posté 25 décembre 2013 - 04:20
andy69156915 wrote...
And I want to play as a class without having to deal with bull****. I shouldn't be forced to deal with a bunch of gimmicky garbage just because you want gameplay sticking to canon so closely that it's annoying. Should we start giving archers limited arrows too? Rogues given limited flasks? Templar specializations needing to drink tons of lyrium potions or go into bad withdraws? I'll take plot armor that makes the game and class more actually fun to play over this nonsense ANY DAY.
This. Realism is only good when it doesn't subtract from gameplay. Background white noise would become hugely irritating within minutes.
Modifié par Rotward, 25 décembre 2013 - 04:21 .
#62
Posté 25 décembre 2013 - 05:09
#63
Posté 25 décembre 2013 - 06:03
Mage party members should operate under the same rules as a mage PC. There is no reason why one mage in the party should be more or less effective than another.Reaverwind wrote...
That's one of the things that irked me as well - mage party members weren't all that useful, and I prefer to kill things faster rather than have a healer bot deadweight.
In DAO, mages were by far the most powerful class.
#64
Posté 25 décembre 2013 - 06:46
arguments not smart arguments but always.
Sylvius the Mad wrote...
Mage party members should operateReaverwind wrote...
That's
one of the things that irked me as well - mage party members weren't
all that useful, and I prefer to kill things faster rather than have a
healer bot deadweight.
under the same rules as a mage PC. There is no reason why one mage in
the party should be more or less effective than another.
In DAO, mages were by far the most powerful class.
Only in dao in daa he was crushed.
Modifié par TheKomandorShepard, 25 décembre 2013 - 06:48 .
#65
Posté 25 décembre 2013 - 08:18
If there's a Fade quest in DA:I as there was in the previous two games, that would be the time to set something like this up, and it would need to capture the difficulty with which mages have to resist demons. I think the Harrowing in DAO's Magi origin did a fine job at this, in fact, courtesy Mouse (though it's a bit silly that this cannot end in failure and game-over screen).
So my suggestion: (1) replicate the Harrowing in a quest, put the player himself/herself to the test; (2) make clear pass and fail outcomes for said test; (3) require Inquisitor to comment on the nature of the event after it has taken place.
#66
Posté 25 décembre 2013 - 09:07
But yeah it always felt odd that as the main character you never had any first hand experience with the dangers of magic, it has hard to put my mageHawke as a voice of reasan since she had never experience these dangers.
#67
Posté 25 décembre 2013 - 09:19
Skorm777 wrote...
andy69156915 wrote...
And I want to play as a class without having to deal with bull****. I shouldn't be forced to deal with a bunch of gimmicky garbage just because you want gameplay sticking to canon so closely that it's annoying. Should we start giving archers limited arrows too? Rogues given limited flasks? Templar specializations needing to drink tons of lyrium potions or go into bad withdraws? I'll take plot armor that makes the game and class more actually fun to play over this nonsense ANY DAY.
She wants one extreme, you want the other. Instead of bickering, compromise. Bioware adds extreme lore realism to the game in togglable options, which default as off.
Can anyone complain against optional content that doesn't effect the game in any way?
How much time adn resources need to be devoted to making this option.? Their are a load of things that I want that most likely wont happen (the ability to turn off LOL-ninja-rool-harpoon-explosion! sword moves for instance)
#68
Posté 25 décembre 2013 - 09:21
As for storyline consequences I am quite partial to the idea that during certain points in the plot a mage PC may have to defend against possession attempts in dream/fade sequences but with their frequency/character altered by the spec you choose. Perhaps with the option of either fighting the demons or convincing them that even attempting it (for instance intimidating Connors desire demon into leaving)
#69
Posté 25 décembre 2013 - 09:52
andy69156915 wrote...
And I want to play as a class without having to deal with bull****. I shouldn't be forced to deal with a bunch of gimmicky garbage just because you want gameplay sticking to canon so closely that it's annoying. Should we start giving archers limited arrows too? Rogues given limited flasks? Templar specializations needing to drink tons of lyrium potions or go into bad withdraws? I'll take plot armor that makes the game and class more actually fun to play over this nonsense ANY DAY.
Pretty much. Things proposed by OP will never happen as Bioware don't want to cripple a whole class and an experience of players who would choose that class.
Modifié par Star fury, 25 décembre 2013 - 09:59 .
#70
Posté 25 décembre 2013 - 09:55
I think just dealing with it in a mage-specific side-quest would be preferrable.
(Edited because I can't make up my mind
Modifié par Annaka, 25 décembre 2013 - 10:02 .
#71
Posté 25 décembre 2013 - 10:11
andy69156915 wrote...
And I want to play as a class without having to deal with bull****. I shouldn't be forced to deal with a bunch of gimmicky garbage just because you want gameplay sticking to canon so closely that it's annoying. Should we start giving archers limited arrows too? Rogues given limited flasks? Templar specializations needing to drink tons of lyrium potions or go into bad withdraws? I'll take plot armor that makes the game and class more actually fun to play over this nonsense ANY DAY.
I don't agree with Inprea's ideas, but I do agree with the idea that sometime should be done to make the mage players feel the burn, as it were. The problems, however, should not be stats based, and should be something that happens in the plot rather than combat. Giving the player dreams in which their occassionally visited by demons sounds like a good place to start.
I love your Templar idea though, that sounds brilliant. It doesn't even have to be something the player has to pay attention to all the time. Perhaps the Templar quest involves setting up a reliable trade route in lyrium. The only time it becomes a problem for the player is if the trade route is somehow blocked.
#72
Posté 25 décembre 2013 - 07:20
#73
Posté 25 décembre 2013 - 07:58
Quyk Sylvyr wrote...
Personally, I wouldn't go so far as to require constant willpower or anything extra; however, I think demons should be able to offer temptations that will effect the game. For example - before a tough fight, a demon offers to help you out either by buffing you or calling lesser demons to help. (After all, my understanding is that this is basically what the demons do to other mages.) If a mage accepts the demon's help nothing happens at that time so the game can continue. . . and lull the player into a false sense of security. However, at the end of the game after the main antagonist is destroyed, if the mage accepted the demon's help then the mage PC should become an abomination leaving the other 3 characters in the party to kill the PC. For non Mage PCs they could encourage other mage members of the party to accept the demon's aid leading to a similar result at the end.
Basically, then it's super easy to avoid and just say no to demons.
I don't see how you'll get takers with that.
#74
Posté 25 décembre 2013 - 08:00
make the mage players feel the burn ?fiveforchaos wrote...
andy69156915 wrote...
And I want to play as a class without having to deal with bull****. I shouldn't be forced to deal with a bunch of gimmicky garbage just because you want gameplay sticking to canon so closely that it's annoying. Should we start giving archers limited arrows too? Rogues given limited flasks? Templar specializations needing to drink tons of lyrium potions or go into bad withdraws? I'll take plot armor that makes the game and class more actually fun to play over this nonsense ANY DAY.
I don't agree with Inprea's ideas, but I do agree with the idea that sometime should be done to make the mage players feel the burn, as it were. The problems, however, should not be stats based, and should be something that happens in the plot rather than combat. Giving the player dreams in which their occassionally visited by demons sounds like a good place to start.
I love your Templar idea though, that sounds brilliant. It doesn't even have to be something the player has to pay attention to all the time. Perhaps the Templar quest involves setting up a reliable trade route in lyrium. The only time it becomes a problem for the player is if the trade route is somehow blocked.
Would discourage mage players imo.
Not warranted or necessary.
#75
Posté 25 décembre 2013 - 08:26
While it sounds great on paper, the amount of micromangement required is far too annoying.
This sounds like something that could be done in a PnP game not so much a video game. And also I don't think most GM's would want to micro that much on the character's stuff. The DM would have to add rolls in case of demon possion attempts.
Also forcing people down a stat tree more than it already is honestly limiting to gameplay.
Also, QTE unless its based on the stats of the character with how much time, then you will give people who are great at QTE less reason to get willpower, and those who ar bad at them forcing them to take more willpower.
While it sounds intresting, would add little to gameplay and really only would serive as "padding" for the game. That isn't about survial.





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