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Character Skills/ Traits


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13 réponses à ce sujet

#1
Crow

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Please bring back the character skills to DA:I. (Coercion, Stealing, Survival, Combat Training, etc)

 

I thought they were very unique and it was sad to not see them in DA2. 


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#2
DrBlingzle

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It would be intresting to see if they return skills. The fact that we can do alchemy and smithing suggests that there probably will be a form of skills. If they do bring skills back I hope the proggresion wont be linear like in DAO and instead they are branching skill trees.

#3
CybAnt1

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We're getting Exploration Skills. 

 

Whatever those are, and it's a reveal I'm really waiting to hear about, because yes, I'd like the return of skills, too. 


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#4
Darth Krytie

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I'm really excited about skills. They were a lot of fun in Origins. I missed them in DA2. I definitely think stealing would have been a useful skill in Act 1.


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#5
Lebanese Dude

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I want skills too, but I don't want them to be like the Origins ones.

Persuade was implemented with roleplaying in mind. Unfortunately many players want best outcomes, so it made Persuade a mandatory choice for optimization.
Combat Training and Tactics were also mandatory so that was bad implementation.

Stealing, trap making, and poison making are useless in game and only made somewhat acceptable by modding. They were horribly implemented as they did not scale properly.

Potion making was boring and most relegated it to Morrigan or Wynne. It was also mandatory for no-mage comps.

.....


What we've seen in DAI gives me hope. Persuade will apparently be broken down to smaller categories, making you potentially persuasive with nobles, dwarves, mages etc... but only if you picked a corresponding skill.

Given that combat is going to be slower and more punishing, proper poisons/bombs crafting and such would be very useful.
Potion making is useful without saying.

Im optimistic so far :)

#6
CybAnt1

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trap making, 

 

Well, I've said a few times I want trap-making back. I would make it a specialty of rangers and/or other rogues (personally). (Doesn't mean they would be the only ones using it, just that they might get better at it more quickly.) 

 

Anyway, I've seen that argument a number of times, and agree and disagree with it. What I mean is, yes, stealing and trap-making were poorly implemented in DAO, but those are both skills I'd like to see come back - with better implementations. Just because DAO did a skill wrong, and no I've never put it on a pedestal, but anyway, doesn't mean the skill can't come back and be done right. 

 

As for Combat Training, well, here's what I'd like to see come back. I'd like to see mages have a chance of spell failure - or at least spell delay - if they're being physically assaulted while trying to cast a spell, maybe even being peppered by missiles, too (*). However, they should have a Concentration skill, or something of that nature, that reduces this chance of spell failure/ruining or delay, the better they have mastered it. 

 

(*) I think this is critical for balancing in a game with mages vs. warriors/rogues - personally. 

 

They might be doing Persuade right. The big problem is it was a PC-only skill. NPCs don't handle dialogue - or at least when they do, their skill in it never matters. So there was no reason for anyone else to put points in it, and of course everybody went for 4 points in it, it practically did feel "mandatory" for "dialogue wins". 

 

And you're right about the problem with the crafting skills. They were the perfect ones to make companions do, not your own character, so of course, nobody put their own PC's skill points into them. "Hey Morrigan! Bring me some more potions, and hey, honey, while you're at it, a cool one from the fridge, too!" 

 

I'm going to assume all the crafting in DA:I is "outsourced" to crafters at our keeps (everything they've said so far says so), and that they will be getting better at what they do. In the end, I do hope this means there will be an interesting and wide variety of potions, poisons, runes, and grenades/bombs. And they should do more than just scale in power, there should be some variety. Like, a jar of bees. How cool is that? Or a mana bomb, that drains the mana of enemy spell casters ... 



#7
Realmzmaster

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I thought that was the point of having a party. The gamer can make each member better at certain skills than other members. Why should the PC learn potion making if other party members already are better at making potions? The point is to allow flexibility. 

 

Nothing in DAO or DA2 was mandatory. Gamers made it mandatory because they want the best options. It would be bad game design to try and prevent that. It simply wastes resources. If you want to have the PC invest in those skills the only reason would be if a companion could die or get removed for a time like Bethany or Carver.

 

I suggested a first aid skill for characters rather than relying just on potions for non-mage comps.. What I do not want are healing abilities in warriors and rogues that appear to be magical in nature without sufficient explanation. 

 

Of course Persuade was implemented with roleplaying in mind. It is a roleplaying game. There is no way for a developer to stop a gamer from gaming the system.

Fallout: New Vegas uses perks, increase in attributes, skill books and magazines to increase the percentage chance of some event. Let's say the character runs into a situation that requires persuasion. The character engages the other person in conversation and the persuade check comes up. The character needs 85% to persuade the person. The base percentage the character has is 75%. The character will be unable to persuade.

 

All the gamer has to is reload from a save. Read the necessary magazine which raises the persuade score by 10% or 20% depending on which perks have been taken and the person is persuaded. Or come back when the persuade skill is high enough.

 

If the persuade skill is high enough the character should be able to sell sand to the man living in the desert.

 

Now you could eliminate the magazines, but that would force the gamer to design the character a certain way and you are back to optimization.

 

The game should provide the tools. It is up to the gamer to decide how to use them. Gamers are always going to want the best possible outcomes. It would be very bad game design to try and prevent or circumvent that.

 

The implementation of skills may need improvement, but they should not frustrate the gamer. 

 

I would like to see experimentation in potion making. The  chracter is allowed to mix potions together without a recipe. If the character ingests the potion certain advantageous or disadvantageous effects can happen.

 

But if crafting is going to be left to others outside the party I do not expect that to happen. 

 

If the explorations skills include potion making in the field then it can happen.



#8
Crow

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Trap making was  a lot of fun in my opinion. Being able to set up traps made it more tactical and strategical gameplay. 

 

I didn't care much about poison making. Stealing was kind of fun as well. 



#9
JimboGee

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I don't know if it was just me but I'm pretty sure I remember being able to pick every single skill or max them all out on one playthrough. So I would like more of them but not be able to take them all in one sitting.



#10
DrBlingzle

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I hope runecrafting returns just with a better crafting system this time.

#11
Rawgrim

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Seem the skills are back. Great news. Rpgs arn`t\shouldn`t be all about how good you are at killing stuff.



#12
Vulpe

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I think they said that they were exploring a way to chage persuasion. From what they said, they were trying to do something similar to Shadowrun Returns where, depending on the areas you choose to specialize, you will have more success when it comes to a certain topic or social class.Still, not sure if my memories serve me right or I'm wrong about it.



#13
Rawgrim

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I think they said that they were exploring a way to chage persuation. From what they said, they were trying to do something similar to Shadowrun Returns where, depending on the are you choose to specialize, you will have more success when it comes to a certain topic or social class.Still, not sure if my memories serves me right your I'm wrong about it.

 

It would be excelent if they did something like that.



#14
Ribosome

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Only if they make them actually matter. I've yet to be sold on them. Only liked stealing. Don't think I've found a game with a crafting system I've actually enjoyed yet.