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#26
Cyonan

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Yea - I would like to be able to choose which companions I bring on certain quests for both combat and story reasons. If I spec both Cassandra and another warrior into tank roles so I can swap them out...what happens if there's a quest that seems like the banter/dialog would be awesome if they were both there? Am I just stuck bringing two tanks?

 

I don't think you should be able to respec on the fly, but have a significant enough cost that I can decide whether or not having both of them there is worth respeccing one.

 

I think Dragon Age 2 did a fine job of it, although it might have been specific to the Emporium. They have potions that let you respec your characters, but they cost you a couple of sovereigns so you can't just spam them at will.

 

 

Managing aggro really is a MMORPG concept, isn't it?

 

I believe it goes all the way back to D&D, although not quite in the form that we see it in MMOs where X damage/healing = Y threat and the enemy attacks the person with the highest threat.

 

Since the GM controls the enemy units in D&D, they could make up their own ideas of aggro management.



#27
Guest_JujuSamedi_*

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-Nearly everything the player does is tied to the Inquisition in a way. Strengthening the Inquisition by scouting areas, defeating monsters, solving quests etc. will in turn unlock new areas or parts of the story.

 

This is good. I hate it when games give you side quests when you have no reason to do so. "oh yeah I just met you but I want you to go this mountain and retrieve this amulet." Like why should I? I don't know you...



#28
azarhal

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Managing aggro really is a MMORPG concept, isn't it?

 

Aggro exist in every type of games where you have combat between AI and players. It's the way the AI select what to attack. Managing aggro have always been present, MMORPGs just simplified it so players have access to all the data and tools so they can better control the outcomes (or at least try).



#29
PSUHammer

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Jesus, if that's the case, I feel old as **** right now and I'm only 20.

 

Don't worry, you're not.



#30
PSUHammer

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-2 voices per gender, and it's not possible to have a woman with a man's voice."

 

 

Is that something the magazine even asked?  Seems like a strange think to even reference, for them.



#31
AlanC9

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Aggro exist in every type of games where you have combat between AI and players. It's the way the AI select what to attack. Managing aggro have always been present, MMORPGs just simplified it so players have access to all the data and tools so they can better control the outcomes (or at least try).

 

I meant managing aggro as an explicit design concept. For instance, you could kite in an IE game, but you couldn't Taunt.



#32
Nyeredzi

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"a garden to grow herbs"

 

Wow, thats pretty impressive.... if its not what every 70 year old grandma is doing



#33
Thomas Andresen

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I meant managing aggro as an explicit design concept.

I'm pretty sure that's what azarhal referred to. Can you think of an alternative way of implementing a system for aggro/hate/threat/whathaveyou.

The few D&D sessions I've been to, the DMs seemed to alternate between having the creature attack whoever were closest or whoever the DM had it in for. But I can't imagine that there weren't DMs who used more structured systems for deciding who the monsters would attack.

#34
Giggles_Manically

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Is that something the magazine even asked?  Seems like a strange think to even reference, for them.

Probably because in Saints Row you can use a man's voice on a woman PC or vice versa.

 

Nothing quite beats seeing a teeny tiny Boss Lady speaking with Nolan North's voice.



#35
keightdee

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GARDENING IN DA:I I'M GONNA PASS OUT OMG


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#36
AlanC9

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I'm pretty sure that's what azarhal referred to. Can you think of an alternative way of implementing a system for aggro/hate/threat/whathaveyou.

The few D&D sessions I've been to, the DMs seemed to alternate between having the creature attack whoever were closest or whoever the DM had it in for. But I can't imagine that there weren't DMs who used more structured systems for deciding who the monsters would attack.

 

azarhal explicitly mentioned AI, which isn't relevant to a DMd game. We didn't have any way to directly access the enemy AI in earlier RPGs. There's no such thing as a D&D feat that lowers Threat, for instance.

 

I agree that successful CRPG play has often revolved around getting the AI to do stupid things -- I'm not sure, for instance,  BG1 would be winnable if the AI went after mages the way a human player would.  MMORPGS made this explicit in a way that NWN or an IE game did not.



#37
Setiweb

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Enemies will also attack each other. Like, if a giant enters a dragon's nest (which is of course patrolled by the dragon), the dragon will attack the giant.

I wonder if you can "ally" with one side against the other, or will all enemy creatures attack on sight.

 

And I played Pong when I was 8.  So phftftftftft to all of you whippersnappers.



#38
azarhal

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azarhal explicitly mentioned AI, which isn't relevant to a DMd game. We didn't have any way to directly access the enemy AI in earlier RPGs. There's no such thing as a D&D feat that lowers Threat, for instance.

 

And it would be much better if we did not have direct access to it, makes combat more about on the spot tactics and less about managing meters. As for D&D, there are a few homebrew taunt skills that people created.

 

Anyway, that's sort of out of the scope of the thread.


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#39
Grieving Natashina

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I wonder if you can "ally" with one side against the other, or will all enemy creatures attack on sight.

 

And I played Pong when I was 8.  So phftftftftft to all of you whippersnappers.

I was 4.  -_-


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#40
CybAnt1

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-Also, the role of support classes was given a bit more emphasis than before.

 

-It's completely optional to make use of the dodge roll.

 

-Fade sequences won't be as tedious as before.

 

 

-Enemies will also attack each other. Like, if a giant enters a dragon's nest (which is of course patrolled by the dragon), the dragon will attack the giant.

 

I know, some of it's old news, but I just added it just in case. What're your thoughts?

 

I picked out 4 of your points.

 

For the first three:  :)  :D  :lol:  B)  :wub:

 

For the last one -- interesting. I've often wondered why in many games why there is only one possible kind of hostility, which is creatures are either neutral, friendly, or hostile to the player/PC/party. Creatures should often be hostile to each other too, and players should be able to cleverly exploit that.

 

And guess what? Thought has become reality!



#41
CybAnt1

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Managing aggro really is a MMORPG concept, isn't it?

 

Dunno. If we are in fact able to evade encounters in DAI (which they've certainly hinted at), something like it seems to be coming into play, even though it's a SRPG.

 

That is, hostile creatures probably will have a range at which they will first notice you and start to pursue, and (my guess is) a chase distance where they will pursue if you start to run away on your mount (which, unless they knock you off your mount, usually means you can get away, since it tends to run faster than them). 

 

That is how MMOs do it (or at least the one I know best), but I think the kinda open-world SRPG they're going for in DAI may work similarly. 



#42
AlanC9

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And it would be much better if we did not have direct access to it, makes combat more about on the spot tactics and less about managing meters. As for D&D, there are a few homebrew taunt skills that people created.

 

Anyway, that's sort of out of the scope of the thread.

 

Agreed. Aggro management's coming back, we're stuck with it, and there's no real point talking about it.



#43
Xiltas

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So you're 24? Dude you're ancient by the standards put forward in this thread. Got any great-grandkids yet?

 

Almost 23. Going to marry next year in July  :D


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#44
Mummy22kids

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Almost 23. Going to marry next year in July  :D

 

Congratulations! 



#45
Sylvius the Mad

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Yes.

 

However, MMORPGs seem to have 'solidified' the roles, making the group more of a 'cohesive unit'. You NEED that ONE tank. You NEED that ONE healer. (at least on harder difficulty levels)

I very much hope that we won't need that one tank.  Like with DAO, where tanks were entirely unnecessary.  Given the crowd control abilities of mages, it wasn't necessary in DAO to take damage at all, let alone concentrate that damage on a single character.

 

If I need a tank, I will be disappointed.



#46
Sugarjaye

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Imagine how I feel? I was about 11 years old when the original Kingdom Hearts came out. (I still have it  :D )

 

I was in highschool (I still have mine too {I should probably finish it one day} )



#47
Mes

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Man I am so confused about that health/healing bit. Do you think they'd do something like limit each mage to one healing spell per character per battle or something? 



#48
smoke and mirrors

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The garden is a great idea . It will limit the need to look for plants to make your potions with but the big question is will they re grow in your garden and the wild ? I hope they will after a set time frame .


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#49
smoke and mirrors

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Man I am so confused about that health/healing bit. Do you think they'd do something like limit each mage to one healing spell per character per battle or something?

 

Maybe it will depend on the dificultly level .  I hate the idea of no health regen :(



#50
Sugarjaye

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Also, will you have to sacrifice something else to get the garden, eg- Training yard.