Aller au contenu

Photo

Input to Bioware for what to give information on before release


  • Veuillez vous connecter pour répondre
13 réponses à ce sujet

#1
Gnoster

Gnoster
  • Members
  • 675 messages

Coming out of E3 2014 a lot of new gameplay has been shown and several interviews given wherein a lot of gameplay mechanics from the game have been hinted at. However as a standard none of these are explained in detail, which is natural due to time constraints within interviews.

 

Below I have listed some gameplay mechanics, which I would like to know more about in detail, how they actually function, before the game is released in October. Naturally how much or even if any information is to be given is entirely up to Bioware, but as a consumer and fan of the Dragon Age universe I would rather have these core mechanics explained than given more detail on companions and romances, which I know is a huge focus.

 

To me a great story can be hindered a lot by bad mechanics, while good mechanics can ensure that the player gets a great experience from the story. To that end here is my list of game mechanics I am hoping to see more information on before release:

 

Combat:

Combat is a huge part of any RPG no matter the quality of the story, and thus the mechanics of said combat is essential. Now we know a lot about it right now, but some questions remain unanswered:

  • Pause/unpause: We know that right now it is impossible to pause while in 3rd person camera view, while it is only possible to experience real time in tactical camera view (engage mode) if you continuously hold down a button on the keyboard/controller, essentially meaning if one wants to play the entire game in tactical camera view, you have to hold a button down for 50-100 hours (minus the cinematics). Will this be changed for both types of camera view?
  • No automatic health regen: We know health does no regenerate fully, we also know that healing potions are limited in carry amount, and it has been hinted at that healing spells may be limited as well. A full explanation on how health, healing, resting, etc. functions would be nice.
  • Focus: Focus was revealed as a resource in an E3 interview, where it was mentioned it could be used for Mass Heal, Meteor Storm, and Haste (why not call it slow time by the way as that is what it does?). Precisely how is this built up and how fast? Does it require class combinations on skill usage or simply standard attacking, does it build up while you rest or at the keep? Or does it degrade over time if you save it and don't use it?

Spells and skills:

It was mentioned during E3 that DAI will provide more skills (200+) than any DA game to date. This is fine, as well are the ongoing reveal of specializations. However some stuff would be nice to know in advance:

  • Will it be possible to respec (and if so more than once?)
  • Will it be possible to respec companions' standardized spec, e.g. make Cassandra a 2-handed warrior and Iron Bull a SnS tank?
  • Could you (read: Bioware) please release the full list of skill trees and skills including description before launch? I would love a sort of talent calculator (think Diablo 3 style or something), as planning out my character is a great way to build up excitement to the game for once it releases

 

Keep mechanics:

Several things have been said about the Keep; we can customize it (give it a personal touch), it has a war table from which you control agents and soliders, you have different types of missions (political, military etc.), and you need to gather resources to advance the main story.

  • How exactly does this gather resources to advance the story work? Since no information has been given at all on this, the only comparison available is the Mass Effect 3 War Asset. Will it be a number seen on a screen and once you get to 200 points, this adventure zone opens, and once you reach 500 points the next opens etc., or something else?
  • Could you give examples of how agent and soldier missions work? It would be fine if these were purely made up, just to avoid potential spoilers.

 

Crafting:

A lot of hints have been given about the crafting system, revealing a rather deep system with massive potential for customization of stats and pure looks of your gear. This sounds really great, but especially several MMOs have proven that delivering on a good crafting system is extremely difficult, so some clarifications would be nice:

  • Could you show some examples of crafted items including materials used for it
  • Would it be possible to see some screenshots of the crafting UI, as the usability of such a deep crafting system is quite vital

 

Journal / quest log:

Nothing have been mentioned about the journal, codex, quest log etc., however in a game of 100+ hours of gametime with quests, Keep missions, storyline, tons of persons of interest (NPCs) and much more, a comprehensive journal is essential. I am think one where one can write his or her own notes, be sure to see the quest progress of what will probably be a lot of ongoing quests all at once, check crafting recipes, read about lore and NPC/companions etc.

I will be honest and say that I am affraid we'll end up seeing a journal like the one in previous DA games or worse like the one in Mass Effect 3. Done right a journal and especially a quest journal can add to the entire experience and story, e.g. if updates for each quest is written as if the protagonist wrote an entry in a journal. At the very least a quest journal should give a full retelling of all different stages, and the objective should be clearly explained. All in all I would just like to see how such a critical part of the game will function, preferably through screenshots.

 

 

These are my personal major open questions about the game mechanics right now. I do have several smaller questions on how specific mechanics work, but honestly they are to small to matter in the whole of a game. Thank you for reading and please take these bullet points as suggestions only.


  • fchopin et Bayonet Hipshot aiment ceci

#2
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages
Good questions.


I don't expect we'll get answers on much of any of it before October's release date.

#3
TurretSyndrome

TurretSyndrome
  • Members
  • 1 728 messages

It's not possible to pause in 3rd person? What? Who said that? When?



#4
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

It's not possible to pause in 3rd person? What? Who said that? When?

That's what I wanted to ask. I'm pretty sure Mike Laidlaw (in that interview he did alongside Mark Darrah) said we could pause and unpause at will regardless of camera mode.

#5
Gnoster

Gnoster
  • Members
  • 675 messages

It's not possible to pause in 3rd person? What? Who said that? When?

 

It was confirmed in the thread regarding Angryjoe's interview with Bioware from E3, that you pause by going to tactical camera view, and here time was paused all the time unless you continuously hold a button down thus forwarding the time (this is what they call engage mode). It was also said that this was the kind of usability, that was not locked down and might be changed depending on usability testing up to release. As this means a lot to many, I would like a clarification once the functionality has been finalized.



#6
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

It was confirmed in the thread regarding Angryjoe's interview with Bioware from E3, that you pause by going to tactical camera view, and here time was paused all the time unless you continuously hold a button down thus forwarding the time (this is what they call engage mode). It was also said that this was the kind of usability, that was not locked down and might be changed depending on usability testing up to release. As this means a lot to many, I would like a clarification once the functionality has been finalized.


Hmmm. I'd want to see it in action, but that sounds like it could be a pretty unfavorable interface to work with.

#7
Bayonet Hipshot

Bayonet Hipshot
  • Members
  • 6 768 messages

All these are good and valid questions. I hope Bioware addresses them. 



#8
ilego

ilego
  • Members
  • 135 messages
Why didn't they add male romance with sera

#9
ilego

ilego
  • Members
  • 135 messages
*add

#10
Solas

Solas
  • Members
  • 3 803 messages

I just want that chart :P



#11
Amfortas

Amfortas
  • Members
  • 279 messages

I wonder if there's a good reason to restrict the way people play the game. I'm not too fond of the tactical camera, but I like to constantly pause combat and I'm sure many people are the opposite, they just wish to play the whole game using the tactical view. Right now it seems such an arbitrary decision, I have a hard time believing it's true.



#12
Guest_Caladin_*

Guest_Caladin_*
  • Guests

Why? my opinion is they dont want it to begin with, it isnt in there vision of how they want to move forward with there games, but i believe some iteration of it was put in to appease fans, but i honestly believe if they could they just wouldnt put resources to it

 

I dont believe the Overhead is a view there interested in showcasing for the numbers an ppl they want to attract, i also believe it caters to nothing more than a niche market tbh



#13
Gnoster

Gnoster
  • Members
  • 675 messages

Why? my opinion is they dont want it to begin with, it isnt in there vision of how they want to move forward with there games, but i believe some iteration of it was put in to appease fans, but i honestly believe if they could they just wouldnt put resources to it

 

I dont believe the Overhead is a view there interested in showcasing for the numbers an ppl they want to attract, i also believe it caters to nothing more than a niche market tbh

 

I doubt they would put the functionality in the game just to cater to fans. From what I have seen of interviews they seem to genuinely want to create a good experience for all. I understand that details like how pause/unpause is a more simple usability thing (albeit a critical one), so it's only natural it gets locked down late in the process.

 

Whether or not players who prefer isometric / tactical camera views is a niche market, I don't know. I do not work with detailed business intelligence data within the gaming market. However I'll grant you that many RPG games looking back 2-3 years have focused on first person or third person camera view, but we also see a lot of isometric RPGs making a comeback through kickstarters; take Divinity Original Sin, which releases tomorrow, as just one example.



#14
Amfortas

Amfortas
  • Members
  • 279 messages

To be honest, I backed Pillars of Eternity despite it being isometric, not because. I understand it's necessary for low budget games. A camera that you can tilt, pan and zoom is way better in my opinion than a fixed view.