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Mana/Stamina regen


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22 réponses à ce sujet

#1
Roar Hilmarsen

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Ive taken notice in the alpha showcase gameplay on youtube/facebook and the stamina and mana bars just seem to instantly refill. do you think they are changing that from the other games for ability spam? or could it be just to showcase the game, and go through difficult fights to make them easier and "cooler" to watch?

 

could they maybe have abilities to regen? superiour gear? etc..

 

i wont it be a walk in the park if mana and stamina instantly refills like it seemingly do? what are your thoughts..?

 



#2
Sylvius the Mad

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I expect they did that just for the demos.



#3
Realmzmaster

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The instant refill is for demonstration purposes. The amount of health/mana/stamina regen will differ depending on difficulty level. It would not make for a great demonstration (given a limited amount of time) to be waiting for regeneration of health/mana/stamina.



#4
Icy Magebane

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Yup, the demo is played in god mode.  A dev also mentioned that the damage values you see should be ignored because they don't necessarily reflect the actual game mechanics.



#5
Roar Hilmarsen

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Alright good, cause that would totally take away from the whole tactical experiance :D


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#6
Sylvius the Mad

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Yup, the demo is played in god mode.  A dev also mentioned that the damage values you see should be ignored because they don't necessarily reflect the actual game mechanics.

That suggests to me that they;re going about the game design backward again.

 

They should build the mechanics first, and then craft everything else around that.  Just like a tabletop game.



#7
9TailsFox

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It's just demo maker mod. Iron bull actually die a lot in demo, but his health just instantly regain.



#8
Magdalena11

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That suggests to me that they;re going about the game design backward again.

 

They should build the mechanics first, and then craft everything else around that.  Just like a tabletop game.

I agree with you.  I had heard the numbers weren't accurate but assumed that demo mode was skewing the numbers, so we shouldn't expect easy battles.  I think the game mechanics did come first, but I'm not sure.



#9
Enigmatick

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If you notice the potions are infinite too, they should've died about 3 times judging by the inquistor's health.



#10
Russian Berserker

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Common sense



#11
Gtdef

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That suggests to me that they;re going about the game design backward again.

 

They should build the mechanics first, and then craft everything else around that.  Just like a tabletop game.

 

On the other hand it sounds like nonsense cause damage doesn't have anything to do with mechanics. If I can speculate something from this is that Shatters may be one hit KOs instead of damage numbers, but it's still not a matter of mechanics, just adjust the combo damage value to 1000000000x and you're done.

 

To really balance something you need to see the whole picture anyway. Populating the world is more important.



#12
Icy Magebane

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That suggests to me that they;re going about the game design backward again.

 

They should build the mechanics first, and then craft everything else around that.  Just like a tabletop game.

Well, now you've got me a bit concerned, but I think that the discrepancy is due to what they wanted to present in the demo... as I recall, this was said in response to a poster who felt that the mages weren't dealing enough damage, which seems to be the case.  Perhaps everything was simply doctored to produce a specific outcome during the dragon or templar encounters?  Your guess is as good as mine at this point.



#13
Eveangaline

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I believe they've said you have to be at a campsite to regen stamina and mana (or potions, which have a large cooldown)

 

 

For me that means I'm going to be running back to a camp right before every boss fight. Then have to re-walk through whatever dungeon there is.



#14
Icy Magebane

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I believe they've said you have to be at a campsite to regen stamina and mana (or potions, which have a large cooldown)

 

 

For me that means I'm going to be running back to a camp right before every boss fight. Then have to re-walk through whatever dungeon there is.

Well why can't we just set up camp wherever we want?  Do we really need to backtrack all the way to a specific spot?  That sounds very tedious considering how large the maps are supposedly going to be...



#15
Eveangaline

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Well why can't we just set up camp wherever we want?  Do we really need to backtrack all the way to a specific spot?  That sounds very tedious considering how large the maps are supposedly going to be...

 

I honestly don't know if we can;t set up a camp wherever we want. At the very least I assumed we couldn't do it in a dungeon, but maybe we can? They haven't specified that yet.



#16
Icy Magebane

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I honestly don't know if we can;t set up a camp wherever we want. At the very least I assumed we couldn't do it in a dungeon, but maybe we can? They haven't specified that yet.

Sorry, I was mainly talking about the overworld map and I shouldn't have phrased that as a question to begin with...

 

Edit:  Whoops, I just realized that setting up camp in wilderness makes no sense if the intention is to limit healing...   oh well...



#17
Sylvius the Mad

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Well, now you've got me a bit concerned, but I think that the discrepancy is due to what they wanted to present in the demo... as I recall, this was said in response to a poster who felt that the mages weren't dealing enough damage, which seems to be the case. Perhaps everything was simply doctored to produce a specific outcome during the dragon or templar encounters? Your guess is as good as mine at this point.

The only damage numbers I recall seeing in the video were quite small, and the mage auto-attack was hitting for 38 damage each time. I got excited when I saw that, because that's much more like the DAO range than the DA2 range.

#18
Provi-dance

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Certain "special" arrows hit for 500 damage and the magic missile swarm spell for ~700 (70 damage each x 10). That's 1 hit KO for the PC or his companions.

So much for "mages weren't dealing enough damage".



#19
Wulfram

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Stamina regen is something that's easy to tweak, and needs actual play testing to get right.

 

I would hope (and assume) that they started playtesting early on, with their basic concept of how the mechanics should work, but they'll probably be adjusting things right up until release.



#20
Icy Magebane

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Okay, so this is the thread I had mentioned in case anybody wants to see exactly what was said:

 

http://forum.bioware...2#entry16922408



#21
Gtdef

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Okay, so this is the thread I had mentioned in case anybody wants to see exactly what was said:

 

http://forum.bioware...2#entry16922408

 

Yep, he doesn't mention mechanics as I thought.

 

Plus for those that think mage damage was low, every time we see a small number it's for a multihit attack that hits for 8+ hits, didn't notice exactly how many. Also I still can't explain that 2000 number that kills the mage boss in the second demo. Execute ability perhaps?



#22
Icy Magebane

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Yep, he doesn't mention mechanics as I thought.

 

Plus for those that think mage damage was low, every time we see a small number it's for a multihit attack that hits for 8+ hits, didn't notice exactly how many. Also I still can't explain that 2000 number that kills the mage boss in the second demo. Execute ability perhaps?

(shrugs) For all we know it was scripted... like they boosted the damage of a particular attack and waited until the end of the demonstration to use it.  He did mention that they changed some things to control the pace of the demo.



#23
DrunkZoltan

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I would like to see more gameplay/story consistency. Is a lyrium addiction system finally implemented? Or removed from lore?