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Is there a reason why we can't go back to Origins-weapon styles?


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#1
ShadowLordXII

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This current system looks a bit boring.

 

Not saying that the entire combat system will be bad because one aspect of it is boring, but it still begs the question of why.

 

Why are warriors stuck with two-handed swords and sword/shield styles and Rogues stuck with bow/arrow and duel daggers?

 

With Origins, the weapon style customization was a lot less restricted and that made it more fun. A warrior could use a sword/shield style, two-handed swords, duel swords/axes/maces, or even archery. All additionally enhanced by specializations and armor/item equipment which means that no two pc warriors will work the same. Same thing with the rogue though they had less weapon choices (for obvious reasons), but they had their own unique way of maximizing their abilities for more critical and accumulated damaged.

 

Then with 2, the restrictions were implemented and the game suffered for it. Which essentially means that your warrior will always be a tank that's more defensive minded or offensive minded or a Rogue whose a backstabber or damage support.

 

Now Inquisition is carrying with the above-tradition rather than the much more immersive approach that Origins had. I'm going to assume that this is just a resource issue, because there simply is no in-universe, logical explanation for the class restriction.

 


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#2
Guest_TrillClinton_*

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This is also one of my problems but I look at it this way. 

1) Continuing from Dragon age 2, it was primarily a story about the mage vs templar war. This meant from a system perspective they had to be a clear demacation between what is a mage and what is not. This could have resulted in them specializing the classes more to make them feel unique.

 

2) If we go with the Dragon Age 2 dependancy, then we know that on a software project you are going to reuse a lot of code. If they got the class system from an already exising dragon age 2 code base then it would be easier for them to build on top of something that already exists. 

 

3)As a party based game, this might be a way to specialize each character role in the party.It might make the player pay more attention to every detail.

 

4) This is just their design choice.



#3
dekarserverbot

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This is also one of my problems but I look at it this way. 

1) Continuing from Dragon age 2, it was primarily a story about the mage vs templar war. This meant from a system perspective they had to be a clear demacation between what is a mage and what is not. This could have resulted in them specializing the classes more to make them feel unique.

 

2) If we go with the Dragon Age 2 dependancy, then we know that on a software project you are going to reuse a lot of code. If they got the class system from an already exising dragon age 2 code base then it would be easier for them to build on top of something that already exists. 

 

3)As a party based game, this might be a way to specialize each character role in the party.It might make the player pay more attention to every detail.

 

4) This is just their design choice.

 

oh yes i'm also a developer so...

 

switch yourpost:

{

case 1: //do nothing, goes to case 2 

case 2: dekar.asksforrefund();

break;

case 3: break;

case 4: dekar.approval - 30;

}

 

hope it can be understood



#4
Guest_TrillClinton_*

Guest_TrillClinton_*
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oh yes i'm also a developer so...

 

switch yourpost:

{

case 1: //do nothing, goes to case 2 

case 2: dekar.asksforrefund();

break;

case 3: break;

case 4: dekar.approval - 30;

}

 

hope it can be understood

 

 

 

boolean userPerspective(BSNUser user)

{

 

    if(user.tryItOut())

    {

 

    

        return maybeYouWillLikeIt();

 

    }

return false;

 

}

 

 

int main()

{

 

    const char * likedIt = "I liked It!";

 

    if(userPerspective(dekarserverbot))

     {

 

          cout<<likedIt<<endl;

 

 

    }

 

delete likedIt;

 

return 0;

}


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