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No attribute points on level up


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#2551
Rawgrim

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@Rawgrim:  Interesting... so items that remove your powers and you have to pay penance for are not "part of your character"

 

It is part of the oath you have sworn as a druid, to whatever nature god. Paladins get a similar punishment if they do something unlawful. Paladin is an extreme class, though. Not much freedom in it.

 

The spells and ability a druid gets is not directly a part of the character, no. It is a power\gift granted to the character by a god - in exchange for serving said god.



#2552
Dunbartacus

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Fair enough, but it did affect your diplomatic skills in the previous games. Just going with what the stat has been used for so far in the series.

In dao it did and i wasn't a fan. having to use combat stats on something useless in combat was not a good idea. imo persuasion and tactics shouldn't have had cunning requirements as they were representative of how persuasive and tactically minded the character was, the other skills reflecting different aspects of a potential personality.


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#2553
Rawgrim

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In dao it did and i wasn't a fan. having to use combat stats on something useless in combat was not a good idea. imo persuasion and tactics shouldn't have had cunning requirements as they were representative of how persuasive and tactically minded the character was, the other skills reflecting different aspects of a potential personality.

 

I think a charisma\personality stat would have been better. Or have it all just tied to a skill or two.


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#2554
Dunbartacus

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I think a charisma\personality stat would have been better. Or have it all just tied to a skill or two.

They could have had personality attributes that effect skills and dialogue:

 

Charisma

Deceptive

Studious

 

just to list a few possibilities for a separate stat system that wouldn't require the gimping of combat effectiveness.


Modifié par Dunbartacus, 27 octobre 2014 - 04:16 .


#2555
Rawgrim

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I mean 

 

They could have had personality attributes that effect skills and dialogue:

 

Charisma

Deceptive

Studious

 

just to list a few possibilities for a separate stat system that wouldn't require the gimping of combat effectiveness.

 

2 level ups, really. One for combat and one for non-combat. Everything outside of combat gives you XP to the non combat bit, and combat giving xp to the combat bit. Quest XP goes to both. That way, if you focus on combat a lot, you would get even better at it.



#2556
Dunbartacus

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2 level ups, really. One for combat and one for non-combat. Everything outside of combat gives you XP to the non combat bit, and combat giving xp to the combat bit. Quest XP goes to both. That way, if you focus on combat a lot, you would get even better at it.

you could have separate xp mechanics say getting quest experience for both, dialogue experience going to personality stats, combat experience to combat stats. Or you could just get a couple of personality points every second lvl or something.



#2557
KoorahUK

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Sounds like you guys need to head up an rpg development studio. :)


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#2558
Rawgrim

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you could have separate xp mechanics say getting quest experience for both, dialogue experience going to personality stats, combat experience to combat stats. Or you could just get a couple of personality points every second lvl or something.

 

I think Pillars of Eternity is doing it this way, actually.

 

Personality perks would be cool. Like using your strength score in intimidation checks etc.



#2559
Rawgrim

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Sounds like you guys need to head up an rpg development studio. :)

 

Already working for one. Lore-writer\author\designer. Small stuff, though. Can send you a link for some free products if you want to have a look.



#2560
Dunbartacus

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Personality perks would be cool. Like using your strength score in intimidation checks etc.

If you went in that direction you could use dexterity / cunning or magic for intimidation check as well depending on class, i mean a powerful mage or assassin could be even more intimidating to certain people.


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#2561
Dunbartacus

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Personality perks would be cool. Like using your strength score in intimidation checks etc.

Even willpower or constitution could work. sheer determination and being practically unkillable can be intimidating.



#2562
Rawgrim

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If you went in that direction you could use dexterity / cunning or magic for intimidation check as well depending on class, i mean a powerful mage or assassin could be even more intimidating to certain people.

 

That would mean...different conversation options based on class. And, preferably, your reputation as well.



#2563
Dunbartacus

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That would mean...different conversation options based on class. And, preferably, your reputation as well.

yup that would be amazing but hard to implement given all the extra lines of dialogue that would be needed for the one conversation.



#2564
Keroko

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Don't care about min/ max much at all, but also do not wish to increase a greater loss of choice by accepting loot drops only. Seems crafting will be involved, even if I do not care for it.

DAA had a cap of 35.

And one could have a thousand choices, but if the system only allows for eight selections, then many other possibilities remain shelved. That appears to lessen choice.

 

I've purposely never counted Awakenings in any of my comparisons. Comparing a game + expansions + DLC to a core game is rather unfair.
 

I don't quite understand that last part though, even Origins limited your selection of abilities. Yet as you pointed out, people created all sorts of variants anyway. The choice is still there, and more important than ever if far more forgiving due to the presence of respec potions.

 

 

Have a look at rpg forums and such and you will see it.

 

My point was that they are both an outside element. Not a part of the base character.

 

You are conveniently forgetting Willpower and Cunning. Also part of the stats. If you want your character to be really cunnng, that should be up to you, and not some default.

 

No sane tabletop roleplayer would forcefully tie stats to your roleplaying though. I've had plenty of players who roleplayed smart warriors, despite intelligence being their dumpstat (rolling four on three D6 hurts so much). How their characters acted and their stats were two different things.

 

 

2 level ups, really. One for combat and one for non-combat. Everything outside of combat gives you XP to the non combat bit, and combat giving xp to the combat bit. Quest XP goes to both. That way, if you focus on combat a lot, you would get even better at it.

 

Amusingly enough, Inquisition has exactly this. Some of the Inquisition upgrades you can get are studies into varies aspects of the world which gives new dialog options you would not have otherwise.



#2565
Rawgrim

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yup that would be amazing but hard to implement given all the extra lines of dialogue that would be needed for the one conversation.

 

Not at all. But way harder with a game that relies on voice-acting. Planescape: Torment did things like these exceptionally well.



#2566
Timate

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I think BG2 used something to that affect a lot sure they used it in IWD and NWN however BG2 had way more involvement when it came to choice/conversations/events. DAI is going back to the old roots however I think it will be less skilled base but more dialogue base. It's similar to the affect on reality with a mixture of fantasy when it comes to choices. Say you bring up a conversation and you have 4 different way to respond to that situation each one is a event/trigger/switch and one of those will lead down one path that another does not. I don't think they are making it so you have to have a certain amount of STR ect to have a certain conversation pop up however they are making it lore/exploration base so some conversations/dialogue will not happen unless you happen to over hear a particular conversation. This game is going to be very deep and choice base it's based on economy/world events that happen based on actions you do or the actions you take and the reaction you get from what you had done prior. The whole idea of not doing the attributes this time around and doing it based off armor you loot or craft will allow a much further customization then before. I think some people are just not used to some things or the mechanics so they worry about something they are not used to. It does work it's just getting used to it if you are not already familiar with it.



#2567
Rawgrim

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I've purposely never counted Awakenings in any of my comparisons. Comparing a game + expansions + DLC to a core game is rather unfair.
 

I don't quite understand that last part though, even Origins limited your selection of abilities. Yet as you pointed out, people created all sorts of variants anyway. The choice is still there, and more important than ever if far more forgiving due to the presence of respec potions.

 

 

 

No sane tabletop roleplayer would forcefully tie stats to your roleplaying though. I've had plenty of players who roleplayed smart warriors, despite intelligence being their dumpstat (rolling four on three D6 hurts so much). How their characters acted and their stats were two different things.

 

 

 

Amusingly enough, Inquisition has exactly this. Some of the Inquisition upgrades you can get are studies into varies aspects of the world which gives new dialog options you would not have otherwise.

 

 

Actually. all the players in my group roleplay based on their wis\int\charisma scores. If they have dumped their Intelligence stat, they go with it. Great fun.



#2568
Rawgrim

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I think BG2 used something to that affect a lot sure they used it in IWD and NWN however BG2 had way more involvement when it came to choice/conversations/events. DAI is going back to the old roots however I think it will be less skilled base but more dialogue base. It's similar to the affect on reality with a mixture of fantasy when it comes to choices. Say you bring up a conversation and you have 4 different way to respond to that situation each one is a event/trigger/switch and one of those will lead down one path that another does not. I don't think they are making it so you have to have a certain amount of STR ect to have a certain conversation pop up however they are making it lore/exploration base so some conversations/dialogue will not happen unless you happen to over hear a particular conversation. This game is going to be very deep and choice base it's based on economy/world events that happen based on actions you do or the actions you take and the reaction you get from what you had done prior. The whole idea of not doing the attributes this time around and doing it based off armor you loot or craft will allow a much further customization then before. I think some people are just not used to some things or the mechanics so they worry about something they are not used to. It does work it's just getting used to it if you are not already familiar with it.

 

The focus on stats via Items is something I am very used too now, through Diablo 3. I just think its a rotten system - plain and simple.



#2569
Dunbartacus

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Not at all. But way harder with a game that relies on voice-acting. Planescape: Torment did things like these exceptionally well.

true one of the advantages of a silent pc though i still prefer the voiced variety and apparently bioware does have some class / specialization reactivity in Inquisition though nothing to that level id imagine.



#2570
KoorahUK

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Already working for one. Lore-writer\author\designer. Small stuff, though. Can send you a link for some free products if you want to have a look.

Sounds great Rawgrim. Would like to have a look, sure.


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#2571
Dunbartacus

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The focus on stats via Items is something I am very used too now, through Diablo 3. I just think its a rotten system - plain and simple.

I'm actually quite looking forward to the amazing loot and crafting experience DA:I looks to have without the presence of random drops. that is a thing i have come to despise after diablo 3 and borderlands.


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#2572
KoorahUK

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I'm actually quite looking forward to the amazing loot and crafting experience DA:I looks to have without the presence of random drops. that is a thing i have come to despise after diablo 3 and borderlands.

This is the thing that lets me shrug about it - if it was all random drops I'd be very pissed off but considering I can craft what I want that makes it fine for me. The real kicker will be how much of a pain it is to get the items we need to craft what we want. Epic stuff should be hard of course, but I'd hope I could find adequate materials to give me comperable attribute boosts (or equivalent benefits to the skills those attributes affect) each level. 



#2573
Rawgrim

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Sounds great Rawgrim. Would like to have a look, sure.

 

Its in your inbox. Enjoy.


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#2574
Timate

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I personally love gear base games because it's similar to real life you can't run into a war without weapons. So in reality guns give you a advantage in todays time so that's a boost to STR lol during the dark ages they hard armor and swords the better the armor material would be like having higher defense and having a good sword out of good material would be like having higher attack power lol. I was prior service so I am using this as one view point. I also like loot but not crazy loot that makes no sense like in some games out there also it never makes sense to me to have a CH be god mode based on attributes because to me if I wanted to rely on level alone I would just play god of war games=easy games. I know it's what I think many agree and many disagree personally I think what they have created is awesome and a bit crazy I tried to do some events/scripting with a engine it's a pain can only imagine how stressful it is for them I think they achieved a great feat.



#2575
Dunbartacus

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This is the thing that lets me shrug about it - if it was all random drops I'd be very pissed off but considering I can craft what I want that makes it fine for me. The real kicker will be how much of a pain it is to get the items we need to craft what we want. Epic stuff should be hard of course, but I'd hope I could find adequate materials to give me comperable attribute boosts (or equivalent benefits to the skills those attributes affect) each level. 

After watching the streams it looks like you will be drowning in materials and they should spawn in specific areas so will be easy to gather should you want a specific one.


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