I also haven't seen any evidence of random drops i think we'll get the best loot from quest rewards, bosses and chests, also im pretty sure all the good stuff is hand placed so no rng.
No attribute points on level up
#2576
Posté 27 octobre 2014 - 05:08
#2577
Posté 27 octobre 2014 - 05:11
Yeah the material is every where I did the math based on the maps also.
40 hours worth of exploring the regions no battles no DG no story.
DG 30-40 hours
story 30-40
crafting 10-20
skyhold 10-20
random 10-20
questing 20-30
Most of the hard material will probably be DG based and sending out your IQ on missions
this is just a rough idea
If you watch the video within the recent footage it took them a while just to get to middle I also think that's one of the smaller locations but based everything off that location
#2578
Posté 27 octobre 2014 - 05:14
I am worried that the crafting ingredients, or rather the hunt for them, will be quite a drag in the second and third playthrough. Much like the scanning of planets in ME2. It was ok the first time, but after that it felt like a chore.
#2579
Posté 27 octobre 2014 - 05:15
So in reality guns give you a advantage in todays time so that's a boost to STR
I can lift 200kg. 300kg with my sidearm. ![]()
Maybe in some other reality ...
#2580
Posté 27 octobre 2014 - 05:17
I am worried that the crafting ingredients, or rather the hunt for them, will be quite a drag in the second and third playthrough. Much like the scanning of planets in ME2. It was ok the first time, but after that it felt like a chore.
If you play on pc then you can just use cheat engine to gain more.
Unless ofcourse, one would feel above doing such things.
- natalscar aime ceci
#2581
Posté 27 octobre 2014 - 05:18
I think all that depends on the player only reason I did not like how mass effect did it because I personally Like gathering resources it's fun to me and brings more immersion in the game plus get to look and admire the surrounding area of great sexiness. Either way I think doing it visually vs doing it mentally is much different. I am a hands on person so maybe that's why I find it fun to do things like that desk work has never been my thing.
#2582
Posté 27 octobre 2014 - 05:19
Lol I meant as far as shooting like attack power you over nuked what I said. Maybe I will word it better next time kids these days ![]()
#2583
Posté 27 octobre 2014 - 05:20
I am worried that the crafting ingredients, or rather the hunt for them, will be quite a drag in the second and third playthrough. Much like the scanning of planets in ME2. It was ok the first time, but after that it felt like a chore.
I'm not that worried crafting materials seem to be abundant as you quest / explore, you might need to hunt for one or two if your using them alot but they will be in specific areas so will hopefully be easy to attain.
#2584
Posté 27 octobre 2014 - 05:56
Hmm, I hadn't considered that. I would certainly hope that want the case.I am worried that the crafting ingredients, or rather the hunt for them, will be quite a drag in the second and third playthrough. Much like the scanning of planets in ME2. It was ok the first time, but after that it felt like a chore.
#2585
Posté 27 octobre 2014 - 06:01
I am worried that the crafting ingredients, or rather the hunt for them, will be quite a drag in the second and third playthrough. Much like the scanning of planets in ME2. It was ok the first time, but after that it felt like a chore.
Crafting material is found has loot from fallen enemies, containers or nodes (like plants/rock stuff). You are pretty much complaining about playing the game at this point.
#2586
Posté 27 octobre 2014 - 06:09
Ah of course, its multiplayers fault.
I may seem like I'm arguing for this change, but I'm not really. I just don't see it as the disaster that many of you do. The fact is you can get the same result by crafting than you can be clicking the "raise attribute" button at level up time, Its just that people don't like that gameplay design choice, which is always going to happen.
It seems too hard for some to accept that the design choices were made because BioWare didn't much like some of the ways previous games hung together. From what I've seen, these changes are in line with their desire to improve combat balance, which means - yes I'm going to say the 'L' word - limiting the variance the player is able to introduce into the system by tighter controls on attribute distribution.
Laying every change we don't like at the door of multiplayer is perhaps easier than admitting BioWare don't want to make the kind of games that some people want to play anymore. Its disappointing, I get that. I wouldn't give a toss if there was no MP in DA, but I'm pretty sure that these changes would be happening anyway.
*sighs* Not what was said at all. But in DA-MP, one will not have Attributes, or they will be that same base designs for everyone for each Player card. Wish I could play it, but the Devs have even suggested that it is likely not for me given my RL limitations. Yet another feature I will not enjoy.
Limits and restrictions seem to be the opposite of what was done for appearances and item customization. It is curious as to why the PC design itself would become simulacrums.
#2587
Posté 27 octobre 2014 - 06:11
Crafting material is found has loot from fallen enemies, containers or nodes (like plants/rock stuff). You are pretty much complaining about playing the game at this point.
That wasn't a complaint at all.
#2588
Posté 27 octobre 2014 - 06:19
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....
As DAA will be included in The Keep for World States, it is of use for me.
If I have a thousand selections, and can choose fifty, but can only use eight plus Passives until the next combat, that appears to limit choice. No switching weapons; more weapon restriction is more restrictive.
Variants may be possible, but due to increased restrictions and limits, they will likely be of little value.
#2589
Posté 27 octobre 2014 - 06:19
Fair enough, but correlation does not prove causation.*sighs* Not what was said at all. But in DA-MP, one will not have Attributes, or they will be that same base designs for everyone for each Player card. Wish I could play it, but the Devs have even suggested that it is likely not for me given my RL limitations. Yet another feature I will not enjoy.
Limits and restrictions seem to be the opposite of what was done for appearances and item customization. It is curious as to why the PC design itself would become simulacrums.
If you ever want to see for yourself if you can play (and hopefully) enjoy MP do give the group in my sig a look. We'd be happy to help.
#2590
Posté 27 octobre 2014 - 06:20
All fantasy RPGs I've ever played are gear based and I'm sorry - but anyone who says they've played D&D or Baldur's Gate with nothing but basic gear - I'd call a liar.
And since what pts. mean in a stat at subjective - "roleplaying" numbers is hardly noteworthy.
#2591
Posté 27 octobre 2014 - 06:22
I think many will find what they think to be bad or what limitations they think the game will have will greatly change once they get there hands on the game. Many great games had just as much pre ideas of what it means or does not mean. To name a game that was different would be a game like suikoden 2 now its worth a few hundred and xenoblade is now worth a lot. I could go on with many games I own both and many more games that are worth a decent amount that many at the time were not sure of or they just happened to not hear anything about them. Pre judging is ok I do it also but I give everything for the most part the benefit of the doubt until I play it unless it's a sports game it's just a waste of money and time to me. Again I think if people go in with a open mind they will like the game far more then going in with a closed mind you may say you have a open mind however by saying you wish they would add something or not take away something there is a reason behind most things not saying you are bashing a game however I see many post do a rinse and repeat rather then truly adding anything new to say/add. I have never been personally hurt by a game series other then me wanting more suikoden games lol. Personally I like where things are going in the game industry going back to some of the older roots along with adding some new concepts. Skyrim was by no means along with the whole series to do what it did in the gaming world. Nor was wow the first huge mmo most people claim started it all first mmo I think was Korean or germen and ff11 was before wow anyways I am getting off topic. I personally think the game will do well as many of you are probably thinking the same thing you just have huge reservations and hope it wont fail don't go in thinking that way go in with a gray mindset so it can either excite you are bore you.
- chrstnmonks aime ceci
#2592
Posté 27 octobre 2014 - 06:22
Fair enough, but correlation does not prove causation.
If you ever want to see for yourself if you can play (and hopefully) enjoy MP do give the group in my sig a look. We'd be happy to help.
Without Pause functionality, and my poor eye-hand co-ordination, I would be as disabled in the game as I am in RL; a detriment to the remaining party. But thank you for the thought.
#2593
Posté 27 octobre 2014 - 06:24
All fantasy RPGs I've ever played are gear based and I'm sorry - but anyone who says they've played D&D or Baldur's Gate with nothing but basic gear - I'd call a liar.
And since what pts. mean in a stat at subjective - "roleplaying" numbers is hardly noteworthy.
Not stat increasing bits on the armor. But they raised armour class. Huge difference.
#2594
Posté 27 octobre 2014 - 06:35
@Rawgrim: Interesting how you ignore vast quantities of "gear" solely to support your claims and you're still wrong.
"Gauntlets" of Ogre Power are about as iconic a D&D item as you can get and they boost strength. And last time I checked - gauntlets are armor.
Amulets and Rings change stats quite liberally in D&D.
There are Books that do it for a one shot permanent time.
The Deck of Many things
Etc. etc.
#2595
Posté 27 octobre 2014 - 06:47
@Rawgrim: Interesting how you ignore vast quantities of "gear" solely to support your claims and you're still wrong.
"Gauntlets" of Ogre Power are about as iconic a D&D item as you can get and they boost strength. And last time I checked - gauntlets are armor.
Amulets and Rings change stats quite liberally in D&D.
There are Books that do it for a one shot permanent time.
The Deck of Many things
Etc. etc.
Gauntlets of ogre power are not considered to be "armour", no. It is an artifact who only boosts your strength. They are very very rare too, and you also don't need them to beat the game at all.
Amulets and rings boosts your saves, resistances and armour class. Not needed, but nice to have.
Books do one shot boost to stats. also extremely rare.
None of these have anything to do with the actual character. They are all usable items. And they have zero to do with level up or character development. You are barking up the wrong tree here. Items are optional additions that the character can chose to wear to make the job easier. Armours to boost your armour class, are a must. Same thing in DA. If you don't wear armour, you will die. This doesn't mean the character's stats, in rpgs, are utterly dependant on getting stat boosts from armours. Very very few rpgs do this. I think you are misunderstanding the entire topic here.
#2596
Posté 27 octobre 2014 - 07:01
I am making the following assumptions.
We have smithing, enchanting and alchemy.
We have detailed skill trees with passives.
We have various different attributes on armour and weapons.
We have potions that buff our characters.
We have poisons to debuff our enemies.
We have different talents and abilities to affect the battle in a meaningful way.
The removal of the attribute point system is to remove the "I'll just grab a tank and dump all the attribute points into constitution with a little bit into strength so that I can wear heavy armour." tactic.
Making healing much more difficult through reduced potion capacity and limited healing casting, means that you have to plan your battles more carefully. The removal of attributes upon levelling up makes tank characters a little more vulnerable. Now you have to think about what each ability does and plan accordingly. If done right there will be a lot of trial and error.
If the reduction of abilities and removal of attribute points on levelling up leads to a more challenging game...
If all abilities are useful and not made redundant by other abilities....
If you have to think about what potions, poisons, flasks and grenades you bring into battle, instead of having all of them at once...
If health and stamina/manna keep running out and your party is being constantly overwhelmed by debuffs...
If enemy AI has been improved...
If each of the three elements have debuff and crowd control effects that truly make them distinct as opposed to three flavours of attack...
If all of the above, then I'd hardly call this game "dumbed down".
Sometimes less can be more. It would seem like the developers are focusing on reducing the options to make a more challenging game.
If you had 1000000 options, you'd probably end up picking a few that you like and not explore the rest.
If you had 100 options and different situations required different strategies, then you'd probably be thinking more about the options given and less likely to neglect any of the tactics given to you. Also it's easier to create a balanced game with fewer options than one with too many options.
- Keroko et blahblahblah aiment ceci
#2597
Posté 27 octobre 2014 - 07:06
The reason why I'm not a fan of "they dumbed it down" conversations is the fact that there is almost no consideration for new features.
Here is a thing about games.
You remove some features.
You add new features.
So people focus solely on the removed features and make an overly one sided argument against said game.
Not only that, but there are quite often good reasons to remove certain features too.
But again, let's ignore the reasons for removing certain features, and ignore the new features.
It is quite frustrating when people don't acknowledge both sides of the coin.
Dragon Age Inquisition adds:
Reintroduces racial selection, with a brand new race! DA2 only let you play as a human.
Your race and class determines background.
A selection of 4 voices for player character (two female and two male). Yes DAO had more voice options, but they didn't voice all of the dialogue.
Large expanses to explore.
Mounts
More detailed crafting
Overhauled inventory that places limits on how many potions/poisons/grenades/jars that can be carried
Focus abilities and game mechanic
The rift ability
Mass Effect 3 style war assets.
Specialisation quests. Yes you have to do a special quest to unlock a specialisation.
New active, sustained and passive abilities
New skill trees and specialisations
Companions can wear more armour types like they could in Dragon Age Origins.
Online Co-operative. Let's face it. The online co-operative was one of the best features of Mass Effect 3.
Skyhold, companions and advisors.
All warrior companions can engage in weapon & shield or 2 hand. All rogue companions can engage in archery or dual wield, unlike Dragon Age 2 where companions were restricted to one weapon fighting style.
Dragon Age Inquisition removes:
A lot of abilities
A lot of skill trees
Makes healing more difficult but doesn't flat out remove healing.
Only removes attribute points on levelling up. You can still alter your attributes.
Okay I haven't given a comprehensive list to adding and removal since I haven't played the game.
However it would seem to me that there is a lot more added than taken away.
If you think of any other additions or removals please let me know. I am open to updating these two lists.
- Keroko et Timate aiment ceci
#2598
Posté 27 octobre 2014 - 07:09
The reason why I'm not a fan of "they dumbed it down" conversations is the fact that there is almost no consideration for new features.
Here is a thing about games.
You remove some features.
You add new features.
So people focus solely on the removed features and make an overly one sided argument against said game.
Not only that, but there are quite often good reasons to remove certain features too.
But again, let's ignore the reasons for removing certain features, and ignore the new features.
It is quite frustrating when people don't acknowledge both sides of the coin.
I acknowledge alot of the new stuff. But they arn't the topic of this thread
Skyhold, improved crafting, exploration, the new game engine, the advisors, + more. all good.
#2599
Posté 27 octobre 2014 - 07:38
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.
Had a player who rolled a 4 on one of his stats. Barbarian, so he dumped it in intelligence. He decided to roleplay a 4 intelligence barbarian.
He ended up killed by guards because he was just too stupid to understand their orders.
Also had a fighter who managed to make a very good impression on a local crimelord and managed to talk him into agreeing to some demands he really would not have, because the player managed to spin an incredible story. Had I adhered to his low charisma score of 6, I would have had to tell him that his character would never be able to sell that story.
Right now my current campaign has a wizard who is starting up a trans-planar merchant empire, even though his charisma score doesn't scream "smooth merchant."
Awesome creative roleplaying takes precedence over stats, in my opinion. Adherence to stats means people are stuck in a role they can't escape from. A character with low charisma is always going to have social problems, even though people can learn to open up. Intelligence can be increased through study, even though stats don't reflect this and even wisdom can be learned, whereas that stats barely change.
I am worried that the crafting ingredients, or rather the hunt for them, will be quite a drag in the second and third playthrough. Much like the scanning of planets in ME2. It was ok the first time, but after that it felt like a chore.
Scanning planets in ME2 wasn't even okay in the first playthrough. The randomized nature and inability to do anything while you were scanning made things tedious.
Advantage inquisition has is that on your second and third playthrough, the hunt is over as you know where to find the stuff you need, and you can gather while you quest.
As DAA will be included in The Keep for World States, it is of use for me.
If I have a thousand selections, and can choose fifty, but can only use eight plus Passives until the next combat, that appears to limit choice. No switching weapons; more weapon restriction is more restrictive.
Variants may be possible, but due to increased restrictions and limits, they will likely be of little value.
And yet, restrictions are the only way to get the variety you crave. Without restrictions in Origins, every mage would be the same. Every rogue would be the same. Every warrior would be the same. Restrictions are what breed variety.
- Abraham_uk aime ceci
#2600
Posté 27 octobre 2014 - 07:43
I wanna put points in stats on level up not have the game pick for, me hell I used to have mages with 40+ points in health in DA2 also used to have rouges with high stamina cause they would burn it so fast, just takes the fun out of gaming when the devs make games that hold your hands.
DAO/A I made rouges that could handle heavy armour and tank while dishing out massive DPS cause I got to add points the way i wanted not sure i'll get any of that freedom in DAI, hell i thought DA2 was a step back in this department as rouges couldn't use the same weapons as warriors.
Firmly on the fence about even buying this game and there is no hope of a pre order due to being burnt on the past 2 titles pre ordered from bio despair.





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