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No attribute points on level up


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#2801
Suhiira

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Running around for hours to find some beast for its fur is not a meaningful content. With randomized loot I wouldn't be surprised if they didnt drop what you need everytime. Besides, I should be able to decide about my character without crafting.

 

Ahhh ... you're assuming crafting material drops will be pretty much random and you'll need to kill 500 whatevers to actually get 5 pelts?

Hate to break it to you, but if you need a bear pelt you go someplace where are bears and kill one ... walla .. a bear pelt.

This is NOT an MMO that requires "grinding" to get levels/gear/crafting components.


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#2802
Dunbartacus

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I support the way crafting is in this game, I just don't support it being the main replacement, especially for something advertised as optional. And if  there is any automatic stats being gained on a level up... well why cant I assign? why must my character conform?  It really makes me worried how much more streamlined this game will get with DA4

I would also prefer it if we could manually allocate the automatic points. The way i look at it is the automatic allocation just creates a solid foundation for your particular class and the build starts with what gear and abilities you choose, as long as there's plenty of variety i have no problem with it. I'm guessing you would of preferred they left attribute customization on lvl up.

 

Also on the matter of hand-holding with a crafting system this in depth i imagine their are still plenty of ways to screw up a build the results are just less permanent this time.



#2803
seraphymon

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Ahhh ... you're assuming crafting material drops will be pretty much random and you'll need to kill 500 whatevers to actually get 5 pelts?

Hate to break it to you, but if you need a bear pelt you go someplace where are bears and kill one ... walla .. a bear pelt.

This is NOT an MMO that requires "grinding" to get levels/gear/crafting components.

Doesn't have to be an MMO for that. Games like KIngdom Hearts, FFXII had farming for crafting and sometimes it took hours because of the low droprates. Granted, I feel DAI, like previous DAO games will be 100% droprate, but still, this requires the time hunting things and following the migration patterns.



#2804
Kleon

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Ahhh ... you're assuming crafting material drops will be pretty much random and you'll need to kill 500 whatevers to actually get 5 pelts?

Hate to break it to you, but if you need a bear pelt you go someplace where are bears and kill one ... walla .. a bear pelt.

This is NOT an MMO that requires "grinding" to get levels/gear/crafting components.

 

You will most likely need more than one pelt. Loot is randomized, you can see it in videos. 

 

Also lets not forget about the followers. How much time will it take to farm for their crafting?

 

What if the particular beast wont be available? You wait for them to respawn? 



#2805
Dunbartacus

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Doesn't have to be an MMO for that. Games like KIngdom Hearts, FFXII had farming for crafting and sometimes it took hours because of the low droprates. Granted, I feel DAI, like previous DAO games will be 100% droprate, but still, this requires the time hunting things and following the migration patterns.

After borderlands and diablo 3 i would hate this but so far i don't think we've seen any evidence of random drops in inquisition at all.



#2806
seraphymon

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I would also prefer it if we could manually allocate the automatic points. The way i look at it is the automatic allocation just creates a solid foundation for your particular class and the build starts with what gear and abilities you choose, as long as there's plenty of variety i have no problem with it. I'm guessing you would of preferred they left attribute customization on lvl up.

 

Also on the matter of hand-holding with a crafting system this in depth i imagine their are still plenty of ways to screw up a build the results are just less permanent this time.

If it was just this one thing it wouldn't be as big of a deal. I feel like this, is the straw that is breaking peoples backs. Respec potions meant the same thing, non permanent screw ups.    As for the handholding. Well it pertains to more than just  attributes, it involves other areas, The same has happened with a lot of games.



#2807
Dunbartacus

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If it was just this one thing it wouldn't be as big of a deal. I feel like this, is the straw that is breaking peoples backs. Respec potions meant the same thing, non permanent screw ups.    As for the handholding. Well it pertains to more than just  attributes, it involves other areas, The same has happened with a lot of games.

I guess we have a good old fashioned difference of opinion cause i think inquisition looks better than origins.



#2808
Kleon

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I would also prefer it if we could manually allocate the automatic points. The way i look at it is the automatic allocation just creates a solid foundation for your particular class and the build starts with what gear and abilities you choose, as long as there's plenty of variety i have no problem with it. I'm guessing you would of preferred they left attribute customization on lvl up.

 

Also on the matter of hand-holding with a crafting system this in depth i imagine their are still plenty of ways to screw up a build the results are just less permanent this time.

 

Solid foundation? You mean "idiot-proofing?

 

This kind of "game design" decision - allocating attributes on a level up for the player automaticly is exactly that- "idiot-proofing". 



#2809
Dunbartacus

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Solid foundation? You mean "idiot-proofing?

 

This kind of "game design" decision - allocating attributes on a level up for the player automaticly is exactly that- "idiot-proofing". 

keep the condescension going it works for you.



#2810
Kleon

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keep the condescension going it works for you.

 

It's hilarious how you never anwered my posts with arguments and whenever I sent you back to posts of other people or mine  that contained arguments in them you just made personal remarks. 

 

Didn't you want an intelligent debate?



#2811
Dunbartacus

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It's hilarious how you never anwered my posts with arguments and whenever I sent you back to posts of other people or mine  that contained arguments in them you just made personal remarks. 

 

Didn't you want an intelligent debate?

To tell you the truth i ignored the one with any substance as i'd given up on you but i'll go look it over if my feedback means that much to you.



#2812
seraphymon

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I guess we have a good old fashioned difference of opinion cause i think inquisition looks better than origins.

In some areas I would agree. World, exploration, crafting.  In others its unknown, like story, even though it does look badass and million times better than DA2.  But in other areas, such as depth of player customization, I would say it doesn't by a long shot.  Its like others have said. Pre-summer I thought it had a chance to be as great as DAO, but then every bad news came all at once. One thing cut after another, which makes me thing that after 4 years, the reason because of them was because of DAMP which always seems to hamper SP in some manner.



#2813
Kleon

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To tell you the truth i ignored the one with any substance as i'd given up on you but i'll go look it over if my feedback means that much to you.

 

Sorry to break it to you, dear. 

 

Your feedback means nothing to me because you have proven time and again to be blind to: logic, math, hard facts, statistics, you name it. 



#2814
Elhanan

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OK, no attributes on level-up, I'm fine with that.  People don't smarter, more agile, or stronger as they become more experienced at whatever they do for a living anyway ... they gat more skilled.
We have 8 quickslots for spells or combos, PLUS automatic quickslots for potions/poisons/some tactical options ... so the total number is about the same.
True DA:O allowed weapon switching, DA:2 did not.  So not allowing it in DA:I is hardly a startling new restriction.
 
Keep in mind is the talent trees in DA:I are TOTALLY different then they were in DA:O so of course the way they the game allows a player to access/implement them would by necessity be different too.


It is a valid game concept, except it is not what was implemented in the past series. And eight Quickslots for Player choice and others for system placement do not equate to about the same. As a mage, I ran out of slots, and used ca. 20 as other classes.

As for weapon restrictions, was hoping for a return to past freedom. And while a rapid switch may not have been implemented in DA2, I believe switching weapons was possible (been a while since I have replayed).

#2815
Morroian

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This is NOT an MMO that requires "grinding" to get levels/gear/crafting components.

 

How do you know it doesn't require grinding?



#2816
Dunbartacus

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I wouldn't call those changes minor. 

 

Player who wish to customize their characters more than through  buying abiltiies are forced to use crafting. Spend their time hunting for resources throughout the game, buying schematics, looking for schematics. All of that can be a collosal waste of time for those who hate MMO farming. It is an artifical way of making the game longer without adding meaningful content.

 

The 8 abilities restriction has the capacity to be extremely annoying to players who like to play tacticly and want to use their builds to their full potential. Of course it mainly strikes mages. You will very likely have 8 active abilties by level 8/9. While it is very likely that an average players will reach about level 20 for endgame, perhaps even higher. Can you imagine how infuriating it can be when you have mages in your party and you see a fire resistant enemy and you want to swap your fire spells for frost spells because you want to use them at their best potential while keeping the "mandatory"(read it with irony) spirit spells? Then you swap back? Then another resistant enemy shows up and you swap again, or you want to use traps or ice or fire walls. All the swapping will be infuriating. 

 

Those things affect gameplay all the time. Those restrictions make no sense unless BioWare wants to infuriate people and force them to make the cookie-cutter builds and spent half of their playtime farming for crafting. 

 

All of those things limit the player, "idiot-proof" the game and brings it in line with average hack&slash. Because, unless you haven't noticed, those things are typical for hack&slash like Diablo. 

Gonna go by paragraph:

 

1: Crafting is an essential part if you want to min / max in inquisition or create bizzare builds otherwise you should be able to utilize looted equipment which the evidence points to being hand placed so no rng to worry about. Crafting materials you pick up are abundant everywhere or have specific areas so you know where to find them. Bear pelts for example hopefully drop every-time you kill one. The last sentence is your opinion as i and probably a lot of other people love crafting systems and this looks to be the best I've used(loved it in skyrim despite the grinding).

 

2. The game is built around the 8 ability limit if these were the origins or even da:2 skill trees i'd have a big problem with it. Even at level 30 you will find it hard to reach more than 10-11 abilities if you take full advantage of upgrades and passives, some of the extra actives are hopefully super useful versus certain enemies. On the other hand i wouldn't be against having all our actives available in combat its just a non issue with me at the moment. The last point i would rather didn't happen, factions should be rather consistent with their vulnerabilities and resistances also you have 3 other members to eliminate any weaknesses in your character build if need be. 

 

3. This is just speculation, it could prove correct but i doubt it judging by the info on customization and gameplay we've seen where crafting materials are abundant along quest paths.

 

4. Also speculation maybe if there was no tactical camera and it was a solo game and we were at the mercy of rnjesus i'd agree but on the current information its a massive tactical party based rpg with an in depth story that has meaningful choices. I recommend watching some of bioware's twitch streams and then tell me if the combat looks anything like a hack and slash. 



#2817
Dunbartacus

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It is a valid game concept, except it is not what was implemented in the past series. And eight Quickslots for Player choice and others for system placement do not equate to about the same. As a mage, I ran out of slots, and used ca. 20 as other classes.

As for weapon restrictions, was hoping for a return to past freedom. And while a rapid switch may not have been implemented in DA2, I believe switching weapons was possible (been a while since I have replayed).

All i'm gonna say is different game, different systems, different options. im sorry you didn't get all the features you wanted.



#2818
Dunbartacus

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In some areas I would agree. World, exploration, crafting.  In others its unknown, like story, even though it does look badass and million times better than DA2.  But in other areas, such as depth of player customization, I would say it doesn't by a long shot.  Its like others have said. Pre-summer I thought it had a chance to be as great as DAO, but then every bad news came all at once. One thing cut after another, which makes me thing that after 4 years, the reason because of them was because of DAMP which always seems to hamper SP in some manner.

Try and keep an open mind about customization options cause if there are as many build variations as i think / hope there will be you might be pleasantly surprised :)



#2819
seraphymon

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Try and keep an open mind about customization options cause if there are as many build variations as i think / hope there will be you might be pleasantly surprised :)

I tried for DA2 and it let me down.  I am still trying for DAI, despite one kick in the balls after another. If it wasn't for the story and my addiction to DA, I wouldn't still be here.  But the sum of all these cuts doesnt leave too much room to deviate and explore different builds I feel with how combat is set up, especially on the higher difficulties.  To bet honest, I feel as if a lot more could have gone into combat on the whole. It may be good and fun, but im not sure I am seeing the same passion  going into this area as they did with the world and the environment eye-candy



#2820
Dunbartacus

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I tried for DA2 and it let me down.  I am still trying for DAI, despite one kick in the balls after another. If it wasn't for the story and my addiction to DA, I wouldn't still be here.  But the sum of all these cuts doesnt leave too much room to deviate and explore different builds I feel with how combat is set up, especially on the higher difficulties.  To bet honest, I feel as if a lot more could have gone into combat on the whole. It may be good and fun, but im not sure I am seeing the same passion  going into this area as they did with the world and the environment eye-candy

The number of viable builds will probably decrease as the difficulty increases but didn't that happen in origins as well(i never played on nightmare)? I get that feeling a little bit i like the new skill trees and their composition of passives actives and upgrades but i would've liked 5 base trees per class weather that's an extra weapon tree for rogues and warriors or just another weapon oblivious tree i wouldn't mind.



#2821
Dunbartacus

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also da2 had 12 months in development, considering that i thought they did a good job apart from some questionable design goals. ie wave combat and very limited follower customization.



#2822
seraphymon

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The number of viable builds will probably decrease as the difficulty increases but didn't that happen in origins as well(i never played on nightmare)? I get that feeling a little bit i like the new skill trees and their composition of passives actives and upgrades but i would've liked 5 base trees per class weather that's an extra weapon tree for rogues and warriors or just another weapon oblivious tree i wouldn't mind.

I can't honestly say. Never really played nightmare in general. I did playthrough temple of vulak, which was area created by a mod. It was like nightmare on steroids. It probably meant more cookie cutter builds.  

 

I dont know if the trees are better this time around than DA2, cause DA2 had too much crap abilities that were needed to get ones you wanted.  But one thing I do like, is the abscence of sustained abilities. I never cared for them much as they drained soo much stamina. Only exception was bloodmage like in DA2.  And yes, I want more specs for different weapon styles for more of hybrid builds. I mean mages and rogues get new types of specilizations  while warrior has the same 3 again and again.. I feel they kinda got screwed in that area with nothing new.



#2823
seraphymon

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also da2 had 12 months in development, considering that i thought they did a good job apart from some questionable design goals. ie wave combat and very limited follower customization.

Thats where I have the biggest problem with. They had such little time for DA2, so I could forgive some stuff there, especially with what they took away. However, with 4 years of development this time around, there is zero excuse for the lack of this or that, especially weapon styles I feel. Even things like different robes for skyhold should have been made. Were stuck with the same blue crap that many dont seem to like.. but no worries, you can change the drapes on your windows! 

 

There was even acknowledgement that DW warriors is a popular request or pther hybrid builds... Maybe come DA4 some variation will come back.


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#2824
Dunbartacus

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I can't honestly say. Never really played nightmare in general. I did playthrough temple of vulak, which was area created by a mod. It was like nightmare on steroids. It probably meant more cookie cutter builds.  

 

I dont know if the trees are better this time around than DA2, cause DA2 had too much crap abilities that were needed to get ones you wanted.  But one thing I do like, is the abscence of sustained abilities. I never cared for them much as they drained soo much stamina. Only exception was bloodmage like in DA2.  And yes, I want more specs for different weapon styles for more of hybrid builds. I mean mages and rogues get new types of specilizations  while warrior has the same 3 again and again.. I feel they kinda got screwed in that area with nothing new.

True warriors get nothing completely new but at least they'll play different within the new combat system. I wouldn't mind some new ability trees bundled with a story dlc otherwise i'll just come back in a year and add my voice to the ones asking for some extra weapon types / ability trees in da4. All that said im pretty happy with the weapon types and ability trees we have in inquisition i mean some of those passives have really great synergy with my first play-through Knight Enchanter.



#2825
The Spanish Inquisitor

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So After like reading 20 page of this I realize you guys have some serious problems. 
Yes you don't get to manually boost your attribute points when you level up but they still do gain points.
Yes many of us would like to manually put 2 point on this and 1 point on that but Its the same damn thing. 
And Ofcourse  Mages will gain more points in Will power than other Class and Warrior will gain more in strength and Constitution everybody should realize that.
 

So as you level up you do grow in power . and abilities you choose also affect attribute gains. And than you have your armor stats and weapon which was also in DAO and DA2 ..and In DAI you have adden Crafting to boost it up even higher....It is not at all dependant on Crafting, I would even argue its not that dependant on armour either. People always equip the armor and weapon with the best Stat..Seriously people are arguing about this....All RPG Armor and Weapons give you added stat...and people mostly pick the one thats the best suited for that class..
But since Bioware lets talk about how this destroys the good old days of RPGS...