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No attribute points on level up


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#851
thevaleyard

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To be clear, the respec potion applies to ability/skill points, not attributes.

 

How are attributes assigned when leveling? Do all attributes increase or just the two attributes that mainly affect each class (for example, strength and constitution for warriors).



#852
leaguer of one

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Depends on how it is changed, and at what cost.

How's a gear based system too much?



#853
Gtdef

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A wizard still needs to buy the scroll and learn the sell. If the spell is even sold in a shop. + spellcomponents can be very very expensive.

 

A wizard can technically beat any encounter by stopping time and making explosive runes. No saving throw. No spell components. Trust me, if he wants to give you a hard time, you will get a hard time. They have so many seemingly innocent spells that used together can cause more havok than a dm can take.

 

I've been reading about a dm that allowed the players to play whatever they want as long as they play an Evil alignment. Then after they killed pretty much everything and reduced the world into a pile of junk, he stopped the campaign, made them start new characters with tier limitations and used the world of the previous campaign and their characters as bosses. Biggest "**** you" story I've read ^^


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#854
Star fury

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To be clear, the respec potion applies to ability/skill points, not attributes.

So we can't assign attributes anyway? Choice and customisation are overrated.

#855
Rawgrim

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How's a gear based system too much?

 

It has absolutely zero to do with the character itself, or his skills. Its an item you put on. The other games had those too.



#856
Wulfram

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*Looks at bg.

 

Added it's not like their is no way to build on your characters abilities out side of gear. Character development is not just attributes.

 

BG let you choose your attributes at the start


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#857
KoorahUK

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That's crafting, that's not your character.

 

Plus crafting is always tedium incarnate.

YMMV. Crafting 50 identical Flubbles to increase my flubble crafting skills (thanks WoW) is phenominally tedious and should die in a fire. 

 

Crafting using componants to create a weapon of my choice, that looks how I want it to look with the attributes I want is not the same thing at all. Always pissed me off that there would be a "best weapon" that pretty much everybody ended up using because of its stats regardless of whether you wanted to use that weapon type at all. I like swords, but I believe best two handed weapon in DA:O was a maul. Oh. Guess my character is not a swordsman after all.

 



#858
Rawgrim

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A wizard can technically beat any encounter by stopping time and making explosive runes. No saving throw. No spell components. Trust me, if he wants to give you a hard time, you will get a hard time. They have so many seemingly innocent spells that used together can cause more havok than a dm can take.

 

I've been reading about a dm that allowed the players to play whatever they want as long as they play an Evil alignment. Then after they killed pretty much everything and reduced the world into a pile of junk, he stopped the campaign, made them start new characters with tier limitations and used the world of the previous campaign and their characters as bosses. Biggest "**** you" story I've read ^^

 

I think you need a diamond to cast time stop, actually.



#859
Dukemon

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Oh come on. That can not be true...

Where is my combat mage? originally, i want a mage to skill with strange, handy and more life and give him a heavy armor and a power sword. like in DAO.

 

This skill system is crap. This skill system is the reason  why I don't play Diablo 3.



#860
KoorahUK

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It has absolutely zero to do with the character itself, or his skills. Its an item you put on. The other games had those too.

Lets not overlook that it was stated the skill choices you make also incease your attributes. You are still crafting your character, its just the method for doing so has changed. 



#861
Wulfram

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Crafting using componants to create a weapon of my choice, that looks how I want it to look with the attributes I want is not the same thing at all. Always pissed me off that there would be a "best weapon" that pretty much everybody ended up using because of its stats regardless of whether you wanted to use that weapon type at all. I like swords, but I believe best two handed weapon in DA:O was a maul. Oh. Guess my character is not a swordsman after all.
 

 

In my experience all crafting means is that every non-tank character is going to be using a [best dps boosting material] foo of [best dps boost].  And I'll have to do a bunch of fiddling around so everyone gets one of those.  And looting becomes even more of a chore because anything that's not crafting components is just vendor trash - and you need to actually stop and pick up all of those nug skins and mushrooms and other assorted junk.



#862
Rawgrim

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Lets not overlook that it was stated the skill choices you make also incease your attributes. You are still crafting your character, its just the method for doing so has changed. 

 

Quite right. But not nessecarily the stats you wish to increase. So it still feels like the game is doing that bit for me, and making sure I don't "make poor choices".



#863
KoorahUK

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In my experience all crafting means is that every non-tank character is going to be using a [best dps boosting material] foo of [best dps boost].  And I'll have to do a bunch of fiddling around so everyone gets one of those.  And looting becomes even more of a chore because anything that's not crafting components are just vendor trash.

Fair enough, but its not just DPS though. If crafting also has implications for attributes then the items created will vary due to the different nature of each characters ability demands - Stamina/Mana, Health, Resistance etc - it shouldn;t just be about dps unless the system enforces that or you choose to make it so. 



#864
Nukekitten

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The potential problem I see with spinning this out into crafting is represented in the Assassin's Creed games and MMOs: The emphasis on crafting resulting gathering and very simply mechanics taking up a great deal of time as compared to just clicking what you want.

Done right, crafting is an interesting mechanic. I lose track of the time I spent when I was younger designing starships in 4X games, but hunt twenty nugs and then combine this handle with this blade is... less than interesting. Does anyone really want to spend their time searching the world for the next beastie they need for a handle?

The reason that the Witcher 2's crafting was relatively unobtrusive was that you knew ahead of time what ingredients you'd need, there wasn't really a level cap for the area - so to speak - and plans were available from the get-go, so you could focus on what you needed to craft a decent, or the best, equipment for that area - and you could buy the resources to do so, so if you didn't want to invest time hunting around the world you didn't have to.

... How they do crafting is really going to matter if this is how they're implementing a large part of their user controlled stats. If it's anything like the AC games, I'm not going to bother with that element of gameplay as far as it's possible to ignore it.

 

Tying stats to feats I'm more optimistic on. There were synergies that worked well in the previous games and it was rare to be too surprised that a state or a feat went well with something. Especially with so much of the stats hidden by default in DA anyway, I'm just not too concerned on that point. I'm not even sure it reduces the range of viable builds. I suppose it's possible people will end up taking feats they don't want to get the stat bonus associated with them - but DA's always been so strongly path dependent in that sense anyway....


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#865
Wulfram

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The potential problem I see with spinning this out into crafting is represented in the Assassin's Creed games and MMOs: The emphasis on crafting resulting gathering and very simply mechanics taking up a great deal of time as compared to just clicking what you want.
 

 

I believe there has been some talk of being able to delegate some resource gathering, for what it's worth



#866
Giubba

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So they changed the system used in Origins and DA2.

Good riddance, i won't miss it.
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#867
KoorahUK

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Quite right. But not nessecarily the stats you wish to increase. So it still feels like the game is doing that bit for me, and making sure I don't "make poor choices".

Sure I appreciate that, but I'm not sure allowing you to make poor choices is necessarily a good design approach - just a traditional one, and harder for the devs to balance consistantly.



#868
DarkKnightHolmes

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83571-Blink-182-WTF-gif-Imgur-First-VbnD.

 

Only 8 abilities allowed per combat.

Only 17 activated talent for mages.

Restricted weapon system (AGAIN!)

And now we don't get to use the attribute points as we see fit.

 

Who the hell actually enjoys being limited and restricted in a game? Especially in an RPG?


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#869
Giubba

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83571-Blink-182-WTF-gif-Imgur-First-VbnD.

Only 8 abilities allowed per combat.
Only 17 activated talent for mages.
Restricted weapon system (AGAIN!)
And now we don't get to use the attribute points as we see fit.

Who the hell actually enjoys being limited and restricted in a game? Especially in an RPG?


Again with this bullshit?
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#870
Wulfram

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Allowing the player to make poor choices is only worthwhile if it allows there to be interesting choices.  And really in previous games attribute system there wasn't much.  I mean, DA:O basically had the option of DEX or STR, but that was it, and that went in DA2.

 

Though I'm pretty sure people will be able to screw up their character pretty bad by equipping themselves in rubbish gear



#871
Giubba

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Allowing the player to make poor choices is only worthwhile if it allows there to be interesting choices. And really in previous games attribute system there wasn't much. I mean, DA:O basically had the option of DEX or STR, but that was it, and that went in DA2.

Though I'm pretty sure people will be able to screw up their character pretty bad by equipping themselves in rubbish gear


Agree. the skill system was rehearsed in DA2 (thanks the maker) but the attribute system needed also a lot of attention.
I'm glad they are trying something different for inquisition

#872
Gtdef

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I think you need a diamond to cast time stop, actually.

 

The spell doesn't require material component, but to reach the same result you have a lot of options which a dm must know. Traveling by boat for example, you can use the time to inscribe runes. You can use the spell timestop with a shadowcraft mage and use heightened silent image to transform your whole spell list into runes. You can use genesis to create a demiplane where time flows slowly, then teleport there and start inscribing. You can use miracle to ask one. You can shapeshift into a solar to cast miracle to do the same. Or summon and bind one and ask it to do your bidding.

 

Unless a dm knows most scenarios, a wizard has options. :P



#873
KoorahUK

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Allowing the player to make poor choices is only worthwhile if it allows there to be interesting choices.  And really in previous games attribute system there wasn't much.  I mean, DA:O basically had the option of DEX or STR, but that was it, and that went in DA2.

 

Though I'm pretty sure people will be able to screw up their character pretty bad by equipping themselves in rubbish gear

Indeed, although the difference being they can equip different gear to undo that error rather than be stuck with an poor build and either respec - which is FAR more immersion breaking that changing your equipment to stuff better suited for the task - or ending up with an unplayable gimped character forcing you to restart and repeat hours and hours of gameplay. 



#874
Nohvarr

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So we can't assign attributes anyway? Choice and customisation are overrated.

Because picking abilities/skills has nothing to do with choice and customization. [/sarcasm]

Another thing I am noticing is people ignoring that you literally upgrade the Inquisition itself

 


Just to supplement this, there's effectively two aspects of the game that you level up: your characters and the Inquisition itself.

 

Each of the 4 branches of the Inquisition has a skill that unlocks conversation options when appropriate (they also up your xp when discovering codex entries too. I find them very powerful/useful upgrades).

 

So yeah, your choice/customization is not implemented as it was in DAO/DA2 but you still have it.



#875
Vilegrim

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Because picking abilities/skills has nothing to do with choice and customization. [/sarcasm]

Another thing I am noticing is people ignoring that you literally upgrade the Inquisition itself

 

 

 

So yeah, your choice/customization is not implemented as it was in DAO/DA2 but you still have it.

 

 

picking from a limited tree and only havign 8 of those limited choices available at once is a step back.


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