So much for multiplayer not affecting singleplayer, then.
I hope you aren't taking his post seriously
So much for multiplayer not affecting singleplayer, then.
link, please.
Sure.
http://forum.bioware...ver/?p=17416109
I do not find there to be that much of a difference so far. Maybe a smidge easier than Origins in the early going depending on your build, but part of that is because combat design is also built around being somewhat attritional (wearing on the party by making them spend resources) as opposed to "all encounters must be designed around the idea of incapacitating the party."
So... no healing magic (that we saw), less specializations, DA2-styled combat and camera, only 8 skills in skillbar, "open world" that is full of narrow corridors, timed-exclusive DLCs for xBox and now no attributes. Yeah. Looking better and better by the day...
DA2 style camera? What happened to Tactical Cam? Less specialisations? Hasn't this game introduced 5 or so new specialisations (though it has kicked out a couple of others)? What narrow corridors (other than in places where narrow corridors would be appropriate, like indoors)? No attributes? What about the bonuses from gear and passives?
Your post seems sadly misinformed.
I'll also point out that the crafting system has been dramatically reworked into something resembling a fully-baked, deep gameplay mechanic. Criticising a game for less customization while ignoring an expansive avenue the game gives you to customize your characer is not actually being critical of the system at all, but only reflecting one's own arbitrary preferences for how they want to customize their character. With the inclusion of the crafting, I suspect I'll find Inquisition's customization deeper than any previous Dragon Age game.
no reference to multiplayer infecting single player at all in that.
This is what people say to justify the removal of things they don't like until the game does the same to them.
Well, yes. People like removing things that they don't like, but not things that they like.
And I was saying that the attribute system you're defending made no fecking sense whatsoever as by "placing my stats" when I level up results in my character's strength increasing fivefold over a time period which can't be more than a couple of months. And he wasn't some weedy nerd when he started, he was already a trained fighter.
Tying stats primarily to equipment makes far far more sense. A magically enhanced outfit could lead to that kind of increase. And, providing crafting is done well, with plenty of flexibility, there's no net loss in customisation of your total stats compared to previous DA games.
It makes more sense if you're OK with the world of Dragon Age being absolutely littered with suits of magical power armour
I hope this game has a prison break sequence or something else where the PC is deprived of gear.And I was saying that the attribute system you're defending made no fecking sense whatsoever as by "placing my stats" when I level up results in my character's strength increasing fivefold over a time period which can't be more than a couple of months. And he wasn't some weedy nerd when he started, he was already a trained fighter.
Tying stats primarily to equipment makes far far more sense. A magically enhanced outfit could lead to that kind of increase. And, providing crafting is done well, with plenty of flexibility, there's no net loss in customisation of your total stats compared to previous DA games.
I hope this game has a prison break sequence or something else where the PC is deprived of gear.
Including weapons.
I hope this game has a prison break sequence or something else where the PC is deprived of gear.
Including weapons.
We'd just rely on the stats we gain from our ability and spell choices then I guess. Same as we would have had to in previous games where we relied on the stats we upgraded manually.
I can already hear the cheers for when they confirm attributes and healing are returning in DA4
Provided they don't kill the franchise with DA3.
Jesus Christ, this thread.
Let's compare the two levelling up systems and see which one's more flexible in terms of stats.
1) The Warden is level 10. They have spread 30 points over various attributes. They are either very focused in one or two areas, or a jack-of-all-trades-master-of-none in several. If they wish to respec they must spend 12 odd sovereigns (I forget the exact amount) to buy a special book and spend several minutes respeccing.
2) The Inquisitor is level 10. They have spread 10 talent points over a variety of talents, some passive, some active. Each passive has granted a +3 bonus to a useful attribute. Moreover, they have a variety of gear increasing their stats by large amounts. If they want to switch focus or weapon (say, taking out a bow for a fight like the Broodmother fight in DAO though not having necessarily any talents for it) they can redistribute the entirety of their gear to make them more efficient in said combat. While the stat swings are larger, and perhaps often not as helpful given gear drops, they allow for a much more focused development, and much easier respeccing or changing of focus.
I'm sorry guys. I really am. Hell, even I was a little concerned when I saw this. But option 2 has by far the most diversity and choice.
Whoops.
Changing the focus of a character by just changing gear wouldn't really help, since they'd have not talents to use that would help them utilize the new focus. It would require using a respec potion/book and spend several minutes going through their talents like in DAO/2...
It should also be pointed out that there is gear in DAO/2 that increases stats, that you can swap out if you choose to change the focus of a character in those games...
The only difference is in option 2, you have zero control over the allocation of attribute points. And while I care less about attribute distribution than I do about being seemingly forced to use the crafting system, I don't believe anyone has adequately explained why this is a good thing for a single-player game. Because in most other single-player games where you don't touch attributes, you can't even see them to know what they are....
I'll also point out that the crafting system has been dramatically reworked into something resembling a fully-baked, deep gameplay mechanic. Being critical of a game that creates an expansive avenue to customize your character and then encourages you to use said avenue to customize your character is not actually being critical of the system at all, but only reflecting one's own arbitrary preferences. With the inclusion of the crafting, I suspect I'll find Inquisition's customization deeper than any previous Dragon Age game.
Yeah. Now, it's possibly that the crafting system sucks. But if it lives up to what Bioware have been claiming there is no loss of customisation. All that's changed is where the customisation occurs. If you object to this from a lore perspective, you might have a point, although, as I've pointed out several times, the previous system was pretty stupid from a lore perspective too. But if you're objecting to it from the perspective of it reducing customisation, I just can't see how you can claim to have a leg to stand on.
In DA:O, you had free reign on your charcaters innate attributes and had to pick from a selection of pre-set options from your gear
In DA:I you have free reign on your gear's attributes, and have to pick from a selection of pre-set options for your innate ones (through talents)
The net result is the same.
no reference to multiplayer infecting single player at all in that.
No there isn't. I'm glad we agree ![]()
DA2 style camera? What happened to Tactical Cam? Less specialisations? Hasn't this game introduced 5 or so new specialisations (though it has kicked out a couple of others)? What narrow corridors (other than in places where narrow corridors would be appropriate, like indoors)? No attributes? What about the bonuses from gear and passives?
Your post seems sadly misinformed.
I don't mean tactical camera and you know it.
Less specializations: 9 vs 18 in Origins. Even if you don't count Awakening it's 9 vs 12.
Narrow corridors: constant canyons, caves, paths between cliffs etc. Watch gameplay videos. It's all there.
No attributes on level up - I don't even need to explain. First dragon age game to take this feature out. Even dumbed down DA2 had it.
I'm not misinformed.
No, stats are a staple of RPGs. How they are allocated, or even the ability to allocate them manually, is not.It isn't trivial. LOL it's a staple of RPGs and one of the most common complaints of Skyrim. I mean really, what is there to streamline? There's six ****** attributes. It's not rocket science.
It's a bit of a problem to lose all your cunning, dexterity and constitution when you're making love
I want to know how my Warden didn't break his sexual partners given that he was somewhere in the region of 5 times as strong as a normal man (and that's normal by the standards of a harsh world...)
It's a bit of a problem to lose all your cunning, dexterity and constitution when you're making love
But you won't you'll keep the attribute bonuses you gained when you did the training to learn those abilities that require them.
This is what people say to justify the removal of things they don't like until the game does the same to them.
No that is a bad mechanic. Period. It is a lazy way to handle leveled gear with no other real value anything else you want to do should be handled with skills points not attribute points.
It's a bit of a problem to lose all your cunning, dexterity and constitution when you're making love
lmao
Reminds me of this book from Skyrim.
http://elderscrolls....Hallgerd's_Tale
It's a bit of a problem to lose all your cunning, dexterity and constitution when you're making love
So if I can't change the attributes, can't see the attributes of my enemies (thus I can't compare, or judge my relative power) - why do I even need to know how high they are.
Maybe just popup me the message "You became stronger and tougher" if I am a warrior, "You became wiser and ..." if a Mage etc.
With the new system, knowing my base stats is completely useless because every class will have the exactly same progression.
I have a couple questions coming from the DAMP side of things.
It has been said that when our MP characters reach level 20 and we 'promote' them we will get an attribute point, does this mean that we would be unable to assign the point where we want?
Also, if DAMP characters are able to gain a boost to their baseline attributes outside of skill selection and gear choices, does this mean that a similar feature exists for SP?
So if I can't change the attributes, can't see the attributes of my enemies (thus I can't compare, or judge my relative power) - why do I even need to know how high they are.
Maybe just popup me the message "You became stronger and tougher" if I am a warrior, "You became wiser and ..." if a Mage etc.
With the new system, knowing my base stats is completely useless because every class will have the exactly same progression.
You CAN change your attributes. You just do it through customising your equipment in the way you want instead of clicking the + button next to the stat on level up.
Same here,RNG trolls me enough that I get so pissed off that this is my reaction later when it happens again:
XD reminds me of that time me and my guild ran some HMs out of boredom.
We were a bunch of maras and snipers.
Freaking Merc drops every time.
Not enough wat in the world.