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No attribute points on level up


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#1376
Paul E Dangerously

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Of course anyone can voice an opinion, that's the purpose of forums :lol:

 

But streamlining? Well, I now what you and the others are concerned about...but as I see it: You only miss this attribute-stuff because it was part of the first two games....but there are wonderful games in the RPG-sector (like, well, Baldurs gate? Or Witcher 1- 3? Mass Effect?) that have no such things as attribute-spending anyway. Putting points into strength is not, for me, an essential part of RPGs...

 

So I do not see this as the end of the RPG-world, and though I understand other's opinion and concerns on that matter, I do not share it...

 

Baldur's Gate had attribute spending, even if only at character creation and not per level. And a fighter with 18/00 Strength was vastly different from a fighter that had 10 STR.



#1377
Rawgrim

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Baldur's Gate had attribute spending, even if only at character creation and not per level. And a fighter with 18/00 Strength was vastly different from a fighter that had 10 STR.

Indeed.

 

If he had 18 or 10 in dexterity too, actually. Charisma was a good thing to have too.



#1378
Giubba

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Baldur's Gate had attribute spending, even if only at character creation and not per level. And a fighter with 18/00 Strength was vastly different from a fighter that had 10 STR.

 

So as DA:I but it works differently,problem is?



#1379
Heimdall

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@Rawgrim, you do remember that crafting isn't the only way to get gear right?  Crafting might be necessary in the sense that its the best way to get exactly the stats you want on your armor, but that's hardly forcing it.  There's no reason to think you can't aquire diverse gear otherwise.

 

Furthermore, I heard that abilities have stat bonuses when you unlock them, presumably a stat relevant to that ability, which makes sense from a roleplaying perspective as the stat increase may be due to whatever training or practice/studying the character undertook offscreen to learn it.  Unless I'm wrong about that, gear isn't the only way to effect stats.



#1380
Rawgrim

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@Rawgrim, you do remember that crafting isn't the only way to get gear right?  Crafting might be necessary in the sense that its the best way to get exactly the stats you want on your armor, but that's hardly forcing it.  There's no reason to think you can't aquire diverse gear otherwise.

 

Furthermore, I heard that abilities have stat bonuses when you unlock them, presumably a stat relevant to that ability, which makes sense from a roleplaying perspective as the stat increase may be due to whatever training or practice/studying the character undertook offscreen to learn it.  Unless I'm wrong about that, gear isn't the only way to effect stats.

 

You can boost stats via passive skills, I belive. But you would have to pick one of those instead of a spell or an ability to get it, of course.



#1381
Elhanan

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DA:O levelled your character up automatically, unless you took the optional path of choosing it yourself.....
 
 
 
You can still chose your stats. You just chose them when you make gear instead of when you level up. In terms of gameplay, in terms of customisation where is the difference? I can conceed that from a lore perspective, from an RP perspective, there might be some flaws - although the previous system had arguably greater flaws as I have repeatedly highlighted in this thread - but from a mechanical sense, which is what you seem to be talking about here there is no functional difference.


No; before I had Followers do the crafting, if I used it at all, and perhaps this is still possible; uncertain. But now the game seems to coerce the Player to use Crafting to some degree. While I do not mind working armor and weapons so much, I loathe alchemy; have never liked it as far as I can recall.

Even then, one is nudged to craft buffs, and personally prefer to avoid Attribute bonuses especially when they can be stolen, removed, etc.

#1382
Giubba

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No; before I had Followers do the crafting, if I used it at all, and perhaps this is still possible; uncertain. But now the game seems to coerce the Player to use Crafting to some degree. While I do not mind working armor and weapons so much, I loathe alchemy; have never liked it as far as I can recall.

Even then, one is nudged to craft buffs, and personally prefer to avoid Attribute bonuses especially when they can be stolen, removed, etc.

 

No it doesn't there is still randon loot, and for what was shown on the various video there is a LOT of random weapon and armor dropped.



#1383
Sylvius the Mad

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So as DA:I but it works differently,problem is?

It means that every level 1 two-handed warrior is identical. There only character creation is cosmetic.
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#1384
Elhanan

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No it doesn't there is still randon loot, and for what was shown on the various video there is a LOT of random weapon and armor dropped.


True, but since every Warrior, Rogue, and Mage will have the same base design, it is likely that every class will select the same item effects; less versatility and customized characters.

#1385
AshenEndymion

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Because if the attributes are still used in things like damage calculations and other combat information, they might be useful to see.

 

The same thing is said about the approval of companions.  It's used in non-combat info/calculations, after all.  But people don't get to see the numerical value anymore because "reasons".

 

I fail to see why the numerical value of attributes is so much more important to be seen than the numerical value of one's relationship with companions when players like to make the point that the game is about the story, and not the combat...  Especially since one can't ever directly change the numerical value of attributes(gear changes are indirect, because they aren't permanent)...



#1386
nialler

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True, but since every Warrior, Rogue, and Mage will have the same base design, it is likely that every class will select the same item effects; less versatility and customized characters.

not really



#1387
Heimdall

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Yes; I used Mgc and Will for my Mages, but also had more DEX than many others as I found it helped defense. With a Rogue, I liked higher STR to wear Heavy or even Massive armors, as well as higher Will to fuel Talents. Now every Mage and Rogue will be basically the same.

If you wear the right armor, I imagine it'd be quite possible to have high dex on a mage, the end result is the same.

 

My question for you is why you didn't roll a warrior if you wanted to wear heavy armor?  The whole point of the Warrior/Rogue class distinction is that one is a finesse based fighter and the other is a front line soldier type.  I'd argue that perhaps the distinction shouldn't exist and there should be a single non-mage class personally, but as long as it does I don't see why Bioware must cater to your desire to break it.



#1388
nialler

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No; before I had Followers do the crafting, if I used it at all, and perhaps this is still possible; uncertain. But now the game seems to coerce the Player to use Crafting to some degree. While I do not mind working armor and weapons so much, I loathe alchemy; have never liked it as far as I can recall.

Even then, one is nudged to craft buffs, and personally prefer to avoid Attribute bonuses especially when they can be stolen, removed, etc.

i dont think that you require a certain level in crafting skills in order to craft gear in this game.



#1389
Giubba

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It means that every level 1 two-handed warrior is identical. There only character creation is cosmetic.

 

Yes and the problem is?

 

In DA:I the game progression works like this, the concept it's not better or worse than any other system implemented in any other crpg.

Maybe how is implemented into the game will not work as intended by bioware but i'm not against the concept of stats customization via gear.

 

You guys think there is only 1 monolithic way (yours namely) on how RPG should work, guess what? It's not .



#1390
AshenEndymion

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No it doesn't there is still randon loot, and for what was shown on the various video there is a LOT of random weapon and armor dropped.

 

Untrue.  The various videos show lots of crafting materials out in the field.  And various amounts of loot drops from the fights(I've really only noticed 1 loot drop per ~6 enemies killed).  But no one has ever picked up a loot drop, save for that avaar boss.  It can't be said weapons and armor drop in high amounts, when we don't know what was in the loot drops.  It could be more crafting materials or just gold.



#1391
AlanC9

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This "discussion" is lame.


And yet, here you are.

#1392
The Hierophant

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Got yourself a fan Rawgrim? Anyway i can't wait to see how this feature impacts the necessity of item crafting, importance of race choice and ability, importance of certain specs, passives and talents, and meta/powergaming in general. Hopefully DAI's system offers more improvements over the previous titles rather than issues.

#1393
Elhanan

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not really


Pithy, but seemingly inaccurate. If one Rogue finds a STR item, they are seemingly less likely to select that effect over DEX or CUNNING. If a Mage finds an item with higher DEX; apparently will prefer higher MGC and WILL.

Previously, I might have selected those options, as I had builds that supported more choices. Now, they are here no longer. And I am blaming some sneaky... Witch-thief!

:)

#1394
Rawgrim

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Yes and the problem is?

 

In DA:I the game progression works like this, the concept it's not better or worse than any other system implemented in any other crpg.

Maybe how is implemented into the game will not work as intended by bioware but i'm not against the concept of stats customization via gear.

 

You guys think there is only 1 monolithic way (yours namely) on how RPG should work, guess what? It's not .

 

True. One can also go the simplified route. Where the characters are limited to 5 different ones. Dagger guy, bow guy, magic guy, big sword guy, and sword and shield guy. And each time you pick one of those its the same one as the one before.


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#1395
AlanC9

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Yes and the problem is?
 
In DA:I the game progression works like this, the concept it's not better or worse than any other system implemented in any other crpg.


Huh? You can't seriously be saying that all CRPG systems are equally good.

#1396
Giubba

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True, but since every Warrior, Rogue, and Mage will have the same base design, it is likely that every class will select the same item effects; less versatility and customized characters.

 

No it's not because it depend on which ability taken from the different tree each player will choose for his character so that point or two more of strength will be good for my warrior/reaver but not so good for yours warrior/templar.



#1397
Rawgrim

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Got yourself a fan Rawgrim? Anyway i can't wait to see how this feature impacts the necessity of item crafting, importance of race choice and ability, importance of certain specs, passives and talents, and meta/powergaming in general. Hopefully DAI's system offers more improvements over the previous titles rather than issues.

 

I do?



#1398
Muspade

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And yet, here you are.

Of course. I am interested in the end of this discussion.



#1399
Giubba

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Untrue.  The various videos show lots of crafting materials out in the field.  And various amounts of loot drops from the fights(I've really only noticed 1 loot drop per ~6 enemies killed).  But no one has ever picked up a loot drop, save for that avaar boss.  It can't be said weapons and armor drop in high amounts, when we don't know what was in the loot drops.  It could be more crafting materials or just gold.

 

False,just check the last video and you will see a lot of armor and weapon found on enemy or crates.



#1400
Paul E Dangerously

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So as DA:I but it works differently,problem is?

 

Bioware's more or less constantly eliminated choice from the equation.

 

In DAO, my rogue could focus on STR, DEX, or CUN, or any real combination of the three. I could choose from longswords, daggers, axes, maces (and greatswords, battleaxes and mauls, though those were only supported with autoattack). For range, I chould choose from longbows, shortbows, and crossbows.

 

In DAI, my rogue can't choose his own abilities, and can only use daggers. Ranged rogues can only use longbows.

 

You can harp on "but you can boost stats with gear!" all you want, but they've still eliminated about 80% of the combinations allowed through the weapon restrictions alone, and now you can't even control attribute gains.


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