Okay,I'm back from job orientation so what did I miss?
wut.
Okay,I'm back from job orientation so what did I miss?
wut.
How is having a CHOICE of weapon sets at any time not a choice...Your just lost mate or a troll..
Because its purely cosmetic. You are still, in fact, doing the same thing regardless of whether or not you switched weapons.
How is having a CHOICE of weapon sets at any time not a choice...Your just lost mate or a troll..
It's not a meaningful choice as you just take both and use the obvious best one for a situation. There's no thinking involved, It's a no brainer. There's nothing to chose between. On the other hand, having to chose a weapon type beforehand is a very meaningful choice that leads to two very different playstyles.
Circular logic, re-hashing of the same tired arguments, ad hominem attacks, straw men. You know, the usual.
I assume if you're starting a new job? If so, I wish you good luck.
Point.
Good to know.
Thanks,I got a job as package handler at FedEx and my training starts tomorrow.I'm pretty excited. ![]()
Good to know.
Thanks,I got a job as package handler at FedEx and my training starts tomorrow.I'm pretty excited.
Cool.
Good to know.
Thanks,I got a job as package handler at FedEx and my training starts tomorrow.I'm pretty excited.
Now that was random.
Okay,I'm back from job orientation so what did I miss?
Bioware announced we no longer spend attribute points when leveling up. Mayhem and varying opinions ensued.
Now that was random.
People post random stuff here all the time,you should've seen the old BSN.
It's not a meaningful choice as you just take both and use the obvious best one for a situation. There's no thinking involved, It's a no brainer. There's nothing to chose between. On the other hand, having to chose a weapon type beforehand is a very meaningful choice that leads to two very different playstyles.
You're overthinking this.
Explain to me why it doesn't make sense for a soldier to carry around two sets of weapons (sword and bow) if they're decent with both? This is a practice used by professional soldiers and knights in real history for as long as war has been around. Longbowmen often had shortswords, longswords, daggers or knives onhand for if they were attacked at close range; Knights trained in more than one combat style like spears and swords; and even samurai famous for wielding katanas trained to use bows, naginatas, and even guns.
Being able to switch weapon styles is less about "meaningful choice" and more about pragmatic preparation. Its about adapting to your environment for the sake of survival by using the weapon that best fits your situation.
Not allowing this in a gameplay sense really doesn't make sense when that's the logical thing that plenty of fighters can and have done in both this series and actual history.
Good to know.
Thanks,I got a job as package handler at FedEx and my training starts tomorrow.I'm pretty excited.
Grats ![]()
Actually, the ability to switch up your stats by putting on a different suit of armor is, if anything, more versatile.
It sure is, but it comes at a price.
The nature of RPG´s is that one identifies with ones character ingame. When leveling up and getting stronger, you are essentially getting stronger as well. Those level ups serve to enhance aspects of a human being that you can identify with, i.e getting stronger, faster or wiser. By moving this developement from experience points, to switchable items, they run the risk of people emotionally detaching from their hero.
I understand that this is not how it works exclusively in DA:I. You are still getting stats by leveling up, they are just attached to certain skills. It is the lesser of two evils for sure, but I´m still struggling to find the merit for it. What if i want to pick up chainlightning as a mage, and chainlightning gives intelligence, but because of my playstyle, I kind of feel like i want to max out constitution. Suddenly the game chooses something for me, that previously was a decition that the player made.
That does feel awkward, and like something was taken away from us.
I think this is a very poor design choice, and I really hope that it is changing before release, so that I have complete control of my character development.
Not yet - but I do have the CD where they sing one of the songs from Demonbane. Gotta love that.
And really, my character was the highest damaging, but I couldn't have done it without the others. Wynne to keep people healed and buffed, and Shale in Stoneheart mode is just amazing. I had Leliana to do ranged damage, but my character was versatile enough that I could switch to help out in that aspect if I needed. Just because a character is versatile doesn't mean they can handle everything.
Grats
Thank you kindly. ![]()
Or they came up with it on their own. Plenty of gamers will not go anywhere near an internet forum (and I can't really blame them), don't use the guides on the 'net, and just generally stick to themselves.
The point is, no build is unique. No character you come up is truly original, and you are always playing a clone of somebody else.
You're overthinking this.
Explain to me why it doesn't make sense for a soldier to carry around two sets of weapons (sword and bow) if they're decent with both? This is a practice used by professional soldiers and knights in real history for as long as war has been around. Longbowmen often had shortswords, longswords, daggers or knives onhand for if they were attacked at close range; Knights trained in more than one combat style like spears and swords; and even samurai famous for wielding katanas trained to use bows, naginatas, and even guns.
Being able to switch weapon styles is less about "meaningful choice" and more about pragmatic preparation. Its about adapting to your environment for the sake of survival by using the weapon that best fits your situation.
Not allowing this in a gameplay sense really doesn't make sense when that's the logical thing that plenty of fighters can and have done in both this series and actual history.
Exactly
My only hope is that they occasionally increase the amount of skill points you get (you know, like more than just one), or increase the availability of skill tomes. I heard a rumor that there was some way to get extra skill points, but I haven't heard how.
Otherwise, I'll just have to see how this current system works out, and adapt.
the fact that this thread has 1740+ posts in less that a day is proof that people a shocked about the change of not allocating attributes in the most straightforward way possible. Why oh why did they feel they had to go about allocating stats in a roundabout way?
And that's the core of it, some people just can't stand to have any aspect of the character outside their direct control. Personally, I'm very tired of these "but what if I want to assign points to a stat that isn't practical for my class" scenarios people keep throwing out. I get it, some people feel the need to make their characters super special snowflakes with off-kilter and deliberately class breaking builds. So craft some armor with a constitution bonus if you want it that badly, but don't expect Bioware to give you a classless system in a system defined by classes and don't complain that the system doesn't let you break them.It sure is, but it comes at a price.
The nature of RPG´s is that one identifies with ones character ingame. When leveling up and getting stronger, you are essentially getting stronger as well. Those level ups serve to enhance aspects of a human being that you can identify with, i.e getting stronger, faster or wiser. By moving this developement from experience points, to switchable items, they run the risk of people emotionally detaching from their hero.
I understand that this is not how it works exclusively in DA:I. You are still getting stats by leveling up, they are just attached to certain skills. It is the lesser of two evils for sure, but I´m still struggling to find the merit for it. What if i want to pick up chainlightning as a mage, and chainlightning gives intelligence, but because of my playstyle, I kind of feel like i want to max out constitution. Suddenly the game chooses something for me, that previously was a decition that the player made.
That does feel awkward, and like something was taken away from us.
I think this is a very poor design choice, and I really hope that it is changing before release, so that I have complete control of my character development.
It sure is, but it comes at a price.
The nature of RPG´s is that one identifies with ones character ingame. When leveling up and getting stronger, you are essentially getting stronger as well. Those level ups serve to enhance aspects of a human being that you can identify with, i.e getting stronger, faster or wiser. By moving this developement from experience points, to switchable items, they run the risk of people emotionally detaching from their hero.
Spot on, its an mmo strategy but one they use after you've fully levelled up. By making it part of the levelling up process the risk is as you say.
And that's the core of it, some people just can't stand to have any aspect of the character outside their direct control. Personally, I'm very tired of these "but what if I want to assign points to a stat that isn't practical for my class" scenarios people keep throwing out. I get it, some people feel the need to make their characters super special snowflakes with off-kilter and deliberately class breaking builds. So craft some armor with a constitution bonus if you want it that badly, but don't expect Bioware to give you a classless system in a system defined by classes.
Its not about wanting a classless system its about role playing options. They achieved it within a class system with DAO and it was their most successful game.
DAO had a very poor class system when it came to Rogues and Warriors, namely that there was so much overlap it was barely worth separating them. I said it then, that they needed to either toss the class system or make Rogues and Warriors more distinct in future games. What people here have been complaining about has mostly been about how they can't play rogues like warriors or warriors like rogues as far as I can tell. I'm not entirely happy with the way Bioware handled it, but I do approve.Its not about wanting a classless system its about role playing options. They achieved it within a class system with DAO and it was their most successful game.
the fact that this thread has 1740+ posts in less that a day is proof that people a shocked about the change of not allocating attributes in the most straightforward way possible. Why oh why did they feel they had to go about allocating stats in a roundabout way?
That would've been true if it was 70 pages of unhappiness from everyone.
And that's the core of it, some people just can't stand to have any aspect of the character outside their direct control. Personally, I'm very tired of these "but what if I want to assign points to a stat that isn't practical for my class" scenarios people keep throwing out. I get it, some people feel the need to make their characters super special snowflakes with off-kilter and deliberately class breaking builds. So craft some armor with a constitution bonus if you want it that badly, but don't expect Bioware to give you a classless system in a system defined by classes and don't complain that the system doesn't let you break them.
Its not about allocating stats for roleplay purposes. If you ask me the two should both be in the game, but compartmentalized. Why should I have less choices over how my stats are allocated. Don't tell me I have the same amount of choices on how I allocate attributes. From what we've see we have 3 ways: abilities and passives, gear, and respec and they're all indirect. In DA:O I could do this 4 ways at least. Off the top of my head you had: quests, level up gear and abilities totally made attributes more dynamic. 4 is more than 3 last time I checked. They's just adding unnecessary complexity for nightmare completionists.
That would've been true if it was 70 pages of unhappiness from everyone.
That would've been true if it was 70 pages of unhappiness from everyone.
I said people were shocked not that they disliked it.