Sorry for any delays in posts folks I am currently writing up my actual "story" along with a refined "final" version of the whole scenario and it might take a while. I'll get on here and comment on things once in a while as time allows. ![]()
Take 2 - Dumb Ideas for a Dual PC Storyline in DA4
#126
Posté 24 février 2016 - 01:33
#127
Posté 24 février 2016 - 09:58
That's okay take your time and i cannot say that i speak for all of us who follows your OP but i do it anyway is that we all can't wait to your final version of the whole scenario
- CardButton, Dragongirl24 et GeneralXIV aiment ceci
#128
Posté 24 février 2016 - 11:40
I think most of us are afraid of Bioware making another Hawke mess if they attempted this (I know I am). Hawke had 3 default personaity types, 2 genders and 2 VERY similar endings to their game ... and Bioware still managed to critically screw up their presence in DA:I. The Inquisitor in comparison is far more complex, it will only be more difficult to translate them into an NPC. Plus, a NPC narrator isn't exactly what were going for.
This is why I maintain that the return of a protagonist, ANY protagonist, must come with the ability to control their dialogue. Regardless of whether its a full blown returning/2nd protagonist or only a short npc cameo. They can't account for every player character, but they can provide us with a selection of dialogue options so that we can choose which one is right for our character (or which one is closest, as the case may be).
re: the inquisitors arm
Personally I'd prefer if they had a more mundane prosthetic with their own combat trees designed for the Inquisitor, rather than a magic one that allows them to use the same trees/animations as the Tevinter. Way more resources required I know, but still.
- Heimdall et CardButton aiment ceci
#129
Posté 24 février 2016 - 01:10
Personally I'd prefer if they had a more mundane prosthetic with their own combat trees designed for the Inquisitor, rather than a magic one that allows them to use the same trees/animations as the Tevinter. Way more resources required I know, but still.
Yeah, while this is a fan thing I am trying to keep budget concerns in mind ... I guess to challenge myself? With how much extra is going to be required to pull of the main storyline for a cohesive Dual-PC storyline where the balance between them can be about equal its gonna be big. The story dialogue itself is at most (but I'll say it because it is both the worst and best case scenario) will require double the amount of dialogue as DA:I if you include the Origin stories and some safe space leftover for additional dialogue required for the few decisions that will play a part returning for the Inquisitor in this set-up.
Which is why I kept combat improvements to just the base requirements (outside of re-doing the auto-attack system and hopefully allowing for a more control for companion orders.), re-tooled the budget for Haven, Val Royeaux, Skyhold and 4 of the explorable zones into the Minrathous budget (and hopefully some cool DA:O dungeon style zones, but they do those anyway so its no biggy), split the resources needed for both both love interests and followers. The prior should end up about the same and the latter could actually be cheaper because since the 9 companions are split between two groups which means less combinations of party banter would be available. ![]()
Skyhold mechanics and War-Table ops are gone, as well as Weapon/Armor Crafting + Resource Gathering.
Crafting was well done and was well implemented, but I did feel like it detracted a bit from the cool "rare" loot system that Dragon Age has always had and it made LOOT pretty pointless by the end outside of rings and amulets. Removal of it while sad will allow for that budget to be re-allocated elsewhere (hopefully into combat improvements) and honestly in a Act based storyline (sort of like DA2) even with more opportunities for exploration and free-roam than that game had, resource gathering wont work very well. ![]()
#130
Posté 24 février 2016 - 02:23
#131
Posté 24 février 2016 - 04:45
*Budget being a part of the reason I don't want the Inquisitor to have combat. That and not wanting to deal with the discrepancy of combat systems.
Unfortunately since my spread between the two PCs is pretty even I can't just have the Inquisitor "sit out" of combat, though again that being said thanks to your advice I managed to remove most of the combat from the first Act of the Inquisitors storyline while simultaneously making the earlier side-effects of the prosthetic more apparent. ![]()
In terms of actual budget allocation realistically it wouldn't take all that much facilitate for the Inquisitors addition in a combat role. An additional set of combat animations for each class/combat proficiency (so 2 for each: Mage, Dagger Rogue, Archer, Two Handed, One Handed/Shielded for a grand total of 10), which outside of the Inquisitor Mage combat style could and should be used to give the companions a bit more diversity in their combat animations. Namely, its not just a method of differentiating the Inquisitor PC from the Tevinter PC aesthetically, but also fixes the issue of Races fighting in a method that does not fit their body types. No more Elven or Human NPCs fighting like Qunari or Dwarves. ![]()
The second addition would be the additional 4 Talent Trees required for the Inquisitor's return (3 Unique Specializations and 1 PC specialization) ... which will require ability animations. With the exception of the unique trees for the Tevinter PC, the remaining Ability Trees and their animations/particle effects will be shared by both PCs and the NPCs, they need not be different. So if they use the same number as they did DA:I for the base for DA4 (12 Base Talent Trees, 9 Specializations, 1 Tree for the Anchor for a total of 22 with their respective animations) there would only need to be 26 total trees to get both PCs to work. ![]()
Mostly what I meant by "budgetary Combat Improvements" were: Improvements to the Auto-Attack system, they either need to make it more interactive (no more just holding down auto attack) perhaps by creating a timing mechanic that if you hit the autoattack at the right intervals you get a small boost to damage; or by allowing players to actually move while autoattacking. Also, the Follower Combat control mechanic which they did pretty well in DA:O and have not managed to get it done right since then. Bioware, Dot.Hack was doing that type of system well in 2002, what is your excuse? Just allow us 7-8 command slots per companion that facilitates their combat/move priority and make it so that the Companion prioritizes one over the other based off of the order those slots are placed on the list. If a move is placed in slot one the companion always does that before anything else, if it is in slot two the companion does that before all but slot 1 ... ![]()





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