LadyofNemesis
N5
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Post by LadyofNemesis on Apr 13, 2019 11:33:03 GMT
Under the category 'things DA 4 should learn from AC Odyssey'...please for the love of the Maker give us their flexible skill trees. It is very annoying when I have to waste points on skills or passives I don't want, just to get to the ones I do. In this case Leaping Shot and Hidden Blades. Just very annoying abilities that I wouldn't use, and I suppose I could put those two points to something else more beneficial. I haven't played a second of AC:O... but this thing you speak of... Flexible skill trees? The concept of it intrigues me. Yes, it does. I second this
I mean, why should I spend on talents that I don't even plan on using anyway?
I mean, after a few playthroughs you (generally) get a gist of what certain talents or spells do,
so why do I need to go through the entire motion again and again for several talents I won't even use?
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boxofscreaming
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Post by boxofscreaming on Apr 13, 2019 18:07:54 GMT
The optional boss the Sky Horror is a spellcaster and her abilities come in handy when fighting it. How can she be useful when she's faceplanted 100% of the time? Her Drop Dead talent can do enough damage to make the Horror retreat behind its forcefield and reduce the amount of time you have to spend actually fighting it. In most fights I'd expect she'd be weaker than Isabela, but probably not by that much and at least she can stay out of melee range with her throwing knives, which is handy against the massive wyvern bosses.
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Post by Ieldra on Apr 16, 2019 18:37:32 GMT
I'd like more stealth mechanics and the return of non-combat skills. I dislike open combat with all that stuff that's advertised as "fast-paced action" as if that was a recommendation. It isn't. It's a serious putoff. I don't play games to train my hand-eye coordination, and roleplaying should depend on my character's skills, not mine.
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LadyofNemesis
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by LadyofNemesis on Apr 16, 2019 19:12:03 GMT
I'd like for a return of the friendship/rivalry system of DA2
or at least have a visible approval thing again like we had in Origins...in Inquisition it was sometimes hard to keep track of how much approval you had with certain party members
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melbella
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Trouble-shooting Space Diva
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Post by melbella on Apr 16, 2019 19:15:59 GMT
in Inquisition it was sometimes hard to keep track of how much approval you had with certain party members Especially because there was no number visible unless you looked behind the curtain. What does "Greatly Approve" mean anyway? Why assign number values but then keep them hidden? This was especially bad for the Divine selection. Behind the scenes numbers that were bugged for one thing, but no way to know who got what when, unless you dig into the game code.
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LadyofNemesis
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by LadyofNemesis on Apr 16, 2019 19:20:02 GMT
in Inquisition it was sometimes hard to keep track of how much approval you had with certain party members Especially because there was no number visible unless you looked behind the curtain. What does "Greatly Approve" mean anyway? Why assign number values but then keep them hidden? This was especially bad for the Divine selection. Behind the scenes numbers that were bugged for one thing, but no way to know who got what when, unless you dig into the game code. yeah, I ended up with Vivienne as my Divine last time (generally I get Leliana) due to it I wasn't mad about it, just surprised because I seemed to recall never actually actively supporting Viv's candidacy
when she gave her 'Cassandra would make a good Divine' I supported Leliana because my Quizzy was romancing Cass and I didn't want to loose her
so yeah...pleasantly surprised I got Vivienne, though it might have something to do with certain subtle things I did during that playthrough
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Noxluxe
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Post by Noxluxe on Apr 17, 2019 11:54:58 GMT
I'd like for a return of the friendship/rivalry system of DA2 or at least have a visible approval thing again like we had in Origins...in Inquisition it was sometimes hard to keep track of how much approval you had with certain party members ...friendship and rivalry tracked separately, with dialogue and/or interrupt options opening up independently for each. Sort of like Paragon/Renegade, but for each companion relationship and preferably with lower thresholds so you don't have to go all-in for the entire plahythrough to get those options. Or at least with some sort of tweak that makes it less frustrating to manage while trying to roleplay than in DA2. I like the hidden approval thing. Sometimes you think things are good with someone, while that person actually has private reservations about you souring things from their end without you having a clue until it comes into expression one way or another, at which point you may have to try to figure it out in the moment with no preparation. The lack of tracked relationship progress introduces fairly realistic uncertainty into the friendships early on, and forces you to try to read the companions and what they're doing and saying to get a sense of their thoughts about you. Felt a bit more organic to me. Unfortunately, the comparatively high-production-value cut-scenes and protagonist-voiced dialogue wheel also make conversation a lot more streamlined and rarer and less intricate than in Origins, making the whole system feel restrictive and precarious, because if you say something stupid - which you now have little idea of before-hand when selecting the dialogue - you never know when or if you'll get the chance to clear the air or make it up to the person in a meaningful way. Which often isn't hard to do in real life once you've finally recognized that you messed up and are actually putting thought into a way to make good. But which is obviously impossible when you're limited to a set number of streamlined interactions throughout the game with no chance to initiate real conversation unless the game deems it appropriate.
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Post by The Elder King on Apr 17, 2019 11:56:00 GMT
I'd like more stealth mechanics and the return of non-combat skills. I dislike open combat with all that stuff that's advertised as "fast-paced action" as if that was a recommendation. It isn't. It's a serious putoff. I don't play games to train my hand-eye coordination, and roleplaying should depend on my character's skills, not mine. While I agree on your point, I actually think that they might go towards a more action-style of combat, at least in regards of animations and flow of combat. And I wouldn’t discount the possibility of them making the combat more similar to ME3, in the sense that they’d add rolling options to avoid hits. I’d prefer something more like DAO with a speed in animations between that and DA2, but I’m not sure they’d go for that. Either way, I think they’re going to take a firm stance and not implement a hybrid system like DAI. On other topics, I do want specialization to be more important, both in terms of quest involved to unlock them, and how it changes the way your character fight, kind of like Reaver and maybe KE in DAI. On the approval system, I still think a double system that checks your affection/friendship separated from your approval of a companion’s stance would work best, but I understand that it might be complex to implement. Howewer, I hope they’ll either show again the approval bar, or hide completely the approval and disapproval reactions. There’s no use of making the bar invisible if you can still check the progress, even if in a more difficult way.
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Noxluxe
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Post by Noxluxe on Apr 17, 2019 12:08:29 GMT
On the approval system, I still think a double system that checks your affection/friendship separated from your approval of a companion’s stance would work best, but I understand that it might be complex to implement. Howewer, I hope they’ll either show again the approval bar, or hide completely the approval and disapproval reactions. There’s no use of making the bar invisible if you can still check the progress, even if in a more difficult way. Hmm. Or maybe just hiding the approval/disapproval gains of companions not directly present? And for the very composed and disciplined or deceiving ones, maybe? Checking the faces of people around you for reactions and using those over time to gauge how they think about your behavior, by itself, isn't unrealistic in the least.
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Post by The Elder King on Apr 17, 2019 12:39:07 GMT
On the approval system, I still think a double system that checks your affection/friendship separated from your approval of a companion’s stance would work best, but I understand that it might be complex to implement. Howewer, I hope they’ll either show again the approval bar, or hide completely the approval and disapproval reactions. There’s no use of making the bar invisible if you can still check the progress, even if in a more difficult way. Hmm. Or maybe just hiding the approval/disapproval gains of companions not directly present? And for the very composed and disciplined or deceiving ones, maybe? Checking the faces of people around you for reactions and using those over time to gauge how they think about your behavior, by itself, isn't unrealistic in the least. I don’t mind a system without both a bar and feeds on the approval’s variation, so your idea works for me. But I’m also fine with visible feeds and bar, I just think it doesn’t make sense how it worked in DAI. You can still keep track of the approval, it was just needlessly complicated.
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Post by Ieldra on Apr 17, 2019 13:57:27 GMT
I'd like more stealth mechanics and the return of non-combat skills. I dislike open combat with all that stuff that's advertised as "fast-paced action" as if that was a recommendation. It isn't. It's a serious putoff. I don't play games to train my hand-eye coordination, and roleplaying should depend on my character's skills, not mine. While I agree on your point, I actually think that they might go towards a more action-style of combat, at least in regards of animations and flow of combat. And I wouldn’t discount the possibility of them making the combat more similar to ME3, in the sense that they’d add rolling options to avoid hits. I’d prefer something more like DAO with a speed in animations between that and DA2, but I’m not sure they’d go for that. Either way, I think they’re going to take a firm stance and not implement a hybrid system like DAI. Yeah, I'm afraid that might be the case. Ah well, I play the DA games only for the world anyway at this point. Storytelling went downhill and is done better by other games these days, characters have felt increasingly unauthentic since DAO. I feel as if DAO was the last DA game where they wrote as things flowed from the quill, a time of innocence in videogame storytelling that is now long gone.
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Post by The Elder King on Apr 17, 2019 14:13:04 GMT
While I agree on your point, I actually think that they might go towards a more action-style of combat, at least in regards of animations and flow of combat. And I wouldn’t discount the possibility of them making the combat more similar to ME3, in the sense that they’d add rolling options to avoid hits. I’d prefer something more like DAO with a speed in animations between that and DA2, but I’m not sure they’d go for that. Either way, I think they’re going to take a firm stance and not implement a hybrid system like DAI. Yeah, I'm afraid that might be the case. Ah well, I play the DA games only for the world anyway at this point. Storytelling went downhill and is done better by other games these days, characters have felt increasingly unauthentic since DAO. I feel as if DAO was the last DA game where they wrote as things flowed from the quill, a time of innocence in videogame storytelling that is now long gone. I think a lot has to do with change of directions caused by different reasons. DA2 had a short development time, with neither enough time to work on all the details in the game, from graphics to story to combat, as well as waiting to get enough feedback on DAO, as they had to rush to work on DA2. DAI found itself in the middle of two gens, with 5 platforms to work on, a new engine difficult to work for creating RPGs, and the shift to open world games. With all the troublesome things Jason’s articles exposed to the world, as well with the project starting from zero again, I don’t really know what to expect. Maybe it’ll be disappointing or straight out terrible because the problems mentioned in the article will continue and EA would keep forcing their views on GaaS on them. Maybe EA will give them more freedom as they did with Fallen Order and the work situation gets better. We can only wait and see what they came up with and ne are working on post 2017. I do like the overall writing team, Matthew Goldman is a Bioware and DA veteran and Darrah is, based on what it’s said online, a good producer and not the same kind of leader the articles referred to. We’ll see how it goes.
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Polka Dot
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Post by Polka Dot on Apr 17, 2019 20:24:15 GMT
Lots of great ideas here. And here's a few of my preferences: -- I'd be perfectly content with a return of DAO combat mechanics, or at least the build variety and control it offered, especially in combination with the Advanced Tactics mod (and the mod that unlocks moar tactics slots). I feel like I read somewhere that they removed tactics programming because some people found it too complicated... and at the same time they added focus skills, beefed up cross-class combos, guard, barriers, and fairly involved crafting (based on RNG schematic and material drops, no less). IME, they made the mechanics more complicated and less satisfying. My response to those who found the tactics programming too complicated: leave it alone. The game offers pre-programmed tactics that automatically update as you gain new skills, so use those instead of creating custom sets. -- If they're not going to restore programmable tactics, they need to make some major improvements to follower AI. Iron Bull was a frequent die-er until you got him built and equipped a certain way, and hello, Varric - you don't need to crawl under the dragon's belly to use Bianca. -- I'd like the design to be less pushy about party balance. Yeah, I know the devs really, really, really want players to take balanced parties, but I think players' wishes should be respected here. This business of requiring a certain class (possibly with skills in a specific element) to gain entry to some part of the map or complete an objective needs to die in a fire. -- I'd like a significant reduction in visual fx. By mid to late game, my qunari warrior was so buried in fx I could barely see her. I felt like I was playing an arcade game, and that's a huge turn-off to me. I'd like some graphics settings that would allow me to make adjustments in how many skills generate fx and/or an opacity slider. -- If blood-based specs (blood mage, reaver) return, they should be very powerful but also have corresponding drawbacks. Injuries. Interrupted/incomplete health regen. They should also impact relationships and conversations. -- While I find the action combat in ACOD and Dragon's Dogma quite fun, I wouldn't want it in DA (at least not independently of programmable tactics WITH the ability to let the tactics control all 4 characters). ACOD isn't party based, so your character can sneak, snipe, assassinate, block. Dragon Dogma's mechanics and pawn AI allow quite a lot of control over follower behavior, which was not true of DAI.
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Post by colfoley on Apr 17, 2019 21:31:14 GMT
Lots of great ideas here. And here's a few of my preferences: -- I'd be perfectly content with a return of DAO combat mechanics, or at least the build variety and control it offered, especially in combination with the Advanced Tactics mod (and the mod that unlocks moar tactics slots). I feel like I read somewhere that they removed tactics programming because some people found it too complicated... and at the same time they added focus skills, beefed up cross-class combos, guard, barriers, and fairly involved crafting (based on RNG schematic and material drops, no less). IME, they made the mechanics more complicated and less satisfying. My response to those who found the tactics programming too complicated: leave it alone. The game offers pre-programmed tactics that automatically update as you gain new skills, so use those instead of creating custom sets. -- If they're not going to restore programmable tactics, they need to make some major improvements to follower AI. Iron Bull was a frequent die-er until you got him built and equipped a certain way, and hello, Varric - you don't need to crawl under the dragon's belly to use Bianca. -- I'd like the design to be less pushy about party balance. Yeah, I know the devs really, really, really want players to take balanced parties, but I think players' wishes should be respected here. This business of requiring a certain class (possibly with skills in a specific element) to gain entry to some part of the map or complete an objective needs to die in a fire. -- I'd like a significant reduction in visual fx. By mid to late game, my qunari warrior was so buried in fx I could barely see her. I felt like I was playing an arcade game, and that's a huge turn-off to me. I'd like some graphics settings that would allow me to make adjustments in how many skills generate fx and/or an opacity slider. -- If blood-based specs (blood mage, reaver) return, they should be very powerful but also have corresponding drawbacks. Injuries. Interrupted/incomplete health regen. They should also impact relationships and conversations. -- While I find the action combat in ACOD and Dragon's Dogma quite fun, I wouldn't want it in DA (at least not independently of programmable tactics WITH the ability to let the tactics control all 4 characters). ACOD isn't party based, so your character can sneak, snipe, assassinate, block. Dragon Dogma's mechanics and pawn AI allow quite a lot of control over follower behavior, which was not true of DAI. the question I always ask when it comes to these things for an RPG is "does it help me immerse myself and play a character?" Things like assigned attribute points and how DAI handled crafting, allowing me to create weapons to my characters specifications, does. Messing around in tactics menus for hours at a time... doesen't. At least it breaks my flow it comes to such things. My ideal would be to have a somewhat expanded version of the inquisition tactics. First, you are right that the AI makes questionable range choices...so I'd add range to the tactics letting the AI know how far you want to keep them. Secondly, I'd add a priority targets list. Because the way it works now if you have Bull defending the PC and no one is attacking them, he'll stand there. So instead say 'Bull you're first job is to defend me but if no one is attacking me go for any 'bosses' and if there are no bosses go for any Archers'.
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Polka Dot
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Post by Polka Dot on Apr 17, 2019 22:14:48 GMT
the question I always ask when it comes to these things for an RPG is "does it help me immerse myself and play a character?" Things like assigned attribute points and how DAI handled crafting, allowing me to create weapons to my characters specifications, does. Messing around in tactics menus for hours at a time... doesen't. At least it breaks my flow it comes to such things. I found DAI's crafting far more time-consuming than setting up tactics. But like I said - if you don't like programming tactics, use the presets. They work very well in DAO/2, much better than DAI's. Enter the tactics UI. Under behavior, select ranged. Done. Enter the tactics UI. Behavior: default, Enemy: attacking player -> jump to x, Enemy: any -> jump to x, x starts the standard routine. Done.
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Post by colfoley on Apr 17, 2019 23:06:44 GMT
the question I always ask when it comes to these things for an RPG is "does it help me immerse myself and play a character?" Things like assigned attribute points and how DAI handled crafting, allowing me to create weapons to my characters specifications, does. Messing around in tactics menus for hours at a time... doesen't. At least it breaks my flow it comes to such things. I found DAI's crafting far more time-consuming than setting up tactics. But like I said - if you don't like programming tactics, use the presets. They work very well in DAO/2, much better than DAI's. Enter the tactics UI. Under behavior, select ranged. Done. Enter the tactics UI. Behavior: default, Enemy: attacking player -> jump to x, Enemy: any -> jump to x, x starts the standard routine. Done. indeed it was but it was far more enjoyable to me and the rewards were pretty awesome. I think you're missing my point. I've played the games I know what the Origins tactics system is and is not capable of. But what I'm suggesting is a slight addition to what's in Inquisition, what you seem to be suggesting is a throwing the baby out with the bathwater and going back to Origins. Which, perhaps unfairly, implies to me that the horribly clunky combat from Origins will also be returning as well...and that is something I do not want.
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Post by The Elder King on Apr 17, 2019 23:29:10 GMT
Given that DA2’s tactics were on par if not better then DAO’s, and its combat, regardless of the opinion on it, is certainly not as clunky, I don’t see why the tactics system is related to how the combat works. Inquisition was actually less...action? Slower? Then DA2’s, and yet, it had a far simpler tactics system.
They can very well for for a more reflex based combat system as in ME3, with rolls, and still implement a deep tactics system, if they want to. I don’t see the reason to limit this option, to be honest. I see the point in being too time-consuming (although I don’t agree on the immersion breaking, but it’s subjective), but it’s not like the options are mutually exclusive. The tactics you can implement in DAI, or a better version of it, can be done in both previous games. Just give people option to set up both basic and more complex tactics.
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Post by Polka Dot on Apr 17, 2019 23:44:34 GMT
I found DAI's crafting far more time-consuming than setting up tactics. But like I said - if you don't like programming tactics, use the presets. They work very well in DAO/2, much better than DAI's. Enter the tactics UI. Under behavior, select ranged. Done. Enter the tactics UI. Behavior: default, Enemy: attacking player -> jump to x, Enemy: any -> jump to x, x starts the standard routine. Done. indeed it was but it was far more enjoyable to me and the rewards were pretty awesome. I think you're missing my point. I've played the games I know what the Origins tactics system is and is not capable of. But what I'm suggesting is a slight addition to what's in Inquisition, what you seem to be suggesting is a throwing the baby out with the bathwater and going back to Origins. Which, perhaps unfairly, implies to me that the horribly clunky combat from Origins will also be returning as well...and that is something I do not want. You complained about working with the tactics menu, so I responded to that. I never found a baby in DAI's combat, just the bathwater. I found it to be a mind-numbing slog. The only way to make it at all tactical is to do the pause and issue each command individually thing - which takes far too long to be at all enjoyable. Much easier and quicker to program the tactics and let the computer carry it out. The other thing I love about that Advanced Tactics mod is that I don't have to manage any of the characters - the mod will control all 4 of them if you like. That's what I want.
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Post by Polka Dot on Apr 18, 2019 0:41:36 GMT
One thing I neglected to mention in my earlier list: I'd also like the ability to change weapons mid-combat restored.
Being able to equip multiple load-outs (ala DAO/2) would be the preferred option, but equipping something else from inventory would be okay, too.
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Post by alanc9 on Apr 21, 2019 15:39:49 GMT
indeed it was but it was far more enjoyable to me and the rewards were pretty awesome. I think you're missing my point. I've played the games I know what the Origins tactics system is and is not capable of. But what I'm suggesting is a slight addition to what's in Inquisition, what you seem to be suggesting is a throwing the baby out with the bathwater and going back to Origins. Which, perhaps unfairly, implies to me that the horribly clunky combat from Origins will also be returning as well...and that is something I do not want. You complained about working with the tactics menu, so I responded to that. I never found a baby in DAI's combat, just the bathwater. I found it to be a mind-numbing slog. The only way to make it at all tactical is to do the pause and issue each command individually thing - which takes far too long to be at all enjoyable. Much easier and quicker to program the tactics and let the computer carry it out. The other thing I love about that Advanced Tactics mod is that I don't have to manage any of the characters - the mod will control all 4 of them if you like. That's what I want. I'm not quite clear what "make it at all tactical" means here. Gamers are using "tactical" in a pretty ill-defined way these days. What do you mean by it? I never had to manage anyone but my PC in DAI, which is how I like it. Given the way skills work in DAI, your build pretty much defines your tactics anyway.
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Post by PapaCharlie9 on Apr 21, 2019 17:06:28 GMT
I'm of a few different opinions here, some of them unpopular, no doubt. DAI+The overall mechanics of DAI were very good. Enough meat in the skills and combat systems to make min/maxing and battle strategy enjoyable, but also with enough short-cuts and simplifications to make it enjoyable for people who don't care about that stuff. So I wouldn't mind taking DAI and just adding on more skills and specializations, swapping out the least useful skills, and keeping combat more-or-less the same as Trespasser. Even just fixing the buggy Double Dagger rogue AI and targeting would be enough. Honestly, I'd even be happy with no changes to the skills, specializations or combat system at all, as long as they quintupled the variety of enemy types. Mass Effect Andromeda-style class/skills systemProbably unpopular, but I like the direction MEA was going in. You still sort of had a class, but you could customize it enough to play the mix of combat tactics that you enjoyed the most. Want to SPACE BOOST like T.J. Lazer (Vanguard with Biotic Charge) but still be a top notch sniper (normally only allowed for Soldiers and Infiltrators)? No problem, you can do that. This basically means all skills can be unlocked and bought, but there's a skill point discount on the skills that match your class/profile -- or conversely, a penalty for those that don't. The intrinsic/genetic nature of magic use would be treated more like selecting male/female or race. You either are a mage or you aren't -- it wouldn't be a class. If you aren't, you can't unlock mage skills, but maybe you get +10 extra skill points to spend. Or maybe you get a non-mage skill tree that gives you access to abilities functionally equivalent to magic, like enchanted weapons only usable by non-mages (because they have a trapped spirit in them, or are made of red lyrium, or whatever). Unarmed combatI'd like to see unarmed combat get added. Bare fists, MMA, Quivering Palm, that kind of thing. Wouldn't it have been great if you could actually wrestle a bear in Hafter's Woods? Bullet-time / Dead Eye / HasteSeveral combat systems have this feature, including DAI -- where time is slowed down for a brief period so you can take more careful aim, reposition, set some traps, or otherwise take advantage of all your targets moving more slowly. But make it available to everyone. FlyingIf they are going to build the game from Anthem's code base, it would be criminally stupid not to enable this. Whether through flying mounts or as a spell or enchantment, I don't care. Of course, pretty much the entire combat and skills system would have to change to account for verticality, but so what? Path of Exile crazy skills quiltThis is actually just another mechanism for achieving the same level of customization as the MEA-style class/skills system. Every skill is unlockable, but the cost of going "off class" is enormous. Here's a picture of the passive skill tree (active skills use a different, item-based system). You start in the middle and work your way to the truly OP bonuses at the outer edge. Every point you spend in one direction is a point you aren't spending in another direction, effectively doubling the cost of starting from the middle, or even more if you branch off some route you already started. It looks complicated, but it actually isn't, and while most of the bonuses are tiny +2% buffs, these add up across a route, and the variety of builds and the degree of customization is unparalleled. Focus and concentration is rewarded, but if you really want to be a jack-of-all-trades, master of none, you can do so.
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Post by colfoley on Apr 21, 2019 17:43:36 GMT
I'm of a few different opinions here, some of them unpopular, no doubt. DAI+The overall mechanics of DAI were very good. Enough meat in the skills and combat systems to make min/maxing and battle strategy enjoyable, but also with enough short-cuts and simplifications to make it enjoyable for people who don't care about that stuff. So I wouldn't mind taking DAI and just adding on more skills and specializations, swapping out the least useful skills, and keeping combat more-or-less the same as Trespasser. Even just fixing the buggy Double Dagger rogue AI and targeting would be enough. Honestly, I'd even be happy with no changes to the skills, specializations or combat system at all, as long as they quintupled the variety of enemy types. Mass Effect Andromeda-style class/skills systemProbably unpopular, but I like the direction MEA was going in. You still sort of had a class, but you could customize it enough to play the mix of combat tactics that you enjoyed the most. Want to SPACE BOOST like T.J. Lazer (Vanguard with Biotic Charge) but still be a top notch sniper (normally only allowed for Soldiers and Infiltrators)? No problem, you can do that. This basically means all skills can be unlocked and bought, but there's a skill point discount on the skills that match your class/profile -- or conversely, a penalty for those that don't. The intrinsic/genetic nature of magic use would be treated more like selecting male/female or race. You either are a mage or you aren't -- it wouldn't be a class. If you aren't, you can't unlock mage skills, but maybe you get +10 extra skill points to spend. Or maybe you get a non-mage skill tree that gives you access to abilities functionally equivalent to magic, like enchanted weapons only usable by non-mages (because they have a trapped spirit in them, or are made of red lyrium, or whatever). Unarmed combatI'd like to see unarmed combat get added. Bare fists, MMA, Quivering Palm, that kind of thing. Wouldn't it have been great if you could actually wrestle a bear in Hafter's Woods? Bullet-time / Dead Eye / HasteSeveral combat systems have this feature, including DAI -- where time is slowed down for a brief period so you can take more careful aim, reposition, set some traps, or otherwise take advantage of all your targets moving more slowly. But make it available to everyone. FlyingIf they are going to build the game from Anthem's code base, it would be criminally stupid not to enable this. Whether through flying mounts or as a spell or enchantment, I don't care. Of course, pretty much the entire combat and skills system would have to change to account for verticality, but so what? Path of Exile crazy skills quiltThis is actually just another mechanism for achieving the same level of customization as the MEA-style class/skills system. Every skill is unlockable, but the cost of going "off class" is enormous. Here's a picture of the passive skill tree (active skills use a different, item-based system). You start in the middle and work your way to the truly OP bonuses at the outer edge. Every point you spend in one direction is a point you aren't spending in another direction, effectively doubling the cost of starting from the middle, or even more if you branch off some route you already started. It looks complicated, but it actually isn't, and while most of the bonuses are tiny +2% buffs, these add up across a route, and the variety of builds and the degree of customization is unparalleled. Focus and concentration is rewarded, but if you really want to be a jack-of-all-trades, master of none, you can do so. I love these. I do think that one way they could keep you on class is by attribute points to. Basically you can have any ability you want and spend your attributes where you want but some attributes only improve some fighting styles/ weapons.
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LadyofNemesis
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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LadyofNemesis
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ladyofnemesis
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by LadyofNemesis on Apr 21, 2019 18:20:54 GMT
PapaCharlie9 I'm not sure if I should be terrified or intrigued of that image it does look rather impressive
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LukeBarrett
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BioWare Dev
Game Systems Director for Dragon Age
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Game Systems Director for Dragon Age
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Post by LukeBarrett on Apr 21, 2019 22:39:13 GMT
PapaCharlie9 I'm not sure if I should be terrified or intrigued of that image it does look rather impressive The remarkable thing is they update their tree all the time. That is actually from 3.0 (about 1 year ago) and it's already been improved since then (FWIW I have 1700 hours played in PoE)
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Post by river82 on Apr 21, 2019 22:53:41 GMT
You complained about working with the tactics menu, so I responded to that. I never found a baby in DAI's combat, just the bathwater. I found it to be a mind-numbing slog. The only way to make it at all tactical is to do the pause and issue each command individually thing - which takes far too long to be at all enjoyable. Much easier and quicker to program the tactics and let the computer carry it out. The other thing I love about that Advanced Tactics mod is that I don't have to manage any of the characters - the mod will control all 4 of them if you like. That's what I want. I'm not quite clear what "make it at all tactical" means here. Gamers are using "tactical" in a pretty ill-defined way these days. What do you mean by it? I never had to manage anyone but my PC in DAI, which is how I like it. Given the way skills work in DAI, your build pretty much defines your tactics anyway. Because gamers tend to combine 'tactics' and 'strategy' into one catch-all phrase. Bioware used the interface of a RTS game for Baldur's Gate, it's part of the reason why it has so many strategic elements compared with today's RPGs. Gamers sometimes call these qualities ... tactics. Anyway in short, to coin a phrase from some random gamer, "strategy requires thought, tactics require observation." Positioning before a fight begins is strategy, nailing the big dude at the front with a combo is a tactic. It's usually pretty easy to figure out by context. EDIT: In this case it means if you want to issue commands to your squad during the battle in real time, mostly tactics, you either have to pause consistently or set up your party's A.I. While it's fair to say that you might not like controlling your party, this is the history of Bioware's games. It's what makes Bioware ... Bioware. What would be the point of companions? If you only want to control your own player, may as well play a non-party RPG. Was never a fan of the tactical menu in Origins. Was only really necessary if you played on console, in which case you were playing it wrong #PCMasterRace
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