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Post by midnight tea on Jul 31, 2017 14:03:34 GMT
I speculate the level cap will be 35. If not, then 40. Even before dlc was released for DAI. I reached the max level well before reaching the ending I don't think I'd pay much mind to what level we'd reach based of what we did in DAI. Inquisition was first RPG on Frostbite and that came with many limitations - now that they have two games on the engine and third at the finishing line, I assume that it allows for much more flexibility and that means impending changes or improvements to what we've seen in DAI.
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Post by Heimdall on Jul 31, 2017 14:40:55 GMT
I speculate the level cap will be 35. If not, then 40. Even before dlc was released for DAI. I reached the max level well before reaching the ending I don't think I'd pay much mind to what level we'd reach based of what we did in DAI. Inquisition was first RPG on Frostbite and that came with many limitations - now that they have two games on the engine and third at the finishing line, I assume that it allows for much more flexibility and that means impending changes or improvements to what we've seen in DAI. Not to mention, DAI was hampered by the previous console generation. Not directly related, but that was a big factor in the design choices made.
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Post by Avejajed on Jul 31, 2017 15:41:35 GMT
I always wonder what the big deal is with people on level caps. Shouldn't there be a natural limit? I get that by 3/4 into the main storyline (if I've spent a lot of time on side-quests and exploring) I've already leveled up pretty high, but I don't feel like reaching that number ruins the rest of the game for me. I don't know if raising the level cap is what people need so much as what needs to happen is they should slow down the process the further into the game you get? So that you reach the level cap at a much more appropriate time? I guess I just don't mind feeling sort of all-powerful by the end of the game, but I know many people don't find that challenging enough, even on Nightmare.
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Post by LukeBarrett on Jul 31, 2017 21:35:22 GMT
I don't think I'd pay much mind to what level we'd reach based of what we did in DAI. Inquisition was first RPG on Frostbite and that came with many limitations - now that they have two games on the engine and third at the finishing line, I assume that it allows for much more flexibility and that means impending changes or improvements to what we've seen in DAI. Not to mention, DAI was hampered by the previous console generation. Not directly related, but that was a big factor in the design choices made. Specifically on level caps in games: It really depends on how long the experience of the game is intended to be and then how frequently we want the player to level up in a 'standard' experience (obviously this number varies based on how you play. There are usually other 'catches' involved in this system - for example, on Inquisition the first 4 level ups were built to come very quickly compared to the rest of them so you could get your main character feeling fun in combat quickly. On top of the general experience of your main character you also have to factor in the mental attrition of having to also level up followers. Assuming you're not autoleveling them this adds time, and potentially friction, to your experience, especially if you're leveling up frequently. Did you have a preference for lots of incremental gains (many level-ups) or larger gains less frequently (fewer level-ups)?
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Post by Hrungr on Aug 1, 2017 0:04:51 GMT
Not to mention, DAI was hampered by the previous console generation. Not directly related, but that was a big factor in the design choices made. Specifically on level caps in games: It really depends on how long the experience of the game is intended to be and then how frequently we want the player to level up in a 'standard' experience (obviously this number varies based on how you play. There are usually other 'catches' involved in this system - for example, on Inquisition the first 4 level ups were built to come very quickly compared to the rest of them so you could get your main character feeling fun in combat quickly. On top of the general experience of your main character you also have to factor in the mental attrition of having to also level up followers. Assuming you're not autoleveling them this adds time, and potentially friction, to your experience, especially if you're leveling up frequently. Did you have a preference for lots of incremental gains (many level-ups) or larger gains less frequently (fewer level-ups)? Personally, my preference is the latter (for those reasons you talk about). I like to have as few interruptions to the flow of the game as possible. I find that after those more crucial early levels, I'll wait until "downtime" (Skyhold, Camps) to level up characters, rather than level up while exploring.
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Post by phoray on Aug 1, 2017 0:27:20 GMT
Did you have a preference for lots of incremental gains (many level-ups) or larger gains less frequently (fewer level-ups)? ummm... I don't know which this one falls under, but how about that leveling up system where it's only every other level up that affects stats a nd every other that gives a skill point? or, I guess, you'd get skill points every time. I like skill points more than stat boosts although obviously the stats have to go up (unless you somehow based all defense entirely on your gear or something. which, maybe HZD did that?) I like skill points because they are something that gives my character freedom to do what they gotta do the way I want to. But stat boosts can make Corypheus, and baddies like him, a cake walk.
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Post by arvaarad on Aug 1, 2017 1:25:14 GMT
Did you have a preference for lots of incremental gains (many level-ups) or larger gains less frequently (fewer level-ups)? ummm... I don't know which this one falls under, but how about that leveling up system where it's only every other level up that affects stats a nd every other that gives a skill point? or, I guess, you'd get skill points every time. I like skill points more than stat boosts although obviously the stats have to go up (unless you somehow based all defense entirely on your gear or something. which, maybe HZD did that?) I like skill points because they are something that gives my character freedom to do what they gotta do the way I want to. But stat boosts can make Corypheus, and baddies like him, a cake walk. Unless noncombat stats go back to using the same points as combat stats. I never quite understood the rationale for removing that tradeoff. I want to be forced to sacrifice combat prowess for persuasion or lockpicking, and vice versa. If my PC is a fast talker, it lets them skip combat situations. If they're a jock, they don't need to nerd their way to victory with potions and grenades. I want my party to fail miserably at some situations because their strengths aren't relevant for the task at hand. Siphoned all my party's perception into dps? Surprise, the trap-heavy enemy just flattened them. Siphoned all combat skill into stealth? Well, better be verrrrry careful sneaking into this castle, then.
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Post by gervaise21 on Aug 1, 2017 8:47:12 GMT
I certainly like a system where how you deal with a situation can depend on how you have developed your character. What I loved about the original Planescape Torment was it was entirely up to you whether you wanted a tank so focussed on stats that would aid that sort of character but could equally max out on things like wisdom and talk your way out of situations. It was a refreshing surprise to find this even carried through to the final confrontation when I used superior intellect and logic to defeat my adversary (which was also dependent on having done certain other things during the course of the game). Mind you this was also the game that gave you a brothel of the mind, so it had a lot of unique concepts from other games. Strangely enough this meant I didn't mind the fact that you were actually very restricted over how you customised your character in other respects, particularly appearance but also race and gender.
I also liked the DAO system where you made a choice whether to go for non-combat skills over developing your fighting expertise and there was a distinction between skills and talents. I also liked the total control you had over which stats you improved and this could impact on whether you could advance in a certain field. What I found odd about DAI is that you went from that sort of system to one where the skill you chose influenced which stats you advanced in and not the other way around. Whilst other skills, like advanced lock picking, where tied to the War Table perks and how many points you had with a particular advisor or as "Inquisitor". It was frustrating because you could have advanced to quite a high level but because you had insufficient points with that advisor, often through simply not having recruited enough of the right type of agent, you could not select it. That seemed to separate the skill from you as an individual and seemed more about the advancement of the organisation.
I was disappointed that the ability to spot and disarm traps has entirely disappeared from the game. It could be annoying when you inadvertently stepped on a trap and released something noxious but I accept the fact that I had either not perfected my skills sufficiently in that area, used the wrong person at the head of the party or had simply been careless.
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Post by naughtynomad on Aug 1, 2017 9:30:53 GMT
Unless noncombat stats go back to using the same points as combat stats. I never quite understood the rationale for removing that tradeoff. I want to be forced to sacrifice combat prowess for persuasion or lockpicking, and vice versa. If my PC is a fast talker, it lets them skip combat situations. If they're a jock, they don't need to nerd their way to victory with potions and grenades. I want my party to fail miserably at some situations because their strengths aren't relevant for the task at hand. Siphoned all my party's perception into dps? Surprise, the trap-heavy enemy just flattened them. Siphoned all combat skill into stealth? Well, better be verrrrry careful sneaking into this castle, then. This right here is a prime example of how including Multiplayer in a Singleplayer game screws things up. There was a discussion about it in another thread where some people thought that multiplayer has no discernible effect on single player. Guess again.
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Post by midnight tea on Aug 1, 2017 10:48:40 GMT
Unless noncombat stats go back to using the same points as combat stats. I never quite understood the rationale for removing that tradeoff. I want to be forced to sacrifice combat prowess for persuasion or lockpicking, and vice versa. If my PC is a fast talker, it lets them skip combat situations. If they're a jock, they don't need to nerd their way to victory with potions and grenades. I want my party to fail miserably at some situations because their strengths aren't relevant for the task at hand. Siphoned all my party's perception into dps? Surprise, the trap-heavy enemy just flattened them. Siphoned all combat skill into stealth? Well, better be verrrrry careful sneaking into this castle, then. This right here is a prime example of how including Multiplayer in a Singleplayer game screws things up. There was a discussion about it in another thread where some people thought that multiplayer has no discernible effect on single player. Guess again. Considering that the game didn't have traditional healing and the reasons for it were technical, I don't think multiplayer can be blamed for all of it. Besides, it may just be a gameplay system that ain't just used much anymore. I don't recall TW3 having it and the game had no multiplayer. DAI, on the other hand, had perks - which sort of worked like a system that is halfway there, I guess. As for me and the whole leveling thing - I'm replaying DAO and I'm annoyed at slow-ish leveling. Ultimately, if the game has a considerable number of abilities and passives to unlock, I think I prefer more incremental level-ups that shower me with points, so I don't have to look at that skill tree and growl at that ability/passive I won't be able to unlock for a zillion next levels :/ That could also be rectified with ways to gain points aside from leveling or finding amulets. I think more people would be more willing to go on shard hunt if they worked like skyshards in Elder Scrolls Online - gathering 3 shards means gaining a skill point. And if there's less stuff to unlock, then I guess the leveling could be slower.
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Post by arvaarad on Aug 1, 2017 12:48:40 GMT
Unless noncombat stats go back to using the same points as combat stats. I never quite understood the rationale for removing that tradeoff. I want to be forced to sacrifice combat prowess for persuasion or lockpicking, and vice versa. If my PC is a fast talker, it lets them skip combat situations. If they're a jock, they don't need to nerd their way to victory with potions and grenades. I want my party to fail miserably at some situations because their strengths aren't relevant for the task at hand. Siphoned all my party's perception into dps? Surprise, the trap-heavy enemy just flattened them. Siphoned all combat skill into stealth? Well, better be verrrrry careful sneaking into this castle, then. This right here is a prime example of how including Multiplayer in a Singleplayer game screws things up. There was a discussion about it in another thread where some people thought that multiplayer has no discernible effect on single player. Guess again. Not really? Multiplayer can have locked chests, areas to lay traps, and stealth/scouting opportunities too. You could even throw in the occasional persuasion check if you wanted. Have you met MP players for any game? They love playing characters that can skip some of the combat. It lets them do dungeon runs even quicker.
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Post by Rascoth on Aug 1, 2017 13:18:58 GMT
Have you met MP players for any game? They love playing characters that can skip some of the combat. It lets them do dungeon runs even quicker. Oh yes! Especially in looooooooooooooooong dung/raids Maker help the person that accidentally pulls, especially in PuGs.
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Post by Frost on Aug 4, 2017 1:43:15 GMT
Specifically on level caps in games: It really depends on how long the experience of the game is intended to be and then how frequently we want the player to level up in a 'standard' experience (obviously this number varies based on how you play. There are usually other 'catches' involved in this system - for example, on Inquisition the first 4 level ups were built to come very quickly compared to the rest of them so you could get your main character feeling fun in combat quickly. On top of the general experience of your main character you also have to factor in the mental attrition of having to also level up followers. Assuming you're not autoleveling them this adds time, and potentially friction, to your experience, especially if you're leveling up frequently. Did you have a preference for lots of incremental gains (many level-ups) or larger gains less frequently (fewer level-ups)? I like lots of incremental gains. I like feeling like I am making progress in the game and also just generally like leveling up and picking new abilities, etc.
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Post by themikefest on Aug 4, 2017 11:50:14 GMT
Did you have a preference for lots of incremental gains (many level-ups) or larger gains less frequently (fewer level-ups)? Why not have the level cap be higher, but every odd level, the player chooses to put a point in a power and for every even level, the player can put one point into attributes? Or keep it like it is in DAI, but instead of needing 1000 points to reach the next level, its doubled. Another way is to cut the amount of experience points received in half. The only reason why I mentioned the level cap to be raise is because shortly after DAI was released, I read several posts from folks saying they like the level cap raised.
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Post by Walter Black on Aug 4, 2017 23:59:43 GMT
Did you have a preference for lots of incremental gains (many level-ups) or larger gains less frequently (fewer level-ups)? Why not have the level cap be higher, but every odd level, the player chooses to put a point in a power and for every even level, the player can put one point into attributes? Or keep it like it is in DAI, but instead of needing 1000 points to reach the next level, its doubled. Another way is to cut the amount of experience points received in half. The only reason why I mentioned the level cap to be raise is because shortly after DAI was released, I read several posts from folks saying they like the level cap raised. What about the possibility to continue leveling in New Game Plus?
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Post by themikefest on Aug 5, 2017 1:46:05 GMT
What about the possibility to continue leveling in New Game Plus? Is the next game going to have that feature? If so, then yes. If the level cap is 40, and the player finishes their first playthrough at level 32, then continue with the same character until they reach level 40 in the new game plus.
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Post by Avejajed on Aug 5, 2017 3:47:56 GMT
What level you people want to get to? 700? There has to be a natural limit and I just feel like some people will reach it early no matter what it is. Just because that's what people do. And in NG+ if you're already level 40 in the first 20 minutes what kind of challenge is that going to be? Unless I'm misunderstanding how that works.
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Post by Deleted on Aug 5, 2017 10:51:39 GMT
What level you people want to get to? 700? There has to be a natural limit and I just feel like some people will reach it early no matter what it is. Just because that's what people do. And in NG+ if you're already level 40 in the first 20 minutes what kind of challenge is that going to be? Unless I'm misunderstanding how that works. it depends of how they implement the NG+. there is the, restart over again to level 1, but keep all the items, gear, armor that you unlocked. and there is the one, that you keep all, even the level you finished the game, but increments difficulty, the level and health of the mobs etc. if there is any more forms of implement NG+ that i'm unaware of someone will add it. If DA4 will be again unfortunately like DA:I, then a NG+ it's clearly needed and in my opinion it needs the first type of NG+ i mentioned you, that golden nug it's shit. Tho the second option it's not bad too. IF DA4 will be more in the style of DAO/DA2 then i think there is no need for NG+, tho if they implement the second type of NG+ i spoke of, i think it's not a bad idea.
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Post by Dukemon on Aug 6, 2017 23:27:21 GMT
I am playing The Sims Medieval and it is fascinating to watch the protagonists how they try to handle their lives in the kingdom. Besides the quest they have to work to earn money to pay taxes and to survive and so on. That is great. I do not expect that form the next Dragon Age, not even the possibility to hunt to get food but I would like to see, if the no HC would have a choice of weaknesses like that in TSM. I imagine it on this way. Weaknesses are optional in the character creation but have influences to the behavior of the HC. For example this three ideas drunkard, cursed and bloodthirsty drunkard: some towns have a tavern or inn, when the HC enters a town like this he needs at least one drink from the near tavern, then their thirst is pleased. If the player passed the time the HC could dealing independently from the player in dialogues, in the fight the cooldown will be longer. When the player goes back to the town, where he has passed the chance to buy a drink the player gets a new chance to remove the negative influence. cursed: The character is just unlucky, in the fight some hits will go wrong, despite of training and skills. Spell could be interrupted more easily. This periods are short and randomly not permanent. bloodthirsty: This characters are needing more fights, more intimidation preferably with sword (the murder butter knife ) or a flamed fist. If they player did spend some time only with dialogues the HC will get restive, than the protagonist will answer with other dialogues than the player chooses and principle answering angry and will be more unfriendly. Frustrated HCs will have more ignore armor from enemys but a lower critical hit chance.. or similar In general, players that have chosen a HC with a weakness will get more experience, other players will keep control of their character. That is only an example how I could imaging the new character creation to build an own character with strengths and weaknesses and all should have influence how other character will react to my HC. Companions should gradually notice the weaknesses and also appeal. I hope this was understandable now, the last sentence was translated from Google into english. xD I would like to play the Inquisitor again as one handed man, too.
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Post by phoray on Aug 7, 2017 6:01:42 GMT
I've been playing MEA. I'm not hating it, I'm actually liking it, and it gives me a lot of Hope for the quality of the World for DA4. So long as they give us a stronger protagonist. Sara Ryder reminds me of Daria and very much has her own personality.
So uh...same level of world building, please, with a easier to RP character. If you must define them to help story, go Hawke with distinct personalities that help replay.
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Post by gervaise21 on Aug 7, 2017 10:14:14 GMT
Anyone hoping we might see something more in the way of "positive" spirits in the next game. It is all very well saying that these spirits are rarer because these emotions are harder to find in the world, or these spirits have less inclination to interact with the world than the "negative" ones do, but we have seen examples of spirits of Justice and Valour in previous games and had faith spirits linking up with certain people.
I know we had Cole and were told about Cassandra' connection with a spirit but on the whole, apart from that spirit in Abyss (was that a faith spirit or a hope spirit?), the vast majority of spirits we encountered were negative ones. I seem to recall the explanation was that being pulled through involuntarily from the other side of the Veil automatically "twisted" them. A disturbing thought in itself in the reduction in positive spirits that was resulting from the Breach.
Still things are back to normal now. The codex about Wisdom Spirits mentions how Rhys and his fellow Circle spirit medium mages managed to have an encounter with one. There must be other people with intellectual curiosity that could attract one. With all the romantic encounters we've had, it is somewhat strange that we have never attracted a spirit of Love. What about spirits of Joy engaging with people who are celebrating? I'd like to know how these spirits view the possibility of the Veil being suddenly withdrawn. If these spirits have been generally happy not engaging with the mortals of the world, how would they feel about suddenly being forced back into doing so. Could it be just as traumatic and potentially fatal for them as it is for everyone else? One way of achieving this would be restoring the classes of Spirit Healer and Spirit Warrior that actually rely on a relationship with spirits of the Fade. Then instead of the spirits simply being a passive force in the background, they could actually intrude on your consciousness and interact with you.
Forming an alliance with spirits of the Fade could be a way of countering Solas.
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Post by ladyiolanthe on Aug 7, 2017 15:19:17 GMT
*snip*
Forming an alliance with spirits of the Fade could be a way of countering Solas. Unless they are already his allies. We know he loves spirits and considers them his friends. He's also had thousands of years of uthenera to cultivate strong ties with spirits. So, I'm not sure how much I'd trust a spirit to not be on his side.
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Post by midnight tea on Aug 7, 2017 15:24:08 GMT
*snip*
Forming an alliance with spirits of the Fade could be a way of countering Solas. Unless they are already his allies. We know he loves spirits and considers them his friends. He's also had thousands of years of uthenera to cultivate strong ties with spirits. So, I'm not sure how much I'd trust a spirit to not be on his side. Yep, plus I'm fairly sure a lot/most spirits may like the idea of getting rid of the Veil.
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Post by naughtynomad on Aug 7, 2017 16:31:10 GMT
Considering how powerful Solas was at the end of Trespasser, I'm thinking that some sort of complicated binding ritual will be the only way to stop him. Perhaps the same way he locked away the Evanuris.
I'm thinking we will need someone on his same power levels to help us out.
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Post by ladyiolanthe on Aug 7, 2017 17:09:41 GMT
Considering how powerful Solas was at the end of Trespasser, I'm thinking that some sort of complicated binding ritual will be the only way to stop him. Perhaps the same way he locked away the Evanuris. I'm thinking we will need someone on his same power levels to help us out. Perhaps this is one of the places where the choice to recommend that Cassandra should rebuild the Seekers or not comes into play. Perhaps also the choice to side with the Templars will play a role here.
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