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Post by warden on Apr 23, 2018 6:39:09 GMT
Why were we limited to 8 slots in Inquisition? the official response is game balance.
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LukeBarrett
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BioWare Dev
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Post by LukeBarrett on Apr 23, 2018 17:53:02 GMT
Why were we limited to 8 slots in Inquisition? the official response is game balance. I couldn't speak to the decision on Inquisition as I was not part of the combat team at the time when the decision was made but I can speak to this more generally: When you have unlimited slots your gameplay is typically a lot slower and more methodical because you need the time press the right button (especially on console, the average player cannot do this quickly). Additionally, it is common for games with unlimited bars to have what I would consider 'filler' abilities (boring buffs/debuffs, modals...etc.) - when choices are limited, anything you pick effectively picks against everything else (if I can only choose 1 flavor of icecream, I'm simultaneously saying yes to a flavor and no to every other choice) Really the choice between unlimited vs. limited should be made based on what type of gameplay you want (though admittedly, supporting a controller does influence this).
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Post by thats1evildude on Apr 23, 2018 18:40:50 GMT
Healing MagicUnpopular opinion time? I know some are hoping for healing magic to return in DA4, but for the most part, I hoping healing is dealt with through potions, gear, or some other shared resource that doesn't require having a character with healing abilities in the party. A big reason for this is because I'm assuming we'll again have 8 ability slots (or fewer, but not more), and with so few I feel they're just too precious to spend on healing abilities. Mages in particular tend to have a lot of cool abilities, so those 8 slots fill up quick, and healing is about the least interesting ability I can think of. There are potential balance issues as well - Is a healer expected/required in the party to achieve the expected game balance? If so, what if it's a character you don't like (assuming it's not you)? If one is not required, are you OP with one (or more) healers? IMO, Healing in this case is a good example of something that if it can be "off-loaded" out of abilities, it should - if it at all possible. If healing is dealt with as a shared resource, you also have more flexibility in what companions you can bring with you. Exceptions to this would be things like... a Reaver's Devour ability. Healing is essentially a tag-on effect, and more of a necessity to balance out its other health-bleeding abilities. Yeah, I really do not want to return to the days of people whining that they NEEEEED a healer in their party, even though that was never the case. Actually, this makes me wonder: should mages require a focus from the start? Like, if you want a healer/buffet, you have to focus on that to the exclusion of offence? And if you want an offensive mage, you will be absolutely shit at healing? Thst’s kind of supported by the lore; mages tend to be specialists.
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Post by wavebend on Apr 23, 2018 18:42:47 GMT
i think the problem with the 8 slots limitation especially for DAI was that the base combat iself was pretty lackluster, basic attacks were just holding your attack button and you couldn't even more during that time. if the basic attack at least was varied (maybe a light and a heavy), let you move during, let you dodge/roll, then abilities wouldn't be such a big deal. because really it ended up just being you spamming abilities as soon as they were available which made so many people hate the combat
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Post by Hrungr on Apr 23, 2018 18:44:35 GMT
the official response is game balance. I couldn't speak to the decision on Inquisition as I was not part of the combat team at the time when the decision was made but I can speak to this more generally: When you have unlimited slots your gameplay is typically a lot slower and more methodical because you need the time press the right button (especially on console, the average player cannot do this quickly). Additionally, it is common for games with unlimited bars to have what I would consider 'filler' abilities (boring buffs/debuffs, modals...etc.) - when choices are limited, anything you pick effectively picks against everything else (if I can only choose 1 flavor of icecream, I'm simultaneously saying yes to a flavor and no to every other choice) Really the choice between unlimited vs. limited should be made based on what type of gameplay you want (though admittedly, supporting a controller does influence this). The solution just dawned on me... DA needs a "Wabbajack" button!
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luketrevelyan
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Post by luketrevelyan on Apr 23, 2018 21:53:59 GMT
Healing MagicUnpopular opinion time? I know some are hoping for healing magic to return in DA4, but for the most part, I hoping healing is dealt with through potions, gear, or some other shared resource that doesn't require having a character with healing abilities in the party. A big reason for this is because I'm assuming we'll again have 8 ability slots (or fewer, but not more), and with so few I feel they're just too precious to spend on healing abilities. Mages in particular tend to have a lot of cool abilities, so those 8 slots fill up quick, and healing is about the least interesting ability I can think of. There are potential balance issues as well - Is a healer expected/required in the party to achieve the expected game balance? If so, what if it's a character you don't like (assuming it's not you)? If one is not required, are you OP with one (or more) healers? IMO, Healing in this case is a good example of something that if it can be "off-loaded" out of abilities, it should - if it at all possible. If healing is dealt with as a shared resource, you also have more flexibility in what companions you can bring with you. Exceptions to this would be things like... a Reaver's Devour ability. Healing is essentially a tag-on effect, and more of a necessity to balance out its other health-bleeding abilities. I very much disagree with this (though you did say unpopular opinion hehe). With DAI healing magic was essentially replaced with barrier and I would argue barrier was even more essential to combat than healing magic ever was in DAO or DA2. If the argument is that healing magic is boring, at least that has an immediate effect. Barrier is just a shield that wanes over time. I really fail to see this as something more interesting. Personally I really enjoy using healing magic and missed it immensely in DAI. You can roleplay as a healer and it fits the lore. I also feel like devs have been overbalancing SP games to the point where combat is rarely fun and interesting anymore. It is now more just about "this is the ability you always use in this situation" rather than giving us a multitude of options, some which will work better than others, but diverse enough that they all feel worth trying even if not necessarily the most effective. When roleplaying, you don't always want to just do what's best, but what fits your character.
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Post by themikefest on Apr 23, 2018 22:46:50 GMT
With DAI healing magic was essentially replaced with barrier and I would argue barrier was even more essential to combat than healing magic ever was in DAO or DA2. I would add that a player can craft a weapon with heal on kill
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Post by Hrungr on Apr 23, 2018 23:34:40 GMT
Healing MagicUnpopular opinion time? I know some are hoping for healing magic to return in DA4, but for the most part, I hoping healing is dealt with through potions, gear, or some other shared resource that doesn't require having a character with healing abilities in the party. A big reason for this is because I'm assuming we'll again have 8 ability slots (or fewer, but not more), and with so few I feel they're just too precious to spend on healing abilities. Mages in particular tend to have a lot of cool abilities, so those 8 slots fill up quick, and healing is about the least interesting ability I can think of. There are potential balance issues as well - Is a healer expected/required in the party to achieve the expected game balance? If so, what if it's a character you don't like (assuming it's not you)? If one is not required, are you OP with one (or more) healers? IMO, Healing in this case is a good example of something that if it can be "off-loaded" out of abilities, it should - if it at all possible. If healing is dealt with as a shared resource, you also have more flexibility in what companions you can bring with you. Exceptions to this would be things like... a Reaver's Devour ability. Healing is essentially a tag-on effect, and more of a necessity to balance out its other health-bleeding abilities. I very much disagree with this (though you did say unpopular opinion hehe). With DAI healing magic was essentially replaced with barrier and I would argue barrier was even more essential to combat than healing magic ever was in DAO or DA2. If the argument is that healing magic is boring, at least that has an immediate effect. Barrier is just a shield that wanes over time. I really fail to see this as something more interesting. Personally I really enjoy using healing magic and missed it immensely in DAI. You can roleplay as a healer and it fits the lore. I also feel like devs have been overbalancing SP games to the point where combat is rarely fun and interesting anymore. It is now more just about "this is the ability you always use in this situation" rather than giving us a multitude of options, some which will work better than others, but diverse enough that they all feel worth trying even if not necessarily the most effective. When roleplaying, you don't always want to just do what's best, but what fits your character. Given the contentiousness of this topic I'm surprised it took this long for a... contrasting opinion to pop up. First up, I'm wasn't trying to suggest DA:I's approach is better. I think we've seen enough hints now that its approach won't be carried over into next game. It seems likely we're getting a more action-oriented game with active blocks/evades instead. So that changes things right there. As far as combat fun is concerned, that's bigger topic than just healing. They've said a number of times that combat is going to an area of focus in the next game, and I'm getting the sense that DA4 will be emphasizing player-skill more, so we'll have wait and see what they cook up. Obviously, healing has to fit in the overall combat picture, but I still think keeping it as separate, shared resource is the way to go.
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Post by Frost on Apr 24, 2018 1:04:45 GMT
Healing MagicUnpopular opinion time? I know some are hoping for healing magic to return in DA4, but for the most part, I hoping healing is dealt with through potions, gear, or some other shared resource that doesn't require having a character with healing abilities in the party. A big reason for this is because I'm assuming we'll again have 8 ability slots (or fewer, but not more), and with so few I feel they're just too precious to spend on healing abilities. Mages in particular tend to have a lot of cool abilities, so those 8 slots fill up quick, and healing is about the least interesting ability I can think of. There are potential balance issues as well - Is a healer expected/required in the party to achieve the expected game balance? If so, what if it's a character you don't like (assuming it's not you)? If one is not required, are you OP with one (or more) healers? IMO, Healing in this case is a good example of something that if it can be "off-loaded" out of abilities, it should - if it at all possible. If healing is dealt with as a shared resource, you also have more flexibility in what companions you can bring with you. Exceptions to this would be things like... a Reaver's Devour ability. Healing is essentially a tag-on effect, and more of a necessity to balance out its other health-bleeding abilities. Please, not this. We are going to Tevinter, and you don't want to bring even one mage?! It was also just adding insult to injury when they had a gigantic spider dropping healing grenade. Also, they already have healing magic established in DA, so it is awkward to just eliminate it.
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simit
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by simit on Apr 24, 2018 3:16:26 GMT
The more i think of it the more i think i dont want DA4 to deal with Solas, have him mentioned sure but i dont want it dealt with. The more i think on DA4 the more i want a sort of fresh start if going to Tevinter, i'd like DA4 to be a introduction to Tevinter opposed to flung right in end of the world capper deal with elf luther. I'd prefer/wish/hope for a mix up of DA:O an DA2, a personal origin journey, get to know the landscape sort of thing. I guess i feel the whole Tevinter, Qunari an Solas arcs would be better served over the course of a few games, possibly a trilogy, than in one game an i honestly dont think i'd want any of them dealt with in DA4. Thoughts on healing, if it was a balance issue in DA:O an DA2 why could i solo DA2 on nightmare as a rogue or warrior? all that happened in DA:I was they took the most fun mage spec, for me, and ground down all the spells into potions, i understand one of the other reasons it was took out was because blood magic was out because of narrative or something but if we are in Tevinter that reason is no longer valid tbh an much like folks want there blood magic spec back well gimme my healer an give hungr his pots if combat is completely changed an is more dependent on player skill/reflex dark soul style obviously disregard everything an get me a new controller.
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midnight tea
Twitter Guru
gateway beverage
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Post by midnight tea on Apr 24, 2018 20:28:26 GMT
Healing MagicUnpopular opinion time? I know some are hoping for healing magic to return in DA4, but for the most part, I hoping healing is dealt with through potions, gear, or some other shared resource that doesn't require having a character with healing abilities in the party. A big reason for this is because I'm assuming we'll again have 8 ability slots (or fewer, but not more), and with so few I feel they're just too precious to spend on healing abilities. Mages in particular tend to have a lot of cool abilities, so those 8 slots fill up quick, and healing is about the least interesting ability I can think of. There are potential balance issues as well - Is a healer expected/required in the party to achieve the expected game balance? If so, what if it's a character you don't like (assuming it's not you)? If one is not required, are you OP with one (or more) healers? IMO, Healing in this case is a good example of something that if it can be "off-loaded" out of abilities, it should - if it at all possible. If healing is dealt with as a shared resource, you also have more flexibility in what companions you can bring with you. Exceptions to this would be things like... a Reaver's Devour ability. Healing is essentially a tag-on effect, and more of a necessity to balance out its other health-bleeding abilities. Well, if next DA would have ability to pick morphs and skills at any time outside of combat, one can think of assigning a role of a healer to any chosen party member, *or* if there are skills/morph that, say, heal for % of damage done or act like Leeching Weapons passive, we can distribute healing more evenly among each members, so they all can survive on their own without designated healer. One can also think of something that will morph other skills or light attacks/auto-attacks into healing when someone's health drops - that's what one of upcoming skills in one of the games I'm playing is doing; for a period of time after skill activation every light and heavy attack heals allies with lowest health.
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Post by Nightscrawl on Apr 25, 2018 15:07:57 GMT
No idea if this was already mentioned.
Please re-add the ability to name saves, as both DAO and DA2 had. It's so much easier keeping track of things. My DAI save folder has a bunch of "Skyhold" saves at significant points. If I'm looking for something specific, I have to load each one.
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Post by Hrungr on Apr 25, 2018 15:20:25 GMT
No idea if this was already mentioned. Please re-add the ability to name saves, as both DAO and DA2 had. It's so much easier keeping track of things. My DAI save folder has a bunch of "Skyhold" saves at significant points. If I'm looking for something specific, I have to load each one. I'm not sure if it's been mentioned in this thread, but the request comes up pretty regularly. If I had a "Pie in the Sky" wish, Save dialogues would come with a comment box so you could add a little description if you wanted to.
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Post by KaiserShep on Apr 25, 2018 16:17:55 GMT
Well the obvious thing I want is a character creator that doesn't force me to settle on so many things (like hair). I want them to stay away from MEA's method of tying certain features inextricably to preset scans.
Inquisition finally made archers fun (I despise archery in DAO and 2 immensely), but combat with daggers or swords left a lot to be desired. One thing I do miss is when connecting a final blow in Origins, and you get that little kill maneuver. Of course, it kind of breaks the immersive effect should you get that animation, only to watch the enemy have final words in a cutscene (I've cut off Howe's head numerous times, only to have him reattach his head so he could die with dignity). But still, I'd like to see more satisfying animation and hit combinations for melee weapons so that they don't look so repetitive so quickly.
Bring back Spellweaver Seriously, I was stoked to have a mage-specific sword in Origins, and was sad that it never came back in any game. The Knight Enchanter's light saber-y thing doesn't really count, especially since it's tied to that specialization, and it doesn't have the most thrilling combat animation to accompany it.
Special melee weapon switching for archers. I'd love to be able to pull a Legolas with a small dagger if an enemy gets too close, which they kind of did in Origins. If I can do that, it would guarantee that I'd be an archer 90% of the time. Bonus points if we can slit enemy throats or properly backstab in sneak attacks. Honestly I've been spoiled so rotten by HZD's archery mechanics that DA may have a hard time impressing me as it is.
Don't give me a mount unless companions can get their own. Having them vanish sapped the appeal out of the entire thing. If it was possible to have companions use mounts of their own, then I'd probably be on a horse most of the time, otherwise I'd rather just do it LOTR style. To add to that, I'd also not want a mount back unless combat while mounted is possible. Suddenly getting dismounted when enemies appear ruins the effect entirely.
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luketrevelyan
N4
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 1,718 Likes: 5,976
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Post by luketrevelyan on Apr 25, 2018 17:23:34 GMT
No idea if this was already mentioned. Please re-add the ability to name saves, as both DAO and DA2 had. It's so much easier keeping track of things. My DAI save folder has a bunch of "Skyhold" saves at significant points. If I'm looking for something specific, I have to load each one. I'm not sure if it's been mentioned in this thread, but the request comes up pretty regularly. If I had a "Pie in the Sky" wish, Save dialogues would come with a comment box so you could add a little description if you wanted to. I've resorted to keeping notes listing save timestamps and short descriptions. Then I just hope I don't overwrite one of the important ones accidentally.
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jaerick243
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, Mass Effect Andromeda
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Post by jaerick243 on Apr 27, 2018 2:55:17 GMT
I just have one wish for Dragon Age 4, new/more interesting specialization. i am talking specializations like the spirit warrior of dragon age awakening, or maybe a rogue class that has something to do with magic. Something that makes picking them more interesting other than "more damage" or "become invulnerable" like in origins or inquisition.
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simit
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
XBL Gamertag: Chris2k30
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Post by simit on Apr 27, 2018 21:43:35 GMT
Here another for me, increased difficulty, DA:I was to easy tbh, trials helped so having more of them as a option from the start would be nice
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Post by themikefest on Apr 28, 2018 19:57:19 GMT
I'm currently playing Saints row 4. When choosing a voice for the character, the player can adjust the voice's pitch. Maybe something like that can be added in the character creator.
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Post by Absafraginlootly on Apr 28, 2018 23:47:44 GMT
I'm currently playing Saints row 4. When choosing a voice for the character, the player can adjust the voice's pitch. Maybe something like that can be added in the character creator. Does your character speak properly in that game? My only experience with adjusting voice pitch is in the sims where they speak gibberish and the highest and lowest settings sound weird.
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Hrungr
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Post by Hrungr on Apr 29, 2018 20:48:52 GMT
Another pie-in-the sky wish after seeing footage from God of War & Dynasty Warriors - Flails. Chain-based weapons look great in those few games that have them, whether they're light and nimble, or slow and massive. That said, to get physics & animation right for flail-based weapons is apparently a ton of work, so this is firmly into "wish list" territory.
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midnight tea
Twitter Guru
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Post by midnight tea on Apr 29, 2018 21:00:14 GMT
I'm currently playing Saints row 4. When choosing a voice for the character, the player can adjust the voice's pitch. Maybe something like that can be added in the character creator. Does your character speak properly in that game? My only experience with adjusting voice pitch is in the sims where they speak gibberish and the highest and lowest settings sound weird. Yea, usually I can hear the pitch being artificially modified and I can't say I'm a fan.
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Post by shechinah on Apr 30, 2018 2:10:26 GMT
I'm currently playing Saints row 4. When choosing a voice for the character, the player can adjust the voice's pitch. Maybe something like that can be added in the character creator. Does your character speak properly in that game? My only experience with adjusting voice pitch is in the sims where they speak gibberish and the highest and lowest settings sound weird. No, it just changes the pitch.
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Dovahkiin N7
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Xebenkeck
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Dovahkiin N7
Xebenkeck
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dovahkiinn7
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Post by Dovahkiin N7 on Apr 30, 2018 16:29:04 GMT
Design the game such that you can add to party banters or NPC conversations. This may be used to add lore and clarification as writers thinking evolve. Or prelude for DLCs.
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Guardian
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Mass Effect Legendary Edition
Posts: 459 Likes: 746
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Guardian
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Nov 30, 2016 22:10:34 GMT
November 2016
guardian
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by Guardian on May 1, 2018 1:36:22 GMT
Healing MagicUnpopular opinion time? I know some are hoping for healing magic to return in DA4, but for the most part, I hoping healing is dealt with through potions, gear, or some other shared resource that doesn't require having a character with healing abilities in the party. A big reason for this is because I'm assuming we'll again have 8 ability slots (or fewer, but not more), and with so few I feel they're just too precious to spend on healing abilities. Mages in particular tend to have a lot of cool abilities, so those 8 slots fill up quick, and healing is about the least interesting ability I can think of. There are potential balance issues as well - Is a healer expected/required in the party to achieve the expected game balance? If so, what if it's a character you don't like (assuming it's not you)? If one is not required, are you OP with one (or more) healers? IMO, Healing in this case is a good example of something that if it can be "off-loaded" out of abilities, it should - if it at all possible. If healing is dealt with as a shared resource, you also have more flexibility in what companions you can bring with you. Exceptions to this would be things like... a Reaver's Devour ability. Healing is essentially a tag-on effect, and more of a necessity to balance out its other health-bleeding abilities. While I do disagree and would like to see healers as mages return, the bolded part is where you're not wrong. I had this problem in Awakenings. I loved Wynne and took her everywhere. But then Awakenings happened, and they gave me.....Anders.... (granted, still not as dumb or whiny as he was in DA2, but still). I really did feel that healing was sorely missed in DA2 and even more so in DAI. However, as I said, the bolded part brings up a good point. To further that, I felt that without Wynne, we were getting hammered badly in my alternate playthrough. I took Morrigan instead to try her out, and we were just....wiped out more times than I could count. Sometimes by Morrigan herself. I typically use Fighters as the base class, but I don't use a Reaver. They don't fit my play style really (or even RP style, if you can still do that class-wise? Some argue yes, some argue no - not really the point right now). I'd rather see a return of healing magic, to be honest. But again, if the character is someone that I can't stand, forget it. And no, I don't think you're OP with two healers. If anything, you're under powered.
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Iakus
N7
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 21,093 Likes: 49,941
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Dec 21, 2018 17:35:11 GMT
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Iakus
21,093
August 2016
iakus
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Iakus on May 1, 2018 17:47:38 GMT
Healing MagicUnpopular opinion time? I know some are hoping for healing magic to return in DA4, but for the most part, I hoping healing is dealt with through potions, gear, or some other shared resource that doesn't require having a character with healing abilities in the party. A big reason for this is because I'm assuming we'll again have 8 ability slots (or fewer, but not more), and with so few I feel they're just too precious to spend on healing abilities. Mages in particular tend to have a lot of cool abilities, so those 8 slots fill up quick, and healing is about the least interesting ability I can think of. There are potential balance issues as well - Is a healer expected/required in the party to achieve the expected game balance? If so, what if it's a character you don't like (assuming it's not you)? If one is not required, are you OP with one (or more) healers? IMO, Healing in this case is a good example of something that if it can be "off-loaded" out of abilities, it should - if it at all possible. If healing is dealt with as a shared resource, you also have more flexibility in what companions you can bring with you. Exceptions to this would be things like... a Reaver's Devour ability. Healing is essentially a tag-on effect, and more of a necessity to balance out its other health-bleeding abilities. Well for me: I HATED only having X number of active skills. It's immersion-breaking (why do I have to forget one skill to learn another?) and renders leveling up past a certain point useless. Why bother to learn more skills when you'll just have to discard something else you already know? Funny, how tabletop RPGs have been moving away from Vancian magic while cRPGs are embracing it so much even warriors and rogues have it now. As noted before "Barrier" was just another word for 'Healing" and was even more vital than healing was in previous games. Heck I managed to complete Act 1 of DA2 with no healers AND got the achievement for no knockouts for an entire act!
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