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Post by colfoley on Aug 7, 2024 4:56:00 GMT
I don't see being forced to use companions you don't like or don't enjoy the way their classes function as a good thing. Unless it's restricted to personal quests, taking choice away from the player is not a good thing. Also, them becoming unavailable at certain points is not necessarily a good thing either, I don't remember people appreciating the older Final Fantasy games forcing characters from your party to be split after you sent a lot of time building them and creating a good party composition of classes and abilities and then being forced to use the ones that you didn't use all that much and needing to either grind or just grit your teeth through the lack of party synergy and build/gear for them. If it's restricted to only a few parts of the game it might be fine but if it's a constant thing, it might actually end up being more frustrating than anything. I do like that not every solution will require combat, for the novelty if not for anything else. I appreciated Samara and Thane's personal missions in ME2 for this reason, they were something different than just shooting 30 mooks in the face. Imagine if "not helping" actually turns outs out to be the best choice in some cases. This is fine as a joke but hope it doesn't end up like it in game. At least "not helping" to mean not being the one to take charge and allowing the companions to make decisions for themselves, instead of not taking part in the content at all. It'll really put a damper on the enjoyment of the game if your player will have to not play your content just to get the best outcome. Pretty sure it will be limited to just their story missions and what not. But taking choice away from the player can often be a very good thing. And mileage will vary on this to and different opinions but it was one of my favorite things in Inquisition where the solution in Wicked Eyes Wicked Hearts which took the longest to set up and pull off and put the most work in probably ended up being the worse choice you could possibly make. At least in some contexts. Things like this would be amazing if BioWare would incorporate them and like, sure, if a protagonist gets involved in things and makes the right choice it could probably work out but an overbearing, arrogant, protective protagonist who does the wrong things for the right reasons could end up causing a LOT of issues for quests, characters, or plot points. In ME 1 you had the quest where you joined in with CSEC to expose the weapons ring and if you let events play out things went well, if you didn't, which I think was the paragon 'good' choice then the event would blow up in your face. Bonus points because I have my Shepard go 'nah just kidding' during that quest. Either way though reading through the article this time it did mention some things will have time limits so I imagine the big plot set pieces for each companion will not be timed or as timed. Of course the timed events could have some impact on the major plot beats but even that will probably be just flavor. Like going with Neve to confront the Venatori you find out that missing person case they killed the person in question where if you did it maybe you could save it. SOmething like that.
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Post by Hrungr on Aug 7, 2024 5:19:49 GMT
Like my fear with this game is that they won't hit the balance right and bow combat was kind of segregated off from melee in Inquisition but here just wonder if more of the focus is going to be on melee. I'm curious to see what the archer abilities are and where the balance falls as well. Unlike, say, current Assassin's Creed games, where you can initiate combat with enemies from far away, in DA:V - many of the fights are in your face from the get-go. Snapping shots off in close-quarters can be a challenge. That said, in the demo, there was no tank to aggro the enemies, and we haven't really had a taste of how things are laid out in the more open regions. Explosive & other trick arrows would an avenue to fun though. And they did mention the Veil Ranger was good enough to almost go a completely ranged playstyle.
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Post by Hrungr on Aug 7, 2024 5:21:43 GMT
Derek Wilks @deremix In my TOTALLY biased opinion, I feel like The Game Awards should have a category for best Cinematics/Cinematography. With how extremely cinematic games are getting nowadays, I feel like it would make sense.
But again, I’m super biased here 👀
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Post by Grog Muffins on Aug 7, 2024 5:28:38 GMT
Pretty sure it will be limited to just their story missions and what not. But taking choice away from the player can often be a very good thing. Disagree. Taking choice away from a player in a game that is built around choices is not a good thing. Especially when it comes to choosing who you spend your time with in the game. Again, it works if it's restricted to quests that are personal to those characters because, obviously, it makes sense for them to be there when you do those quests but, if it's there at random intervals that don't lead to personal missions and also not a consequence of the player's actions, it's not a good thing. And mileage will vary on this to and different opinions but it was one of my favorite things in Inquisition where the solution in Wicked Eyes Wicked Hearts which took the longest to set up and pull off and put the most work in probably ended up being the worse choice you could possibly make. At least in some contexts. Things like this would be amazing if BioWare would incorporate them and like, sure, if a protagonist gets involved in things and makes the right choice it could probably work out but an overbearing, arrogant, protective protagonist who does the wrong things for the right reasons could end up causing a LOT of issues for quests, characters, or plot points. In ME 1 you had the quest where you joined in with CSEC to expose the weapons ring and if you let events play out things went well, if you didn't, which I think was the paragon 'good' choice then the event would blow up in your face. Bonus points because I have my Shepard go 'nah just kidding' during that quest. You missed the point of what I was saying. There's a difference between playing through content and deciding not to be the one to force an issue to let another character take charge and not playing through the content at all. That's what I was saying. "Not helping", as Hrungr put it, works if it's a choice within the content you engage in, letting another character or companion be the one to make the choice (like Hawke letting Varric bullshit the slaver when freeing Feynriel in Act 1 instead of Hawke trying to do it themselves). "Not helping" doesn't work if the best outcome is to not engage with the content at all. If you say you'll help Neve investigate a kidnapping and at a crucial point in that quest you making the choice to not do anything allows Neve to save the victim, that's good. If you just saying you'll help Neve gets the victim killed but you not participating in that quest at all ends in the victim being saved, that's bad. The player shouldn't be punished just by engaging with a questline, bad consequences should always result from the player's actions.
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Post by Hrungr on Aug 7, 2024 5:34:57 GMT
But then this begs the question with the pause button...like they say that events happen so fast that it makes switching companions a distraction. I can kind of buy this explanation in part and buy their explanation that you can still get invested in things...but then you can pause combat...which should give you as much time as you want to switch companions, so it does not fully add up either. I wonder if it's something that might still be jarring in actual play at this pace with active blocks and dodging. And these would change depending on class. Finding the right rhythm with another character (offensively/defensively), then another, might be a bit of a pain at this speed.
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Post by Reznore on Aug 7, 2024 5:39:13 GMT
There are quests in games I'd rather not be doing because sometimes it's an obviously bad quest that will lead to nothing or ruin. But i never heard a npc say "you're so right, it is a bad idea". Usually you say "no" and you got a curse your sudden but inevitable betrayal down the line.
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Post by colfoley on Aug 7, 2024 5:46:32 GMT
Like my fear with this game is that they won't hit the balance right and bow combat was kind of segregated off from melee in Inquisition but here just wonder if more of the focus is going to be on melee. I'm curious to see what the archer abilities are and where the balance falls as well. Unlike, say, current Assassin's Creed games, where you can initiate combat with enemies from far away, in DA:V - many of the fights are in your face from the get-go. Snapping shots off in close-quarters can be a challenge. That said, in the demo, there was no tank to aggro the enemies, and we haven't really had a taste of how things are laid out in the more open regions. Explosive & other trick arrows would an avenue to fun though. And they did mention the Veil Ranger was good enough to almost go a completely ranged playstyle. Yeah seems my wish list for more AC style stealth isn't going to make it in to the game. The combat framing also does seem a little odd.
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Post by dragontartare on Aug 7, 2024 6:15:41 GMT
I can kind of buy this explanation in part and buy their explanation that you can still get invested in things...but then you can pause combat...which should give you as much time as you want to switch companions, so it does not fully add up either. It adds up fine for me. This is how MET does it, ME3 specifically with the power combos they're describing: pause combat, if you wish, to take time to examine the battlefield and set up power combos. You use companions' powers without directly stepping into the shoes of the companion. If Veilguard's combat ends up like fantasy ME3, I think it'll be a lot of fun (for me, at least).
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Post by Gileadan on Aug 7, 2024 6:26:08 GMT
So, my quest to discover the companion hit point bars is not going very well. Are there any screenshots that show that companions can actually get hurt or is it always going like the gameplay video: most enemies attack the player character most of the time and your companions just mill around the combat scene as mobile damage over time generators and combo tools? That's really the biggest and most important combat question I have at the moment.
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Post by Andrew Waples on Aug 7, 2024 7:24:07 GMT
There is some actual BioWare irony in this. Apparently, BW had the chance to partner(?) with Steam at its inception - and turned them down. They didn't see a future in it at the time. How old is Steam? I mean, I don't think digital media was necessarily a slam dunk either. I'm guessing not enough people had that kind of powerful Internet.
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Post by gervaise21 on Aug 7, 2024 7:24:09 GMT
I do like that the world doesn't revolve around you. You are not the center of everyone's world, at least early on. That being said, I hope the timer, so to speak that triggers it is generous. I don't want to accidentally miss companion content either. Also, I hope this means party banter is triggered much faster than DAI on console. Shades of ME2 here. The companions didn't resolve their own quests without you but you did need to have done them by a certain point in the narrative or bad consequences would result for them. Also, if you broke off from the main narrative at that point to do other things that you had neglected to do, then bad consequences would result for others. Taking the example given, it seems to me that the way it works this time round is that you have gone to the docks for reasons of your own and see Neve. At this point you can either greet her or ignore her. If you greet her then she tells you why she is there and either asks for or you can offer your help. If you don't do this, she will carry on without you whilst you deal with whatever reason you came to the docks, by which time Neve will have completed her mission so the option to help her is no longer available. Based off the information given, we don't know how urgent your business was and whether failing to complete it within a certain time is going to be important. So, it could be an either/or situation where no matter what you do, something negative will result, or simply a case that Neve may have a lesser opinion of you as a result of not helping her and may be some random person will die but your mission will not be impacted in any other way. I also am mindful of the choice in Redcliff in DAO. If you leave before the night-time attacks are resolved, then everyone in the village bar Teagan dies. However, someone will warn you this will be a consequence if you elect to do this. Then you go to the castle and discover the possessed child. You have the option to sacrifice the mother so the blood mage can enter the Fade and exorcise them, or you can kill the kid, or you can go to the Circle to fetch help. Now if you opt for the latter course, you would think there would be some downside to choosing this because the possessed kid is left on the loose whilst you do so and, presumably, the demon knows where you are going. Yet when you return, nothing bad has happened. This is even the case if you have to deal with a demon infested Circle before you can return with the help. Logic suggests that in view of the amount of time that passed the demon possessing the child would have become bored and started to do bad things again and thus taking one of the other options would have been the sensible thing to do, so none of the choices were ideal. This was not the case and going to the Circle for help was clearly the optimum path for the best outcome. However, it did not affect the overall success of the Warden, since we get the aid of the Arl regardless. The only real impact when making your choice was in the opinion of your companions, in particular that of Alistair. So, it will be interesting to see how they have managed the variable paths concept this time round. "If you choose not to engage with some of these companion-centred events, they'll resolve on their own." - My hope is that the wording is carefully chosen and it's something you have to choose to turn down before it'll resolve on their own and not something you could accidentally miss. That and/or a warning if you're about to advance the main plotline too far and that companion content will auto-resolv See my above thoughts on this. I'm also a bit puzzled because I thought the whole point of the Lighthouse is that we would hang out with our companions there. So, in the example given, what if I had chosen for Neve to be in the party going to the docklands, which would make sense to me because she is a local. When we get there does she suddenly remember she had a case she hadn't dealt with? Are we told we can't take Neve on that quest? Or does her abduction case only trigger if you choose to go there without her? So, after our party left the Lighthouse, Neve went off on her own? That would make sense as the eluvians give all of them the ability to just pop back to an area if the team doesn't need them and since it is claimed their actions do tie back into the main narrative, it would also explain why they do this because they are following up on a lead and time is of the essence. However, you would think they would at least mention it to Rook at the Lighthouse and give us the option there to help them or suggest other members of the team do so. So, I hope it does make sense from a narrative perspective.
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Post by fairdragon on Aug 7, 2024 8:40:52 GMT
"If you choose not to engage with some of these companion-centred events, they'll resolve on their own." - My hope is that the wording is carefully chosen and it's something you have to choose to turn down before it'll resolve on their own and not something you could accidentally miss. That and/or a warning if you're about to advance the main plotline too far and that companion content will auto-resolve. or resolve in potentially negative ways. I only say Iron Bull
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Post by The Elder King on Aug 7, 2024 8:45:26 GMT
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Post by jennica on Aug 7, 2024 8:50:44 GMT
So, my quest to discover the companion hit point bars is not going very well. Are there any screenshots that show that companions can actually get hurt or is it always going like the gameplay video: most enemies attack the player character most of the time and your companions just mill around the combat scene as mobile damage over time generators and combo tools? That's really the biggest and most important combat question I have at the moment. Bioware comfirmed in Discord Q&A that companions have health bars, so i assume they can get attacked.
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Post by biotic on Aug 7, 2024 8:56:50 GMT
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Post by The Elder King on Aug 7, 2024 9:02:54 GMT
In regards of Epler's answers I posted before, I like most of the information he shared; the return of a more traditional camera is very welcomed, and I'm happy if they placed even more effort then before on the hub. I'm curious about the part of the elf lineage, and how the game will track the choices you'd made in dialogues in regards of it, especially the dalish-city elf conundrum.
The part about the darskpawn redesign is something people have been theorized before, possibly related to red lyrium (or possibly the Evanuris. Given his answer it's possible that it's something more spoilery), which is fine and I don't think many people have really a problem with. The issue is the artstyle of the darkspawn, personally...which isn't really a new thing for me, given past games. DAO and Inquisition's tops DA2 and Veilguard (from what we saw)'s, but Origins' is admittedly quite generic and Inquisition's wasn't exactly great.
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Post by The Elder King on Aug 7, 2024 9:04:39 GMT
I think DAI's camera system was a necessity due to the issues during development, from the change of engine and world structure, more massive then before, to the problems on developing of a big number of platforms that caused some other cuts in development. I'm glad they took that feedback to heart, in any case.
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Post by our_lady_of_darkness on Aug 7, 2024 9:04:53 GMT
This is great, thanks for posting it. I'm curious about creating "real space" in the Lighthouse and the ability to RP our Rooks in line with their origins (which I hope will be fairly nuanced). Looks promising!
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Post by jennica on Aug 7, 2024 9:16:03 GMT
The part about the darskpawn redesign is something people have been theorized before, possibly related to red lyrium (or possibly the Evanuris. Given his answer it's possible that it's something more spoilery), which is fine and I don't think many people have really a problem with. The issue is the artstyle of the darkspawn, personally...which isn't really a new thing for me, given past games. DAO and Inquisition's tops DA2 and Veilguard (from what we saw)'s, but Origins' is admittedly quite generic and Inquisition's wasn't exactly great. As far as DAVe's darkspawn designs go, i only have an issue with an ogre. He looks really goofy. However, i'll reserve my judgement till i see him in game, because static images are not lways a good indicator of how someone looks, it could really be just a bad angle. If Ogres will look similar to this, then it's fine. Ogres in the Decent DLC are still the best tho.
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Post by Andraste_Reborn on Aug 7, 2024 9:18:41 GMT
I'm really pleased to hear Rook's age range isn't too narrow. I want to play a grizzled middle-aged dwarf Grey Warden on my second run and it's nice to know that the game won't be going around assuming he's twenty-two.
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Post by fairdragon on Aug 7, 2024 9:36:38 GMT
This sounded like Fire emblem.
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Post by QuizzyBunny on Aug 7, 2024 9:57:06 GMT
Regarding the camera angle in DA:V: Halle-fucking-luiah
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Post by sjsharp2010 on Aug 7, 2024 10:28:03 GMT
I'm really pleased to hear Rook's age range isn't too narrow. I want to play a grizzled middle-aged dwarf Grey Warden on my second run and it's nice to know that the game won't be going around assuming he's twenty-two. Yeah I genreall ylike t okeep m ycharacters looking youngish in th egames
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The Elder King
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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, Mass Effect Legendary Edition
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Post by The Elder King on Aug 7, 2024 10:30:50 GMT
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Post by colfoley on Aug 7, 2024 10:34:13 GMT
I really gotta get on Discord maybe and ask the question I want to ask about Rook, though there is some hope here with the idea of us being able to develop and flesh out Rook through RP in the game. I mean no duh in a way but...well again really hope all the love the companion and their arcs are getting does not leave Rook hanging in the breeze. On the CC...well that does make a lot of sense, maybe even pushing things for a society with the general tech/ health care of Thedas but from my understanding of such things the human body does tend to start loosing some of its combatability in the mid to late 40s. It does work out though since figuring I'll make Oliver right around 30. Maybe 30 exactly. Ditto on the body tatoos never really gone into tatoos too much for my characters, but maybe this will be a good time to make an exception...we'll see what they offer. And well his name sake does also have body tatoos after all.
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