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Post by SofaJockey on Feb 22, 2023 23:20:00 GMT
So BioWare dropped a blog: In our latest Community Update, we explore how our team is handling the game design work for @dragonage #Dreadwolf. go.ea.com/bcu-design#DragonAge And then Community Manager Jay said: 'We'd love to hear if you have some questions we can answer, too!'Any thoughts on the design plans and what questions it raises? Extensive blog article: go.ea.com/bcu-designNice to see BSN's friend LukeBarrett laying things out.
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Post by Little Bengel on Feb 23, 2023 16:11:27 GMT
That skill tree layout giving me big Path of Exile vibes
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Post by eaglepursuit on Feb 23, 2023 16:13:18 GMT
Would each arm of the skill tree snowflake equate to a subclass? Interesting that there are a few points of cross-over higher in each arm, allowing a few ways to cross-spec between adjacent subclasses.
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Post by Hrungr on Feb 23, 2023 16:16:51 GMT
That skill tree layout giving me big Path of Exile vibes Yeah, definitely. AC Valhalla had a similar tree style as well. Lots to chew on in this one. Nice to see what Luke's been up to!
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Post by LukeBarrett on Feb 23, 2023 16:27:37 GMT
That skill tree layout giving me big Path of Exile vibes Yeah, definitely. AC Valhalla had a similar tree style as well. Lots to chew on in this one. Nice to see what Luke's been up to! Only a portion of the stuff I've been doing in the last few years! Apologies about being so quiet here, we're under heavy orders to be pretty tight-lipped about the project but know that I read a lot of the threads related to areas I direct. Can't really answer anything but when this game finally comes out I'll be around here to dish a little bit of random facts like I occasionally do about DAI 😀
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Post by Andraste_Reborn on Feb 23, 2023 16:31:47 GMT
Yeah, definitely. AC Valhalla had a similar tree style as well. Lots to chew on in this one. Nice to see what Luke's been up to! Only a portion of the stuff I've been doing in the last few years! Apologies about being so quiet here, we're under heavy orders to be pretty tight-lipped about the project but know that I read a lot of the threads related to areas I direct. We understand! I look forward to trying out every single node in that cool looking tree you made at some point in the future .
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Post by luketrevelyan on Feb 23, 2023 17:55:38 GMT
I was just thinking the other day it had been a while since the last community update. It is nice to get some insight into the design process even if we can't get too many details yet. Seems to be confirmation of classes and specializations though, and loved seeing "RPG" and "choices" mentioned a few times in there as well.
The class specialization skill tree looks potentially promising. Interesting how there are 3 colored bubbles (red, blue, and yellow) with a direct connection to the middle bubble. And then each of the colored bubbles has connections to the other 2 on either side of it. I thought maybe the ones without a direct connection could be hybrids but then I really don't know what the extra bubbles off of them would mean.
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Post by colfoley on Feb 23, 2023 18:15:41 GMT
Yeah, definitely. AC Valhalla had a similar tree style as well. Lots to chew on in this one. Nice to see what Luke's been up to! Only a portion of the stuff I've been doing in the last few years! Apologies about being so quiet here, we're under heavy orders to be pretty tight-lipped about the project but know that I read a lot of the threads related to areas I direct. Can't really answer anything but when this game finally comes out I'll be around here to dish a little bit of random facts like I occasionally do about DAI 😀 he lives! With all the staff changes was a bit nervous you moved on and we missed the news. Also the community update is a welcome surprise.
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Post by colfoley on Feb 23, 2023 18:33:54 GMT
Looks good, sounds very promising if it works out.
Also the nodes and seeing all those options reminded me of this:
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Post by Spectr61 on Feb 23, 2023 18:35:33 GMT
Ser Luke rings in.
Fantastic!
Proof of life, indeed!
And here I thought all hands had abandoned ship.
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Post by Little Bengel on Feb 23, 2023 18:45:52 GMT
I was just thinking the other day it had been a while since the last community update. It is nice to get some insight into the design process even if we can't get too many details yet. Seems to be confirmation of classes and specializations though, and loved seeing "RPG" and "choices" mentioned a few times in there as well. The class specialization skill tree looks potentially promising. Interesting how there are 3 colored bubbles (red, blue, and yellow) with a direct connection to the middle bubble. And then each of the colored bubbles has connections to the other 2 on either side of it. I thought maybe the ones without a direct connection could be hybrids but then I really don't know what the extra bubbles off of them would mean. The extra bubbles are definitely shaping up to be preliminary specialization trees.
One of the in-engine shots refers to a Wa_Spec2_F18 node.
Sure enough, F18 is in one of the bubbles.
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Post by colfoley on Feb 23, 2023 18:48:26 GMT
CSI BSN. Hot on the case so I don't have to be.
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Post by SofaJockey on Feb 23, 2023 18:57:23 GMT
Trying to sweep the breaking posts about the BioWare blog on Dreadwolf Game Design into this thread.
Enjoy...
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Post by luketrevelyan on Feb 23, 2023 19:06:37 GMT
I was just thinking the other day it had been a while since the last community update. It is nice to get some insight into the design process even if we can't get too many details yet. Seems to be confirmation of classes and specializations though, and loved seeing "RPG" and "choices" mentioned a few times in there as well. The class specialization skill tree looks potentially promising. Interesting how there are 3 colored bubbles (red, blue, and yellow) with a direct connection to the middle bubble. And then each of the colored bubbles has connections to the other 2 on either side of it. I thought maybe the ones without a direct connection could be hybrids but then I really don't know what the extra bubbles off of them would mean. The extra bubbles are definitely shaping up to be preliminary specialization trees.
One of the in-engine shots refers to a Wa_Spec2_F18 node.
Sure enough, F18 is in one of the bubbles.
So possibly we are looking at three specializations per class again. This seems to be the Warrior class depicted here. I wonder what each color represents. There is also one node labelled "Wa_Center_A3_Mou..." with a final letter that might an 'n', 'r', or 'm' from the looks of it. Not sure what word that might be...probably nothing actually interesting but who knows lol.
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Post by eaglepursuit on Feb 23, 2023 19:22:06 GMT
The extra bubbles are definitely shaping up to be preliminary specialization trees.
One of the in-engine shots refers to a Wa_Spec2_F18 node.
Sure enough, F18 is in one of the bubbles.
So possibly we are looking at three specializations per class again. This seems to be the Warrior class depicted here. I wonder what each color represents. There is also one node labelled "Wa_Center_A3_Mou..." with a final letter that might an 'n', 'r', or 'm' from the looks of it. Not sure what word that might be...probably nothing actually interesting but who knows lol. I believe that's the circle for Center A3. And the gray block is blocking the title. Seems longish. Maybe 2-3 words.
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Post by SofaJockey on Feb 23, 2023 19:27:50 GMT
Only a portion of the stuff I've been doing in the last few years! Apologies about being so quiet here, we're under heavy orders to be pretty tight-lipped about the project but know that I read a lot of the threads related to areas I direct. We know how it is with confidentiality, good to have your 'spiritual presence'. And I'm sure BSN will make plenty to read.
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Post by Little Bengel on Feb 23, 2023 19:31:31 GMT
I wonder what each color represents. At a guess, I'm assuming each color is analogous to the separate skill trees from DA2/I. Assuming the overall structure is maintained for all classes, each class is getting 1 basic set of nodes to start us off, along with 6 more specialized sub-trees.
Of note is the fact that the sub-trees we will first gain access to are not the ones leading into the subclasses. We're gonna have to take the long road to get to them.
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Post by luketrevelyan on Feb 23, 2023 19:54:22 GMT
On the topic of specializations, I hope if they do quests for them again they are more story-focused and not at all how they were implemented in DAI. It was tedious tracking down the materials and sometimes required spending power for an area I was planning on skipping otherwise anyway. Which meant more time doing fetch quests to get enough power to advance the main story.
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Post by Sharable Horizon on Feb 23, 2023 19:57:31 GMT
That skill tree layout giving me big Path of Exile vibes Yeah, definitely. AC Valhalla had a similar tree style as well. Lots to chew on in this one. Nice to see what Luke's been up to! Just as long as it doesn’t have that redonkulous fog of war effect over the skill tree, we’re all good!
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Post by cuthbertbeckett on Feb 23, 2023 20:03:23 GMT
I know that they won´t answer stuff about the companions but regarding the skilltrees i have to ask how the system is working for them. The playercharacter aka the main protagonist get tons of options in the skilltrees but i really the companions have less options than before. In short is more like Mass Effect Andromeda or do the companions still have their same class skilltrees plus specialization like in DAI?
Edit: The blog also doesn´t mention Attribute points and focus more on the skills so i assume it´s likely the same as in DAI there they exist and automatically leveling up and get boosted with equipment.
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Post by colfoley on Feb 23, 2023 20:23:11 GMT
From this I wouldn't assume that specializations work anything like they did. Though this does assume that we'll see all thiss at once, but they did mention mix and matching. So I think that it's not going to be a hard choice but more of a pyramid. The overarching design principle will be 'Warrior' then you have the three specs 'defender' 'captain' 'knight' and then further specialization from there of which 'battlemaster' could be one. Though these could also all be passive talent names to.
The big questions though: is this it? Are they combining everything into this one tree (attributed, passives, abilities) or are their other level up screens for those things and were just looking at the passives ala ACV? Also, what are the limitations? The trouble with Vahalla that no level cap so you could get everything, while this made me choose what to get first this did make long term builds and choices superfluous.
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Post by eaglepursuit on Feb 23, 2023 20:28:50 GMT
It reminds me of the Greedfall skill tree, with the three main branches, and then some stuff between the main branches, which could be reached from either side. Although the Greedfall classes all used the same skill tree and were differentiated in other ways.
EDIT: My tentative guess is that "Defender" is the warrior spec for sword n shield, "Knight" is the spec for two-hander weapons, and "Captain" is more of a utility spec with aura buffs and such.
EDIT2: It looks like if you don't branch out into the sub-branches, you can go deep into one of the main branches, and perhaps these may also be considered sub-classes.
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Post by SofaJockey on Feb 23, 2023 22:18:55 GMT
The trouble with Vahalla that no level cap so you could get everything, while this made me choose what to get first this did make long term builds and choices superfluous. If we use the Mass Effect Andromeda example, I think you could not get everything in one playthrough. If I remember correctly, it took me 3 playthroughs (and use NG+) to get everything in that game.
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Post by themikefest on Feb 23, 2023 22:38:59 GMT
The trouble with Vahalla that no level cap so you could get everything, while this made me choose what to get first this did make long term builds and choices superfluous. If we use the Mass Effect Andromeda example, I think you could not get everything in one playthrough. If I remember correctly, it took me 3 playthroughs (and use NG+) to get everything in that game. The highest level is 132 I believe. It may have taken you 3 playthroughs, but it could take more depending on what the player did in those ng plus playthroughs. If you did the same thing in those playthroughs, I would have been bored.
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Post by colfoley on Feb 23, 2023 23:07:08 GMT
The trouble with Vahalla that no level cap so you could get everything, while this made me choose what to get first this did make long term builds and choices superfluous. If we use the Mass Effect Andromeda example, I think you could not get everything in one playthrough. If I remember correctly, it took me 3 playthroughs (and use NG+) to get everything in that game. Andromeda had the same problem as Vahalla did just took us longer to get there. Basically limitations drive RPGs in this case. These can be classes, level caps, or things like attribute prereqs. Or all three. Basically if everything is available to the player there is no *choice*. (Also note that this was my issue, basically, with how Origins handled its choices)
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