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Post by Sailears on Feb 11, 2017 15:59:43 GMT
YES! Finally, more creative use of biotics like throw and pull rather than mindless explosion spam. Considering that abilities have a dual purpose, both press and hold i'm envisaging things like the following: Pressing Pull just pulls an enemy towards you, holding Pull allows you to hold the enemy in place to do whatever you desire to them. Pressing Throw tosses an enemy away from you, holding Throw allows you to decide in which direction you want to toss them through a combination of the power button and movement keys/analogue sticks. If that is the case then being a caster is going to be a lot more fun than it used to be. Hell yes, anything along those lines will be an order of magnitude better than the system we had in both me2 and me3. I'm excited to see what sort of crowd control/puppet master builds are possible to be created.
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Post by Iakus on Feb 11, 2017 16:22:55 GMT
The squad control stuff sounds like the kind of pre-programmed AI settings you can give your party in Dragon Age. WHich Dragon Age? The Dragon Age settings where you can say "Use this aoe attack only if three or more enemies are clustered together, use this ability only on elite enemies, and if you're surrounded, use this other power"? Or the Dragon Age setting where your only options aer "Use this power". "Use this power a lot". Or "Don't use this power at all" Serious question, because one setup is extremely useful, and the other is completely useless.
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Post by Link"Guess"ski on Feb 11, 2017 16:33:20 GMT
Inquisition obviously, because they could just lift these settings from the game's code and tweak it.
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Post by slimgrin on Feb 11, 2017 16:35:05 GMT
Aaryn is a fan of scanning in ME games. It was taken away in ME3 and now they’ve brought it back again.
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Post by Iakus on Feb 11, 2017 16:35:38 GMT
Inquisition obviously, because they could just lift these settings from the game's code and tweak it. So completely useless then...
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Post by sjsharp2010 on Feb 11, 2017 16:54:58 GMT
I have to say the one thing I buy bioware games for is the grinding for resources. Can't get enough of it; sod everything else, just give me arbitrary stuff to incrementally increase over hours of repetitious gameplay. yeah some of the grinding can be fun but it needs to be done well. I personally had no issue with the way DAI did things but I can see why some did as it could get a little repetitive after a while.
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Post by The Elder King on Feb 11, 2017 16:58:38 GMT
Inquisition obviously, because they could just lift these settings from the game's code and tweak it. So completely useless then... While the starting point might be that, it doesn't mean the system isn't improved for Andromeda. I'll judge the AI in the game, although I do think that if they didn't do a good job the gameplay will suffer a lot from it. DAI still had the option of ourselves controlling the characters directly, which MEA won't have. Maybe the gameplay video will show us how it works, one way or another.
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Post by Muddy Boots on Feb 11, 2017 17:18:33 GMT
,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
Interesting.
1- Confirmation from early leak that you can decide where to put Outposts and what type. 2- Somehow we can control our Squad? Squad tactics are back? I hope it's not DA:I so called tactics. Appears very encouraging 3- Narrative difficulty settings? Not sure what it means. Romance?, Diplomacy? People/squad interactions? Hostiles are stronger/weaker? 4- Smooth combat is nice but are the input controls functional and easy vs awkward to use? “It’s actually a story of optimism and hope, it’s not the story of trying to fight for a home and do these things it’s actually a story of potential and of reason to go explore…”
Sounds very marketee and fluffery while telling you nothing. I'm looking forward to see how the studio attempts to pull this off.
Narrative difficulty is for those who don't want to bother with combat and only play for the story. It's the easiest difficulty level. Has always been around. I've only ever seen casual difficulty in my Bioware games. Not casual and narrative. I did see Narrative somewhere else and it had combat. So I'm confused.
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Post by The Elder King on Feb 11, 2017 17:20:21 GMT
Narrative difficulty is for those who don't want to bother with combat and only play for the story. It's the easiest difficulty level. Has always been around. I've only ever seen casual difficulty in my Bioware games. Not casual and narrative. I did see Narrative somewhere else and it had combat. So I'm confused. Narrative mode/story mode or something like that was present in ME3.
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DayusMakhina
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It's phonetic.
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Post by DayusMakhina on Feb 11, 2017 17:22:37 GMT
Narrative difficulty is for those who don't want to bother with combat and only play for the story. It's the easiest difficulty level. Has always been around. I've only ever seen casual difficulty in my Bioware games. Not casual and narrative. I did see Narrative somewhere else and it had combat. So I'm confused. Narrative mode usually doesn't mean that there's no combat, just that it's so trivialised that you simply cannot fail and can thus just enjoy the story.
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Post by Deleted on Feb 11, 2017 17:23:41 GMT
Narrative difficulty is for those who don't want to bother with combat and only play for the story. It's the easiest difficulty level. Has always been around. I've only ever seen casual difficulty in my Bioware games. Not casual and narrative. I did see Narrative somewhere else and it had combat. So I'm confused. Apologies, then. Maybe I'm confusing with ME3 that I'm sure used this name. I don't remember if ME1 and ME2 used it, but it's the same as Casual, or whatever the easiest difficulty level is named on those games, nothing different. Combat gameplay will still happen.
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Post by Thrombin on Feb 11, 2017 18:04:44 GMT
The squad control stuff sounds like the kind of pre-programmed AI settings you can give your party in Dragon Age. WHich Dragon Age? The Dragon Age settings where you can say "Use this aoe attack only if three or more enemies are clustered together, use this ability only on elite enemies, and if you're surrounded, use this other power"? Or the Dragon Age setting where your only options aer "Use this power". "Use this power a lot". Or "Don't use this power at all" Serious question, because one setup is extremely useful, and the other is completely useless. I was thinking of the one in Dragon Age Origins where you define types of behaviour for different party members: dragonage.wikia.com/wiki/Tactics_(Origins)#Preset_behaviorsThe whole tactics thing was very much like wrting your own computer program which, as a programmer I rather enjoyed. I doubt they'll go to that level of detail but the predefined behaviour part does sound very similar to what Aaryn's saying.
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Post by Thrombin on Feb 11, 2017 18:14:03 GMT
I've only ever seen casual difficulty in my Bioware games. Not casual and narrative. I did see Narrative somewhere else and it had combat. So I'm confused. Apologies, then. Maybe I'm confusing with ME3 that I'm sure used this name. I don't remember if ME1 and ME2 used it, but it's the same as Casual, or whatever the easiest difficulty level is named on those games, nothing different. Combat gameplay will still happen. In ME3 there's a Narrative Mode and a Casual difficulty. The mode is what you select at the start of the game. In Narrative mode combat is trivially easy. The game is about the story not the combat. In action mode it removes all choices. You play male shepard you don't choose the class or the levelling up. Everything is essentially a cut scene or combat. Finally there's Role-Playing mode which is the standard one. I'm pretty sure you don't get to change the mode once you've locked it in at the start of the game. Casual, on the other hand is a difficulty not a mode. It's easy but it's not as easy as narrative.
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ssanyesz
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Post by ssanyesz on Feb 11, 2017 18:38:18 GMT
I have to say the one thing I buy bioware games for is the grinding for resources. Can't get enough of it; sod everything else, just give me arbitrary stuff to incrementally increase over hours of repetitious gameplay. yeah some of the grinding can be fun but it needs to be done well. I personally had no issue with the way DAI did things but I can see why some did as it could get a little repetitive after a while. Sure if there is someting to craft or build and it is worth it, like gather materials for colony defense towers or shields or more mechs for defenses against enemies. Or Nomad, Tempest, Hyperion upgrades, or something that has a visual presentation or provide some new functionality, or ... or ... By the way i would welcome that change if a planet / colony is relatively secure, then that would generate small amount of resources over time that had been secured there.
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The path up and down are one and the same.
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Post by kino on Feb 11, 2017 18:40:16 GMT
That was a pretty good interview. I like the idea of resource management having an impact on the story and not just finding shit to be finding it.
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Post by Muddy Boots on Feb 11, 2017 18:41:31 GMT
Apologies, then. Maybe I'm confusing with ME3 that I'm sure used this name. I don't remember if ME1 and ME2 used it, but it's the same as Casual, or whatever the easiest difficulty level is named on those games, nothing different. Combat gameplay will still happen. In ME3 there's a Narrative Mode and a Casual difficulty. The mode is what you select at the start of the game. In Narrative mode combat is trivially easy. The game is about the story not the combat. In action mode it removes all choices. You play male shepard you don't choose the class or the levelling up. Everything is essentially a cut scene or combat. Finally there's Role-Playing mode which is the standard one. I'm pretty sure you don't get to change the mode once you've locked it in at the start of the game. Casual, on the other hand is a difficulty not a mode. It's easy but it's not as easy as narrative. Ah, ok. I was getting difficulty and mode confused then. Good to know. I think I'd die of boredom just walking through it, though I still suck. I don't know what I'm doing at this point, but I definitely have to fight and I do die sometimes.
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deadgoon
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Post by deadgoon on Feb 11, 2017 18:53:05 GMT
you can pick up people and throw them at other people.
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Post by derrame on Feb 11, 2017 20:00:29 GMT
good info, thaks can we throw people in MP too?
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Post by Cyonan on Feb 11, 2017 20:04:33 GMT
I like the idea of resource management having an impact on the story and not just finding shit to be finding it. My only concern is if it ends up being like needing to get all the ore/herbs in DA:I except now if you don't do it you'll be screwed on the story later on rather than simply not being able to craft as much equipment. Resource management in games is one of those things that often toes the line between an interesting mechanic and an annoying grind to get more resources all the time.
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The path up and down are one and the same.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by kino on Feb 11, 2017 20:23:08 GMT
I like the idea of resource management having an impact on the story and not just finding shit to be finding it. My only concern is if it ends up being like needing to get all the ore/herbs in DA:I except now if you don't do it you'll be screwed on the story later on rather than simply not being able to craft as much equipment. Resource management in games is one of those things that often toes the line between an interesting mechanic and an annoying grind to get more resources all the time. True. I'd rather it be something required for a specific use. I'm not a fan of the running around the world and grabbing everything I run by feeling like I should snag it "just in case I need it later". DAI's Skyhold improvements were a decent way of doing it. I'd rather have a way of tagging resources so that if I need it later I'll know where it is, rather than try to rely on my sometimes shoddy memory. Particularly in open world(ish) games.
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Post by Deleted on Feb 11, 2017 20:25:01 GMT
You know how it goes...
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Post by Sartoz on Feb 11, 2017 20:38:26 GMT
I have to say the one thing I buy bioware games for is the grinding for resources. Can't get enough of it; sod everything else, just give me arbitrary stuff to incrementally increase over hours of repetitious gameplay. yeah some of the grinding can be fun but it needs to be done well. I personally had no issue with the way DAI did things but I can see why some did as it could get a little repetitive after a while. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
A little? LOL
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Post by Sartoz on Feb 11, 2017 20:41:19 GMT
So completely useless then... While the starting point might be that, it doesn't mean the system isn't improved for Andromeda. I'll judge the AI in the game, although I do think that if they didn't do a good job the gameplay will suffer a lot from it. DAI still had the option of ourselves controlling the characters directly, which MEA won't have. Maybe the gameplay video will show us how it works, one way or another. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
Oh, yes. Don't you just to micromanage your party? I can just see my friend Varric, always ignoring me.
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Post by Sartoz on Feb 11, 2017 20:44:59 GMT
WHich Dragon Age? The Dragon Age settings where you can say "Use this aoe attack only if three or more enemies are clustered together, use this ability only on elite enemies, and if you're surrounded, use this other power"? Or the Dragon Age setting where your only options aer "Use this power". "Use this power a lot". Or "Don't use this power at all" Serious question, because one setup is extremely useful, and the other is completely useless. I was thinking of the one in Dragon Age Origins where you define types of behaviour for different party members: dragonage.wikia.com/wiki/Tactics_(Origins)#Preset_behaviorsThe whole tactics thing was very much like wrting your own computer program which, as a programmer I rather enjoyed. I doubt they'll go to that level of detail but the predefined behaviour part does sound very similar to what Aaryn's saying. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
Is this where DICE AI programmers come in to help out Bio?
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Post by Link"Guess"ski on Feb 11, 2017 20:56:57 GMT
So completely useless then... While the starting point might be that, it doesn't mean the system isn't improved for Andromeda. I'll judge the AI in the game, although I do think that if they didn't do a good job the gameplay will suffer a lot from it. DAI still had the option of ourselves controlling the characters directly, which MEA won't have. Maybe the gameplay video will show us how it works, one way or another. As with everything they might've carried over yes, obviously they're gonna aim to improve it. For me though it's just, I don't want a reskinned DA:I with improvements. If I play it and I can tell right away that certain things are ported and enhanced features off of Dragon Age I'm gonna be pretty pissed. I already thought the crossover factor between Mass Effect and Dragon Age had become too much, and I definitely don't want to see Dragon Age reflect its features BACK into Mass Effect now. I can't wait to see some text go "Vetra disagrees" every time I make a choice for example -- Mac talked about how instead of paragon/renegade it's more "agree/disagree" now. That is a Dragon Age system with the disapprove/disagree system. Mass Effect should have morality or reputation or something and if there's a new system I hope you can't just tell it's the one from DA:I that uses different terminology and font.
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