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Post by Gileadan on Mar 7, 2023 6:43:26 GMT
Six to eight variations per character I hope or it will get repetitive really soon.
They should try out Fatshark's "Tide" games for inspiration, best combat chatter in anything I played. Their latest one has four classes with three voice actors per gender, and they all get combined into a natural flow no matter your party setup.
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Post by Gileadan on Mar 3, 2023 6:21:53 GMT
"The creative director just played a new game and now wants to have a meeting with the design staff." Trend chasing is what BioWare does it seems. Someone higher up on the totem pole played Skyrim back in the day and we got horses in DAI. Mind you, horses that move at the same speed as your character on foot, just with added contrails to make them look faster. Management should just stay the hell away from game design and go... manage something, I guess. Wonder what game got played by management during DAD development. Actually, I remember quite clearly fans clamoring for rideable mounts at least as far back as the development of Origins when the original Mount and Blade was under development. Doesn't mean you aren't right about publisher management. There is that story of the EA exec who wanted a rideable dragon in the game... I'm pretty sure I'm right. Surely I'm not the only one who remembers this legendary and given the leak possibly even prophetic post in this thread...
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Post by Gileadan on Mar 2, 2023 10:47:14 GMT
"The creative director just played a new game and now wants to have a meeting with the design staff."
Trend chasing is what BioWare does it seems. Someone higher up on the totem pole played Skyrim back in the day and we got horses in DAI. Mind you, horses that move at the same speed as your character on foot, just with added contrails to make them look faster. Management should just stay the hell away from game design and go... manage something, I guess.
Wonder what game got played by management during DAD development.
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Post by Gileadan on Mar 1, 2023 8:15:58 GMT
Owlcat's Pathfinder games might have way too many junk items in the world, but the inventory handling itself is smooth and easy. Completely free of console clunkiness... which is probably what we will be getting with DAD again.
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Post by Gileadan on Feb 28, 2023 5:41:40 GMT
Having played FFXIV for over a year and a half now, I do wonder how true this statistic is vs how true the industry marketing wants it to be (like how they kept saying SP games are dead because they wanted them to be dead, not because they actually were). I would say about 60% or more of female player characters in FFXIV are actually male players. Even as a male i would prefer female protagonist over male. I mean the genre is called RPG and i want to a totally different character than my own personality. And that´s way i am so disappointed that most players play the most boring version. For Mass Effect series default male Shepard as a soldier. Come on guys and gals have some creativity and made your own character.
A person's gender or profession tells me nothing about how interesting they are as a person or character. And vice versa, a different paint job does not make a more interesting character.
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Post by Gileadan on Feb 24, 2023 11:36:22 GMT
To me the tree seems to include three base classes (blue, red, yellow) and three hybrid classes. Only the base classes can be reached from the center node, the hybrids (purple, orange, green) have no connection to it and even those colors are a mix of the base class colors that they are stuck in between.
Given how we might end up with only 4 active abilities, these might be the big chevrons in the diagram and everything else is some sort of passive.
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Post by Gileadan on Feb 14, 2023 6:41:49 GMT
If the game or parts of the game were tested then they likely were at least feature complete. Why test something that you plan a major overhaul for anyway? That test would be a waste of time and resources.
I like action combat and I like turn based combat, and the combat in that gif looked frigging awful. I'll just hope that it won't turn out to be another boring chore like DAI.
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Post by Gileadan on Feb 6, 2023 16:48:36 GMT
On the other hand, the rook bird do be belonging to the crow family and we know someone who uses fantasy crows. That must be it. We'll be Baron Plucky reincarnated, going by a clever pseudonym. No one will see us coming.
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Post by Gileadan on Feb 6, 2023 12:51:31 GMT
Looks fairly grim, probably because it's such a super early build. Hopefully it will see a lot of iteration before release.
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Post by Gileadan on Feb 5, 2023 10:21:30 GMT
2. We don't know that yet and since Inquisition had tactics, albeit poorly implemented I'll go with that. 3. Depends on what you mean but Inquisition had skills you could get from the war table usually involving dialogue and each class also had unique skills to solve puzzles and obstacles. 4. Hardly a prevalent feature in the series even till Inquisition and Inquisition still had its moments most notably during WEWHs. 5. Sure. I also remember Revenants, broodmothers, arcane horrors, desire demons and Loghain. No real difference. 6. Stealth has been in the series since day 1 and it's a magic like ability for mundane characters. Again nothing has changed. 2. No we don't know that yet but the trend is pretty obvious. Inquisition's simple "use or don't use" settings are the pitiful remains of DAO's "when this happens do that". But hey, at least you could stop Dorian from having some undead minion pottering about and extending your combat time far past your last enemy's death. 3. You mean the class gated fixed interaction points on some maps? If your party has a mage, click here and he/she will rebuild that bridge? That isn't exactly a skill that you pick for your character, that's simply a check if a certain class is present in your party. 4. There were moments in the series where you could talk your way out of a fight, like preventing the elf clan attacking you and Merrill in DA2. DAO had the persuasion skill that was actually rewarding to invest into. 5. Loghain was not 8 feet tall, he was a normal sized human being and he didn't rotate on the spot either. He was also major unique enemy, not some random goon boss in the woods that you never heard of before and forgot about half a minute later. Broodmothers and demons and whatnot are essentially otherworldly monstrosities, of course they'll have some special stuff to throw around and they didn't make you feel like you were playing an arcade game when they did it. 6. Yes, many games unfortunately implement stealth as if it were invisibility, probably because calculating light levels and lines of sight would be way more effort. But only DAI had warriors slam the ground hard enough to cause a local earthquake with a mini grand canyon and things like that. I would say that abilities like this are definitely a change from previous games.
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Post by Gileadan on Feb 4, 2023 14:24:09 GMT
It just looks like BioWare is continuing the trend of the DA series - remove more and more RPG elements, make everything more actiony, limit meaningful dialogues to the "hub", remove party controls and tactical options. Unless they can make their action combat really *great* there is little reason for me to play DA4 since I don't care about Thedas and it's "oooh ancient elves" storyline anymore. What RPG elements has BioWare supposedly cut back on? 1. Attributes. Every character starts with a 10 in every attribute before picking skills and equipment. Level 1 Vivienne in her panties has an intelligence and strength of 10 and so has the Iron Bull despite both character being very different in those arenas. 2. Tactical combat gameplay. Mostly gone. 3. Non combat skills. 4. Non combat quest resolutions. 5. Arcady mini-bosses (remember the human ones that were about 8 feet tall just to make sure you knew they were special and had silly moves like spinning in place with their two handed swords?) 6. Magic-like abilities for mundane characters like warriors and rogues - in a setting where magic is heavily sanctioned. Rule of cool >>> lore. Step by step, it moved from RPG to action game.
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Post by Gileadan on Feb 4, 2023 9:40:08 GMT
Origins did not really have a "hub" I think. The party camp wasn't some central location that served as a fixed base of operations, it was wherever you stopped for the night. Your party literally traveled across Ferelden as the story progressed as opposed to "gear up in Haven/Skyhold, teleport to whatever map your mission was on, teleport back to Haven/Skyhold" in DAI. DA2 didn't really have a hub because Kirkwall and the three little maps outside of it were all you could go to. Maybe Hawke's mansion was a hub, but very little happened there. The implementation of an actual hub (and the limitation of almost all important dialogue happening there) was new in DAI.
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Post by Gileadan on Feb 4, 2023 8:36:03 GMT
It just looks like BioWare is continuing the trend of the DA series - remove more and more RPG elements, make everything more actiony, limit meaningful dialogues to the "hub", remove party controls and tactical options. Unless they can make their action combat really *great* there is little reason for me to play DA4 since I don't care about Thedas and it's "oooh ancient elves" storyline anymore.
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Post by Gileadan on Feb 1, 2023 12:51:53 GMT
Novigrad was developed at about the same time as the massive disappointment that was Val Royeaux. Assassin's Creed (2007) had better cities than the oddly dead zone that DAI claimed was a glorious, bustling capital of a major country. witcher 3 was also just developed for the PS4. The compromises I mentioned. DAI's Val Royeaux was poor quality even for PS3 standards. It was also a much smaller city than Novigrad (or Oxenfurt, or Kaer Trolde, or Beauclair), it was its own map instead of being a part of the surrounding landscape and it just had a bunch of static NPCs that made it look like a deserted movie set with a few forgotten mannequins. Where is that compromise you keep mentioning? What good came out putting so little effort into this location? Because the gameplay and combat weren't smooth either and the side content was outright MVP tier.
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Post by Gileadan on Feb 1, 2023 7:59:35 GMT
two basic problems with your analysis. First Inquisition was nine years ago at this point. And had to make compromises in gameplay (as did Anthem). Tech and city scapes has advanced tremendously since then which has allowed the creation of much better cities. No one before Inquisition was really doing it right. Afterwards Novigrad and Athens were things. Second. The emptiness of these places were annoying but in the grand scheme of things very unimportant. If they had to chose again, for whatever reason, between empty and small cities or to make sure the game actually functions, its gameplay is smooth, the story has the right impactful cinematics, and the companions got to be fleshed out... would you really choose to have full cities? Novigrad was developed at about the same time as the massive disappointment that was Val Royeaux. Assassin's Creed (2007) had better cities than the oddly dead zone that DAI claimed was a glorious, bustling capital of a major country.
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Post by Gileadan on Jan 30, 2023 17:10:20 GMT
Sounds like a plan! They're essentially going to find Mordor without knowing what to do when they get there, whether to bring the ring or not and if yes what to do with it or even not knowing anything about a ring at all.
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Post by Gileadan on Jan 20, 2023 11:22:00 GMT
Building convoluted condition trees isn't that much fun. Do you think choices and consequences are also hard to programm? The average choice and consequence in BioWare games should not be hard to code, i.e. something like Save the Chargers or Save the Dreadnought. It's a binary choice, the flip of a switch, and as a result the Chargers disappear and Bull may betray you later or not. Those just become a bugger if you try to drag them with you into the next game because then you have many switches from many such quests in previous games which in my opinion is not worth the effort. Romances however have a whole sequence of conversations and quests during the course of one game that may influence the outcome i.e. many such switches, and if the protagonist were to romance two people at the same time you'd either have to account for any combination of this series of switches - what if one likes you but not the other at different stages with all the necessary dialogue to go with that etc. - or just simplify the whole thing somehow to get rid of that added complexity. Caveat: coding anything can become (needlessly) convoluted if your code base deteriorates enough into spaghetti.
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Post by Gileadan on Jan 20, 2023 8:31:54 GMT
I do coding for a living and I really wouldn't want to have to do this. Building convoluted condition trees isn't that much fun.
Also I find it interesting that the most "brb gotta google this" moments happen whenever someone post a special romance request.
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Post by Gileadan on Jan 5, 2023 8:44:10 GMT
Liara is Bio's favourite pet, so they'll find a way to keep her in the setting. Even if it's as simple as Liara making clones and implanting her memories into said clone. Liara Clone Army, that would be cool! I seem to remember that we already had that in MEA...
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Post by Gileadan on Jan 4, 2023 6:09:23 GMT
Maybe, but even those in favour of her casting were constantly talking about representation and how important it was that a black actress portrayed Arielle. And who knows, she might be awesome in the role, yet I think we all know why she was picked. It would have been a trivial effort to find a white actress with more experience. In the end, the producers or director or whoever does the casting can pick whoever they want. It's Disney's Little Mermaid after all, not Hans Christian Andersen's Little Mermaid. Its obvious bait. Well you're right of course. I just ocasionally like to give people the benefit of the doubt, and sometimes an interesting discussion can be had anyway. And if not then at least all doubt has been removed.
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Post by Gileadan on Jan 3, 2023 21:50:54 GMT
But it is, for example live-action Little Mermaid whose mc got a race swap treatment from white to black for the sake of creating fake outrage and accuse anyone who dare criticise it as a bigot or racist. Or the actress was just the best choice in the director’s mind. Maybe, but even those in favour of her casting were constantly talking about representation and how important it was that a black actress portrayed Arielle. And who knows, she might be awesome in the role, yet I think we all know why she was picked. It would have been a trivial effort to find a white actress with more experience. In the end, the producers or director or whoever does the casting can pick whoever they want. It's Disney's Little Mermaid after all, not Hans Christian Andersen's Little Mermaid.
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Post by Gileadan on Dec 24, 2022 16:30:47 GMT
Sometimes. That was not one of those times though. If a story only works with so much stupid that you even have to suspend player agency to achieve the overall required level of dumb, it's not a good story.
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Post by Gileadan on Dec 24, 2022 9:26:29 GMT
Grog Muffins already made a good comment. Yes of course there are some bad apples in the Inquisition but are telling me that all of the major Inquisition members could be corrupted? No fcking way. Especially the Inquisition charaters they used for the show aka Cassandra or Leliana would never ever ever betray or be corrupted. Just No... We are talking about Cassandra of people come on
again for me anyone can be corrupted in any situation. Mind you we can be corrupted for benign/ sympathetic reasons but this hold true for Cassandra as anyone else. And bioware seems to agree with me given the corrupt behavior exhibited by the Inquisitor in Tresspasser. Granted sympathetic and being handed a bit of an idiot stick in being forced between the choices they were, which made the whole theme a little blunt, but since every Inquisitor is backed into that corner then every Inquisitor exhibits corrupt behavior during that DLC. It's the good old forced incompetence / idiot stick that seems to be required for lots of their plots to function. See also Wardens, Templars, Mages whenever the player isn't around to drive them away from utter stupidity with what feels like a constant barrage of kicks to their rear ends. BioWare NPC factions are like kids that run towards the nearest open manhole the moment you turn your back on them. "The Inquisition took these three keeps and never gave them back!" was one of the complaints in Trespasser... without ever asking the player for input on those decisions. BioWare writes an unavoidable fuck up into the story and then has the NPCs blame the player character for it. Same with all the spies that had infiltrated the Inquisition while the player wasn't in control. Trespasser really took that to the next level. Like a poor tabletop RPG game master who starts scenes with stuff like "Before any of you can react..." way too often.
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Gileadan
N5
Agent 46
Clearance Level Ultra
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: ALoneGretchin
Posts: 2,844 Likes: 7,117
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Agent 46
177
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7,117
Gileadan
Clearance Level Ultra
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gileadan
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
ALoneGretchin
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Post by Gileadan on Dec 21, 2022 10:30:47 GMT
To me, this is another failure of the writing and the gameplay being at odds with one another - they made a game that evoked the exploration of the original Mass Effect, gave us a "scientific" goal, and then we are in a war against a new galactic/meta-galactic threat with no guns on our ship or surface cruiser. A cavalier wisecracking awkward kid that due to nepotism and an AI becomes the greatest warrior Andromeda has ever seen. This right here. The MEA marketing campaign and early moments of the game make it appear focused on exploration and discovery with the protagonists not being soldiers this time. Then about ten minutes into the first actual mission they find some unfriendly aliens and without a moment's consideration take it upon themselves to kill them all... without even wasting a single thought about how dangerous this new alien species might be as a whole. They are a complete unknown. They could be part of a galactic empire with billions of troops that could casually wipe the AI's little expeditionary force off the map without finding that important enough to even submit an after action report. Luckily that wasn't the case. How convenient. The same goes for the Kett of course. MEA talked a lot about exploration and "coming in peace", and then it's all about shooting aliens again. And Ryder's wise cracking gave him/her a weird vibe of being oblivious to what was really going on.
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Gileadan
N5
Agent 46
Clearance Level Ultra
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: ALoneGretchin
Posts: 2,844 Likes: 7,117
inherit
Agent 46
177
0
7,117
Gileadan
Clearance Level Ultra
2,844
August 2016
gileadan
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
ALoneGretchin
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Post by Gileadan on Dec 18, 2022 23:24:03 GMT
Yes maybe, but that wasn't my point. At the core of MEA's story was the fact that the Ryders were inexperienced and were put into their father's footsteps suddenly and without much preparation. They weren't some elite soldiers masquerading as junior pathfinders. They were truly new to the job, but they still played like a bunch of bad ass N7s when the shooting started. That's the dissonance I was referring to. And I’ve seen many best of the best soldiers still act in ways that make Ryder seem like a sage in comparison. As for fighting, it’s amazing how combat can bestow decades of prowess onto someone due to things like instinct, adrenaline, etc. We see this countless times throughout history not just in combat but any tense situation. Plus remember that a lot of it was thanks to SAM, with the ending showing Ryder’s growth since they no longer needed that boost to be the heroes they were. Mhm, I'll concede the SAM argument. That's a good one. I haven't played in a while so I don't remember if SAM was just a voice in Ryder's head or could actively control Ryder's body. I do remember that SAM kinda reconfigured Ryder's skills so it's a good point. I was a soldier and I experienced adrenaline myself though. It doesn't really teach you anything about combat, it just suppresses pain for about an hour and lets you keep going as long as, shall we say, your body is still structurally sound enough to do so. But once it wears off you're in a world of hurt. And actual training and experience is very important for combat troops. Loss of veteran troops is a big problem for any fighting force because it takes so much time and effort to train capable soldiers. It's not easy to teach people to remain calm and keep doing the right things while a bunch of automatic weapons are chewing up the countryside around them. But all that said, I still had a hard time to get into Ryder's easy going ways. After all they were not just fighting a horde of angry aliens, they also knew they would never go back home and no one would ever come to support them. I would have been too terrified to sleep.
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