doctor_kaz
Scholar
I haven't gotten into Mass Effect's system very much. Too often what my character says feels substantively different from the one or two words on the wheel, and it sometimes sounds kinda asshole-ish and whiny.
doctor_kaz said:I haven't gotten into Mass Effect's system very much. Too often what my character says feels substantively different from the one or two words on the wheel, and it sometimes sounds kinda asshole-ish and whiny.
That's the plan, though exactly what each difficulty level will do is still to be settled.Castanova said:Are there different difficulty levels like in BG?
It's not quite KotOR where, as soon as the battle was done, any party members that went down during the fight spring up no harm, no foul.When a character dies, does he wake up as soon as the battle is over? Is there incentive to keep your characters alive?
Dgaider said:Party members that go down during combat in DA acquire one of various "injured" states that debilitate your character to a degree determined by the difficulty level. The state is stackable and persistent until the injury is properly treated.
Dgaider said:/snip
Party members that go down during combat in DA acquire one of various "injured" states that debilitate your character to a degree determined by the difficulty level. The state is stackable and persistent until the injury is properly treated.
So not permanent death, no, and I know that for some that will never cut it. Fair enough. Still, the idea is that it's a consequence for losing a party member that isn't so harsh it forces a reload. The idea will be, as well, that the combat will be balanced such that losing a party member during a fight is a tough blow as it is -- but it's harder to say how that will pan out in the long run.
Dgaider said:Party members that go down during combat in DA acquire one of various "injured" states that debilitate your character to a degree determined by the difficulty level. The state is stackable and persistent until the injury is properly treated.
Princess said:"To me what's worse with ME dialog system is that you were impelled to choose one of the two available roles (Paragon or Renegade) and keep it till the end."
Simply not true.
Right. They're out for the rest of the battle, and once it's done it's assumed you deal with their immediate wounds and they get up. They then have a random injury -- like a wounded leg, yes -- that affects appropriate stats accordingly until it's treated.aries202 said:Or does this just mean that everyone wakes up after a battle, and then someone has maybe lost an arm or a hand, or has a deep wound in the leg that is persistent untill treated medically...
How about adding an ironman mode? Or would that be unfeasible for plot-related reasons?Dgaider said:So not permanent death, no, and I know that for some that will never cut it. Fair enough.
It only couldn't apply to the one character that needs to stick around for the plot -- but otherwise? Maybe a mode where one of the random injuries was "death"? Might make going down in combat a bit of a Russian Roulette deal as opposed to a guaranteed end.pkt-zer0 said:How about adding an ironman mode? Or would that be unfeasible for plot-related reasons?
Well, I think if you check out the videos that are coming out, you'll see that we're trying to add a lot of tactical options in the combat. We also want things for the melee combatants to do other than just click-attack.Dark Individual said:Dgaider, will DA challenge the players with the combat? I think I speak for everyone when saying that we'd like to be forced to use tactics, proper spell selection etc.
All in all I'm actually looking forward to this game.
I would vote for it. NPC death can add a lot of "flavor" to the player's story. Perhaps I really liked the NPC and then there's a sense of loss. And then I have to recruit a new party member, who might be someone I already met but disliked, but now have to begrudging learn to live with.It only couldn't apply to the one character that needs to stick around for the plot -- but otherwise? Maybe a mode where one of the random injuries was "death"? Might make going down in combat a bit of a Russian Roulette deal as opposed to a guaranteed end.
But I don't know. It's possible... at this point it's just a matter of additional work.
Dgaider said:Would it be meaningful if I said that the man behind the balancing job is German? He's pretty merciless.
Not at this point. It's still in flux.Ogg said:Could you tell us more about the way to get rid of the injuries?
I don't think so, no.Will some injuries be impossible to treat?
There are some people who will reload no matter what when handed some kind of drawback. I suspect more people will find an injury "acceptable" and move on, depending on the amount of time/effort required to treat the injury... but the point isn't to make people not reload, the point is to provide a consequence for a party member going down in combat that isn't so harsh that the player loses a party member (and a great deal of content with them) but not so soft that the player is sacrificing his party members in kamikaze fashion without effect.As Voly says, what makes the player accept his state and not reload?
Dgaider said:There are some people who will reload no matter what when handed some kind of drawback. I suspect more people will find an injury "acceptable" and move on, depending on the amount of time/effort required to treat the injury... but the point isn't to make people not reload, the point is to provide a consequence for a party member going down in combat that isn't so harsh that the player loses a party member (and a great deal of content with them) but not so soft that the player is sacrificing his party members in kamikaze fashion without effect.
Dgaider said:There are some people who will reload no matter what when handed some kind of drawback. I suspect more people will find an injury "acceptable" and move on, depending on the amount of time/effort required to treat the injury... but the point isn't to make people not reload, the point is to provide a consequence for a party member going down in combat that isn't so harsh that the player loses a party member (and a great deal of content with them) but not so soft that the player is sacrificing his party members in kamikaze fashion without effect.
Not at this point. It's still in flux.
I don't think he's talking about adding death as a possible outcome. I think by ironman he's talking about something like TOEE's ironman, an optional difficulty setting where you can only save/load when starting or quitting the game. That way if you pick up an injury you can't reload your way around it.Dgaider said:It only couldn't apply to the one character that needs to stick around for the plot -- but otherwise? Maybe a mode where one of the random injuries was "death"? Might make going down in combat a bit of a Russian Roulette deal as opposed to a guaranteed end.pkt-zer0 said:How about adding an ironman mode? Or would that be unfeasible for plot-related reasons?
But I don't know. It's possible... at this point it's just a matter of additional work.
I actually was, sorry for the slightly confusing wording. Adding a mode where you can't reload would take even less effort to add, considering that you could just simply choose to not reload when you die. But sure, adding that as an option wouldn't hurt, either. As long as the basic combat is good enough, various options to possibly make it more interesting/challenging are always nice.Grog said:I don't think he's talking about adding death as a possible outcome.