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Dragon Age: Inquisition Pre-Release Thread

Joined
Feb 13, 2011
Messages
2,234
what is frosbite engine and destructible environment?:M

they said couple month ago that some mages will have power to restore detroyed bridges/gangways/paths and open shortcuts on map or different pathways to hidden treasures/enemies.

in my book its :incline: but codex gonna codex
 
Self-Ejected

Excidium

P. banal
Joined
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Messages
13,696
Location
Third World
what is frosbite engine and destructible environment?:M

they said couple month ago that some mages will have power to restore detroyed bridges/gangways/paths and open shortcuts on map or different pathways to hidden treasures/enemies.
Yeah by holding A when prompted. Impressive
 

Cadmus

Arcane
Joined
Dec 28, 2013
Messages
4,287
what is frosbite engine and destructible environment?:M
they said couple month ago that some mages will have power to restore detroyed bridges/gangways/paths and open shortcuts on map or different pathways to hidden treasures/enemies.

in my book its :incline: but codex gonna codex
what is frosbite engine and destructible environment?:M

they said couple month ago that some mages will have power to restore detroyed bridges/gangways/paths and open shortcuts on map or different pathways to hidden treasures/enemies.
Yeah by holding A when prompted. Impressive
exactly, this is the problem and it's a plague on the modern games.

In the old Max Payne for example, you could explore every drawer in every room and it felt pretty good, but the moment you present the player with a prompt "press A to loot" it loses its meaning because it's not something you can figure out for yourself and in the case of magic, creatively try to apply your list of solutions to the problem at hand.

It's basically like creating Fallout 1 where it says "press A to plant big boom, press B to steal loot" when you approach a quest-related problem. It's fucked and not fun and Bioware can fuck off.

The correct way to have magic restore destroyed bridges would be for the player to apply some kind of a "heal non-living" or "heal golem" spell on his own when he just thinks "hey wouldn't it be fun if I could use my spells in a logical yet not obvious ways?"
 

Abu Antar

Turn-based Poster
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Joined
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Messages
14,479
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Read somewhere that there are actually not 40 major endings (no shit), there are 3 (no shit).
 

Delterius

Arcane
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Entre a serra e o mar.
"heal non-living" or "heal golem" spell on his own when he just thinks "hey wouldn't it be fun if I could use my spells in a logical yet not obvious ways?"

That still wouldn't be very impressive, IMO. My expectation is that BioWare's bridge fixing is a banal thing you'll do on your way.

An open world game should have meant a change in the nature of BioWare's world design. The maps should have become larger and the ways to traverse them much more diverse. So far I've seen Horses (same as walking, except faster) and jumping down. Instead, I'd like to see BioWare implementing things like scalling mountains and rocks. If the way to traverse the world became more diverse, then the world could be designed with spells such as levitation and earth manipulation to cross chasms and rapids.

Basically, take a look at Dragon's Dogma and try to surpass that. One thing I took from that game is that Fast Travelling a la TES is not necessary. Instead, one should try and find the more obscure ways to traverse the mountains that serve as a shortchut between key places. Finding a bridge and casting a generic heal contraption spell on it should be fulfilling if its a somewhat hidden find and if it serves as a shortcut between places.
 

anus_pounder

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Messages
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Yiffing in Hell
Why so much islam?

...

..

.


God of War?
God Hand?
A god game is an artificial life game that casts the player in the position of controlling the game on a large scale, as an entity with divine/supernatural powers
GODUS empowers you in the role of a god, allowing you to sculpt every inch of a

oh ohhhhhhhh, i see. so its like that...

god god god god god god god god god god god god
 
Joined
Sep 15, 2012
Messages
188
After watching more combat footage, I don't know why people think this game will have any tactical depth.
 

Roguey

Codex Staff
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Sawyerite
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Messages
37,163
After watching more combat footage, I don't know why people think this game will have any tactical depth.
"What we showed at the Microsoft conference was the easy way to play. We only had five minutes to show, so we had to play on easy and make the fights go really fast. You saw lots of dismemberment. It's not going to be so easy to cut somebody in half when the game comes out. We were showing off some features there.

"I was reading some feedback after the conference and people were saying, 'oh, that looks so easy,' but it ain't gonna be that easy."

The Witcher series is famous for its complex combat. Players need to prepare properly for encounters, think tactically about their foes and, when in battle, skillfully evade, dodge and defend.

That being said, it's a multi-platform big budget thing, of course it's not going to have extreme depth. But there's a gap between Knights of the Old Republic and Dragon Age: Origins.
 

Roguey

Codex Staff
Staff Member
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Yeah that sentence is all kinds of funny. Most people are bad at games.
 
Joined
Feb 13, 2011
Messages
2,234
After watching more combat footage, I don't know why people think this game will have any tactical depth.
"What we showed at the Microsoft conference was the easy way to play. We only had five minutes to show, so we had to play on easy and make the fights go really fast. You saw lots of dismemberment. It's not going to be so easy to cut somebody in half when the game comes out. We were showing off some features there.

"I was reading some feedback after the conference and people were saying, 'oh, that looks so easy,' but it ain't gonna be that easy."

The Witcher series is famous for its complex combat. Players need to prepare properly for encounters, think tactically about their foes and, when in battle, skillfully evade, dodge and defend.

That being said, it's a multi-platform big budget thing, of course it's not going to have extreme depth. But there's a gap between Knights of the Old Republic and Dragon Age: Origins.

:lol::lol::lol: welcome in 2014:retarded:
 
Joined
Sep 15, 2012
Messages
188
After watching more combat footage, I don't know why people think this game will have any tactical depth.
"What we showed at the Microsoft conference was the easy way to play. We only had five minutes to show, so we had to play on easy and make the fights go really fast. You saw lots of dismemberment. It's not going to be so easy to cut somebody in half when the game comes out. We were showing off some features there.

"I was reading some feedback after the conference and people were saying, 'oh, that looks so easy,' but it ain't gonna be that easy."

The Witcher series is famous for its complex combat. Players need to prepare properly for encounters, think tactically about their foes and, when in battle, skillfully evade, dodge and defend.

That being said, it's a multi-platform big budget thing, of course it's not going to have extreme depth. But there's a gap between Knights of the Old Republic and Dragon Age: Origins.
Even if they buff up the enemy's HP, that doesn't mean it will force you to think in a more tactical manner. plus they still have a small number of classes and and races. This limits complexity. This game wont be good or bad, it will be boring.
 
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Messages
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Even if they buff up the enemy's HP, that doesn't mean it will force you to think in a more tactical manner. plus they still have a small number of classes and and races. This limits complexity. This game wont be good or bad, it will be boring.

(1) Technical limits of console interfaces and (2) big mainstream graphical intensiveness will prevent the Dragon Age franchise from becoming a true successor to the character development centric mechanics in the Baldur's Gate series, but the game isn't a lost cause.
 

Roguey

Codex Staff
Staff Member
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Messages
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Even if they buff up the enemy's HP, that doesn't mean it will force you to think in a more tactical manner.
Sometimes this is the case. HP and enemy damage can be tuned too low. But who knows what the difficulty settings do at this stage?

plus they still have a small number of classes and and races. This limits complexity. This game wont be good or bad, it will be boring.
Quantity is not quality. Knights of the Chalice has a small number of classes and races, yet it's more mentally demanding than a lot of D&D games with far more.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363


exactly, this is the problem and it's a plague on the modern games.

In the old Max Payne for example, you could explore every drawer in every room and it felt pretty good, but the moment you present the player with a prompt "press A to loot" it loses its meaning because it's not something you can figure out for yourself and in the case of magic, creatively try to apply your list of solutions to the problem at hand.

It's basically like creating Fallout 1 where it says "press A to plant big boom, press B to steal loot" when you approach a quest-related problem. It's fucked and not fun and Bioware can fuck off.

The correct way to have magic restore destroyed bridges would be for the player to apply some kind of a "heal non-living" or "heal golem" spell on his own when he just thinks "hey wouldn't it be fun if I could use my spells in a logical yet not obvious ways?"
you'd have to come up with a good explanation for why something so incredibly useful isn't common knowledge among mages and part of the spell description, though.

Sent from my D5503 using Tapatalk
 

Cadmus

Arcane
Joined
Dec 28, 2013
Messages
4,287
exactly, this is the problem and it's a plague on the modern games.

In the old Max Payne for example, you could explore every drawer in every room and it felt pretty good, but the moment you present the player with a prompt "press A to loot" it loses its meaning because it's not something you can figure out for yourself and in the case of magic, creatively try to apply your list of solutions to the problem at hand.

It's basically like creating Fallout 1 where it says "press A to plant big boom, press B to steal loot" when you approach a quest-related problem. It's fucked and not fun and Bioware can fuck off.

The correct way to have magic restore destroyed bridges would be for the player to apply some kind of a "heal non-living" or "heal golem" spell on his own when he just thinks "hey wouldn't it be fun if I could use my spells in a logical yet not obvious ways?"
you'd have to come up with a good explanation for why something so incredibly useful isn't common knowledge among mages and part of the spell description, though.

Sent from my D5503 using Tapatalk
why? Or have a utility spell of a sort of vague description, or have a repair weapon spell lvl up bonus, whatever. Just don't fucking tell the player what to do and what button to press.

Can you get rid of that tapatalk thing...
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
why? Or have a utility spell of a sort of vague description, or have a repair weapon spell lvl up bonus, whatever. Just don't fucking tell the player what to do and what button to press.

Can you get rid of that tapatalk thing...
because it's silly to assume that the player is the first mage in history to try to cast a repair spell on a bridge.
 

Cyberarmy

Love fool
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Feb 7, 2013
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Smyrna - Scalanouva
Divinity: Original Sin 2
why? Or have a utility spell of a sort of vague description, or have a repair weapon spell lvl up bonus, whatever. Just don't fucking tell the player what to do and what button to press.

Can you get rid of that tapatalk thing...
because it's silly to assume that the player is the first mage in history to try to cast a repair spell on a bridge.


All previous ones had low intellect score obviously!
 
Joined
May 6, 2009
Messages
1,877,024
Location
Glass Fields, Ruins of Old Iran
A random search sent me back to page 74 of this thread. The black sorceress looked much less shiny back then.

iONxyBul.jpg
 

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