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Role-Play FRP, RPG...

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Stara 14.6.2024, 17:18   #101
Exia
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Određen forumom Re: Dragon Age: The Dread Wolf Rises

DA nikad nije bio true open world nego zone tj hub world, i to od pocetka tj DAO a Inkvizicijom su to rastegnuli do max-a. Pitanje dali ce ovo biti takav sistem (hub/zone) ili skroz linearan (aka hodnik).

Iz onog gamepl-eya je teze zakljuciti posto ima dosta cutovanja tokom istog. Uglavnom ocekivanja su vrlo mala soo lets see...jesen nije (toliko) daleko.
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Stara 14.6.2024, 17:27   #102
player1
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Određen forumom Re: Dragon Age: The Dread Wolf Rises

Citat:
Exia kaže: Pregled poruke
DA nikad nije bio true open world nego zone tj hub world, i to od pocetka tj DAO a Inkvizicijom su to rastegnuli do max-a. Pitanje dali ce ovo biti takav sistem (hub/zone) ili skroz linearan (aka hodnik).
To da li su mape rastegnute loading screenom ili ne je nebitno. Inkvizicija je bio open world, i u svojoj najgoroj varijanti, sa gomlilom paddinga, koji dosadi toliko brzo da sam u ponovnim prelazime igre, potpuno preskakao neke mape i samo jurio glavnu pricu (i kompanjon kvestove).

Ako je igra samo zabavana ako moras da preskocis pola sadrzaja, nesto duboko nije u redu.


I DA:O, pa cak ni u DA2, nije mi nikad bilo problem da igru 100% istrazim, jel je opcionog zadrzaja bilo taman toliko koliko treba, a ne da bude tu da puni mapu, u budzi prosecan prelazak igre, zbog neke tamo metrike za marketing.
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Stara 15.6.2024, 0:25   #103
Pandemonium
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Određen forumom Re: Dragon Age: The Dread Wolf Rises

Veliko meh. Neinspirativno, generičko. Al ajd, videli smo 20ak min gejmpleja. U ovom što smo videli, borba izgleda kao mešavina DA2 i Inkvizšna (vizuelno). Priča i dijalozi liče da su rešili da istaknu najgore komponente priče i dijaloga iz DAI. Ovo što nije open world nego mission based mi deluje kao dobra stvar. Ok, videćemo.
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Stara 15.6.2024, 20:58   #104
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Određen forumom Re: Dragon Age: The Dread Wolf Rises

Citat:
player1 kaže: Pregled poruke
To da li su mape rastegnute loading screenom ili ne je nebitno. Inkvizicija je bio open world, i u svojoj najgoroj varijanti, sa gomlilom paddinga, koji dosadi toliko brzo da sam u ponovnim prelazime igre, potpuno preskakao neke mape i samo jurio glavnu pricu (i kompanjon kvestove).

Ako je igra samo zabavana ako moras da preskocis pola sadrzaja, nesto duboko nije u redu.


I DA:O, pa cak ni u DA2, nije mi nikad bilo problem da igru 100% istrazim, jel je opcionog zadrzaja bilo taman toliko koliko treba, a ne da bude tu da puni mapu, u budzi prosecan prelazak igre, zbog neke tamo metrike za marketing.
Skyrim je ow, Inkvizicija nije ow

Dragon Age: Veilguard | New Discord Q&A Details:

Asked about the world

▪️Takes place 10 years after Dragon Age: Inquisition
▪️The Inquisitor will definitely be part of the story
▪️You can go back to previous locations you visited, do side content, etc
▪️Everything is handcrafted, curated, "not fetch quests"
▪️There is no progression block in Veilguard (unlike Inquisition, which had the power mechanic)
▪️Locations can fundamentally change based on decisions you make
▪️Side quests are all "handcrafted and story focused"

Asked about origins/backstory

▪️Rook's last name in-game is defined by their lineage and backstory
▪️Your origin story will come into play a lot during the course of the game, giving you opportunities to define who your Rook was and is; lots of dialogue options

Asked about crafting and customization

▪️You can improve and customize your gear, though it's different than Inquisition
▪️The team teased a "mysterious entity" that assists players with that (spoilers)
▪️Q: Will there be a transmog system? A: "Hell yeah"

Asked about character creator

▪️"Very, very deep", heavy focus on hair, skin tones, full body customization, customize horns if you're Qunari

Asked about companions and banter

▪️"Most banter we've ever done"
▪️There's new interruptable and resumable banter so you don't miss anything
▪️Lots of moments where all the companions are interacting with each other
▪️You can change companion outfits, "wider range of appearances"
▪️The team is very proud of the companions, 'deepest companion arcs they've ever done', with 'heavy' decisions to make throughout the game
▪️You can do things that anger your companions to where they could disappear for a time

Asked about 3-person party size

▪️The team felt it made for a "much more intimate experience", 2 companions gives them more visibility and focus, more spotlight
▪️Gameplay: Timing and positioning matter a lot, felt like the right balance with Rook's abilities, actively engages your companions more in combat

Asked about mages

▪️Healing spells return for mages
▪️Mages: "Successors" to Fireball and Cone of Cold attacks are in the game
▪️Mage Specializations: Necromancer, elemental, and a combat mage
▪️On using blood magic: "This is spoilery, but let me just say Rook has some real good reasons to avoid blood magic"

Asked about combat, tactics, abilities

▪️The game is "very tactical, increasingly important on higher difficulties"
▪️Cycle between targets both in and out of combat
▪️Pause also gives information on enemies (weaknesses, resistances)
▪️Helps a lot to build your party to have 'detonation synergies', queue up combo detonations
▪️Companions can be specced to revive you if you get KO'd
▪️3 face button abilities each for Rook and each companion
▪️The team emphasized "there's so much more", like an ultimate ability, multiple runes that you acquire that can do things like buffs and other things that act like abilities, etc

Asked about The Lighthouse (base management)

▪️The Lighthouse has a unique purpose and function and will change and evolve over time; you can also personalize some things (more later)
▪️There's no war table but there is a table of some kind for particular reasons

Miscellaneous

▪️Many accessibility features, will share closer to launch
▪️Varric's hair is more gray than brown, he's much older (only seen him in dark scenes so far)
▪️On DLCs: 100% focused on finishing the full game and make it the most 'complete' single player game they possibly can
▪️You can pet and hug Assan (the baby griffin)
▪️Tavern songs return. Tavern in Minrathous is called "The Swan"
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Stara 6.7.2024, 1:18   #105
Exia
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Određen forumom Dragon Age: The Dread Wolf Rises

"Dragon Age: The Veilguard's difficulty options will have a toggle that lets you turn off death entirely."

Journalist mode activated...
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