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Its point and click, its a spiritual successor to BG so it retains its old combat style (with improvements) just like any old classic DnD game.
I've never played Runescape, but Dragon Age will have the gameplay of your traditional Western RPG. You assemble a party, level up and attain a variety of spells and abilities. Yes, attacking enemies will occur automatically in real-time after clicking them once. It has been done before Runescape. The game will also have a pause button for strategic planning.
Games way before Runescape were using that combat system. And their is nothing wrong with the system as well.
NOT exactly.
DA:O's combat is semi turn base, in the grand tradition of Infinity Engine. you will be able to pause the game anytime, adjusting combat tactics and moves.
I reckon you'll be pausing the game a lot if Bioware keeps their pormise as in somewhat bringing back the old glory CRPG flavor. the battles will be too complex and difficult for real-time combat system.
The new NPC AI will make this game shine. Imagine being able to duel one of your own party members to the death. That can happen, as everything you do affects your party's mood and actions. You could wind up with no party at all if you made them angry enough.:P:lol:
The new NPC AI will make this game shine. Imagine being able to duel one of your own party members to the death. That can happen, as everything you do affects your party's mood and actions. You could wind up with no party at all if you made them angry enough.:P:lol:
topsemag55
that's nothing new; BG had that long time ago.
NPCs will leave party or fight you if you plss them off, and some NPCs will get on with each other as well.
[QUOTE="topsemag55"]
The new NPC AI will make this game shine. Imagine being able to duel one of your own party members to the death. That can happen, as everything you do affects your party's mood and actions. You could wind up with no party at all if you made them angry enough.:P:lol:
teardropmina
that's nothing new; BG had that long time ago.
Bioware says it is new, they coded it, thank you very much.:)[QUOTE="teardropmina"]
[QUOTE="topsemag55"]
The new NPC AI will make this game shine. Imagine being able to duel one of your own party members to the death. That can happen, as everything you do affects your party's mood and actions. You could wind up with no party at all if you made them angry enough.:P:lol:
topsemag55
that's nothing new; BG had that long time ago.
Bioware says it is new, they coded it, thank you very much.they wrote a new engine of course the code is new, but the NPC influence system is OLD.
ADD:
while doubtful, I know Bioware has what it takes to make decent cIassic CRPG; they made BG series after all.
however, their PR since their gone multiplatform has been quite disguesting.
new fans who had not played BGs would believe whatever they say.
NEW NPC AI?
spoiler warning for those who have no idea what BG games are about,
in BG games, NPCs' affiliations to PC is mainly monitored by alignment. if your reputation goes too high (being too :good:), NPC of evil alignments will leave you and vice versa.
BG2 is full blown with NPC interactions; examples: Edwin and Minsc will FIGHT each other if you keep them together for too long; Edwin just keep mocking Minsc and picking fights to the point they just break. Jaheria, even if you're romancing her, will immediately trun against, not just leave, you if you attack Drizz't.
Bioware may have come up with some new way to handle NPC influence, but the idea and result are nothing new.
just like Obsidian has come up with their own NPC influence system. the influence is bascially personal and cumilative. whether Neshika will stay with your cause or turn against you depends on how you build up your relationship with her. for Bishop, dialogue choice will affect whether he simply walks away or turn against you.
in MotB, they bring back the action-factor; if you decide to defend city of judgement, Kaelyn will leave and later attack you.
NPCs are NOT merely your henchmen in cIassic CRPGs.
Bioware says it is new, they coded it, thank you very much.[QUOTE="topsemag55"]
[QUOTE="teardropmina"]
that's nothing new; BG had that long time ago.
teardropmina
they wrote a new engine of course the code is new, but the NPC influence system is OLD.
Yeah that's pretty obvious. Just because Bioware says it's new when in fact that sort of system has already been used, does not make it actually new. I'm sure they've improved it a lot maybe, but it's not like we've never had this sort of thing ever in a PC RPG before. That to me means it's not "new".basically what evryone here is trying to skirt around is yes the combat is turn based and automatic like runescape.
MondeEdlu
have you carefully read this thread?
turn base nature is mentioned, and precisely because of this, DA:O's Infinity styIe combat doesn't work like that of Runescape.
of course if anyone would want to play Infinity flavor of combat the Runescape way, they can; it's just that they won't go anywhere with the game.
[QUOTE="topsemag55"]
[QUOTE="teardropmina"]
that's nothing new; BG had that long time ago.
Bioware says it is new, they coded it, thank you very much.they wrote a new engine of course the code is new, but the NPC influence system is OLD.
ADD:
while doubtful, I know Bioware has what it takes to make decent cIassic CRPG; they made BG series after all.
however, their PR since their gone multiplatform has been quite disguesting.
new fans who had not played BGs would believe whatever they say.
NEW NPC AI?
spoiler warning for those who have no idea what BG games are about,
in BG games, NPCs' affiliations to PC is mainly monitored by alignment. if your reputation goes too high (being too :good:), NPC of evil alignments will leave you and vice versa.
BG2 is full blown with NPC interactions; examples: Edwin and Minsc will FIGHT each other if you keep them together for too long; Edwin just keep mocking Minsc and picking fights to the point they just break. Jaheria, even if you're romancing her, will immediately trun against, not just leave, you if you attack Drizz't.
Bioware may have come up with some new way to handle NPC influence, but the idea and result are nothing new.
just like Obsidian has come up with their own NPC influence system. the influence is bascially personal and cumilative. whether Neshika will stay with your cause or turn against you depends on how you build up your relationship with her. for Bishop, dialogue choice will affect whether he simply walks away or turn against you.
in MotB, they bring back the action-factor; if you decide to defend city of judgement, Kaelyn will leave and later attack you.
NPCs are NOT merely your henchmen in cIassic CRPGs.
99% of the things you listed happened at scripted times and places. I'm wondering since they mentioned the AI if it could happen randomly in DA:O99% of the things you listed happened at scripted times and places. I'm wondering since they mentioned the AI if it could happen randomly in DA:Osmerlus
that'll precisely be what I mean by they find a new way of handling NPC influence. my point is that NPC leaving or turning against you isn't a new thing in CRPG, regardless of how you implement that. if you read our previous posts carefully you should've known that.
if they make it clear that "new NPC AI to handle the NPC influence" then I'll have no problem with it. just don't give the impression that NPC influence is something new.
[QUOTE="teardropmina"]
[QUOTE="topsemag55"]
The new NPC AI will make this game shine. Imagine being able to duel one of your own party members to the death. That can happen, as everything you do affects your party's mood and actions. You could wind up with no party at all if you made them angry enough.:P:lol:
topsemag55
that's nothing new; BG had that long time ago.
Bioware says it is new, they coded it, thank you very much.:) *facepalm*[QUOTE="smerlus"]
99% of the things you listed happened at scripted times and places. I'm wondering since they mentioned the AI if it could happen randomly in DA:Oteardropmina
that'll precisely be what I mean by they find a new way of handling NPC influence. my point is that NPC leaving or turning against you isn't a new thing in CRPG, regardless of how you implement that. if you read our previous posts carefully you should've known that.
if they make it clear that "new NPC AI to handle the NPC influence" then I'll have no problem with it. just don't give the impression that NPC influence is something new.
So wait. if they do something old in a new way it's still something old? so a 2010 car with new features is still something old because cars have been made before? If AI is handling when party members leave and its not precise events handling it then that is indeed new.[QUOTE="teardropmina"]
[QUOTE="smerlus"]
99% of the things you listed happened at scripted times and places. I'm wondering since they mentioned the AI if it could happen randomly in DA:Osmerlus
that'll precisely be what I mean by they find a new way of handling NPC influence. my point is that NPC leaving or turning against you isn't a new thing in CRPG, regardless of how you implement that. if you read our previous posts carefully you should've known that.
if they make it clear that "new NPC AI to handle the NPC influence" then I'll have no problem with it. just don't give the impression that NPC influence is something new.
So wait. if they do something old in a new way it's still something old? so a 2010 car with new features is still something old because cars have been made before? If AI is handling when party members leave and its not precise events handling it then that is indeed new.how hard is it for people like you to understand it's not always either/or but oftentime both/and?
it's a "new" way (NPC AI random non-script etc...) of implementing an "old" concept (NPC influence).
a 2010 car will still be a "car" unless it's flying or floating on water.
and I can see your point with the green quote. if you have to hand Bioware the "complete new" crown, I shall discuss with you no more since you and I obviously practice different cults of logic. I consider my point quite clearly made (the result is "old" -- NPC leaving or attacking, but the implementation is different -- by script or by random NPC AI)
[QUOTE="smerlus"]
99% of the things you listed happened at scripted times and places. I'm wondering since they mentioned the AI if it could happen randomly in DA:Oteardropmina
that'll precisely be what I mean by they find a new way of handling NPC influence. my point is that NPC leaving or turning against you isn't a new thing in CRPG, regardless of how you implement that. if you read our previous posts carefully you should've known that.
if they make it clear that "new NPC AI to handle the NPC influence" then I'll have no problem with it. just don't give the impression that NPC influence is something new.
why should he have had to "read your post carefully" to get what you were saying. how about plainly stating what you mean, rather than dancing around your point with jargon. get off your high horse man.So wait. if they do something old in a new way it's still something old? so a 2010 car with new features is still something old because cars have been made before? If AI is handling when party members leave and its not precise events handling it then that is indeed new.[QUOTE="smerlus"]
[QUOTE="teardropmina"]
that'll precisely be what I mean by they find a new way of handling NPC influence. my point is that NPC leaving or turning against you isn't a new thing in CRPG, regardless of how you implement that. if you read our previous posts carefully you should've known that.
if they make it clear that "new NPC AI to handle the NPC influence" then I'll have no problem with it. just don't give the impression that NPC influence is something new.
teardropmina
how hard is it for people like you to understand it's not always either/or but oftentime both/and?
it's a "new" way (NPC AI random non-script etc...) of implementing an "old" concept (NPC influence).
a 2010 car will still be a "car" unless it's flying or floating on water.
and I can see your point with the green quote. if you have to hand Bioware the "complete new" crown, I shall discuss with you no more since you and I obviously practice different cults of logic. I consider my point quite clearly made (the result is "old" -- NPC leaving or attacking, but the implementation is different -- by script or by random NPC AI)
so let me sum up this post....*NEEEEEEEERD RAGE*
MOMMY HE ISNT AGREEING WITH ME SO IM GOING TO TELL HIM IM NOT GOING TO TALK TO HIM, AND IGNORE HIM!!! *CRIES AND RUNS TO HIS ROOM*
this has been a public service announcement.
[QUOTE="smerlus"]
[QUOTE="teardropmina"]
that'll precisely be what I mean by they find a new way of handling NPC influence. my point is that NPC leaving or turning against you isn't a new thing in CRPG, regardless of how you implement that. if you read our previous posts carefully you should've known that.
if they make it clear that "new NPC AI to handle the NPC influence" then I'll have no problem with it. just don't give the impression that NPC influence is something new.
So wait. if they do something old in a new way it's still something old? so a 2010 car with new features is still something old because cars have been made before? If AI is handling when party members leave and its not precise events handling it then that is indeed new.how hard is it for people like you to understand it's not always either/or but oftentime both/and?
it's a "new" way (NPC AI random non-script etc...) of implementing an "old" concept (NPC influence).
a 2010 car will still be a "car" unless it's flying or floating on water.
and I can see your point with the green quote. if you have to hand Bioware the "complete new" crown, I shall discuss with you no more since you and I obviously practice different cults of logic. I consider my point quite clearly made (the result is "old" -- NPC leaving or attacking, but the implementation is different -- by script or by random NPC AI)
Fact is if anyone has to learn to read a post better it would have to be you. You used your fancy red color to highlight "new NPC AI" and then listed previous games that used scripted events, not AI, to make npcs fight against the player character and stated this has been done before. Well no it hasn't and it is indeed a new way of handling party members. PS. when and if you ever buy a new car, i hope you use this argument when you add the car to your insurance policy...I'm sure you'll really sway them into not increasing your rates. "But it doesn't fly or float so it's not new." :lol:Please Log In to post.
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