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post #81 of 87
Quote:
Originally Posted by _LDC_ View Post

I am not sure it was wise for developers to lock all unfinished quests this abruptly :\

I don't have a problem with this. It's logical within the game and a lot of it can be foreseen. I knew that was going to happen like you did, but I acted accordingly. I believe more games need occasional "sh-- happens" moments like this, but instead most games are too forgiving to the point where they make no sense.
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post #82 of 87
Thread Starter 
Quote:
Originally Posted by boredgunner View Post

I don't have a problem with this. It's logical within the game and a lot of it can be foreseen. I knew that was going to happen like you did, but I acted accordingly. I believe more games need occasional "sh-- happens" moments like this, but instead most games are too forgiving to the point where they make no sense.
in the case of the very first town the player visits, it's a bit overstretched for a mere "distance vs speed of Blight" reason xD considering the distance between the point A -where you are right after the initial sequence- and the point B -said town- and then comparing this distance with everywhere else vs the time it passes for the Blight to reach (???) point A.... to me appears as the devs wanted to rush things in order to leverage the player perception of danger.
Since I have a more tactical approach, I calculated that speed according to logical value, not "plot driven values" biggrin.gif

but that's okay, now I simply try to get everything done in the area before leaving biggrin.gif

what about Inquisition, does it has a nice quest-tracking system? or did it stay primitive as DAO's one?
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post #83 of 87
Quote:
Originally Posted by _LDC_ View Post

in the case of the very first town the player visits, it's a bit overstretched for a mere "distance vs speed of Blight" reason xD considering the distance between the point A -where you are right after the initial sequence- and the point B -said town- and then comparing this distance with everywhere else vs the time it passes for the Blight to reach (???) point A.... to me appears as the devs wanted to rush things in order to leverage the player perception of danger.
Since I have a more tactical approach, I calculated that speed according to logical value, not "plot driven values" biggrin.gif

but that's okay, now I simply try to get everything done in the area before leaving biggrin.gif

what about Inquisition, does it has a nice quest-tracking system? or did it stay primitive as DAO's one?

Inquisition tracks quests a lot more closely and with more details than Origins, whether the quest is active or completed or anything else. This is largely due to its design which is all about tracking more, due to the micromanagement focus.
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post #84 of 87
Thread Starter 
@boredgunner: that's reassuring, someday I'll play that too :333


any tip to spare about resisting knockdown effects? they are awesomely annoying and besides getting the last talent of Arcane Warrior and/or a similar counter for Templar/warrior I have no clue if there is any other way the game offers to keep standing
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post #85 of 87
Quote:
Originally Posted by _LDC_ View Post

@boredgunner: that's reassuring, someday I'll play that too :333


any tip to spare about resisting knockdown effects? they are awesomely annoying and besides getting the last talent of Arcane Warrior and/or a similar counter for Templar/warrior I have no clue if there is any other way the game offers to keep standing

Most knockdown effects go against your Physical Resistance value, which is actually determined by Strength and Dexterity and Constitution. Even then, the one looking for the knockdown usually gets it. Dragon Age's stat system is really weird, D&D makes a lot more sense, for example "Physical Resistance" from DA can be related to D&D's Fortitude saving throws which only uses Constitution as a modifier. Far more logical.
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post #86 of 87
Thread Starter 
Quote:
Originally Posted by boredgunner View Post

Most knockdown effects go against your Physical Resistance value, which is actually determined by Strength and Dexterity and Constitution. Even then, the one looking for the knockdown usually gets it. Dragon Age's stat system is really weird, D&D makes a lot more sense, for example "Physical Resistance" from DA can be related to D&D's Fortitude saving throws which only uses Constitution as a modifier. Far more logical.
you're right, I just read the formula and it's...illogical -___- so the game mechanic doesn't have any active counter, only passive -___-

now that I think about it: is it possible to bring my character in Awakening and whatever expansion they made?
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post #87 of 87
Quote:
Originally Posted by _LDC_ View Post

you're right, I just read the formula and it's...illogical -___- so the game mechanic doesn't have any active counter, only passive -___-

now that I think about it: is it possible to bring my character in Awakening and whatever expansion they made?

You can import your DA:O character to Awakening and Witch Hunt, yes. Whether or not you want to... you'll decide by the end of Origins. thumb.gif
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