Most of the content of Dragon Age Central has been developer posts to the official Dragon Age forums, first opened in May 2004. But all things must come to an end, and these forums were shut down on 2nd November 2009, the day before the game’s release in North America.
Since I haven’t had time to add much other content to the site for most of 2009, I’ve decided to also shut down Dragon Age Central as it was, leaving it here as an archive.
The new Dragon Age Central is now a much simpler (and fully automated) website dedicated to making developer posts to the new official forum (on Bioware’s social site) easier to find and search through.
It’s been interesting running this site, and in a way I’ll miss it... but hopefully I’ll be too busy finally playing the actual game to care :)
Dragon Age Central
Updated: Monday, 02 November 2009 02:07PM | Synced: 389220 mins ago
Forum posts were made by game developers. Please do not take posts out of context. While these individuals will have special insight into certain game-related questions, they are by no means the final authority. Please read the full topic and all its replies before forming an opinion. Remember, all things are subject to change.
-{ 2009 }-
Forum Post
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Nathan Frederick ~ Lead Quality Assurance |
Thread: I just cant decide [+0]
Date: Friday, 30 October 2009 09:10PM
Nobody is neccessary. If you don't want her, don't use her. See the half-dozen threads about making Morrigan into a healer. |
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Nathan Frederick ~ Lead Quality Assurance |
Thread: Spell Descriptions [+1]
Date: Friday, 30 October 2009 08:45PM
I'll be honest - I don't know. It's not in the realm of impossibility (it's definately doable), but it may not be in the realm of likelyhood either (re-translating that much text isn't easy, or cheap, particularly once you start factoring in verifying everything in every language). |
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Nathan Frederick ~ Lead Quality Assurance |
Thread: Leveling dog... [+2]
Date: Friday, 30 October 2009 08:33PM
PC Nibbles: Canine Tree. Console Nibbles: Canine and Warrior tree. |
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Nathan Frederick ~ Lead Quality Assurance |
Thread: Spell Descriptions [+1]
Date: Friday, 30 October 2009 08:29PM Thanks Baki, I was just going to chip in with that. And to clarify the question - the descriptions in the Character Creator are as-seen in the game, so yes, they are indeed this vague. They do not include specific details, partly because of the aforementioned post, and partly because the math of how many of them work actually made the details LESS useful. We tried "showing the math" which was either: Confusing due to it being difficult to show the math, or, simply wrong, because we had to keep changing how they worked as we got more and more of the system online. Most of these ended up being both Wrong, and Confusing. Developing our own system was great, because we got to make it ourselves, and not follow other people's rules. It's also full of pit-traps, because, when you aren't following someone else's rules... you discover that some of your ideas don't work out once you add other pieces, and in turn, you're redoing all sorts of things. With other people's rules, they have done some of this "oh crap" discovery of interconnected bits already. To Illustrate, via rough concept idea: Idea A for Mages sounds cool, and works well in general combat. However, once it is fully implemented, and goes through "full gameplay testing" it turns out A breaks part of the Cutscene system, and gets redone as a result. Idea B that relied on A, no longer works, and must be redone. Idea C which used to be a counter to A is now useless, and needs to be redone. Idea D which was to compliment A is now no fun, and must also be redone. Combo X which used A is also no longer working now, and must also be redone. Once you redo all of these pieces, you then realize that some of the Rogue abilities are lackluster, and with the new Mage spells, spellcaster NPCs are way overpowered, and need to be tuned in turn... and the spiral of changes continue. And as I mentioned in the other thread, we hadn't gotten everything to where we needed it to be before description lockdown, so it wasn't feasible to be detailed in the descriptions, since the details were still changing. |
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Nathan Frederick ~ Lead Quality Assurance |
Thread: Leveling dog... [+2]
Date: Friday, 30 October 2009 08:06PM
I shall hereby refer to him as "Nibbles" in reference to the rest of the thread. 1 - Nibbles is his own Class. He did gain access to the Warrior talent tree on the consoles, in order for him to not break the console level up system at high levels. On the PC, he's purely a canine. 2 - Nibbles does not have specializations. 3 - Nibbles has unique canine talents. 4 - Nibbles does not have any skills. 5 - You get to allocate Nibbles' attributes as he levels up. |
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Nathan Frederick ~ Lead Quality Assurance |
Thread: Could Rogues end up doing more damage to armored opponents than Warriors? [+0]
Date: Friday, 30 October 2009 07:47PM
I would like to clarify stat requirements: The numbers adjust based on the tier of weapon. To make up some numbers to show the concept: Tier 1 Heavy Armor: 18 Str Tier 2 Heavy Armor: 22 Str Tier 3 Heavy Armor: 28 Str Tier 4 Heavy Armor: 38 Str (Please note I just made up some numbers, actual gear will Vary) |
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Nathan Frederick ~ Lead Quality Assurance |
Thread: The nefarious Tank Rogue [+1]
Date: Friday, 30 October 2009 07:40PM
Yes, to be clearer:
Combat training unlocks higher tiers within talent trees. Combat training does not unlock new trees. |
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Nathan Frederick ~ Lead Quality Assurance |
Thread: Game mechanics: How do buffs work? [+0]
Date: Friday, 30 October 2009 07:33PM
The short (and smart-***) answer: Yes. The longer: There are buffs that scale based on spellpower. There are buffs that give a flat bonus. There are buffs that give a scaled/percentage based buff. I unfortunately don't think the descriptions neccessarily reflect which are which, as we were tuning what spells did right up until we had to lock the text down (It takes a lot of time to translate a million+ words into multiple languages, and then test them all afterwards), and then we were restricted to further tweaks keeping the "function" of the spell as it was written, so balance concerns (or functionality ones) had to be within "the same general idea". |
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Craig Graff ~ Technical Designer |
Thread: Clothes. Pics or they don't exist [+0]
Date: Friday, 30 October 2009 07:20PM
Yes, there are regular clothes that you can wear in Dragon Age. Doing so may end up with you splatted, but the choice is certainly there.
If you want to find some nice normal clothing early on, your best bet is the City Elf origin. |
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Scott Meadows ~ Senior Programmer |
Thread: Can you make Morrigan a healer? [+0]
Date: Friday, 30 October 2009 06:45PM |
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Nathan Frederick ~ Lead Quality Assurance |
Thread: Does Class Choice Affect Dialogue [+0]
Date: Friday, 30 October 2009 05:51PM
Yes, your class does sometimes open up "unique" dialog options. Your specialization can also have "unique" dialog options, but this occurs much less frequently. |
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Stanley Woo ~ QA Ninja |
Thread: In-game NPC's that activate DLC? Really BioWare? [+13]
Date: Friday, 30 October 2009 05:50PM
Hey, folks, can we keep the Philosophy 101 to a minimum? If you really must show off your book-learnin', take it to private. I'd like to keep this discussion on-topic. Thanks.
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Nathan Frederick ~ Lead Quality Assurance |
Thread: PS3 Version release in Europe ? [+0]
Date: Friday, 30 October 2009 05:48PM
I have already stated this in another thread relating to EU/PS3: Sony has different divisions/companies for different regions. Sony North America (SCEA) and Sony Europe (SCEE) have different requirements (sometimes contradictingly so), processes and timelines for how long it takes things to get approved, and manufactured. |
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Nathan Frederick ~ Lead Quality Assurance |
Thread: The nefarious Tank Rogue [+1]
Date: Friday, 30 October 2009 05:33PM
You do not unlock talent trees. Rogues do not get sword and board. |
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Nathan Frederick ~ Lead Quality Assurance |
Thread: my own question about Morigan being a Spirit Healer. [+0]
Date: Friday, 30 October 2009 05:26PM
Selecting a specialization unlocks 4 talents or spells (depending on the class).
As long as you choose the specialization while you can still level up 4 more times, you can learn everything a specialization offers. |