Dragon Age
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WhiteBarbarian




Posts: 6011
Location: Russia
PostPosted: Mon, 16th Nov 2009 20:19    Post subject:
Dragon Age DLC nets $1 million via RPG Codex

Quote:
Electronic Arts executive vice president and CFO Eric Brown provided investors with sales figures for recent downloadable add-ons and games.

Brown recapped the nearly instantaneous success of Dragon Age: Origins, the BioWare fantasy role-playing game that arrived in stores early last week. The executive said that sales of Dragon Age downloadable content are already "well past $1 million" collectively. Brown also reiterated the company's intent to support the game with new add-ons for an entire year after launch.

Dragon Age launched alongside a handful of add-ons, including the $15 (but free for preorders) Stone Prisoner expansion, and the $7 Warden's Keep. EA is also selling a handful of premium Dragon Age themes for 240 Microsoft points ($3) each on the Xbox Live Marketplace.


This is why I don't buy big titles at launch nowadays. Better to wait one year and get a Game-of-Year edition, preferably during 75% off Steam Special Deal Very Happy


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ShadowB




Posts: 894

PostPosted: Mon, 16th Nov 2009 20:53    Post subject:
Overlord123 wrote:
http://www.dragonagenexus.com/downloads/file.php?id=21 Very Happy
 Spoiler:
 


First of many, I guess.

Much prefer the original, myself.
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Citrone




Posts: 570

PostPosted: Mon, 16th Nov 2009 21:48    Post subject:
inz wrote:
 Spoiler:
 


 Spoiler:
 


Last edited by Citrone on Mon, 16th Nov 2009 21:50; edited 1 time in total
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Citrone




Posts: 570

PostPosted: Mon, 16th Nov 2009 21:51    Post subject:
Ghworg wrote:
Citrone wrote:
inz wrote:
 Spoiler:
 


 Spoiler:
 


Use [/spoiler] at the end


done. my bad lol Very Happy
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EwarWoo1




Posts: 868

PostPosted: Mon, 16th Nov 2009 21:52    Post subject:
WhiteBarbarian wrote:
Dragon Age DLC nets $1 million via RPG Codex

Immense but not surprising. I was amazed the first time I hit camp and I was sent to talk to someone to check for quests.

I talked to him and low and behold one of the convo options is help him (download extra content) or some shit like that. And when you say you're not interested it stays as spam in your journal anyway just as a constant prick to download when you're checking for uncompleted quests.

For the completion junkie I'd imagine that would get extremely annoying.

Great game but the way the DLC is implemented is very heavy handed and OTT.
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helvete




Posts: 2727
Location: Sweden
PostPosted: Mon, 16th Nov 2009 21:59    Post subject:
strange.. it seems blood mage is avaliable to me even though I
 Spoiler:
 
You guys reckon I should go for it, or hold out for something better? Blood mage doesn't look all that powerful to be honest. Also I'm playing a good char (next will be as evil as a.. um.. a woman!). Will becomming a blood mage conflict with this in any way?


REPOST
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Mon, 16th Nov 2009 22:44    Post subject:
helvete wrote:
strange.. it seems blood mage is avaliable to me even though I
 Spoiler:
 
You guys reckon I should go for it, or hold out for something better? Blood mage doesn't look all that powerful to be honest. Also I'm playing a good char (next will be as evil as a.. um.. a woman!). Will becomming a blood mage conflict with this in any way?
Specializations seem to be unlocked for the player profile, not jsut for each campaigns. So since you unlocked it on one save but didn't do it on another, it's still unlocked (on my second playthrough on a completely different character, all the specs I unlocked previously were also available in the new game right from the start).
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Aquma




Posts: 2805

PostPosted: Mon, 16th Nov 2009 22:48    Post subject:
Well, becoming a blood mage in itself won't conflict in any way, since the specializations aren't really recognized by the game. Unless you like to feel "in the world" ,so to say, since in that case playing a maleficarum while being good might be a stretch.

As far as Blood mage's usefullness goes, i completed the game as one and while it wasn't ground breaking, his abilities were quite usefull. The last one is a gimmick, fun to play with, but not really that usefull, but spellcasting using hp, powerfull self-healing effect and large AOE-damage-dealing-non-friendly-fire-crowd-control spells were quite usefull to have. It's not like there's any viable alternative for a damage mage anyway. Unless you fullfill the healer role too, Spirit Healer is useless, unless You want to go into melee Arcane warrior is useless too. That leaves Shapechanger and Bloodmage, and Bloodmage is more caster-style, so to say.

Bloodmage-Spirit Healer can be a nice combo too, since you can heal your palls even when out of mana, using hp, then drain one of them using blood healing, and heal them again. Can save some lyrium potions.
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maul_inc




Posts: 2573
Location: Uranus
PostPosted: Tue, 17th Nov 2009 00:38    Post subject:
zmed wrote:
helvete wrote:
strange.. it seems blood mage is avaliable to me even though I
 Spoiler:
 
You guys reckon I should go for it, or hold out for something better? Blood mage doesn't look all that powerful to be honest. Also I'm playing a good char (next will be as evil as a.. um.. a woman!). Will becomming a blood mage conflict with this in any way?
Specializations seem to be unlocked for the player profile, not jsut for each campaigns. So since you unlocked it on one save but didn't do it on another, it's still unlocked (on my second playthrough on a completely different character, all the specs I unlocked previously were also available in the new game right from the start).


Is it just me, or isn't it a bit goofy that certain things like specializations need only be unlocked once? I think there would be more gameplay for another playthrough if you had to unlock stuff again since whether you unlock or not is based on what choices you make...
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inz




Posts: 11914

PostPosted: Tue, 17th Nov 2009 00:46    Post subject:
The 3rd spell of the Blood Mage alone is worth getting the specialization, the AoE area is huge, no friendly fire chance and it damages as well as effectively stuns all enemies.

And there's no reason to not pick a second specialization even if you aren't using any talent points into it - you'll still get the stat bonus of the spec. so choose what seems most fitting. Smile

Mana Clash is completely overpowered by the way - I oneshot the Hurlock Emissary casters with it, without the spell damage boosts it hit for almost 700 damage. Very Happy
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richardfun




Posts: 157

PostPosted: Tue, 17th Nov 2009 01:17    Post subject:
On my first playthrough Sepulchers Pass was on the map. I hadn't installed the DLC at that point. Installed them now, got a new game going, but the location isn't there. Anybody know why that is? Also, the merchant that is supposed to show up in camp to give you the Warden's Keep quest also doesn't show. I just have an entry in my quest log saying I spotted a merchant in the distance while traveling, and that I should go to camp so he can catch up with me. Did I do something wrong installing the DLC?
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NeoV




Posts: 4

PostPosted: Tue, 17th Nov 2009 01:53    Post subject:
heckknow wrote:
cool. i found a way to increase the max inventory. i set it to 900 max instead of 125. the problem is if you buy a backback upgrade it'll reset it back to the next one i.e. 130 in this example.

now i don't need to offload my stuff in camp with one of the dwarf merchant or in the chest in warden's keep. i'm thinking about changing it to 9999 just in case i max out 900. but so far, i've only been able to go up to around 400 after emptying several merchants. Very Happy

i'm sure some modder out there will make an infinite version sooner or later.


There is also a mod to add a chest to your camp. I use it, its great! Personally I would rather have a camp chest than carry everything with me.
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0wen




Posts: 3566

PostPosted: Tue, 17th Nov 2009 01:54    Post subject:
heckknow wrote:
cool. i found a way to increase the max inventory. i set it to 900 max instead of 125. the problem is if you buy a backback upgrade it'll reset it back to the next one i.e. 130 in this example.

now i don't need to offload my stuff in camp with one of the dwarf merchant or in the chest in warden's keep. i'm thinking about changing it to 9999 just in case i max out 900. but so far, i've only been able to go up to around 400 after emptying several merchants. Very Happy

i'm sure some modder out there will make an infinite version sooner or later.


I would be careful with going above 125 items as some others on the Bioware boards said they had problems with losing items when the game automatically reset any higher limit they tried back down to 125. You would also think if it was okay to go above 125, the devs would have added that limit to this mod they released.

http://dragonage.gulbsoft.org/doku.php/mods/easy_mod
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Tue, 17th Nov 2009 03:42    Post subject:
Also , btw, most specs can be bought as tomes from merchants around the world (or some in camp, sometimes, got templar and spirit healer in party camp )
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locke_digitalus




Posts: 337
Location: The TARDIS
PostPosted: Tue, 17th Nov 2009 04:34    Post subject:
Patch 1.01b is out now. http://social.bioware.com/game_patches.php (Replacing 1.01a.)

Edit: Looks like the only documented change over 1.01a is the addition of updated C++ runtimes.
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ShadowB




Posts: 894

PostPosted: Tue, 17th Nov 2009 06:17    Post subject:
The only thing that really needs fixing is the memory leak and its presumably associated, occasional performance drops.

Doesn't seem like updated C++ runtimes would help in that area, but who knows.
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C.MAC




Posts: 218

PostPosted: Tue, 17th Nov 2009 09:22    Post subject:
ShadowB wrote:
The only thing that really needs fixing is the memory leak and its presumably associated, occasional performance drops.


On the technical side maybe but otherwise there is loads of stuff that is in dire need of a patch or five.

The whole dexterity based combat mess and how about the fact that if you level up during a certain fight in Warden's Keep you can't progress to the next area and the DLC becomes useless.

Broken quickbar on higher resolutions.
Tons of spelling errors. (Not that they will fix them...)

They won't run out of bugs to fix for quite a while.
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lolozaur




Posts: 26310

PostPosted: Tue, 17th Nov 2009 09:52    Post subject:
yey tits mods are up Smile)
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richardfun




Posts: 157

PostPosted: Tue, 17th Nov 2009 10:37    Post subject:
richardfun wrote:
On my first playthrough Sepulchers Pass was on the map. I hadn't installed the DLC at that point. Installed them now, got a new game going, but the location isn't there. Anybody know why that is? Also, the merchant that is supposed to show up in camp to give you the Warden's Keep quest also doesn't show. I just have an entry in my quest log saying I spotted a merchant in the distance while traveling, and that I should go to camp so he can catch up with me. Did I do something wrong installing the DLC?


Anyone?
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dsergei




Posts: 4062
Location: Moscow, Russia
PostPosted: Tue, 17th Nov 2009 11:02    Post subject:
Probably. Try the force load option.
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pfeiffchen




Posts: 264

PostPosted: Tue, 17th Nov 2009 11:23    Post subject:
can i get bloodmage spec, when i freed connor? and did everything as good and friendly as i could?
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richardfun




Posts: 157

PostPosted: Tue, 17th Nov 2009 11:47    Post subject:
dsergei wrote:
Probably. Try the force load option.


Sorry if I seem ignorant, but 'force load option'?
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Aquma




Posts: 2805

PostPosted: Tue, 17th Nov 2009 11:50    Post subject:
pfeiffchen wrote:
can i get bloodmage spec, when i freed connor? and did everything as good and friendly as i could?


Nope. Unless You can load an older save and do things differently just to unlock the spec. Specializations are saved for the profile, not character, so if you just try the other way and get the achievment, you could use the spec on your primary playthrough.

*edit* BTW, according to Bioware, the only thing that needs fixing in connection to dexterity, is dagger damage. They are currently getting a 1.0 str modifier (meaning whole damage is based on str) while they should have a 0.5 str, 0.5 dex (meaning half bonus from str, half from dex). This can be offseted in a number of ways however - by picking up two weapon fighting master talent which lets you use full-sized weapons in both hands (needs boosting str though) - or by picking up lethality talent and getting your cunning higher then dex (therefore getting 1.0 dmg bonus from cunning, which is then actually better then 0.5, 0.5 would be).

It's still a bug, but it's nowhere near critical and rogue damage can be quite awesome with some carefull playing (positioning and poison/granades use mostly).
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fawe4




Posts: 1794

PostPosted: Tue, 17th Nov 2009 13:05    Post subject:
You know Bioware already released temp fix for dexterity a week ago, right?
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C.MAC




Posts: 218

PostPosted: Tue, 17th Nov 2009 13:34    Post subject:
fawe4 wrote:
You know Bioware already released temp fix for dexterity a week ago, right?


No, that fix is not a proper solution in any kind of shape, way or form.
It will completely unbalance the game.

Not that I'm affected by the bug anyway.
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heckknow




Posts: 541

PostPosted: Tue, 17th Nov 2009 13:43    Post subject:
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Tue, 17th Nov 2009 15:17    Post subject:
heckknow wrote:
http://dragonage.gulbsoft.org/doku.php/hotfix/dexterity_hotfix_101


that hotfix makes things worse. Any encounter you will have from then on, that has a couple archers against you, will be become a nightmare .. (so to speak)
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JBeckman
VIP Member



Posts: 35044
Location: Sweden
PostPosted: Tue, 17th Nov 2009 15:41    Post subject:
Heh, got to the quest "The final battle" or what it was called right before ending the game, killed all Darkspawn as intstructed to do but nothing happens, I can go around and roam the various available locations (Aside from this though there's only one quest left in my log though also bugged for doing it out of order.)

Guess I'll have to start over or something. Razz
(I don't keep that many but I tried the autosave for the level and the same thing happens, odd but I'll just have to see it as the end of the game then.)
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inz




Posts: 11914

PostPosted: Tue, 17th Nov 2009 15:45    Post subject:
Which part are you in, exactly?

 Spoiler:
 
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JBeckman
VIP Member



Posts: 35044
Location: Sweden
PostPosted: Tue, 17th Nov 2009 15:48    Post subject:
 Spoiler:
 
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