Those were BG2's addition, and weren't a particularly good idea.MerinTB wrote...
I personally found buying bigger and bigger backpacks an odd thing, though DA:O isn't the only game to have
done such a thing (the Infinity Engine games with ammo bags and scroll cases and gem bags and such.)
It's sorted in a standard order, but that means that you won't know where anythng is unless you have perfect knowledge of the contents of your inventory.AlanC9 wrote...
Hard? How so? The stuff is in a standard order, and it's easy enough to scroll the thumb to the section you're looking for.
If they'd used a grid instead of a list (I'm thinking of an icon-based grid, not a NWN-style tetris grid) , they could fit more items on the screen at a time and allow you to sort the items manually, thus ensureing that anything you want is exactly where you left it.
I don't want to have to find the potion I want each time. I want to know exactly where it's going to appear on the screen when I open my inventory.
To use NWN as an example (which is directly analogous for small items), if you wanted to find your Potion of Owl's Wisdom in NWN, and you'd arranged your potions, you'd always know that your Potion of Owl's Wisdom was third from the left on the bottom row (or wherever you'd left it), so you'd never need to look at the potions to figure out which was which, or scroll through a list to find the one you want. Everything would be exactly where you'd left it every time.
That's an efficient UI. DAO's list was terribly inefficient by comparison.
That wasn't strictly my position (I thought that the PC would have accurate quantitative data, but perhaps not perfect formulae - but I held that perfect forumlae were the best way to give the player the information he needed to play his character appropriately), but it's close enough in this case.In Exile wrote...
No, for you to make this claim is self-contradictory. You told me that you believe the spell descriptions as provided are in-game information that the characters have. In fact, you argued against me, and believe that even detailed, quantified spell descriptions are knowledge that characters in-game should have.
For according to your view, my mage ought to know that flame blast does (100+spellpower)*0.34 damage. If I play a character who has trained to become efficient at killing, who will sorround himself with others who are efficient at killing, and through playing the game (whose ruleset you believe is an accurate rendition of reality) I can develop a party that is precisely the kind of min-max build that happens to make tactics irrelevant, and make dragon age precisely as un-tactical as ME2.
Good point. Any PC whose personality revolved around efficiency (though not all PC's would have such a personality) would approach party construction is exactly that way. You are correct.
David asserted that the lines were written with a specific tone in mind. That is immaterial to whether they need to be selected as if they had that particular tone. The PC could well deliver them with a different tone. Why do you think the writer's intent matters at all (especially since it isn't knowable to the player)?I am not playing the game in any way contrary to its design, even by your standard (which as it happens I disagree is the way the video-game makers designed it; if you want proof, did up the old thread were David spoke about dominant designed and mentioned that he thought the silent VO lines had tone added to them, despite what you believe).
Modifié par Sylvius the Mad, 04 septembre 2010 - 08:44 .





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