Yeah, I'm one of many that seem to have issues with the demo so far. While I did enjoy playing new stuff in Thedas, I can understand certain limiations being placed on us (due to it being a demo). That much, is understandable. I can also understand that there probably isn't a 100% perfect demo out there, but there seems to be some glaring issues with this one that does take away from the players initial experience & hope for the full version.
Now, I'm going to assume (and you know what happens when you assume), that the demo build is behind the retail build and some of these issues have been addressed, but I'll lay out my problems (and hope that a blue responds to say "Yay or Nay" or them being fixed in the retail release):
1) "Loading" while in a cut scene. Yeah, that's right. As I mentioned in a previous post, it's one thing to have that slight pause as the game loads the data needed to play the cut scene in the game. It's a completely different thing to have it load up some of the cut scene, then pause for a half second while it load a bit more of the dialogue/cut scene (this happens all the time in the demo, so it's not a limited thing for me and seems to be rather common for others as well)
2) Upon reaching the 1st city, you're drug at warp speed through the "Hi, I'm a dwarf, meet me at the bar. I'm a chick, I'm about to beat a few people up even a quicker pace so you can't enjoy anything over the last 60 seconds since entering the town". While I don't expect to have free control over my initial actions upon entering this place (as it was still part of the storyline being unfolded from the "deal" brokered from the previous area), the need to lose this "OMFG HURRY HURRY HURRY!" through the cut scenes part so the players can actually ENJOY their initial encounters with the new npcs. Seriously, every time we met new npcs in DA:O, this kind of breakneck pace wasn't present.
3) Auto leveling me up from the starting area to the 1st town and assigning stats to stuff I DID NOT WANT is complete and utter BS in my book. For example: I chose my Hawke to be a tank. What did lvl 3 Hawk do after he became lvl 6 Hawke (transition from the area we make our little "Deal" and then find ourselves transported to the next area)? He magically had all those lvls worth of stats increases dumped into STR. lolWut? Really? The same can be said about other npc's we pick up along the way. I don't expect to change their class, but their stat priority should be MY choice, not some preset choice already hard coded into the game.
4) While I might've missed this part of the UI, the design of "Switch from 2H to Sword & Board" right at the beginning, leaves the Number 1 hotkey empty and unable to drag-n-drop the Number 2 ability (Pommel Strike I think it was?) into the Number 1 ability. Even DA:O had this available from the get-go. Oh, it might be an option somewhere else, but it's not readily present in the demo as it was in DA:O (seroulsy, I was looking for the unlocked lock/locked lock icon, or some little checked/unchecked box next to the hotkeys).
These are a few of the things I ran across in the demo. Are these either addressed in the full version or in the works to be adressed?
Please tell me X is fixed in the full game!
Débuté par
DiatribeEQ
, mars 04 2011 04:58
#1
Posté 04 mars 2011 - 04:58
#2
Posté 04 mars 2011 - 05:16
2 and 3 will most likely be "fixed" so to speak. There were some live game play demos awhile back (I won't say what happens, no need to smear spoiler potential material everywhere), but there was more stuff involved leading up to the Isabela quest in Kirkwall than what happened in the demo.
1, I hope so, but that is really dependent on how they structured when the game loads in the final build.
4, I have no idea, I didn't really bother trying to move quick-bar things around. I'm assuming it's a problem from the way the weapon switching was handled. Hopefully the quick-bar slots are fully customizable in the full game.
1, I hope so, but that is really dependent on how they structured when the game loads in the final build.
4, I have no idea, I didn't really bother trying to move quick-bar things around. I'm assuming it's a problem from the way the weapon switching was handled. Hopefully the quick-bar slots are fully customizable in the full game.
#3
Posté 04 mars 2011 - 05:23
Your first point, the micro loads, was a problem I had at first too, but that is from what I've understood simply a bug in the dx11/vertical sync mechanic and should be fixed in the final version. You can fix it in the demo by going into the configuration menu and disabling V-sync too. At least that worked for me.
Also, I've seen some of the content in the "fast forward" segment as gameplay in streams (like meeting Isabella), so (2) shouldn't be a problem either. This will most likely be the case with Varric and so on, it did jump you forward to level 6 after all, so they did skip a significant portion of gameplay in the demo.
And regarding (3), this should also be solved by not being rushed to a new segment. And since swapping between weapon types will be handled by inventory in the full game, (4) shouldn't reasonably be a problem and probably a UI bug on account of the locked inventory or something like that..
Also, I've seen some of the content in the "fast forward" segment as gameplay in streams (like meeting Isabella), so (2) shouldn't be a problem either. This will most likely be the case with Varric and so on, it did jump you forward to level 6 after all, so they did skip a significant portion of gameplay in the demo.
And regarding (3), this should also be solved by not being rushed to a new segment. And since swapping between weapon types will be handled by inventory in the full game, (4) shouldn't reasonably be a problem and probably a UI bug on account of the locked inventory or something like that..
Modifié par Zombievarning, 04 mars 2011 - 05:26 .
#4
Posté 05 mars 2011 - 12:10
1) is an issue that needs fixing, and probably will be.
2) and 3) are not real issues - the demo truncates a portion of the game to switch between two showcased portions for the demo. It has no bearing on the real game.
4) I had no problem moving my talent from the 2nd slot to the 1st slot. I did this on PC, in every game I played, with all my characters.
2) and 3) are not real issues - the demo truncates a portion of the game to switch between two showcased portions for the demo. It has no bearing on the real game.
4) I had no problem moving my talent from the 2nd slot to the 1st slot. I did this on PC, in every game I played, with all my characters.
#5
Posté 05 mars 2011 - 03:07
Don't worry about #1. This was addressed in the demo feedback thread.
Edit: fixed formatting.
Mike Laidlaw wrote...
Anarya wrote...
Aside from that, the loading during cutscenes is choppy and obtrusive and the lipsynching is off in some of the cutscenes.
We had some problems with loading before conversations in some PC configurations that are likely what you've been experiencing. My wife's PC had similar issues, and I can happily confirm that hers no longer has this issue between the time we were working on the demo and the final builds of the game. Likely an issue that's already resolved in the shipping build.
Edit: fixed formatting.
Modifié par Gilsa, 05 mars 2011 - 03:10 .
#6
Posté 05 mars 2011 - 03:39
Lord_Saulot wrote...
2) and 3) are not real issues - the demo truncates a portion of the game to switch between two showcased portions for the demo. It has no bearing on the real game.
I'm surprised how many people have commented on this in the demo. Some have even said they've reconsidered buying the game because they thought that the truncated version in the demo is how the final game would be. I also suspect that the frame story segments we see in the demo have been cut shorter than those we'll see in the actual game as well.





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