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We want combat log and detailed mechanics descriptions


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#201
Naminator236

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relhart wrote...

It's not going to happen, the combat mechanics of this game are so broken and unbalanced, they aren't going to release anything that highlights it.

I have a feeling that THAT is exactly the reason they didnt put in proper descriptions.

I have been playing the rogue and warrior class lately and I have been just completely and totaly underwealmed by their abilities. All of their passives seems to do nothing more than adding 1-5 extra to the stat that they are supposed to increase. They sound great when I read the description, but when I look at the actual numbers it feels like such a let down. The absolutely WORST part about this whole situation is not the fact that the skills are underwealming, but it's the fact that no one knows if its bugged or working as intended.

I believe this is why the phrase "You have to work to break your character" is so common in the forums and in all the respec threads. because in all honesty, the abilities add so little (except CC abilities, those are a MUST for this game) that you can get by just fine no matter how broken your character is.

#202
jacobmsn

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Statue wrote...

Ooh you star jacobmsn!

That answers my question about whether multi-lined floaties are possible at the same time :)

Glad u r workin on it and makin such progress so quickly - do you have a separate thread to discuss your add-in in (or if not could I ask you to make one so it can get more of a focused discussion on it). Post a link to a thread about it here please :)


No I don't have a separate thread.

Unfortunately I am now kind of stuck - since I don't know how to proceed. So I don't think I will continue on this in the short future. But my point here is just to prove that the information is in fact there in the system. Bioware are not hiding anything from us - the rules and game mechanics are very visible when reading the script code. So to the people who says that Bioware is hiding a broken system from us - that is simply not true. Almost any question about combat, stats, ability, item, or spell can be found in the toolset.

So, in conclusion, it really shouldn't be so hard for Bioware to make this feature.
 
For me the real problem is to create new GUI/dialogs and/or a window to print in. Other modders has had minor progress in the department but it is not easy. Making new GUI elements seems unreasonably hard with Dragon Age compared to, say, World of Warcraft, but maybe it is just because I don't know Flash and ActionScript.

Oh and multilinefloaties are not possible - they will be overlapping - so I wrote a word wrapping routine to split them up to avoid this problemImage IPB.

PS: I am in fact my self a game dev working as a programmer at Io Interactive (mostly known for the Hitman games) on a yet unannounced game.

Modifié par jacobmsn, 22 novembre 2009 - 12:05 .


#203
Statue

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I just checked the floaty above my head and it said "jacobmsn + some1 skilled at Flash and ActionScript = combat log add-in" :D

Can I ask whether you notice a significant performance hit when running that?

Modifié par Statue, 22 novembre 2009 - 12:11 .


#204
jacobmsn

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Statue wrote...

I just checked the floaty above my head and it said "jacobmsn + some1 skilled at Flash and ActionScript = combat log add-in" :D


True!

Can I ask whether you notice a significant performance hit when running that?


None really. The script extensions I wrote just builds a string as the system does the to-hit and crit calculation and then prints it in the end. Low performance hit I should say. I still need to print proper damage calculations and spell effect calculations but that shouldn't be too hard either. but at the moment since some of the lines just disappear unreliably the combat log I made is quite useless. If somebody want to continue this work or get my code changes let me know. So far I only changed the combat_h.nss script.

#205
Allen63

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+1 original post.



An intellectual Mage certainly would know the effects of their spells. And, a Warrior's training would have included the pros and cons of his/her techniques.

#206
Sibelius1

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Seifz wrote...

Skemte wrote...

... Wait.......................... Why is detailed descriptions almost a impossibility? It takes one guy to sit down to reword the descriptions..


There's well over 1,000 descriptions to update.  And once that's finished, they all have to go to QA.  And once that's finished, they all need to be translated into every language that DA:O supports (there are many!).  And once that's finished, they have to go through QA again for those languages.

It's expensive!


At an average of say 20 words per description for 1200 descriptions, thats 24,000 words.

Someone is employed to do this, typing  60 words per minute

24,000 / 60 = 400

Thats 400 minutes to do this.

Thats 6.67 hours, not even a full working day.

Lets estimate it is the same again to check for errors, thats 6.67 x 2 = 13.34

Not sure how may languages this is in but lets say 10

13.34 x 10 = 133.4 hrs

Lets say $20 an hour for a specialist typist temp, thats 133.4 x 20 = $2,668

Thats $2,668 to do this

Wow, what a massive undertaking :P

My impact assessment skills are for hire Bioware :lol:

Modifié par Sibelius1, 22 novembre 2009 - 02:09 .


#207
Stronghand

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Akka le Vil wrote...

I admit that I'm left scratching my head at why putting actual numbers in the discussion rather than "inflict large damages", "raise your offense and defense" and the like, would require so much work 0_o

Though I'm even more scratching my head at thinking "why the hell did they decide to go with such vague descriptions to begin with ?".


They've explained that already, the game had already gone to localization while they where still balancing the skills. So it was a matter of either going with completely wrong numbers or the whole "moderate amount of".

I'm still at a loss myself how replacing all the "moderate" values with actual numbers at this point would require more localization, (I agree that it would require a lot of manhours) but then I don't claim to know how these things work.

Personally I'm among the ones who would've liked to see a combat log of the type where you can see things such as:
"Morrigan casts fireball" "Hurlock takes 20 damage (fire)" "Zevran uses Dirty Fighting: Miss - Target is immune" and the like, but I suppose that's not going to happen. Hopefully someone will fix up the talent descriptions at some point though.

Modifié par Stronghand, 22 novembre 2009 - 02:10 .


#208
Akka le Vil

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Stronghand wrote...

They've explained that already, the game had already gone to localization while they where still balancing the skills. So it was a matter of either going with completely wrong numbers or the whole "moderate amount of".

I'm afraid that it doesn't cut it. Numbers for abilities aren't usually part of the description itself. The text is written, and the number itself is a variable that you can store somewhere and is called by the description when needed. As such you can change the variable itself the way you like without having to rewrite the description.
If they didn't did that and went fore pure-text description without link to data... then I'm left scratching my head even more.

Personally I'm among the ones who would've liked to see a combat log of the type where you can see things such as:
"Morrigan casts fireball" "Hurlock takes 20 damage (fire)" "Zevran uses Dirty Fighting: Miss - Target is immune" and the like, but I suppose that's not going to happen. Hopefully someone will fix up the talent descriptions at some point though.

Well, I think that everyone would like to. Georg said he already explained why they didn't do it, but I didn't found the post in question, so I'm just left wondering.

#209
Statue

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Stronghand wrote...
Personally I'm among the ones who would've liked to see a combat log of the type where you can see things such as:
"Morrigan casts fireball" "Hurlock takes 20 damage (fire)" "Zevran uses Dirty Fighting: Miss - Target is immune" and the like, but I suppose that's not going to happen. Hopefully someone will fix up the talent descriptions at some point though.


Retain hope. Just consider it more likely to come from non-Bioware sources. I'm encouraged by what jacobmsn did in such a short time.

#210
addiction21

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Statue wrote...

Stronghand wrote...
Personally I'm among the ones who would've liked to see a combat log of the type where you can see things such as:
"Morrigan casts fireball" "Hurlock takes 20 damage (fire)" "Zevran uses Dirty Fighting: Miss - Target is immune" and the like, but I suppose that's not going to happen. Hopefully someone will fix up the talent descriptions at some point though.


Retain hope. Just consider it more likely to come from non-Bioware sources. I'm encouraged by what jacobmsn did in such a short time.


I might be reading a little too much between the lines but george did mention something about a "really popular community mod and its possible such a mod could get Bioware support"
Maybe I just saw something that was not there.

#211
Few87

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Add my signature

#212
ladydesire

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Akka le Vil wrote...

I'm afraid that it doesn't cut it. Numbers for abilities aren't usually part of the description itself. The text is written, and the number itself is a variable that you can store somewhere and is called by the description when needed. As such you can change the variable itself the way you like without having to rewrite the description.
If they didn't did that and went fore pure-text description without link to data... then I'm left scratching my head even more.


Not in d20 system games like Baldur's Gate and Neverwinter Nights; those games used the same descriptions as are printed in the official Dungeons and Dragons rule books, unless they got permission to alter the spell or ability due to engine limitations. Since Dragon Age uses the same file types as those games, it's not possible to display a variable value in the tooltip or description of the spell or ability. While it is possible to override the original string references to provide a maximum value in a add on for the game, it still is likely that you won't be sure that the information is accurately reflected in what you see in combat, due to other variables in the game.

#213
Stronghand

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Akka le Vil wrote...

I'm afraid that it doesn't cut it. Numbers for abilities aren't usually part of the description itself. The text is written, and the number itself is a variable that you can store somewhere and is called by the description when needed. As such you can change the variable itself the way you like without having to rewrite the description.
If they didn't did that and went fore pure-text description without link to data... then I'm left scratching my head even more.


Well, that's just what Mr Zoeller says here: http://social.biowar.../index/245995/3
He goes into even more detail on page 9:

 Georg Zoeller wrote...
The question never was 'ship numbers or hide them intentionally', it was always between one bad 'ship detailed but completely wrong descriptions and one less bad 'ship vague descriptions'. Not great, certainly, but imagine the joy on these forums if people found out that all the numbers and descriptions were completely off :)


Akka le Vil wrote...
Well, I think that everyone would like to. Georg said he already explained why they didn't do it, but I didn't found the post in question, so I'm just left wondering.


I'm just saying that some people seem to want the even more detailed combatlogs (like in BG) where you see the calculations as well. While I had my combat log set up to show everything in BG to see exactly what was happening I'd be satisfied with the simple outcome of attacks being shown. And since I seem to remember one of the reasons for not having a combat log was that it hurt immersion I'm saying I'd been satisfied with the simple one.

The whole floating numbers system just doesn't do it for me. When you have several people attack the same target "Immune" popping up at some point doesn't really tell me much. Which of the 3 talents I just used was the enemy immune to? The absence of a combat log is one of the few things that bother me with the game.

Modifié par Stronghand, 22 novembre 2009 - 07:36 .


#214
Akka le Vil

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Stronghand wrote...

Well, that's just what Mr Zoeller says here: http://social.biowar.../index/245995/3
He goes into even more detail on page 9:

Well...
Then I can only restate : I'm left scratching my head even more...

#215
Georg Zoeller

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As I said before, creating some kind of more useful debug output would be something we can subscribe to as it makes a lot of things easier for modders.

The actual output of combat calculations is still in the scripts, but you'd have to recompile all scripts with #ifdef DEBUG defined (sys_debug_h I think) and override all scripts - which will degrade performance quite a bit as all those resources will be now read from disk (along with pushing a good amount of strings through 2 VMs). Memory usage and loadtimes will also increase somewhat due to debug strings bloating the size of the compiled bytecode by 20-40% depending on the level of logging we left in there.

One possible solution would be that we would reenable the Log_Trace command and route it to some kind of output - text file or socket, it would hold a number of exciting features for the community.

One truth about game development is that there is very few things that are 'too hard'. In fact, 'too hard to do' is unlikely to ever be brought up as a reason for not doing a feature during development deliberations. A skilled programmer can do anything given enough time and resources.

The reason why 'well, just make it an optional toggle and everyone will be happy' is not the solution for everything
is that ultimately you can not cram into the game every feature every subset of fans would want without compromising the product and shipdate. Features, especially optional ones, create a new permutation for QA to test, always reduce the amount of time and resources available to the core product, and somethings just do not fit the vision the developers had for their game.

The combat log was deemed a non necessary feature for the game with many other features holding a higher priority and a bigger impact on the final product. As elaborated before, we knew some people would see this as a dealbreaker, but we also knew that not having certain other features would be a bigger dealbreaker to other people. 

Making RPGs is a funny business, because unlike other genres, most of the audience are also closet designers that have very strong opinions about what features make an RPG succeed or fail for them. As developers, we have to rely on our experience and gut feeling which one of those thousands and thousands of features are actually essential and with every decision we know we are making someone unhappy:

* Some hate that there is regeneration instead of resting
* Some hate that Mages are powerful in our IP.
* Some hate Mana and want memorization mechanics.
* and some really think there should be a combat log.
* Some really want turn based combat and auto pause.
* Some will really dislike tactics.

With each decision we make, we knowingly drop certain people from the target audience of our game that see a specific feature as a dealbreaker in order to create a product we think will succeed on the market.

One of the hardest things I had to do during the development of this game is to take a game I absolutely adore - Baldur's Gate II and try to identify which features were not essential to the game experience or should be replaced by different features in order to make a game that succeeds on the modern market. Is perma death really essential to the BG experience? Resting? Combat Log?. Again, the answer to that lies with everyone themselves, but in the context of Dragon Age, the people who got to answer those questions was us.

People can agree or disagree with the calls I and others make - that's their right as a customer - and I can sure understand that it does not make people happy when they are told 'sorry, if that feature is really really essential to you, this game was not made for you', but do not ever assume we make these calls lightly or without fierce deliberations. And unless you now what the alternatives for a specific feature were, it's really hard to say if the decision was worth it.

Consider  some theoretical matchups:

Save anywhere vs. Combat Log.
BG style Auto Pause vs. Grab attacks on monsters.
Overhead view vs. Overlapping walkmesh.
Tactics vs. BG style spell sequencers.

and try to answer for yourself what you would chose. The answers will wildy vary from person to person of course, but someone will ultimately have to make that call.

jacobmsn wrote...

Statue wrote...

Ooh you star jacobmsn!

That answers my question about whether multi-lined floaties are possible at the same time :)

Glad u r workin on it and makin such progress so quickly - do you have a separate thread to discuss your add-in in (or if not could I ask you to make one so it can get more of a focused discussion on it). Post a link to a thread about it here please :)


No I don't have a separate thread.

Unfortunately I am now kind of stuck - since I don't know how to proceed. So I don't think I will continue on this in the short future. But my point here is just to prove that the information is in fact there in the system. Bioware are not hiding anything from us - the rules and game mechanics are very visible when reading the script code. So to the people who says that Bioware is hiding a broken system from us - that is simply not true. Almost any question about combat, stats, ability, item, or spell can be found in the toolset.

So, in conclusion, it really shouldn't be so hard for Bioware to make this feature.
 
For me the real problem is to create new GUI/dialogs and/or a window to print in. Other modders has had minor progress in the department but it is not easy. Making new GUI elements seems unreasonably hard with Dragon Age compared to, say, World of Warcraft, but maybe it is just because I don't know Flash and ActionScript.

Oh and multilinefloaties are not possible - they will be overlapping - so I wrote a word wrapping routine to split them up to avoid this problemImage IPB.

PS: I am in fact my self a game dev working as a programmer at Io Interactive (mostly known for the Hitman games) on a yet unannounced game.


Modifié par Georg Zoeller, 22 novembre 2009 - 08:17 .


#216
Jeadar

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More numbers please, without them choosing spells is like a lottery, no way to know if you're going to wind up with a winner(CoC) or a loser(chain lightning)

#217
Rrend

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Sceptic83 wrote...

Heading. 


/signed
Without log, it can be near impossible to figure out what happened to your party members or whether or not spells or special abilities worked on the targeted monsters.  Just make it toggleable so all the log haters can sleep at night.

#218
Syrellaris

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i prefer you not to speak for me, as i do not want this **** at all.

#219
Akka le Vil

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Georg Zoeller wrote...

Making RPGs is a funny business, because unlike other genres, most of the audience are also closet designers that have very strong opinions about what features make an RPG succeed or fail for them. As developers, we have to rely on our experience and gut feeling which one of those thousands and thousands of features are actually essential and with every decision we know we are making someone unhappy:

* Some hate that there is regeneration instead of resting
* Some hate that Mages are powerful in our IP.
* Some hate Mana and want memorization mechanics.
* and some really think there should be a combat log.
* Some really want turn based combat and auto pause.
* Some will really dislike tactics.

With each decision we make, we knowingly drop certain people from the target audience of our game that see a specific feature as a dealbreaker in order to create a product we think will succeed on the market.

One of the hardest things I had to do during the development of this game is to take a game I absolutely adore - Baldur's Gate II and try to identify which features were not essential to the game experience or should be replaced by different features in order to make a game that succeeds on the modern market. Is perma death really essential to the BG experience? Resting? Combat Log?. Again, the answer to that lies with everyone themselves, but in the context of Dragon Age, the people who got to answer those questions was us.

People can agree or disagree with the calls I and others make - that's their right as a customer - and I can sure understand that it does not make people happy when they are told 'sorry, if that feature is really really essential to you, this game was not made for you', but do not ever assume we make these calls lightly or without fierce deliberations.

Just because I can feel for you, I'd like to say...

Despite STRONGLY resenting A LOT of the design decisions taken into the game (too much action-oriented, too many compromises about immersion in favour of gameplay, etc.), I still completely understand your point.
And though we're sure going to slam head against head in many of the threads about these decisions, know that, somehow paradoxally, I still support you. Because though I believe that feedback should be taken into account (if only to show another point of view), I also believe that a good game can only be made if the person doing it follow her ideas, and DO NOT try to "please anyone". Better to follow one idea all the way, even if it upset a lot of the fanbase, than dilute the spirit of the game by giving a bit of everything - and not going deep anywhere - to everyone.
And though I often think "what bunch of idiots" and dislike several
things in the game, I still value and respect the good parts you put in
it - and the work itself, even for the parts I deem bad.

Well, I know that my message didn't really made the thread progress. But well... I can empathize about how it probably feel to invest A LOT of work and of yourself into the game, in order to make it the best possible, and see plenty of people that you tried to please biting you about it. Must require quite a thick skin, and I just wanted to show you that we're not all completely ungrateful, even when we strongly disagree ^^

(now let's back to all the stupid decisions taken ! :whistle:)

#220
mckman

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i n dragon age there is a lot of potential to learn differant skills for just one combat specialty

but the problem is there are not anough battles to gain the costumisation points for the

hero to be more fun they should offer a 20 point skill bonus to make up for not

bieng able to import your hero i would gladly pay for a add on pack like shivering isles

for oblivion

#221
mckman

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i n dragon age there is a lot of potential to learn differant skills for just one combat specialty

but the problem is there are not anough battles to gain the costumisation points for the

hero to be more fun they should offer a 20 point skill bonus to make up for not

bieng able to import your hero i would gladly pay for a add on pack like shivering isles

for oblivion

#222
surrealitycheck

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Overhead view vs. Overlapping walkmesh.

Ohhh, is that why you can't have overhangs and stuff in the toolset?

That was winding me up so badly earlier >_<

¬SUBLIMINAL MESSAGE¬ moar verticality next game ¬SUBLIMINAL MESSAGE¬

#223
Statue

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Agree Akka. I'd h8 to think Georg or any1 else on the development team felt people weren't appreciative or respectful of them just because their preferences would lead to different choices, as I'm sure in most cases (and certainly for my own position) that couldn't be further from the truth; feature bugbears aside I find it impossible to not love DAO regardless of perceived warts and all, and I do try to make sure I drop that in even amongst discussion of my least favourite aspects. Thick skins undoubtedly are required, but even with thick skins it can't hurt for feedback to be pleasantly seasoned with appreciation. Consider this post some more of that seasoning Image IPB
 (but expect me to continue to duly and respectfully voice my preferences Image IPB)
 

#224
jacobmsn

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Georg Zoeller wrote...
One possible solution would be that we would reenable the Log_Trace command and route it to some kind of output - text file or socket, it would hold a number of exciting features for the community.


Very nice. That would mean that we could dump any kind of text and then show the output on a second monitor and so sorting and postprocessing there. Fine solution for me. People without a second monitor would have to Alt-Tab to se the combat log.

Didn't you have a console (~ key) during development? I see references to it but it is invisible. If it became visible and Log_Trace could go to that window it would also be fine.

Georg Zoeller wrote...
One truth about game development is that there is very few things that are 'too hard'. In fact, 'too hard to do' is unlikely to ever be brought up as a reason for not doing a feature during development deliberations. A skilled programmer can do anything given enough time and resources.

The reason why 'well, just make it an optional toggle and everyone will be happy' is not the solution for everything
is that ultimately you can not cram into the game every feature every subset of fans would want without compromising the product and shipdate. Features, especially optional ones, create a new permutation for QA to test, always reduce the amount of time and resources available to the core product, and somethings just do not fit the vision the developers had for their game.


As discussed in another thread, I believe a good combat log os something many players are willing to pay for. If you make it a candidate for future a DLC package I think it would be acceptable. I would pay $5 for this any day. We are not insisting on getting a lot of stuff for free.

#225
Godeshus

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Post edited. I changed my opinion after a few days and after reading other people's opinions. I  found what I wrote to be harsher than it needed to be, and for that I apologize.

Modifié par Godeshus, 25 novembre 2009 - 07:33 .