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Patch 1.03 is now in Certification


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#151
ReiSilver

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stobie wrote...

ReiSilver wrote...

Are there going to be fixes for some of the cutscene bugs? I'm mainly talking about the Fenris Rivalry-romance where at one point the Fenris model is floating in mid air before Hawke grabs his arm. I also suspect Fenris' head gets stuck as he turns around and is off to one side rather then looking at Hawke. It doesn't seem intentional to me given the angle of their faces when they kiss etc.



I haven't had this issue, but I get almost the exact same scene with Fenris in both rivalry & friend romance, and grabbing his arm or letting him go, then come back is also the same for friend/rivalry. I just assumed they weren't that different.


you can see it in this video (not mine) Fenris floating before Hawke's hand touches his arm and when he shoves Hawke against the wall his head is stuck to one side so the camera can't catch his expression (which I assume is a fault because even if Hawke doesn't see it it should be framed so that the camera does) and the kiss doesn't 'hit' right, in this one (also not mine just looking around youtube) is the frienship vershion of the same cutscene, Fenris is floating for a shorter period and his head doesn't get stuck but the the kiss doesn't line up right either now that I'm looking at it.

#152
Hel

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Rob Bartel wrote...

  • Traps - Trap behavior no longer gets out of synch with the visual effect and we also decided they shouldn't cause injuries (a neat idea in theory but it wasn't fun in practice and was never properly communicated within the game).
  • Audio Balance - We weren't happy with how loud combat audio was in comparison to exploration and dialog so our audio team did some fine-tuning on that.
  • General Improvements - We've slowed the initial pace of enemies at the start of combat, allowing tactical positioning to play a more useful and important role. They also generally gain more health as the game progresses, they're less likely to explode into puddles of blood and gore all the time and their basic attacks are less likely to cause interruptions. Likewise, party members now resume their previous actions once interrupted so you don't have to micromanage them as much and ask them to swig that potion more than once. That said, silence effects and disruptions to stealth have been beefed up a little, making those rarer sorts of interruptions play a more critical role. Enemy commanders are also a little smarter, throwing stun grenades while encouraging their troops to concentrate on a single target. And elemental resistances actually cap out at 95% now, meaning no one can be fully immune to a given damage type.


Great! These fixes do away with some of my biggest gripes with the game. (Story-bugs or issues not withstanding, of course.)


Luke Barrett wrote...

Xewaka wrote...

Since it is not in these patch notes either, I must ask again: When do you intend to patch in the PC missing feature of detached camera on AoE? Is it even feasible to patch it in? Any answer would be preferable to be met with silence (again).


[Removed distractions] SO, I'll tell you that it's definitely not in this upcoming patch and that I'll be bringing up the issue on monday to the appropriate persons.


Thanks Luke, much appreciated!

Edit: Proper formatting is a pain in the rear. Why can't this forum act normal just once! Bah!

Modifié par Helekanalaith, 28 mai 2011 - 12:15 .


#153
nightscrawl

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ReiSilver wrote...

Are there going to be fixes for some of the cutscene bugs? I'm mainly talking about the Fenris Rivalry-romance where at one point the Fenris model is floating in mid air before Hawke grabs his arm. I also suspect Fenris' head gets stuck as he turns around and is off to one side rather then looking at Hawke. It doesn't seem intentional to me given the angle of their faces when they kiss etc.


Of the 3 companions I have romanced (Anders, Fenris, Isabella) Fenris seems to have the most bugs with his various animations, this is especially true in the post Bitter Pill scene. I do hope these get fixed eventually. <3

#154
Xewaka

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Luke Barrett wrote...

Xewaka wrote...
Since it is not in these patch notes either, I must ask again: When do you intend to patch in the PC missing feature of detached camera on AoE? Is it even feasible to patch it in? Any answer would be preferable to be met with silence (again).

Any answer I can give for this will just prompt you to follow up with a second question, one which will really just be a reiteration of the first but with a different tone of tense perhaps. SO, I'll tell you that it's definitely not in this upcoming patch and that I'll be bringing up the issue on monday to the appropriate persons.

Thank you for your answer. At least now I know the problem's been acknowledged. I'd be extremely grateful of any follow-up news on this.

#155
Thandal N'Lyman

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Xewaka wrote...

Luke Barrett wrote...

Xewaka wrote...
Since it is not in these patch notes either, I must ask again: When do you intend to patch in the PC missing feature of detached camera on AoE? Is it even feasible to patch it in? Any answer would be preferable to be met with silence (again).

Any answer I can give for this will just prompt you to follow up with a second question, one which will really just be a reiteration of the first but with a different tone of tense perhaps. SO, I'll tell you that it's definitely not in this upcoming patch and that I'll be bringing up the issue on monday to the appropriate persons.

Thank you for your answer. At least now I know the problem's been acknowledged. I'd be extremely grateful of any follow-up news on this.

Ummmm... I don't believe that BioWare has ever categorized this as a "problem".  The decision about the camera was made deliberately and early in the game-design process, and I don't think it's even possible to change it for DA2 (unless they go back and build all the layouts that would be required.)
Maybe Luke means he'll add another vote for it on the "Features - Nice to have" list for DA3? Image IPB

Modifié par Thandal NLyman, 28 mai 2011 - 02:03 .


#156
Xewaka

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Thandal NLyman wrote...
Ummmm... I don't believe that BioWare has ever categorized this as a "problem".  The decision about the camera was made deliberately and early in the game-design process, and I don't think it's even possible to change it for DA2 (unless they go back and build all the layouts that would be required.)
Maybe Luke means he'll add another vote for it on the "Features - Nice to have" list for DA3? Image IPB

The feature is present in console versions of the game.

Modifié par Xewaka, 28 mai 2011 - 02:15 .


#157
MemeLeigh

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ReiSilver wrote...

stobie wrote...

ReiSilver wrote...

Are there going to be fixes for some of the cutscene bugs? I'm mainly talking about the Fenris Rivalry-romance where at one point the Fenris model is floating in mid air before Hawke grabs his arm. I also suspect Fenris' head gets stuck as he turns around and is off to one side rather then looking at Hawke. It doesn't seem intentional to me given the angle of their faces when they kiss etc.



I haven't had this issue, but I get almost the exact same scene with Fenris in both rivalry & friend romance, and grabbing his arm or letting him go, then come back is also the same for friend/rivalry. I just assumed they weren't that different.


you can see it in this video (not mine) Fenris floating before Hawke's hand touches his arm and when he shoves Hawke against the wall his head is stuck to one side so the camera can't catch his expression (which I assume is a fault because even if Hawke doesn't see it it should be framed so that the camera does) and the kiss doesn't 'hit' right, in this one (also not mine just looking around youtube) is the frienship vershion of the same cutscene, Fenris is floating for a shorter period and his head doesn't get stuck but the the kiss doesn't line up right either now that I'm looking at it.


When this happened to me... Just waited for about 10 secs before clicking the don't go... then the shot was right to grab his arm...  the kiss thing... I just accepted.

#158
Jilinna

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Rob Bartel wrote...
Gameplay Options - We now offer PC users two new settings in the Gameplay Options menu. One allows you to enable persistent highlighting on useable objects, similar to holding down the Tab key, while the other allows users experiencing performance issues to select a faster but less accurate mouse targeting method.


So based on the part I bolded I do not need to hold tab the enitre game anymore in order to prevent missing various loot and codexs?? that is just... you guys are awesome :wub: I am offically exicted for this patch! Cannot wait to fire up a new playthrough to see the various fixes!

Anyways, thanks for the updates! I'll just be playing Mass Effect 2 in the meantime.

Modifié par Jilinna, 28 mai 2011 - 05:20 .


#159
GameBoyish

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The combat checks sound very awesome. MIGHT reduce the fun of watching Fenris or Carver tearing up crowds, but improvements on both rogues and mages sound good, as well as the tweaks to enemy behavior

#160
Woodstock-TC

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sounds all very promising !

#161
Radwar

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Jilinna wrote...

Rob Bartel wrote...
Gameplay Options - We now offer PC users two new settings in the Gameplay Options menu. One allows you to enable persistent highlighting on useable objects, similar to holding down the Tab key, while the other allows users experiencing performance issues to select a faster but less accurate mouse targeting method.


So based on the part I bolded I do not need to hold tab the enitre game anymore in order to prevent missing various loot and codexs?? that is just... you guys are awesome :wub: I am offically exicted for this patch! Cannot wait to fire up a new playthrough to see the various fixes!

Anyways, thanks for the updates! I'll just be playing Mass Effect 2 in the meantime.


There's a very small Mod that did just that which has been released for quite some time now, it also let you toggle running.

#162
deadfables

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"We fixed that little five-finger discount and made Varric go stand in the corner until he's willing to apologise for what he's done."

I knew it!

#163
Jilinna

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Radwar wrote...
There's a very small Mod that did just that which has been released for quite some time now, it also let you toggle running.

Really? I wish I found that out 4 playthroughs ago :P I have been taking a break from Dragon Age 2 to finish unfinished DA:O & ME 2 characters might of been why I missed the mod. Could you post a link to the following mod please?

Modifié par Jilinna, 29 mai 2011 - 03:17 .


#164
deadfables

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Could you post a link to the following mod please?



http://www.dragonage...ile.php?id=2266

#165
Soundingcreepy

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im really liking what i see coming up in this next patch. finally enemy commanders "command" and the game won't be as much button smashing..........sweeeeeet!

#166
Jilinna

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deadfables wrote...
http://www.dragonage...ile.php?id=2266

Thank you!

Modifié par Jilinna, 29 mai 2011 - 04:45 .


#167
TurianRenegade

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Rob Bartel wrote...

  • Traps - Trap behavior no longer gets out of synch with the visual effect and we also decided they shouldn't cause injuries (a neat idea in theory but it wasn't fun in practice and was never properly communicated within the game).


I'm thinking that traps should just be deactivated when you're not in combat because when you trigger one, you're automatically healed so there's no reason to have them active.

#168
Dragoonx89

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is the finding Nathaniel import fixed? as well as protecting the road/farms etc, as well as vigils keep import?

#169
Woodstock-TC

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TurianRenegade wrote...

Rob Bartel wrote...

  • Traps - Trap behavior no longer gets out of synch with the visual effect and we also decided they shouldn't cause injuries (a neat idea in theory but it wasn't fun in practice and was never properly communicated within the game).


I'm thinking that traps should just be deactivated when you're not in combat because when you trigger one, you're automatically healed so there's no reason to have them active.

Bit of a classic immersion breaker this proposal. Better leaving them react in a natural manner (ie traps GO off) than adding some unbelivable "awarness" game-mechanic on top of them.
IE: If you prepare a trap for me, you kindof hope it will work. If i have some counter measures or healing possibilities with me(DA universe) than its bad luck for you. Autoleveling enemies are enough of a "world mechanic is changing to cope withthe player progress so that even a tawern fight can become epic" thank you. ;)    (ps. worst implementation could be seen in vanilla Oblivion btw, when at the end of the game every bandit was wearing full Glass setup and every bandit fight became an epic one. (which was such a stupid design decision communitys first mods concentrated changing this behavior)

greets,
wood

Modifié par Woodstock-TC, 29 mai 2011 - 06:39 .


#170
Fiend13

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Woodstock-TC wrote...

[*]
Bit of a classic immersion breaker this proposal. Better leaving them react in a natural manner (ie traps GO off) than adding some unbelivable "awarness" game-mechanic on top of them.
IE: If you prepare a trap for me, you kindof hope it will work. If i have some counter measures or healing possibilities with me(DA universe) than its bad luck for you. Autoleveling enemies are enough of a "world mechanic is changing to cope withthe player progress so that even a tawern fight can become epic" thank you. ;)    (ps. worst implementation could be seen in vanilla Oblivion btw, when at the end of the game every bandit was wearing full Glass setup and every bandit fight became an epic one. (which was such a stupid design decision communitys first mods concentrated changing this behavior)

greets,
wood

[*]No offense but this makes no sense if you think it through: many of the traps are designed authenticly, meaning there is no way to circumvent them. Realizing your proposal would simply lead to many areas not being accessable at all.

Modifié par Fiend13, 29 mai 2011 - 08:15 .


#171
Woodstock-TC

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Fiend13 wrote...

[*]No offense but this makes no sense if you think it through: many of the traps are designed authenticly, meaning there is no way to circumvent them. Realizing your proposal would simply lead to many areas not being accessable at all.

no offense taken. my proposal is to not change anything to the current behavior, thus theres a misunderstanding.

Modifié par Woodstock-TC, 29 mai 2011 - 08:52 .


#172
KennethAFTopp

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Luke Barrett wrote...

The Warrior tweaks are pretty minor and mostly in the vanguard tree. The biggest change was to Cleave I believe. As for the rogue upgrades, it was more so along the lines of stamina regen and making sure all the disorients were actually firing properly. There is at least one rogue nerf that I can think of in the patch but all will be revealed as soon as the patch notes gets dropped when the first patch client comes up (currently PS3 EU, I think?) next week.

Pleasant weekend, everyone. I look forward to the ridiculous amount of forum activity I'll have to sift through regarding the patch(es) next week! :o

That's cool, it wasn't a huge complaint anyhow.

#173
They call me a SpaceCowboy

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I'm still hoping that the problem where you lose your target after using a knockback ability is being looked at.

For instance, on any class I am targetting one mob or one of many. I do knockl back (mind blast, shield bash or whatever rogue ability) that throws one or more enemies away from you.

After doing this, you stand there doing nothing instead of taking advantage of your previously targetted mob and pressing the attack.

#174
LostHero2k9

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well even though the patch seems to be a big one, it doesnt make the content of the game better.
i am still disapointed as hell.
patches wont fix that as long as they dont bring completly new AND DIFFERENT!!!! maps. as great as DA:O was so bad is DA2 :(.

but thx for communicating the informations to the community!

Modifié par LostHero2k9, 29 mai 2011 - 05:54 .


#175
Nerevar-as

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Still nothing of a Friendly Fire toggle?

I like the 95% immunities. Bethany for instance could be almost pointless in early fights if you didn´t have various staffs. Still pretty hopeless, but not totally so.