ME3 / Kingdoms of Amalur cross promotionDemo NOW available for ALL platforms
#2776
Posté 20 janvier 2012 - 06:13
#2777
Posté 20 janvier 2012 - 06:18
Hah just noticed I was right. I think you wrote somewhere they were dwarves but they are gnomes. At least I think it was you. Being D&D fan for more than a decade it was rather obviousLPPrince wrote...
http://www.amalur.com/society
No Varani. VARANI FAAAAAIL.
#2778
Posté 20 janvier 2012 - 06:18
#2779
Posté 20 janvier 2012 - 06:20
Well doesn't mean dwarves don't exist at all. Or don't they?LPPrince wrote...
Yep, that was me. Dwarves replaced with gnomes. Really adds that MMO feel.
#2780
Posté 20 janvier 2012 - 06:22
AlexXIV wrote...
Well doesn't mean dwarves don't exist at all. Or don't they?LPPrince wrote...
Yep, that was me. Dwarves replaced with gnomes. Really adds that MMO feel.
I haven't heard a thing about dwarves in Amalur yet.
#2781
Posté 20 janvier 2012 - 06:23
#2782
Posté 20 janvier 2012 - 06:24
LPPrince wrote...
AlexXIV wrote...
Well doesn't mean dwarves don't exist at all. Or don't they?LPPrince wrote...
Yep, that was me. Dwarves replaced with gnomes. Really adds that MMO feel.
I haven't heard a thing about dwarves in Amalur yet.
Hard to say what exists on the world. the game we get is massive. 5 regions of the overall world. So there is still much world we know nothing about. We just know about this section where the two continents come together right now.
#2783
Posté 20 janvier 2012 - 06:32
#2784
Posté 20 janvier 2012 - 06:44
#2785
Posté 20 janvier 2012 - 06:55
#2786
Posté 20 janvier 2012 - 07:32
LPPrince wrote...
Unless the dwarves ARE the elves. /skyrim
At least since Morrowind.
#2787
Posté 20 janvier 2012 - 07:34
OR...THE DWARVES ARE THE VARANI!
#2788
Posté 20 janvier 2012 - 07:52
AlexXIV wrote...
Hah just noticed I was right. I think you wrote somewhere they were dwarves but they are gnomes. At least I think it was you. Being D&D fan for more than a decade it was rather obviousLPPrince wrote...
http://www.amalur.com/society
No Varani. VARANI FAAAAAIL.
Or because they simply look like gnomes perhaps? Check out this Destructoid demo review video with a reference to them too for laughs:
http://www.destructo...ns-219904.phtml
Modifié par Graunt, 20 janvier 2012 - 07:53 .
#2789
Posté 20 janvier 2012 - 08:06
Lead Combat Designer, Reckoning
:
Wow, this worked out way better than I had hoped. I really appreciate
the time all of you have taken to write out your responses. Ultimately,
I'm going to transfer all of this to a pretty spreadsheet to take a good
look at everything. But for the moment, as indicated in the OP, I'm
focusing on camera. Please continue to post your feedback, no matter how
small - we want to hear it all.
Again, I feel the need to disclaim that anything that I'm talking about
is just my personal thoughts here and I can't guarantee any fix will
happen. You're all getting an inside peek into my workflow
So here's an update on what I'm looking into right now:Camera Lag
We have a pretty sweet system that smoothly lags the camera behind the
player character's position. Generally, we like camera lag because it
gives the player character a sense of velocity, and detaches him/her
from the center of the screen. You've probably played games in the past
where the camera was locked PERFECTLY on the player character, and the
game looks like a moving background with your player character super
glued on to your screen. We went with a little more camera lag than the
typical action game, and obviously a lot more than the typical RPG. On
the controllers, we think this feels pretty good, but with
keyboard/mouse, it's odd because very few PC games have camera lag at
all. Regardless of how we feel about it, it's really about what you all
think. I'm looking into a way to allow you to adjust the amount of lag
so that you can have a really tight camera if that's what you prefer
(tight camera should be the default for PC).
Camera Distance
I've always believed that as game players we like the camera to be back
as far as we can get it. The more we can see, the more information we
have to make smart decisions about how we're playing the game. There are
some technical concerns to adjusting the distance (performance,
different minimum distances on different cameras), but I think it should
be possible to at least adjust the minimum distance via a menu.
Ideally, this could be adjusted via mouse wheel (or any other input),
but I'm currently keeping that at lower priority since it is A) only
affects PC users, and
(like the bow tutorial).
Camera Height
As noted by GreatGreen, the camera is focused on the player character's
chest. We like the way that the character is currently framed on screen -
it makes for a good composition and has a balance between your
character and environment. Of course, we also understand wanting to see
MORE of the environment. Allowing you to raise the camera focus to the
player character's head seems harmless enough, but could have some bad
consequences with things like dynamic zoom in combat camera or not being
able to see your character's feet. Anyhow, it's worth testing.
Auto Follow
From our user testing, we found that people use the camera in different
ways. For instance: Some people use the camera to steer their character,
others use the left stick or movement keys. With a controller, some
people like to manually control the camera all the time (even in
combat), while some people NEVER control the camera. We created a system
for those people that never touch the right stick. Here's a brief
description of how it works:
- Auto Follow: As the player is moving and steering so that the player
character's facing direction differs from the camera's facing direction,
the camera will attempt to spin to face the same direction. The speed
is simulated through "fake" stick input.
- Corner Avoidance: If the player character makes a turn around a wall
corner, or pillar, or any static thing that might obstruct the view, the
camera gets pushed out of the way and behind the player character. This
keeps the camera from having to rapidly zoom in. The overall effect is
similar to the Follow behavior.
- Enemy Avoidance: We have a system in our combat camera (only
implemented for large enemies), that will rotate the camera whenever a
large enemy is found between the player character and the camera. This
keeps the line of sight clear on your character.
For ease, I'll refer to all three of these as Auto Follow. Whenever the
player touches the right stick, we disable Auto Follow and it doesn't
kick back in for 4 seconds. This is so you can look at something while
moving and not "fight" the camera. But the timer isn't a perfect
solution. The ideal solution here is to give options for disabling Auto
Follow completely, and potentially a slider for adjusting the Auto
Follow Delay timer.
Well, that's a pretty big post there, so I'll save any more info for
another update. Hope this information is somewhat helpful - Keep the
comments coming!
#2790
Posté 20 janvier 2012 - 08:13
Couple things to understand.
The build was 'MONTHS' old. 2 or 3 is not really relevant since we got to zero priority one bugs left at gold master. The build is ancient when comparing to gold master. Given that I am on the bug submission list and I saw reports and fixes for the last 8 or so months come in, 7 days a week and NEVER a day when one wasn't submitted after midnight, including Sundays....
The other MAJOR factor here is this. Our demo is NOT the game, it's, and this is very important, it is a carved out piece of the game! That's huge, given how integrated our systems are it's literally impossible to carve it out.
It would be like carving a slice of pie out and then trying to sell the pie as whole..... It might seem trivial but when you code that interconnected across that much content even the simplest tweak to it can break things late in game you have NO IDEA on unless a tester gets 200 hours in, and vice versa. I am sure there were things that the team (this demo was NOT created by 38, it was done by a 3rd party at EA's request) thought would be harmless in creating the demo as they dealt with late game content, that broke things early game.
It does NOT make your experience any easier, i know and for that we apologize, but the demo is not indicative of the quality of the game I give you my word on that.
#2791
Posté 20 janvier 2012 - 08:43
The game on steam work for me with out any game issues, the only problem I have had is the blimen cannot connect to the ea server errorhangmans tree wrote...
Did anyone played it through Steam yet?
Modifié par mcneil_1, 20 janvier 2012 - 09:19 .
#2792
Posté 20 janvier 2012 - 08:57
My question is: do we even need to play the demo to get the armor/weapon reward for ME3? After you download it, start it, and then it connects to the EA servers, a pop-up says you've unlocked the armor/weapon for ME3. Is that all you have to do or do you really need to play through the entire demo?
Thanks for the help!
#2793
Posté 20 janvier 2012 - 09:48
I'd rather have a money-back guarantee.Chaos5061 wrote...
It does NOT make your experience any easier, i know and for that we apologize, but the demo is not indicative of the quality of the game I give you my word on that.
#2794
Posté 20 janvier 2012 - 09:53
#2795
Posté 20 janvier 2012 - 09:58
It's some sort of bug and they are fixing it. If you don't want to wait you can try on steam, it seems to work better there.raz3r_ wrote...
I played the demo mostly because of Mass Effect 3's items but I have to say the game isn't that bad, nice mix beetwen DA, ME and Skyrim, kinda enjoyed it. Anyway I did not unlock the weapon but only the armor, anyone knows why? I think I played through the end, did I have to finish also secondary quests?
#2796
Posté 20 janvier 2012 - 09:59
You unlock the armor for booting it up.THX-1137 wrote...
Forgive me if it's already been discussed/answered, but I didn't really feel like reading through 110 other pages of this thread to find the answer to a question I had.
My question is: do we even need to play the demo to get the armor/weapon reward for ME3? After you download it, start it, and then it connects to the EA servers, a pop-up says you've unlocked the armor/weapon for ME3. Is that all you have to do or do you really need to play through the entire demo?
Thanks for the help!
You unlock the gun for playing through the 45 minute exploration part outside of the well.
#2797
Posté 20 janvier 2012 - 10:16
raz3r_ wrote...
I played the demo mostly because of Mass Effect 3's items but I have to say the game isn't that bad, nice mix beetwen DA, ME and Skyrim, kinda enjoyed it. Anyway I did not unlock the weapon but only the armor, anyone knows why? I think I played through the end, did I have to finish also secondary quests?
???
It's more like a mix of DA2, Fable, World of Warcraft, Diablo and a rudimentary God of War juggle system. Drawing a blank to any Mass Effect similarities at all, other than both games use the dialog wheel, but that's already covered with DA.
Modifié par Graunt, 20 janvier 2012 - 10:18 .
#2798
Posté 20 janvier 2012 - 10:34
My only issue now is that I don't seem to have the launcher, just the armor. I didn't have to click anything after the trailer ended, right? Maybe it's just taking a while to show up, but I just wanted to be sure.
#2799
Posté 20 janvier 2012 - 10:36
#2800
Posté 20 janvier 2012 - 11:02
Origin is having issues with the CL.





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