I just realized something in the mage origin makes absolutley no sense
#51
Posté 14 décembre 2009 - 10:12
#52
Posté 14 décembre 2009 - 10:32
Can't see it on the outside of the tower because basically it is within the wall. Like platform 9 and half from Harry Potter, to the casual eye it isn't there, but it is really.
#53
Posté 14 décembre 2009 - 10:47
#54
Posté 14 décembre 2009 - 11:05
And Ferelden is supposedly full of dogs, yet have you ever had to clean your boots? Talk about lack of realism!
Are we to believe the Darkspawn continued scrubbing Shale out of civic pride?
Come on, Bioware! Where's the poop?
#55
Posté 15 décembre 2009 - 02:19
CBGB wrote...
No one goes to the bathroom in this game. Ever. It's creepy to even count the days since arriving in Ostagar.
And Ferelden is supposedly full of dogs, yet have you ever had to clean your boots? Talk about lack of realism!
Are we to believe the Darkspawn continued scrubbing Shale out of civic pride?
Come on, Bioware! Where's the poop?
Clearly a result of lazy devs, you'd just have to recolor the blood spatter effect.
#56
Posté 15 décembre 2009 - 02:34
#57
Posté 15 décembre 2009 - 03:07
cglasgow wrote...
The problem is that the cave entrance is on the second floor.
Ever hear of stairs.
#58
Posté 15 décembre 2009 - 03:28
David Gaider wrote...
No, there CANNOT be stairs or we CLEARLY would have shown them in the transition!Netraphim wrote...
Maybe there are stairs leading down that we don't see?
I assume these stairs are on the outside of the tower then, as the windows on the first and second floor both run 360.
#59
Posté 15 décembre 2009 - 03:40
Modifié par Quaxo, 15 décembre 2009 - 03:41 .
#60
Posté 15 décembre 2009 - 03:49
Pardon this aside, but I couldn't see a PM button anywhere...Korva wrote...
Endurium wrote...
Anything's possible I suppose. This isn't Ultima IX where insides and outsides made sense.
Ugh. Pagan and Ascension ruined that awesome series. Now I'm all nostalgic for Ultima IV-VII.
I really wish future Bioware games would have buildings that you can actually enter as part of the zone. Just make the roof transparent and in you go. Something as big as the Circle Tower could be an exception, but do we really need loading screens for each piddly shack?
I only refer to U9 because I like it on a technical basis, and often think of what it could have been. I much prefer, for story and whatnot, the earlier games.
One thing about U9 that applies to what you later talk about is that there were no loading screens to enter buildings. Even when something does load (Stonegate tower, bigger dungeons/caves) it's very quiet on modern machines (there was a noticeable delay on machines at the time the game was new). At any rate, it was nothing like the current trend where every shack, outhouse, and other building is a loading screen waiting to happen.
I like the Circle Tower, but often imagine what it would have been like as a single map where the loading point was at the front door. That's what Stonegate was in Ultima IX, though on a much smaller scale.
#61
Posté 15 décembre 2009 - 04:07
Endurium wrote...
I like the Circle Tower, but often imagine what it would have been like as a single map where the loading point was at the front door. That's what Stonegate was in Ultima IX, though on a much smaller scale.
If you mean that you have one floor above the other without loading screens, then it isn't possible. Due to the way pathfinding nodes are generated during level creation for Dragon Age, it's impossible to have over-and-under pathways or floors one over the other in the same level. If they do overlap, only the topmost walkable space will get pathfinding nodes and the areas below are marked as unpassable. Seems a bit odd for a modern game to have something like that in a 3D engine, but that's how it is. Last time I saw something do that was Doom.
#62
Posté 15 décembre 2009 - 04:31
The U9 engine was more like an FPS in that respect. I know modern CRPG engines can't do it because they're basically 2D gameplay in a 3D world. I still like to dream though.Quaxo wrote...
Endurium wrote...
I like the Circle Tower, but often imagine what it would have been like as a single map where the loading point was at the front door. That's what Stonegate was in Ultima IX, though on a much smaller scale.
If you mean that you have one floor above the other without loading screens, then it isn't possible. Due to the way pathfinding nodes are generated during level creation for Dragon Age, it's impossible to have over-and-under pathways or floors one over the other in the same level. If they do overlap, only the topmost walkable space will get pathfinding nodes and the areas below are marked as unpassable. Seems a bit odd for a modern game to have something like that in a 3D engine, but that's how it is. Last time I saw something do that was Doom.
#63
Posté 15 décembre 2009 - 05:38
David Gaider wrote...
Occam shmoccam. The Circle Tower is clearly fully-modeled from outside to in, right there in the game. I mean, you can go into the laundry rooms or the senior enchanter's quarters on the fifth floor, right? So the exact route in the storerooms should have been indicated, *especially* when it goes right by the privies.
"Is this is the part where you deflect questions with humour?"





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