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Party Size 4? or more!


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#51
Kileyan

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David Gaider wrote...

There are several cons involved with having party members:



You heard it here, no party members in DA3!

Seriously, I am fine with the party size of 4. It is plenty of room for all the roles and one character extra just to bring because they are interesting, even if redundant in the party roles.

#52
Fast Jimmy

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David Gaider wrote...

Bfler wrote...
What? In Skyrim I can run around with a little army of followers in a town, without a significant loss of performance or raise of memory usage and you aren't able to do the same in your game?


I'm not saying no game can do this, just that it's an issue that we have because of our choices-- choices which every game must make in terms of what it focuses on. A game like Skyrim does some things (like "moving through an environment") better because it does other things worse... there is no way to take its strengths without also taking its weaknesses.

Why? I don't know. Like I said before, I don't get it myself and thus I'm not the person to argue the point. I'm a writer, so when someone tells me about technical limitations or resources allocations that make it more challenging for story, I stare at them quizzically until they eventually just tell me I'll have to take their word for it. Some of these things are being made easier by the new engine, but naturally there are also some things which just won't go away.

Insofar as a larger party goes, it is possible to arrange a level so that you could conceivably fit an entire party in it. The visible area would have to be small (so line of sight blocked), it would need to be free of placeables and probably couldn't have a great deal of enemies... not unless they were very simple models ("jimmies", we call them, meaning they have low poly count and incredibly simple AI). So, for very specific purposes, it can be done... but across a whole game? That's much more problematic.


I am offended on behalf of myself and all other Jimmies in the world that we are referred to as simple models!

#53
fik

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3 people is too few and 6 or more seems more like a small army rather than a party, 4 people is perfect.

#54
iSignIn

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Gang of Four FTW

#55
Doctoglethorpe

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Coordinating more then 4 characters at a time would probably just make things more difficult then its worth. 4 is a good number. Certainly shouldn't be less as that would restrict your "loadout" too much. A tank, a healer, and a dps is required for any capable party, so whatever role you play as you pretty much end up locked out of using companions of the same unless your playing on easier difficulty where the holy trinity isn't as necessary. But with 4, say you play as a tank but your favorite companion is also a tabnk, well good news is you can have two tanks and not sacrifice your access to much needed healing and dps. 

Modifié par Doctor Moustache, 01 novembre 2012 - 03:04 .


#56
Firky

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Easy. Just go back to the Infinity Engine.

(I'll show myself out.)

*humorous intent*

#57
Guest_Trista Faux Hawke_*

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These numbers are all wrong. Dwarves count as a half.

#58
Gibb_Shepard

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David Gaider wrote...
* Memory budget: Party members are expensive, in terms of the active memory they must consume. Why? There are technical reasons which are, to be frank, completely beyond me as a writer. Something about their AI, their animations and/or their more detailed models. We need to balance the amount of memory they take up with the amount of memory the other models in an area (such as ambients or enemies) take up or which the level itself takes up. Having more of one means having less of the others.


Lovin' dem consoles right about now.

#59
TheJediSaint

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Gibb_Shepard wrote...

Lovin' dem consoles right about now.


As a life-long PC gamer, I think that's a bit unfair.  Even people who play PC may not have rigs powerful enough to handle too much stuff on the screen.  I mean, I have a pretty beefy rig, but games like SWTOR would start chugging if too may characters were on the screen.

#60
Orian Tabris

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Trista Faux Hawke wrote...

These numbers are all wrong. Dwarves count as a half.

:lol: Just... LOL.

Does that mean kossith count as one and a half? Maybe there should be 1 kossith and 1 dwarf companion for the purposes of simplicity? I'm guessing a nug companion would be out of the question. :unsure: They'd only count for like a fifth or a quarter, and we can't have 4.2 or 4.25 party members, can we!

#61
Gibb_Shepard

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TheJediSaint wrote...

Gibb_Shepard wrote...

Lovin' dem consoles right about now.


As a life-long PC gamer, I think that's a bit unfair.  Even people who play PC may not have rigs powerful enough to handle too much stuff on the screen.  I mean, I have a pretty beefy rig, but games like SWTOR would start chugging if too may characters were on the screen.


It's a memory issue. Consoles have 500 mb, while i'm pretty sure it's impossible to actually buy RAM for PC that's less than 2gb. And that 2gb worth of RAM would probably be about $20. 

So no, i don't think i'm being unfair. I'm no elitist, i'm just pointing out an obvious hindrance. I think i remember one of the ME3 devs saying they couldn't even add a holster weapon animation due to the 500mb memory limit. I mean, come on. MS needs to get their **** together and release the 720. It's been nearly 8 years!

#62
Direwolf0294

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Fast Jimmy wrote...

I don't have a problem with a party of four (I'd love a party of five or six, but that's not a hill I'm ready to die on) but what I'd really want is more sections like in the first assault on Denerim DA:O, where the entire group is fighting at once, even if they would be operating outside my control.

Sections like the Suicide Mission in ME2 would be great, as well. Times in the game where you can order certain party members to assume certain roles, which you lead a normal sized party in a coordinated effort/attack at the same time. This could expand the size of the 'party' to be all of your companions, while at the same time not overloading the console hard-limit of four playable characters on screen at once.


I'd also like more of that. I'm hoping player castle's serve as more than just hubs and we have to defend from sieges and stuff where we can order out companions to defend different parts of our castle. Maybe even have something where we can launch attacks on enemy NPC forts and castles and send out companions on different missions to take it, like having a rogue companion sneak in while a warrior companion leads troops attacking from the left and you lead troops attacking from the right.

#63
Imp of the Perverse

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Bfler wrote...

Sanunes wrote...

Bfler wrote...
.....
What? In Skyrim I can run around with a little army of followers in a town, without a significant loss of performance or raise of memory usage and you aren't able to do the same in your game?

And in Origins with extra dog slot and Ranger specialisation you could say, that you have more than 3 other party members and there aren't any problems.

Only problem with more followers is the mentioned blocking of the PC in small areas.


Just out of curiosity, did you play on the PC or Console, for when Skyrim was first released on the consoles had major issues with lag and missing texutres and I would think memory management would have been part of the issue.


PC.  I would never buy an Elder Scrolls game on console.
And yes, at release Skyrim had problems because of the 2GB limit, but there were unofficial and in the meantime also official fixes.


I'm pretty sure the main reason you're having no problems is because you're on a PC, but there's also a bit of a difference between Skyrim companions and Dragon Age companions. Pretty much every NPC in Skyrim is the same, whether they're a follower, enemy, or just tending a shop (you've probably seen mods that'll let you recruit just about anyone in the game to fight with you.) They have the same system of powers, same kind of inventory, same scheduling, they just have a follower package attached. The only difference between a kid and a forsworn is that the kid has his aggression set lower (and the unkillable flag set.)

In Dragon Age though, your followers usually have a lot more powers available to them than the enemies you face - they're every bit as complicated as the PC once you enter combat, with variable attributes, powers, gear, weaponry, etc. They're also running on that user-specified list of commands that you can program, which I'm sure ends up being less efficient than the hard coded AI that generic enemies run. Each one usually has its own unique model, whereas most enemies end up being carbon copies of one another.

#64
EpicBoot2daFace

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Gibb_Shepard wrote...

David Gaider wrote...
* Memory budget: Party members are expensive, in terms of the active memory they must consume. Why? There are technical reasons which are, to be frank, completely beyond me as a writer. Something about their AI, their animations and/or their more detailed models. We need to balance the amount of memory they take up with the amount of memory the other models in an area (such as ambients or enemies) take up or which the level itself takes up. Having more of one means having less of the others.


Lovin' dem consoles right about now.

They have to design the game to run well on all kinds of PC's with many different variations of graphics cards. There are many people out there who want to be able to play the game even if they can't max everything out. The Xbox 360 and PS3 use very fast memory and the games are designed with this hardware in mind and scaled down accordingly. PC always have the benefit of higher resolutions and higher framerates, texture packs, and so forth.

Modifié par EpicBoot2daFace, 01 novembre 2012 - 09:14 .


#65
Gibb_Shepard

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What the balls are you talking about. 360 = 500mb of memory. The cheapest PC you can buy = 2gb. The issue is the lack of memory for animations.

The animations are limited due to the limited memory in the 360. No console warring, just making my disappointment about DA3 being hindered due to the consoles known.

#66
Fast Jimmy

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Firky wrote...

Easy. Just go back to the Infinity Engine.

(I'll show myself out.)

*humorous intent*


I know this was said with humorous intent (because the text told me! LOL), but this, this, this.

Fancy new engines are great... until they limit the game. Cool cinematics are great... until they limit the game. Voiced main characters are great... until they limit the game.

It seems like more and more RPGs are hopping on the train of fancy technology and only realizing too late that the simplicity of other engines is VASTLY superior to making an incredibly deep RPG.

Instead... it seems like the highly cinematic JRPG model that caused nearly 75% of Asian RPG designers to go bankrupt in the past five years is, instead, OBVIOUSLY the route all other RPG developers should move to. Why didn't I see that?

#67
EpicBoot2daFace

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Gibb_Shepard wrote...

What the balls are you talking about. 360 = 500mb of memory. The cheapest PC you can buy = 2gb. The issue is the lack of memory for animations.

The animations are limited due to the limited memory in the 360. No console warring, just making my disappointment about DA3 being hindered due to the consoles known.

Swing and a miss.

#68
Fredward

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What's wrong with four members?

#69
katiebour

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I'm happy with four members in a party, and I'd like to keep Dog as a summon-able additional character. I think Dog had more banter as a party member in DA:O, though, in addition to his camp cutscenes. I'd like to see that come back.

What would be really neat are situations where you have to split your companions into groups to fight at different spots, like at the gates in DA:O, or quests where you choose one other companion only to come with you, giving you unique outcomes/interactions that you wouldn't get otherwise, like sending two of your team to break you out in Fort Drakon, or having two party members rescue you and Tallis in MotA.

#70
Gibb_Shepard

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EpicBoot2daFace wrote...

Gibb_Shepard wrote...

What the balls are you talking about. 360 = 500mb of memory. The cheapest PC you can buy = 2gb. The issue is the lack of memory for animations.

The animations are limited due to the limited memory in the 360. No console warring, just making my disappointment about DA3 being hindered due to the consoles known.

Swing and a miss.


:alien:

#71
h0neanias

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Fast Jimmy wrote...
I know this was said with humorous intent (because the text told me! LOL), but this, this, this.

Fancy new engines are great... until they limit the game. Cool cinematics are great... until they limit the game. Voiced main characters are great... until they limit the game.

It seems like more and more RPGs are hopping on the train of fancy technology and only realizing too late that the simplicity of other engines is VASTLY superior to making an incredibly deep RPG.

Instead... it seems like the highly cinematic JRPG model that caused nearly 75% of Asian RPG designers to go bankrupt in the past five years is, instead, OBVIOUSLY the route all other RPG developers should move to. Why didn't I see that?


My thoughts exactly. Sooner or later, linear progress leads you into a corner. Compare today's games with, say, Ultima 6. With all our technology and cost and huge teams, those old Ultimas allowed more interactivity than any RPG of today. How come? Why was it possible to do it in 1990 but not now? Are the new graphics so resource-consuming you can do less with them than 20 years ago? If so, something went terribly wrong in the biz.

Modifié par h0neanias, 01 novembre 2012 - 01:51 .


#72
Imp of the Perverse

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h0neanias wrote...

Fast Jimmy wrote...
I know this was said with humorous intent (because the text told me! LOL), but this, this, this.

Fancy new engines are great... until they limit the game. Cool cinematics are great... until they limit the game. Voiced main characters are great... until they limit the game.

It seems like more and more RPGs are hopping on the train of fancy technology and only realizing too late that the simplicity of other engines is VASTLY superior to making an incredibly deep RPG.

Instead... it seems like the highly cinematic JRPG model that caused nearly 75% of Asian RPG designers to go bankrupt in the past five years is, instead, OBVIOUSLY the route all other RPG developers should move to. Why didn't I see that?


My thoughts exactly. Sooner or later, linear progress leads you into a corner. Compare today's games with, say, Ultima 6. With all our technology and cost and huge teams, those old Ultimas allowed more interactivity than any RPG of today. How come? Why was it possible to do it in 1990 but not now? Are the new graphics so resource-consuming you can do less with them than 20 years ago? If so, something went terribly wrong in the biz.


Just to clarify, you're talking about a game that looks like this.

Modifié par Imp of the Perverse, 01 novembre 2012 - 10:00 .


#73
Allan Schumacher

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I was actually pretty amazed how quickly I got through that game now that I wasn't a 10 year old with no clue what the heck I was even supposed to do.

#74
hoorayforicecream

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Fast Jimmy wrote...

Instead... it seems like the highly cinematic JRPG model that caused nearly 75% of Asian RPG designers to go bankrupt in the past five years is, instead, OBVIOUSLY the route all other RPG developers should move to. Why didn't I see that?


Is this hyperbole, or do you have an actual source for this?

#75
Hurbster

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Didn't we have all this out with the 'ME3 and holstering weapons' debates ?

Oh and 4 party members seems ideal.