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Controller support for PC *EDIT: Is gonna be amazing. Support Confirmed!!!


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#1
StElmo

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Seb Hanlon wrote...

 Mike says, on twitter:

At PAX, we confirmed that, yes, we will be supporting controllers for the PC build in addition to the custom PC interface. #DAI


Also animated bows with bowstrings.


Original post:

Call me crazy, but I actually enjoy the console version of DA2 over the PC version (I own both), purely because of controls.

I would love it if DA:I had controller support with the PC version because I simply prefer it that way. I understand some PC tacticians love the M&K and I hope they get a great system for DA:I, I would also just love controller support.

Heck, I would pay a few bucks for controller support DLC if it costs so much to port over.

Thanks guys, keenly awaiting the sequel to Dragon Age 2, my favorite DA game :P

Modifié par StElmo, 21 septembre 2013 - 10:10 .


#2
Knight of Dane

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I agree, I really hope for this option.

Love playing Skyrim with mods AND my PS3 controller.

#3
Seb Hanlon

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 Mike says, on twitter:

At PAX, we confirmed that, yes, we will be supporting controllers for the PC build in addition to the custom PC interface. #DAI


Also animated bows with bowstrings.

Modifié par Seb Hanlon, 20 septembre 2013 - 04:03 .


#4
PinkDiamondstl

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Image IPB

This again .....there already is one...:?

#5
Knight of Dane

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PinkDiamondstl wrote...

 
Image IPB

This again .....there already is one...:?

I think there's nine

#6
Beliar86

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What I want is consoles with Mouse and Keyboard support!

Modifié par Beliar86, 20 septembre 2013 - 05:12 .


#7
In Exile

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Seb Hanlon wrote...

 Mike says, on twitter:

At PAX, we confirmed that, yes, we will be supporting controllers for the PC build in addition to the custom PC interface. #DAI


Also animated bows with bowstrings.


Will we able to use both schemes simulatenously? That is, will the game break if I use point and click in tactical mode and controller in the non-tactical OTS portion? So that I can have a fine level of control over the individual character, but the much finer control a mouse offers in using tactics, as well as ability hotkeys of the keyboard? 

#8
PinkDiamondstl

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Beliar86 wrote...

What I want is consoles with Mouse and Keyboard support!



Why ? That's just silly...:huh:

#9
Seb Hanlon

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In Exile wrote...

Seb Hanlon wrote...

 Mike says, on twitter:

At PAX, we confirmed that, yes, we will be supporting controllers for the PC build in addition to the custom PC interface. #DAI


Also animated bows with bowstrings.


Will we able to use both schemes simulatenously? That is, will the game break if I use point and click in tactical mode and controller in the non-tactical OTS portion? So that I can have a fine level of control over the individual character, but the much finer control a mouse offers in using tactics, as well as ability hotkeys of the keyboard? 


I can't confirm any specific details yet, but I will point out that handling multiple sources of input simultaneously (as you suggest) adds a lot of complexity both in programming and QA, especially as the rest of the UI needs to match the input scheme in use. Building a specific PC mouse-and-keyboard UI is our priority for PC; being able to use controller input on PC is nice and largely possible because we build that specific interface for consoles anyway.

#10
In Exile

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Seb Hanlon wrote...
I can't confirm any specific details yet, but I will point out that handling multiple sources of input simultaneously (as you suggest) adds a lot of complexity both in programming and QA, especially as the rest of the UI needs to match the input scheme in use. Building a specific PC mouse-and-keyboard UI is our priority for PC; being able to use controller input on PC is nice and largely possible because we build that specific interface for consoles anyway.


I understand. Thank you for your response, Seb! I've seen other games to do this - like AC3 and SRW3-4 - but thinking on it further, the fact that the actual UI is identical, with only the inputs being swapped and the graphic prompts on screen, makes a significant difference in workload, no?

#11
Seb Hanlon

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In Exile wrote...

Seb Hanlon wrote...
I can't confirm any specific details yet, but I will point out that handling multiple sources of input simultaneously (as you suggest) adds a lot of complexity both in programming and QA, especially as the rest of the UI needs to match the input scheme in use. Building a specific PC mouse-and-keyboard UI is our priority for PC; being able to use controller input on PC is nice and largely possible because we build that specific interface for consoles anyway.


I understand. Thank you for your response, Seb! I've seen other games to do this - like AC3 and SRW3-4 - but thinking on it further, the fact that the actual UI is identical, with only the inputs being swapped and the graphic prompts on screen, makes a significant difference in workload, no?


Pretty much, yeah.

#12
In Exile

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Seb Hanlon wrote...

Pretty much, yeah.


Thanks again for your response!

#13
Guest_Puddi III_*

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I would be happy if the only thing carried over from PC input in "controller mode" was hotkey functions. Quicksave being most useful, like in Skyrim.

#14
Pakundo

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I'm happy to hear this.

#15
Adela

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Beliar86 wrote...

What I want is consoles with Mouse and Keyboard support!


HA I support this idea;)

#16
animedreamer

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.... no need for this post. editted out.

Modifié par animedreamer, 20 septembre 2013 - 05:02 .


#17
Beliar86

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PinkDiamondstl wrote...

Beliar86 wrote...

What I want is consoles with Mouse and Keyboard support!



Why ? That's just silly...:huh:


Because my comp is about to become outdated and I don't have money to replace it, will probably get a console.

And even if I do end up saving enough money for a comp by then it would be nice if it is something that catches on, it opens up a lot of multiplayer possibilities where PC and console players can play with/against each other finally since PC users will no longer be completely superior to controller users and therefore incompatible.

But mostly the first one.

Modifié par Beliar86, 20 septembre 2013 - 05:12 .


#18
AxeloftheKey

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Seb Hanlon wrote...

In Exile wrote...

Seb Hanlon wrote...

 Mike says, on twitter:

At PAX, we confirmed that, yes, we will be supporting controllers for the PC build in addition to the custom PC interface. #DAI


Also animated bows with bowstrings.


Will we able to use both schemes simulatenously? That is, will the game break if I use point and click in tactical mode and controller in the non-tactical OTS portion? So that I can have a fine level of control over the individual character, but the much finer control a mouse offers in using tactics, as well as ability hotkeys of the keyboard? 


I can't confirm any specific details yet, but I will point out that handling multiple sources of input simultaneously (as you suggest) adds a lot of complexity both in programming and QA, especially as the rest of the UI needs to match the input scheme in use. Building a specific PC mouse-and-keyboard UI is our priority for PC; being able to use controller input on PC is nice and largely possible because we build that specific interface for consoles anyway.

I mean, it depends. As a game programmer, I have programmed many games where you can use the Keyboard and Gamepad simultaneously. It depends on how complex we're talking. I don't expect the UI/Button prompts to change, but still...

#19
I SOLD MY SOUL TO BIOWARE

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The very idea if playing Dragon Age with a controller boggles my mind, but I guess it's nice that it's there for those who want it.

Modifié par SergeantSnookie, 20 septembre 2013 - 06:30 .


#20
Navasha

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As long as they keep the UI separate, then the option is good. I just don't want to see a hamstrung UI developed and then only given keyboard commands to control that limited UI.

Compare the control options in Xcom: Enemy Unknown to the XCom: The Bureau that was just released and you can easily see the difference between good and bad design decisions.

#21
Allan Schumacher

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I mean, it depends. As a game programmer, I have programmed many games where you can use the Keyboard and Gamepad simultaneously. It depends on how complex we're talking. I don't expect the UI/Button prompts to change, but still...


It's less "is this overly hard" and more "Is it worth doing it at the expense of something else."

As Seb (a programmer himself) mentions, it's more akin to the idea of "Well we are already doing all that work on the console."

He gave a hint, however, that the UI will be different (since we'll likely just use the UI from the console). That creates a degree of simplicity in making sure that it works, whereas the idea of making it work without specifically switching between "Keyboard and mouse mode" and "Controller mode" means that there's a lot of potential knock-on effects that we'd have to consider.

#22
StElmo

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Seb Hanlon wrote...

 Mike says, on twitter:

At PAX, we confirmed that, yes, we will be supporting controllers for the PC build in addition to the custom PC interface. #DAI


Also animated bows with bowstrings.


ho ho ho! awesome, guess I'll be getting the PC version then if the game benchmarks well! :D

#23
Star fury

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We definitely need 10 more threads about "OMG WE GOT CONTROLLER SUPPORT FOR PC!111" to existing 10 threads because people don't bother to google.

Modifié par Star fury, 21 septembre 2013 - 10:24 .


#24
Rylor Tormtor

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Hopefully they will "streamline" the PC UI and remove things like hotbars so we will be confined to 4 abilities like the consoles EVEN though we have a more varied input device for easier controller input and then the interface will end up like Skyrim and we will all love that.

Options are great, except when you they aren't.

#25
AxeloftheKey

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Allan Schumacher wrote...

I mean, it depends. As a game programmer, I have programmed many games where you can use the Keyboard and Gamepad simultaneously. It depends on how complex we're talking. I don't expect the UI/Button prompts to change, but still...


It's less "is this overly hard" and more "Is it worth doing it at the expense of something else."

As Seb (a programmer himself) mentions, it's more akin to the idea of "Well we are already doing all that work on the console."

He gave a hint, however, that the UI will be different (since we'll likely just use the UI from the console). That creates a degree of simplicity in making sure that it works, whereas the idea of making it work without specifically switching between "Keyboard and mouse mode" and "Controller mode" means that there's a lot of potential knock-on effects that we'd have to consider.

The UI issue certainly complicates these things, and I definitely understand.
In terms of actually controlling the game, multiple input types are easily handled with if statements, if you know anything about code. (Essentially, if this button is pressed, do this. You can also make it if this button OR this button is pressed, do this).
However, with the UI's complications, yes, having it change on the fly is difficult. Not impossible, though. But more difficult. I don't much need it to change however, I just enjoy options.