Aller au contenu

Photo

Completion percentage shown and maps (suggestion)


  • Veuillez vous connecter pour répondre
17 réponses à ce sujet

#1
katerinafm

katerinafm
  • Members
  • 4 291 messages

In the previous DA games, a completionist who wanted to find everything and do everything had an easy enough time doing so, mostly due to the areas not being that big, and the people and places you could go to being pretty straightforward and easy to find.

 

 

In Dragon Age: Inquisition, however, we've seen and been told that the areas we'll come across will be much larger and open worldly, with a lot of hidden secrets and even entire optional places for players to find if they explore. Depending on how big the areas really are and how the map system works, completionists might have a difficult time doing everything, and feel frustrated if they find out they've missed stuff by accident.

 

So, I was wondering if it'd be a cool idea to add in a percentage shown of how much of the available goodies (quests, secrets, lore, caves, etc) you have discovered for each individual map/area you visit, and perhaps for the entire world the game will have. This could be optional or a toggle for players that don't care about such things.

 

A good and recent example of this system used is Assassin's Creed: Black Flag, where you could see if you had found everything in each area you visited. That made my completionist playthrough that much more satisfying, because I could slowly get 100% completion in each area, and could see my progress and how much more was left to discover without having to guess if I had found everything. I think that could work really well for Inquisition, and hope it has been considered/could be considered.

 

 

Also, since the dev team has said that they've taken inspiration from Skyrim, I just want to voice my concern that I hope the map system is different and easier to use. While you could use the World map with ease to teleport around the discovered locations in Skyrim, the local map was pretty much useless when used to see your immediate surroundings while exploring the open world, and wasn't helpful outside of really small areas like caves and ruins. I hope the maps in Inquisition will be more user-friendly and helpful when players look to them for aid. I say this because in the demo shown a year ago, we saw a compass on the screen very much like Skyrim's, which could imply that the maps were influenced by it as well.

 

Thank you for your time!


  • SunburnedPenguin, TripleThreeTwo, Darth Krytie et 3 autres aiment ceci

#2
Mockingword

Mockingword
  • Members
  • 1 790 messages

Yes pleeeeeeeeaaaaaaaaase.



#3
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages
Just to add, a toggle wouldn't just be for people who don't care about such things (if they don't care, why would they bother turning it off?), but for players who actively want to avoid this sort of metagame information.

#4
SunburnedPenguin

SunburnedPenguin
  • Members
  • 135 messages

Fantastic idea! *thumbs up*



#5
katerinafm

katerinafm
  • Members
  • 4 291 messages

I'm glad others agree! Hopefully a dev notices this and passes it around the team!



#6
tempest238

tempest238
  • Members
  • 89 messages

I would also love to see something like this in game.

 

However... Assuming at this point in the games production that no such feature exists. Bioware simply does not have enough time before launch to flag everything that needs to be flagged and tracked for completionists.

 

If it is the game awesome. Would help me immensely for a 100% complete game. But should it not be in the game already, oh well. Guess i will just have to wing it and assume i found everything.



#7
katerinafm

katerinafm
  • Members
  • 4 291 messages

I would also love to see something like this in game.

 

However... Assuming at this point in the games production that no such feature exists. Bioware simply does not have enough time before launch to flag everything that needs to be flagged and tracked for completionists.

 

If it is the game awesome. Would help me immensely for a 100% complete game. But should it not be in the game already, oh well. Guess i will just have to wing it and assume i found everything.

 

Well, they do have six months left, hahah. I'm not saying they don't obviously have more than enough on their plate already, but with six months left, it appears doable :).



#8
Spirit Keeper

Spirit Keeper
  • Members
  • 725 messages

YEEEEEEES!



#9
tempest238

tempest238
  • Members
  • 89 messages

Well, they do have six months left, hahah. I'm not saying they don't obviously have more than enough on their plate already, but with six months left, it appears doable :).

 

In all honesty, They approximately 2 months left to finish anything that has not been completed yet. The last 4 to 6 months before launch of ANY game. Are usually tied to fixing bugs and getting the game certified for the various platforms it is being released on. Not to mention the 2 to 3 weeks (nearly a month) it would take to actually produce the physical copies of the game. Both the discs and boxes they come in. And the week or two it takes to ship said physical games to stores like Gamestop, Best buy, etc etc etc

 

So out of the 6 months left. Two months are tied to getting the game certified to use on Xbox360/One and PS3/4. And for the actual production of the physical copies. That leaves 4 months to bug test the game and finish what should essentially be done by now.

 

And I am going to go out on a limb here. But if the game is as large as the claim. It is safe to assume that they are weeks away from putting a freeze on adding new code into the game. And concentrating on fixing any bugs in the game's code. IF they have not done so already.



#10
katerinafm

katerinafm
  • Members
  • 4 291 messages

In all honesty, They approximately 2 months left to finish anything that has not been completed yet. The last 4 to 6 months before launch of ANY game. Are usually tied to fixing bugs and getting the game certified for the various platforms it is being released on. Not to mention the 2 to 3 weeks (nearly a month) it would take to actually produce the physical copies of the game. Both the discs and boxes they come in. And the week or two it takes to ship said physical games to stores like Gamestop, Best buy, etc etc etc

 

So out of the 6 months left. Two months are tied to getting the game certified to use on Xbox360/One and PS3/4. And for the actual production of the physical copies. That leaves 4 months to bug test the game and finish what should essentially be done by now.

 

And I am going to go out on a limb here. But if the game is as large as the claim. It is safe to assume that they are weeks away from putting a freeze on adding new code into the game. And concentrating on fixing any bugs in the game's code. IF they have not done so already.

 

Then let's just hope it's not too late and that if it is, that whatever system they have in the game will work just as well :)



#11
emlit

emlit
  • Members
  • 112 messages

The OCD in me sees the appeal, but the fantasy immersion in me says no.  To compromise, I'd prefer the toggle option.  Maybe off during first playthrough, then on for subsequent ones.



#12
In Exile

In Exile
  • Members
  • 28 738 messages

Just to add, a toggle wouldn't just be for people who don't care about such things (if they don't care, why would they bother turning it off?), but for players who actively want to avoid this sort of metagame information.

 

Yes, you beat me to it. Like quest markers, I have no objection to this being part of the game if I can immediately turn it off. 



#13
SunburnedPenguin

SunburnedPenguin
  • Members
  • 135 messages

Don't worry, if it's not in the game it sounds like something that some clever bod could make into a mod :)



#14
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

Yes, you beat me to it. Like quest markers, I have no objection to this being part of the game if I can immediately turn it off. 

Quest markers are the devil.  That's the one optional feature that I think needs to be done by the developer, and not simply disabled by mods, as the availability of the option to turn it off should affect how quests are written and how detailed journal entries need to be.



#15
TripleThreeTwo

TripleThreeTwo
  • Members
  • 199 messages

/sign

 

Yes,please. I like the idea.  :)



#16
In Exile

In Exile
  • Members
  • 28 738 messages

Quest markers are the devil.  That's the one optional feature that I think needs to be done by the developer, and not simply disabled by mods, as the availability of the option to turn it off should affect how quests are written and how detailed journal entries need to be.

 

Abstractly I agree with you, but in practice I basically found every single journal in any game to be completely useless. 



#17
katerinafm

katerinafm
  • Members
  • 4 291 messages

Abstractly I agree with you, but in practice I basically found every single journal in any game to be completely useless. 

 

Agreed. It's really hard to find journals in games that are actually helpful enough to help instead of markers. For example, a journal might say 'Talk to Blacksmith'. Oh, by the way, the blacksmith could be in a completely different place from where you got the quest, doesn't mention where, you've met 50 blacksmiths by that point, and the only lead you have is a line of dialogue that you could have missed and can't repeat. Of course this is an extreme example, but it's really close to the truth with most game journals, hahah

 

In Skyrim, you could completely remove the UI interface by editing the opacity to 0. I'm pretty sure there is a button in DA2 that removes all UI from the screen. Wouldn't that work for those that don't want that stuff?



#18
katerinafm

katerinafm
  • Members
  • 4 291 messages

Don't worry, if it's not in the game it sounds like something that some clever bod could make into a mod :)

 

DA:I won't be moddable.