Hey!
Game looks absolutely phenomenal, watched those two walkthrough videos and am so very impressed. Can't wait for another BioWare RPG ![]()
Anyways, just wondering if we will be able to turn off particle physics/effects and damage numbers on the PC version? I'm reasonably sure my computer will be able to run the game, but I'm worried my framerate won't be amazing unless I could turn off those effects.
I know damage numbers are more of an aesthetic preference and probably don't affect performance that much, but I figured I would ask in the same post.
Thanks!
P.S. while I'm here, any info on what other graphics settings we will be able to adjust?
thanks!
PC Graphics Scaling/Settings - Particle effects and Damage Numbers? :)
#1
Posté 13 juillet 2014 - 02:31
#2
Posté 14 juillet 2014 - 05:55
I'd love to be able to turn off the floating damage numbers.
#3
Posté 14 juillet 2014 - 06:00
I'd love to be able to turn off the floating damage numbers.
Really? I find that very valuable information, especially w/o a combat log (but even if it was present, I would still want them).
- azrael_1289 et Plague Doctor D. aiment ceci
#4
Posté 14 juillet 2014 - 08:41
I'm sure most UI elements will have a on/off toggle. If not, there will be a PC mod to take care of it soon enough.
#5
Posté 14 juillet 2014 - 11:40
I'm sure most UI elements will have a on/off toggle. If not, there will be a PC mod to take care of it soon enough.
I wouldnt hold out too much on a mod to do that, seeing as DICE have made the engine not very moddable.
#6
Posté 14 juillet 2014 - 01:04
I very much want the information. I just object to the floating numbers as a UI element.Really? I find that very valuable information, especially w/o a combat log (but even if it was present, I would still want them).
Combat feedback should be in a text box. And be way more detailed than what we've seen so far from any DA game.
#7
Posté 14 juillet 2014 - 06:21
You guys do realize that damage numbers and battle effects have been a toggle in the past few games right... I'm sure they'll include it. But I'm gonna have to agree that I enjoy the numbers and the text, it makes it feel more like an rpg rather than a hack and slash action game.
#8
Posté 14 juillet 2014 - 07:05
#9
Posté 14 juillet 2014 - 08:30
I very much want the information. I just object to the floating numbers as a UI element.
Combat feedback should be in a text box. And be way more detailed than what we've seen so far from any DA game.
I loathe text boxes. They force me to focus on a different area of the screen - they're very distracting. I like combat logs to review after a fight, but it's not something I find useful during.
#10
Posté 14 juillet 2014 - 08:58
I don't like having UI elements obscure my view of the game world. I want combat feedback out of the way, to be something I review only while paused.I loathe text boxes. They force me to focus on a different area of the screen - they're very distracting. I like combat logs to review after a fight, but it's not something I find useful during.
That's partly why I like slower-paced action.
#11
Posté 14 juillet 2014 - 09:04
What if took all the floating numbers, and put it in some sort of log? A combat log if you will.
#12
Posté 14 juillet 2014 - 09:33
What if took all the floating numbers, and put it in some sort of log? A combat log if you will.
Wouldn't that run the risk of rolling down the mountain?
- Enigmatick aime ceci
#13
Posté 14 juillet 2014 - 09:43
I don't like having UI elements obscure my view of the game world. I want combat feedback out of the way, to be something I review only while paused.
That's partly why I like slower-paced action.
I like slower paced action, but I want my feedback to be representative (I'm not sure that's the right word). What I mean by that is that I want the damage that I deal to be visually tied to what is supposed to happen. If my warrior had an attack connect, a visual floating number tells me (1) that the attack connected (2) whether the damage was within the appropriate range for my build or whether it was reduced somehow and (3) whether there are elemental effects, etc. associated with it.
That at a glance information is important. I play paused, but I don't plan paused. It's more rapid paced than that. It's pause-action-pause-action-pause-action. It's like... a very twitch way of pausing. I play the game as if it were stop motion.
#14
Posté 14 juillet 2014 - 09:49
I like slower paced action, but I want my feedback to be representative (I'm not sure that's the right word). What I mean by that is that I want the damage that I deal to be visually tied to what is supposed to happen. If my warrior had an attack connect, a visual floating number tells me (1) that the attack connected (2) whether the damage was within the appropriate range for my build or whether it was reduced somehow and (3) whether there are elemental effects, etc. associated with it.
That at a glance information is important. I play paused, but I don't plan paused. It's more rapid paced than that. It's pause-action-pause-action-pause-action. It's like... a very twitch way of pausing. I play the game as if it were stop motion.
I wonder, do you intend to use the engage mode? It sounds like it was made to help you out.
#15
Posté 14 juillet 2014 - 10:11
I wonder, do you intend to use the engage mode? It sounds like it was made to help you out.
I have no idea what engage mode is, but if it's some form of action-combat, then no. I also don't use tactics beside "activate this ability" and "use potion when health/mana drops below 20%".
I'm either playing it on something like casual if i'm forced to treat it like an action RPG, or if it has the isometric view of origin, then purely top-down on nightmare.
#16
Posté 14 juillet 2014 - 10:27
I have no idea what engage mode is, but if it's some form of action-combat, then no. I also don't use tactics beside "activate this ability" and "use potion when health/mana drops below 20%".
I'm either playing it on something like casual if i'm forced to treat it like an action RPG, or if it has the isometric view of origin, then purely top-down on nightmare.
It's "hold a button" slow motion mode for Tactical view.
#17
Posté 14 juillet 2014 - 10:30
I prefer to have all the combat info on my screen. I don't care if it obstructs my view. When I play DA2 it looks like playing WoW. I make very heavy use of tactics, I play only one character unless I have to setup (mostly bosses).
If I don't see the numbers in the screen I can't know if the tactics work, or if the aoe abilities hit everything, etc. I also can't react fast when there are immunities/weaknesses/resistances etc.
One thing I noticed in the demo is the mouseover tooltip that gives us info about resistances/health etc. I hope that I can mod/customize this to be active for my current target all the time. It will be an easy way to learn the game's enemies without spending too much time in the wiki.
On the other hand I hope that there are options to remove scrolling combat texts and damage numbers from the screen. While I like having them, they can be a very big annoyance for those that don't care much about it.
#18
Posté 14 juillet 2014 - 10:32
It's "hold a button" slow motion mode for Tactical view.
Ah, I see. In that case, no, not at all (at least as a substitute for a full pause). I want the game to pause completely. I want the game to freeze completely while I'm thinking (which often is for a very short period of time), and then allow me control over how much to progress the action before starting again. I might pause, unpause, and slow down time, then pause again, however.
#19
Posté 14 juillet 2014 - 10:44
Wouldn't that run the risk of rolling down the mountain?
It's a combat log, it fights to stay uphill.
#20
Posté 15 juillet 2014 - 01:53
I'd like to alternate between slow motion and paused. Full speed is probably something I will use only rarely.It's "hold a button" slow motion mode for Tactical view.
#21
Posté 15 juillet 2014 - 01:57
When the time is advancing, all I'm doing is watching. All my decision-making happens while paused.I like slower paced action, but I want my feedback to be representative (I'm not sure that's the right word). What I mean by that is that I want the damage that I deal to be visually tied to what is supposed to happen. If my warrior had an attack connect, a visual floating number tells me (1) that the attack connected (2) whether the damage was within the appropriate range for my build or whether it was reduced somehow and (3) whether there are elemental effects, etc. associated with it.
That at a glance information is important. I play paused, but I don't plan paused. It's more rapid paced than that. It's pause-action-pause-action-pause-action. It's like... a very twitch way of pausing. I play the game as if it were stop motion.
And I do enjoy watching the action, but I often worry about missing a pause event, so I routinely pause, examine the battlefield, decide nothing needs to be done, and then resume having done nothing.
Even me deciding whether to do something happens while paused. In many respects, I am playing a turn-based game.
That's why I think I might like the slow-motion; I might be able to watch the action with less concern that I'll miss something that requires my input.
#22
Posté 15 juillet 2014 - 03:31
When the time is advancing, all I'm doing is watching. All my decision-making happens while paused.
And I do enjoy watching the action, but I often worry about missing a pause event, so I routinely pause, examine the battlefield, decide nothing needs to be done, and then resume having done nothing.
Even me deciding whether to do something happens while paused. In many respects, I am playing a turn-based game.
That's why I think I might like the slow-motion; I might be able to watch the action with less concern that I'll miss something that requires my input.
I never watch combat, in the sense that I'm just passively reviewing. My decision making is happening while I'm watching; pausing is for the purpose of executing, rather than having to rely on reaction time and having the scenario change on me while I implement my decision.
#23
Guest_EntropicAngel_*
Posté 15 juillet 2014 - 04:09
Guest_EntropicAngel_*
It's "hold a button" slow motion mode for Tactical view.
Are you sure it's something separate from Focus? Just making sure.
#24
Posté 15 juillet 2014 - 04:14
Are you sure it's something separate from Focus? Just making sure.
I never saw any slow mo mode other than the Haste spell which uses Focus. The Engage mode as far as I was able to tell is what you hit to "Play" the action while paused or something like that.
But this is off topic.
#25
Guest_EntropicAngel_*
Posté 15 juillet 2014 - 04:19
Guest_EntropicAngel_*
I never saw any slow mo mode other than the Haste spell which uses Focus. The Engage mode as far as I was able to tell is what you hit to "Play" the action while paused or something like that.
But this is off topic.
This may be off-topic, but what you say is seriously alarming. it sounds like you're saying the ONLY way to play the game while in "tactical mode" is in this slow-mo mode. Is that what you're saying? I really hope it isn't.
Perhaps further clarification is needed.





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