Magical or not, teleportation breaks lore.So not only we are teleported but also cured?
This better be a magic object of some sort because it seriously breaks lore otherwise...
Actually, even then it can break the lore. Echanting objects wasn't limited only to Tranquils and dwarves?
DA:I Combat Q&A...
#151
Posté 22 août 2014 - 01:03
- DragonKingReborn, Rawgrim et Uccio aiment ceci
#152
Posté 22 août 2014 - 01:04
That DAO did something doesn't make that thing okay.Welcome to DAO
- Rawgrim aime ceci
#153
Posté 22 août 2014 - 01:12
Great info. I'm completely fine with no finishing blows.
#154
Posté 22 août 2014 - 01:12
The same reason why they give us 100,000 pieces of equipment but we can only equip eight. (Weapon-Offhand-Armor-Helmet-Accessory1-Accessory2-Ring1-Ring2)
Make a tactical decision on how to kit out your character and party for the task at hand. This isn't a new thing people...
I understand about armor, etc. To be clear this is a big change from how Dragon Age has done it as a whole, it make me sad because I used the radial menu all the time. Knowledge in my mind is different from what you describe as well
I'm not averse to tactics, but depending on how it plays out this could be annoying or cumbersome. We'll see, maybe it ends up I love it or there is this "You can change them on the battlefield" workaround.... Potayto-Potahto
#155
Posté 22 août 2014 - 01:14
It's one thing to have ~250 abilities unlocked and being able to use only 7 of them simultaneously.
It's quite another to only have about 15 abilities unlocked and being able to use 8 at one time. Limited Action Set gameplay philosophy is not applicable in cases where PC is already restricted by amount of points it can spend unlocking abilities.
Truthfully this isn't as restrictive as, for example, magic in BG2 where you could learn a ton of spells but only memorize X% of them (forget only cast them 1 time per day). The minor hassle here is that if you have all your cone of cold stuff out and walk into the room with a frost giant you have to swap in your fire spells.
#156
Posté 22 août 2014 - 01:15
Hmmmm, could be an enchanted object that creates a haste like effect.Magical or not, teleportation breaks lore.
#157
Posté 22 août 2014 - 01:16
That DAO did something doesn't make that thing okay.
DAO is a rule of cool series since day one.
#158
Posté 22 août 2014 - 01:16
Well, I think for me. The combat QA definitely is making me lower my expectations a bit. I guess, that's a good thing. Very concerned about what sounds like them limiting the amount of available abilities.
I would really love to see the PC interface now. My concern is that they are either limiting us to 8 abilities at a time whether for console "parity" or multiplayer "parity". Either of these would disappoint me greatly. If that is the case (and I am not saying it is... just my concern), that will be a HUGE disappointment.
- Bayonet Hipshot aime ceci
#159
Posté 22 août 2014 - 01:19
And that's a bad thing about we should complain every time it manifests.DAO is a rule of cool series since day one.
The rule of cool is actively hostile to critical thinking. We shouldn't just dislike it; we should fear it.
- Rawgrim aime ceci
#160
Posté 22 août 2014 - 01:22
Well, I think for me. The combat QA definitely is making me lower my expectations a bit. I guess, that's a good thing. Very concerned about what sounds like them limiting the amount of available abilities.
I would really love to see the PC interface now. My concern is that they are either limiting us to 8 abilities at a time whether for console "parity" or multiplayer "parity". Either of these would disappoint me greatly. If that is the case (and I am not saying it is... just my concern), that will be a HUGE disappointment.
You weren't able to play MP cross-platform in ME3, so I doubt it would be the case in Inquisition. So I really doubt it's for MP.
As for the whole teleporting thing: I don't care. If it's fun and makes for interesting tactical use, give it to me. When mages start teleporting around in the story I'll be more concerned.
#161
Posté 22 août 2014 - 01:27
You weren't able to play MP cross-platform in ME3, so I doubt it would be the case in Inquisition. So I really doubt it's for MP.
As for the whole teleporting thing: I don't care. If it's fun and makes for interesting tactical use, give it to me. When mages start teleporting around in the story I'll be more concerned.
Exactly. It's not like what happens in-combat has any meaning. It's just more options.
#162
Posté 22 août 2014 - 01:28
You do not seem to realise the point. LAS is made for situations where allowing a character to use any and all abilities would create too much diversity in one character. Like in TSW. Like in D&D magic systems. Like in MTG. That's where you bring in "decks".Truthfully this isn't as restrictive as, for example, magic in BG2 where you could learn a ton of spells but only memorize X% of them (forget only cast them 1 time per day). The minor hassle here is that if you have all your cone of cold stuff out and walk into the room with a frost giant you have to swap in your fire spells.
DAI has a completely different set up. You get maximum of ~15 active abilities at level cap. No need to restrict if further from a gameplay standpoint, because character's specialisation is already defined by limited number of ability points.
It's not about more restrictive or less restrictive. It's about restrictions being superficial and useless.
#163
Posté 22 août 2014 - 01:46
You do not seem to realise the point. LAS is made for situations where allowing a character to use any and all abilities would create too much diversity in one character. Like in TSW. Like in D&D magic systems. Like in MTG. That's where you bring in "decks".
DAI has a completely different set up. You get maximum of ~15 active abilities at level cap. No need to restrict if further from a gameplay standpoint, because character's specialisation is already defined by limited number of ability points.
It's not about more restrictive or less restrictive. It's about restrictions being superficial and useless.
So if you can rationalize it as a game mechanic then it is ok? What is "too much diversity" anyway? That's almost funny.
Really, all that aside nothing about this restricts your ability to access an ability, it is a UI mechanism only as you can still add the ability to a slot at anytime. In essence I can fire off my 8 "slotted" spells and replace them with 8 other "slotted" spells immediately. As a UI metaphor I will give you "clunky" but not "restrictive".
#164
Posté 22 août 2014 - 01:48
Well, I think for me. The combat QA definitely is making me lower my expectations a bit. I guess, that's a good thing. Very concerned about what sounds like them limiting the amount of available abilities.
I would really love to see the PC interface now. My concern is that they are either limiting us to 8 abilities at a time whether for console "parity" or multiplayer "parity". Either of these would disappoint me greatly. If that is the case (and I am not saying it is... just my concern), that will be a HUGE disappointment.
Well it sure shouldn't be console parity that is for sure as the consoles worked perfectly fine in the previous games.
#165
Posté 22 août 2014 - 01:52
- MattH et Araceil aiment ceci
#166
Posté 22 août 2014 - 01:58
This "UI mechanism" is clunky and unneeded. "Oh, you can use more than 8 abilities at a time, but only though convoluted and tedious means". What is the point of removing the ability to use spells/abilities from radial menu? Not talking about PC's hotbar, since no confirmation about how does it work yet.
As I said in another thread, here is what you do now:
1. Open Radial menu
2. Select Spell and cast
Here is the new world as we know it
1. Open Radial menu
1a. Select to move to active slot
2. Select Spell and cast
I don't like step 1a but I am not all that hung up on it and "tedious and convoluted" is an exaggeration of what is one more button push done not all that frequently.
#167
Posté 22 août 2014 - 01:58
I am really surprised they got rid of the radial. I'm also a little worried and can't help but remember how awkward the controls felt for DA:O on the console (targeting was awful, no tactical view) and think maybe shortcuts were made somehow. I hope they made the changes because the mapping works better, but I have my reservations.
They did not get rid of the radial menu. They just left abilities out of it this time.
#168
Posté 22 août 2014 - 02:00
Someone asked about Arcane Warriors, and they answered that something similar will exist, more on it later.
I guess they mean the Knight Enchanter.
I wonder if they will bypass restriction for armor, or they will still have to craft heavy armor to wear, like the other Mages. Bypassing the restriction would be cool with me. They also get to wield nice shiny summoned weapons ![]()
#169
Posté 22 août 2014 - 02:04
In the past, no, but apparently we are now. I assume it's the same on PC.
That would explain why they're not showing the PC interface. People would notice immediately if the toolbar only had eight abilities.
I think the default toolbar for Origins had 13 slots and you could stretch that out to 26.
Here's one for DA II, which looks just as long.
#170
Posté 22 août 2014 - 02:07
This is not how it works. Look at IGN Gamescom extended gameplay video. They show mapping an ability to quickslots and it's done specifically through ability menu, very separate from the radial.Here is the new world as we know it
1. Open Radial menu
1a. Select to move to active slot
2. Select Spell and cast
I don't like step 1a but I am not all that hung up on it and "tedious and convoluted" is an exaggeration of what is one more button push done not all that frequently.
Your "bargaining" is akin to "this stone in my boot doesn't bother me too much, I feel it only every other step".
- Uccio aime ceci
#171
Posté 22 août 2014 - 02:10
So Rogues have a Time Lapse/Glimpse power now? I mean, it's cool beans, but what the ****. I mean, I guess I can grudgingly accept the "teleport" as remotely explainable, but wouldn't the stat-reset make it literal time travel? wtf.
I guess the only explanation would be the use of a very powerful magical device... but that still leaves so many questions.
- The Elder King, Rawgrim et Bayonet Hipshot aiment ceci
#172
Posté 22 août 2014 - 02:13
Yeah, I doubt it'll make completely sense lorewise. Though in the end I approach DA games since with a full gameplay/lore segregation, so I don't care (that much).So Rogues have a Time Lapse/Glimpse power now? I mean, it's cool beans, but what the ****. I mean, I guess I can grudgingly accept the "teleport" as remotely explainable, but wouldn't the stat-reset make it literal time travel? wtf.
I guess the only explanation would be the use of a very powerful magical device... but that still leaves so many questions.
#173
Posté 22 août 2014 - 02:13
This is not how it works. Look at IGN Gamescom extended gameplay video. They show mapping an ability to quickslots and it's done specifically through ability menu, very separate from the radial.
Your "bargaining" is akin to "this stone in my boot doesn't bother me too much, I feel it only every other step".
Opening menu X or menu Y doesn't changer the degree of the issue. It isn't bargaining it is "what really should bother me". My house being on fire is a major problem, my AC being set 1 degree too high is an annoyance. This is a degree of AC. I'm bothered but not worked up.
#174
Posté 22 août 2014 - 02:16
DAO is a rule of cool series since day one.
Indeed. The first rule of magic you're given is that people don't come back to life in Thedas. Then you have a quest to kill Flemeth and Morrigan basically tells you 'she's coming back,' which is what happens in DA II. You're told there's no teleportation in Thedas, but the eluveans are, in fact, teleportaiton devices.
Just accept that 'rule of magic' are simply another example of people in Thedas believing something that isn't true.
- Beerfish, Bayonet Hipshot, Akernis et 1 autre aiment ceci
#175
Posté 22 août 2014 - 02:19
That would explain why they're not showing the PC interface. People would notice immediately if the toolbar only had eight abilities.
I think the default toolbar for Origins had 13 slots and you could stretch that out to 26.
Here's one for DA II, which looks just as long.
I think part of the reason why they are not showing the PC interface is the promotion they have with Microsoft (early DLC access) and/or they are using a gamepad on PC





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