They haven't. They are unavailable for the duration
WHY are they unavailable ?
They haven't. They are unavailable for the duration
WHY are they unavailable ?
Guest_TrillClinton_*
the old RPG is what Made BioWare best because of Knights of The Old Republic. they're basically using that from old KOTOR.
I haven't played that in a while. Did it use the same mechanic?
I have no need or desire for your opinion. BioWare can do no wrong in your eyes, so it's worthless.
And the community has no need for your assinine comments, hence, why you were censored. Toodles.

For what its worth, I do appreciate them at least telling us in advance. Now I can at least set my expectations appropriately. If I had discovered this after playing it the first time, it would have been much more devastating.
WHY are they unavailable ?
Would you prefer the Watsonian or Doylist answer?
Then I hope they employ certain cues ( environment, dialog, journal entries, etc) to make this a viable mechanic when exploring the world.
I definitely agree. If players have no reasonable way to know what abilities will be best for an area before engaging in combat, then this isn't beneficial. Based on Mike saying that this change was made specifically to encourage players to plan ahead, I have to think there will be adequate heads up given.
Ah, and it begins the pointless questions and the shrieks of betrayal.
yup, they did. eight slots too.I haven't played that in a while. Did it use the same mechanic?
Yes it is, and I would like it explained.It's a deliberate design choice...
Yes it is, and I would like it explained.
Laidlaw did so already in a Tweet. I don't think it's going to get more in depth than that.
I definitely agree. If players have no reasonable way to know what abilities will be best for an area before engaging in combat, then this isn't beneficial. Based on Mike saying that this change was made specifically to encourage players to plan ahead, I have to think there will be adequate heads up given.
I think what he means by "plan ahead" is more choosing a combination of abilities that compliment each other well rather than switching loadouts all the time. Obviously you can switch loadouts, and you can choose to spend your skill points to learn more than 8 active abilities, but I can't imagine that it would be the most effective way to play the game.
Guest_Doctor Whom_*
Yes it is, and I would like it explained.
Yeah, join the club. It will never happen, because they can't justify it. They know it's wrong.
it's explained by me in depth few pages back. here's the link: http://forum.bioware...8#entry17220758Yes it is, and I would like it explained.
Really, a dumb reason. Console had the same unlimited usage ability PC had - we just had less mapped at one time.
Since they've removed the radial menu in MP entirely, there's no reason they couldn't have kept console's ability to pull abilities/spells from the radial menu in SP.
But hey, if you need someone to blame...
Maybe you didn't have a problem using the radial during combat without pausing, but it seems that they now are unwilling to make players use a radial menu in a circumstance where the game can't be paused. I'm sure they have reasons based on testing, feedback, whatever... I know I would have a hard time dealing with a radial menu in combat without pausing, which is why I have no intention of gaming on a console, ever.
Look, if I need someone to blame, I know who... it's BioWare's product, so they get all the credit and blame. I'm just pointing out why they did what they did, based on parsing their own statements on the subject.
Right now one potential issue is that people are imagining Origins and DA2 with 8 ability limits, which isn't helpful, because those games were not designed with the limit in mind. It's reasonable to expect encounter design on a macro level (meaning in terms of areas and regions) to be designed around the idea that you'll need to know in advance what abilities are best.
I find this thread to be entirely disheartening, a complete and utter reflection of the modern gaming community.
It's sad that nobody here believes in the developers enough to release a game based on their own vision, but instead complain at every turn when something is removed just because they fear it will be detrimental to the overall experience, before they've even played it.
How many people here ever use the "tactics" menu, build a complimentary team or even assess a fight before engaging?
To me from the cries of this thread nobody here wants to the play the game, the tactical RPG that Dragon Age has always been, but instead would rather have every ability under the sun on their PC while ignoring other core mechanics like party cohesion and encounter design.
There is more to this franchise than face-rolling to the credits and romances.
I couldn't agree with you more, they built this game, they know how the gameplay works, we do not, we are assuming that unlimited access to skills will be better when in fact, it may not, /sigh, I mean, it's nice to have a discussion, but calling it "omg, this is all bs" does not help.
Just to be clear on this since I see people using the term "prepare you quickslots before every battle." You won't need to prepare your quickslots before every battle... your quickslots definitely remain assigned with their existing abilities.
Excessive loadout switching would require two circumstances: Having more than 8 abilities and level design/combat encounters designed in a way that would necessitate this level of micromanagement.I
I don't understand what you are saying, are you saying we only need the same 8 abilities the whole game or that we only get to have 8 abilities in all our levelling up or every encounter is identical in design.
because as it seems to me now it necessitates changing your quickslots before every encounter,
Guest_TrillClinton_*
IDK I still feel like it is a weird design decision. Limiting the abilities is fine, but I am not just content with the explanation mostly because historically quickslots have been used as quick mechanism of getting to your abilities.
They should have found another method of limiting them in my opinion
It wasn't much of an explanation.Laidlaw did so already in a Tweet. I don't think it's going to get more in depth than that.
Yes it is, and I would like it explained.
It won't be
And every time someone tries to ask or demand a logical explanation they'll get called whinners and trolls and stuff
Might as well leave the thread, nothing to see here
Guest_Puddi III_*
Right now the issue is that people are imaging Origins and DA2 with 8 ability limits, which isn't helpful, because those games were not designed with the limit in mind. It's reasonable to expect encounter design on a macro level (meaning in terms of areas and regions) to be designed around the idea that you'll need to know in advance what abilities are best.
Personally I'm imagining Torchlight, where the lack of an adequate number of quickslots was a giant pain in the ass.
Would you prefer the Watsonian or Doylist answer?
The honest answer, not absurd hypothesis like "my skills in essay writing would be poorly out of place in a combat situation" we're obviously talking combat skills in combat situation, so why would Ssome be unavailable ?
I don't understand what you are saying, are you saying we only need the same 8 abilities the whole game or that we only get to have 8 abilities in all our levelling up or every encounter is identical in design.
because as it seems to me now it necessitates changing your quickslots before every encounter,
Not likey; most of the enemies will be broadly grouped. Templars, bandits, so on and so forth. You should be able to create a tactics bar for each area/mission, not for every encounter.
The joys of working with 140 characters.
Only 140 characters !!! Grrrr that's ridiculous it should be at least 2,000 characters, mod it, mod it !! ![]()
Ok, on topic, I just cranked up my laptop to see how many spells my mage was using at end-game in DAO - it was 11.
Three of those were different flavours of healing, others were different flavours of destruction and paralysis.
So for a PC play through, without Sustainables, 8 would be sufficient for me.
So, why 8 at all?
I assume the game is designed to be essentially the same experience cross platform,
so if it can't be 42 on consoles (up to 8 from 6), it's not going to be that on PC.
Cool-downs are a factor here, it is worth examining the relative cool-down rates between DAO and DAI.
The reason I was using different spells/actives in DAO was not because they were the most optimal, but because the other 3 versions of the same thing were cooling down.
Realities:
If you are fuming right now, that's because you care about this, a lot ! I get it.
And I respect those who are in the main expressing that intelligently.
I honestly don't think It's going to change.
The practical step is to look at the skill trees and to think about a strategy based on 8 active skills per combat (not per game).
The road is slightly different, the destination is the same.
I find this thread to be entirely disheartening, a complete and utter reflection of the modern gaming community.
It's sad that nobody here believes in the developers enough to release a game based on their own vision, but instead complain at every turn when something is removed just because they fear it will be detrimental to the overall experience, before they've even played it.
How many people here ever use the "tactics" menu, build a complimentary team or even assess a fight before engaging?
I use the tactics comprehensively. On the team aspect, people will want to take their favourite companions or base the choice on the interactions, not based on combat utility. This counts against that.