I fired off a Tweet about the 8 abilities, hopefully we'll get some clarification...
First Look at the PC UI for DAI
#51
Posté 29 août 2014 - 08:43
#52
Posté 29 août 2014 - 08:43
Hmm, sucks for mages, I guess. What's the point of this restriction?
Yep. It is not like this is D&D where Mages use spellbooks to cast spells. So there can be restrictions based on the grimoire / spellbook / tome you carry around with you. Here in Thedas we just cast it.
#53
Posté 29 août 2014 - 08:43
It's not 'I'm never happy'. I played the other two games and I know 8 slots are not enough. I could bareIy fit my abilities into available slots. However, the overall look of the UI is very familiar and seems more comfortable in use than the ones from previous games. So, we'll se how it works in game.
You know 8 slots are not enough in Origins and DA2. This is a new Dragon Age game.
Edit: 8 slots were also plenty for most warrior and rogue builds.
- Adhin et RealityMachina aiment ceci
#54
Posté 29 août 2014 - 08:44
Re the abilities, I've wondered aloud before whether the BioWare telemetry data could track ability usage in previous games. It would not surprise me at all if they found that in the vast majority of games that people only used a select number of spells or abilities in any given game no matter how many they had access to.
I know this was the case for me as I used about 5 maybe 6 abilities constantly as a sword and board player and ignored the rest as just stepping stones to the next ability. Same with spells. In some spell progressions I would use 1 or 2 and never use the others. Just a thought as a reason perhaps.
#55
Posté 29 août 2014 - 08:44
It looks lovely, and yay for the Tab button making a comeback.
I'm really sad about the 8 skill limit though. Why is this necessary?How are we going to access more abilities during battle? Seems like such a weird decision to make 200 abilities only to limit each character to 8. Can we hear why that decision was made from the devs when there are so many new abilities?
Edit: In Divinity: Original Sin, there is the option to switch tabs so you can access more abilities during battle without filling the whole screen. Could a thing like that be implemented? That way the interface's look won't even be affected.
On the other hand it is good to see that we have a return of the general party order buttons that we had in BG1 and BG2.
#56
Posté 29 août 2014 - 08:44

KB & M UI vs. contoller UI.
#57
Posté 29 août 2014 - 08:45
I like the eight ability limit, and I'll tell you why: it adds another layer of tactics. Now you need to decide which eight abilities you need for each encounter.
I play The Secret World a lot, a game that has hundreds of abilities but only lets you use eight active ones at a time. (It even makes you choose which passive abilities you want in effect at any given moment, which DAI is unlikely to do.) That means that deciding which deck you want for any given situation is a huge part of the game. Do you want more emphasis on crowd control going up against a big group? Or are chain abilities that damage multiple foes a better idea? And you can forget about using Impairs and Hinders on those Nightmare mobs; better slot more spike damage and healing instead. Oh, unless you have to Hinder them before you can kill them. And do you want a deck that will let you move from one encounter type to another, or do you want something super-specialised that you'll have to change a lot?
So, yeah. This is a design feature I've got a lot of experience with in a different game, and it works for me there. I'm looking forward to having to think more about which abilities I want to use at any given moment.
- CronoDragoon, Darvins et Nimlowyn aiment ceci
#58
Posté 29 août 2014 - 08:45
Not sure if I like being restricted to 8 abilities. I have a keyboard, let me map everything. It does look gorgeous though.
- durasteel aime ceci
#59
Guest_Puddi III_*
Posté 29 août 2014 - 08:45
Guest_Puddi III_*
MP characters only get four active abilities.
And retain the left trigger function for items instead of abilities apparently, which may end up being reflected in the PC quickslots as well.
#60
Posté 29 août 2014 - 08:45
Wait, whining PC gamers....who woulda thought. They're always so reasonable.
They have a valid reason to wonder about the change.
- durasteel, frylock23 et Fredvdp aiment ceci
#61
Posté 29 août 2014 - 08:45
Wait, whining PC gamers....who woulda thought. They're always so reasonable.
We are not whining. We are requesting clarification from the developers, sweetie. If you have no useful query or feedback or remark to give my dear, don't post. Doesn't help the discussion.
Move along now. ![]()
- Ryzaki et TKavatar aiment ceci
#62
Posté 29 août 2014 - 08:46

Since apparently no one noticed....
- Hrungr et Nimlowyn aiment ceci
#63
Posté 29 août 2014 - 08:46
Looks worse than I hoped, but better than I feared. Hopefully there is a way to have another hotbar or shift to a 2nd bar. At least it still looks like its mouse pointer accessible.
#64
Posté 29 août 2014 - 08:46
Re the abilities, I've wondered aloud before whether the BioWare telemetry data could track ability usage in previous games. It would not surprise me at all if they found that in the vast majority of games that people only used a select number of spells or abilities in any given game no matter how many they had access to.
I know this was the case for me as I used about 5 maybe 6 abilities constantly as a sword and board player and ignored the rest as just stepping stones to the next ability. Same with spells. In some spell progressions I would use 1 or 2 and never use the others. Just a thought as a reason perhaps.
The thing is, the # of abilities you use per encounter is not a justification to limit your back-up abilities. It's a poor design decision because at minimum it creates aggravation by forcing me to swap out my abilities each encounter.
It encourages the same terrible design that BG2 had in terms of knowing encounters in advance at high difficulty to optimize for them.
- Cigne, durasteel, RifuloftheWest et 1 autre aiment ceci
#65
Posté 29 août 2014 - 08:46
Wait, whining PC gamers....who woulda thought. They're always so reasonable.
Oblivious console gamers... who woulda thought.
See, now I can do it as well.
But PC gamers have a right to be curious about the changes, especially when options appear to be more limited than before.
- ghostzodd aime ceci
#67
Posté 29 août 2014 - 08:47
Since apparently no one noticed....
I noticed that, wonder if it's only for highlighting items in the world like in the previous games or it could bring up a second hotkey bar.
For what it's worth, I agree that limiting it to 8 quickslots is kinda unnecessary and it would be really nice if we could have a second alternate quickbar, although I'm sure I'll live with it just fine since I rarely really used more than 8 abilities per fight.
#68
Posté 29 août 2014 - 08:47
I like the eight ability limit, and I'll tell you why: it adds another layer of tactics. Now you need to decide which eight abilities you need for each encounter.
I play The Secret World a lot, a game that has hundreds of abilities but only lets you use eight active ones at a time. (It even makes you choose which passive abilities you want in effect at any given moment, which DAI is unlikely to do.) That means that deciding which deck you want for any given situation is a huge part of the game. Do you want more emphasis on crowd control going up against a big group? Or are chain abilities that damage multiple foes a better idea? And you can forget about using Impairs and Hinders on those Nightmare mobs; better slot more spike damage and healing instead. Oh, unless you have to Hinder them before you can kill them. And do you want a deck that will let you move from one encounter type to another, or do you want something super-specialised that you'll have to change a lot?
So, yeah. This is a design feature I've got a lot of experience with in a different game, and it works for me there. I'm looking forward to having to think more about which abilities I want to use at any given moment.
Very true. However, there is no lore reason to do so, unlike in other games. In other games, mages can only cast spells with the help of scrolls or tomes or spellbooks or grimoires so you can say that there is a lore reason to restrict ability usage.
Here in Thedas though ? Doesn't work that way.
#69
Posté 29 août 2014 - 08:47
The character info on the left is oversized and there's not enough ability slots, but other than that, it's actually a bonafide PC UI. Looks like the camera placement is better as well.
#70
Posté 29 août 2014 - 08:48
I like the eight ability limit, and I'll tell you why: it adds another layer of tactics. Now you need to decide which eight abilities you need for each encounter.
I play The Secret World a lot, a game that has hundreds of abilities but only lets you use eight active ones at a time. (It even makes you choose which passive abilities you want in effect at any given moment, which DAI is unlikely to do.) That means that deciding which deck you want for any given situation is a huge part of the game. Do you want more emphasis on crowd control going up against a big group? Or are chain abilities that damage multiple foes a better idea? And you can forget about using Impairs and Hinders on those Nightmare mobs; better slot more spike damage and healing instead. Oh, unless you have to Hinder them before you can kill them. And do you want a deck that will let you move from one encounter type to another, or do you want something super-specialised that you'll have to change a lot?
So, yeah. This is a design feature I've got a lot of experience with in a different game, and it works for me there. I'm looking forward to having to think more about which abilities I want to use at any given moment.
This doesn't encourage tactics. It encourages trial and error gameplay whereby a truly challenging encounter requires that you make sure to equip "scissors" in advance because you know that the enemies in the area are going to use "paper" a lot and that there is no "rock".
It is a step above BG2 because you don't need to rest to refresh your spells but it is really just a mechanism that creates annoyance.
- durasteel, Ryzaki, Ashelsu et 4 autres aiment ceci
#71
Posté 29 août 2014 - 08:49
Mini map in that place.....
only 8 ability slot.....
Why not used the UI design for DAO?
why would you even need that many seriously.
I only ever used like 6 abilities. Tbh I ran out of room to spend my points.
#72
Posté 29 août 2014 - 08:49
Since apparently no one noticed....
Damn it ! Downsides of being an academic and spending long hours poring over writings with small fonts...Did not see that. Hopefully that actually means we can switch between Tabs.
My bad for noticing it. I really need to get glasses or contact lenses at this rate...
- DragonAgeLegend aime ceci
#73
Posté 29 août 2014 - 08:49
Ok, since some people are unaware:
Oblivious console gamers... who woulda thought.
See, now I can do it as well.
But PC gamers have a right to be curious about the changes, especially when options appear to be more limited than before.
Console gamers had access to more than eight abilities too.
Like, I'm not sure why this whole console vs PC argument started because the whole reason we found out about the eight abilities thing is because the devs mentioned how the radial menu on consoles couldn't be used to access abilities anymore.
- coldwetn0se aime ceci
#74
Posté 29 août 2014 - 08:50
This doesn't encourage tactics.
In a sense it does, since it encourages diversified gameplay. If the game comes out and it turns out the same 8 spells are the best for every zone, I'll eat Cole's hat.
It's not 'I'm never happy'. I played the other two games and I know 8 slots are not enough. I could bareIy fit my abilities into available slots. However, the overall look of the UI is very familiar and seems more comfortable in use than the ones from previous games. So, we'll se how it works in game.
I'm just trying to bring some levity. I understand the concern from a PC gamers' point of view.
#75
Posté 29 août 2014 - 08:50
This doesn't encourage tactics. It encourages trial and error gameplay whereby a truly challenging encounter requires that you make sure to equip "scissors" in advance because you know that the enemies in the area are going to use "paper" a lot and that there is no "rock".
It is a step above BG2 because you don't need to rest to refresh your spells but it is really just a mechanism that creates annoyance.
There is a Tab button. We can switch Tabs apparently from the looks of things. No official confirmation though but pdusen pointed it out.
- DragonAgeLegend aime ceci




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