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First Look at the PC UI for DAI


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#776
Guest_TrillClinton_*

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Yeah.  You can disengage - it's new in DAI.


Sounds awesome

#777
Maria Caliban

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I don't actually believe this was meant to nerf mages. I was responding to someone who did think that though.
 
And I guess I haven't really played enough of DA2 to know if they were overpowered or not. But I certainly felt like they were, at least enemy mages, anyway...


I actually think rogues were the most powerful class in DA II, though so few people played them that this didn't become common knowledge. I still recall the video of a rogue killing the Arishock on nightmare in under 3 seconds.

They released a patch change just to scale back the build he was using.

((I think this change is due to MP and console users, but I like MP, so let's not spread that around.))



#778
Father_Jerusalem

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You really don't get it, so there is no point trying to show you.

You're right. I don't get how someone can say that this is a "FUNDAMENTAL DESIGN FLAW" in the game when they haven't even played the game yet.

 

I don't understand that level of hyperbole and anger. 



#779
falconlord5

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Yeah.  You can disengage - it's new in DAI. 

 

That's very interesting.



#780
Chari

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I haven't played a warrior since dual wield went away, so I don't know about that. 

 

The point was, that I'm not going to get obliterated if I have a base set of spells (allegedly).  It'll just be harder.  The planning ahead and tactics comes in by equipping the best spells/abilities for the job to give yourself the best chance of survival. 

 

If I know I'm going against undead and they're sensitive to lightening, equipping 2 lightning spells is going to grant me a heck of a lot more damage and be better from a tactical perspective.  It doesn't mean I'd die without it, but it's in my best interested to give myself the best chance.

 

Not having heal and revival just gives me 2 more offense/defense spells - so yay.

You're talking like every encounter will have just one type of enemies

Which is not true

Or, if it is

Then it's just boring



#781
Morroian

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That lack of variety existed in Origins and DA2 as well, for everyone except those who used sub-optimal spells just for the lulz.

 

Not really, most DA2 spells were actually useful so I had ~20 spells which I could use in a fight, certainly a lot more than 8 which led to good variety in the combat.



#782
Jaspe84

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i knew there had to be bad news coming some day, good thing i hold off from preordering this it seems, maybe closer to release i'll change my mind.

It's a constant battle against hyped excitement and calm and cautious reason with this game.


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#783
Guest_Shales my Homegirl_*

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I think the PC UI is looking pretty nice! Glad they showed it off a bit.

 

I will say it looks  very nice. I just wish it was more functional.


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#784
In Exile

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That gives you access to your potions. (In single player potions are activated in the radial menu since that pauses the game).

There's a screenshot that shows bees I believe, that shows the potions being setup.


Do we have a limit on how many options we can equip/use at once in SP?

#785
falconlord5

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You're talking like every encounter will have just one type of enemies

Which is not true

Or, if it is

Then it's just boring

 

No, but they will have one group of enemies, with similar weaknesses and strengths.

 

Undead/Demons will be immune to nature (I think it was in DA:O?) for example, while dragons will be vulnerable to ice.

 

That sort of a thing.



#786
Chari

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If you're ill-equipped then disengage and come back when you're ready.

 

The one dragon fight we've been shown she flies above our heads for a bit before we even engage.  Change your abilities then.  You're given warning.

Then it's not a surprise encounter

Surprise enouncter isn't supposed to give you a warning

It's suppposed to sweep you off your feet and engage in a thrilling battle for your life with a real chance of victory

Not... this



#787
Beliar86

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Gimping a UI being portrayed as a good thing..I think I've seen it all now. 


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#788
Father_Jerusalem

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Sales will not determine how good or bad this decision was, only a consensus of reviews. I also never said that others who like the changes are necessarily wrong either. This is just stupid limitations, just like they did with weapon styles, why enclose the circle when everyone can be happy instead of just a lower number? If people want 8 abilities only, they can play that way regardless but why should it be forced upon us?

Because there's only so many resources to put into the game. Because maybe two people used a 2-handed sword wielding rogue, so BioWare looked at that and said "That's something we can cut, so that we can focus on ______". Because people didn't like the wave mechanic of DA2, so they took that feedback and decided to try something different in DA:I.

 

Because you will never - NEVER, NOT EVER, NOT EVER EVER EVER - make "everyone" happy.



#789
aaarcher86

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You're talking like every encounter will have just one type of enemies

Which is not true

Or, if it is

Then it's just boring

 

@__@ 

 

I really can't explain it any plainer.  Whether it's against templars, undead, or bandits... a basic go to group of attacks should suffice to survive.  It doesn't mean it's optimal, which is why the planning comes in.  If you can't piece together that a group of templars with swords and shields will require different overall thinking than a group of mercs with dual wielding daggers and archer combos, I can't help you.  It doesn't mean that the basic attack set won't work, but differently. 

 

If you know you're going to Redcliffe to fight mages, equip accordingly. 


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#790
CronoDragoon

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Not really, most DA2 spells were actually useful so I had ~20 spells which I could use in a fight, certainly a lot more than 8 which led to good variety in the combat.

 

Usefulness is dependent on the cooldown rate of better abilities. If a better ability is off cooldown, then the other spell which while effective is less effective than that one is useless. And if you were fine using spells which while effective were sub-optimal, then that is still an option for you in DAI.



#791
falconlord5

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Then it's not a surprise encounter

Surprise enouncter isn't supposed to give you a warning

It's suppposed to sweep you off your feet and engage in a thrilling battle for your life with a real chance of victory

Not... this

 

If you're really worried about surprise encounters and ambushes, go for a broad skillset. Make sure each companion has a weapon with a different elemental effect.



#792
aaarcher86

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Then it's not a surprise encounter

Surprise enouncter isn't supposed to give you a warning

It's suppposed to sweep you off your feet and engage in a thrilling battle for your life with a real chance of victory

Not... this

 

YOU used a dragon battle as an example.  A group of bandits could be a surprise encounter.  I don't think the larger enemies like a dragon will be a surprise, but if they are, you have the ability to disengage. 



#793
Deflagratio

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Do we have a limit on how many options we can equip/use at once in SP?

 

By the look of it, yes. Seems like you can slot in Health Potion, and two utility potions on the belt. I personally like that limitation since it's just another wrinkle in kitting your character out.

 

But philosophically, I've always believed playing within limitations (Rules) is what defines a game, along with a failure state.



#794
Guest_Shales my Homegirl_*

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Gimping a UI being portrayed as a good thing..I think I've seen it all now. 

 

Yeah, I was really sad when I read the tweet from Mike. It's like an old friend died or something.


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#795
Morroian

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Usefulness is dependent on the cooldown rate of better abilities. If a better ability is off cooldown, then the other spell which while effective is less effective than that one is useless. And if you were fine using spells which while effective were sub-optimal, then that is still an option for you in DAI.

 

Not really because they won't be equipped.



#796
SofaJockey

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Oh there is a flee mechanic? Interesting.

 

It was made very clear that the non scaled foes would mean that running your sorry backside out of there would be best strategy on occasion.

That also means doing away with the 'magic walls' that would sometimes stop you doing just that in DA2.



#797
Kirikou

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http://askagamedev.t...the-angry-gamer <---Seriously

 

Anyway I'm a bit disappointed but I'll first play the game to see if I can understand the limit of 8 abilities or if it'll chaff. Honestly I'll probably get over it pretty easily since I can play multiple characters that can do multiple things.


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#798
Guest_TrillClinton_*

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I take it we will receive a skill at every level. Total skills of 20 I guess? 8 isn't actually so bad. At the last level we would have 20^8 different combinations if we can repeat slots

#799
Chari

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No, but they will have one group of enemies, with similar weaknesses and strengths.

 

Undead/Demons will be immune to nature (I think it was in DA:O?) for example, while dragons will be vulnerable to ice.

 

That sort of a thing.

We've seen the Inquisitor fighting a group of mages and templars fighting each other

They've told us of seeing even wild animals in the same location sometimes fighting each other

In the recent demos they fought avaars and demons, tevinter fighters and demons and mages

Good luck trying to find a perfect combo for such encounters, which shouldn't be rare unless of course enemies suddenly got a restriction order to not approach other enemies while the player is fighting them


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#800
ianvillan

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I'm saying that you only need to change your quickslots IF

 

- You have more than 8 abilities (since if you don't have extra abilities, there's no point in swapping out currently assigned abilities with nothing).  Note, our game has a lot more passive and upgrade abilities that won't require a quickslot.

- If you think that the encounters actually require you to constantly remap your controls between every battle.

 

 

EG:  If the 8 abilities you have assigned work fine for a particular area/region, you won't have to remap constantly.  You'll just keep using the same ones.

 

 

While I would probably debate whether or not this decision is innately "bad design" simply by its existence, I would say that if the game design is set up such that changing your mapped abilities constantly is a requirement, then that would be poor decision.

 

Constantly needing to remap the abilities would mean that our encounters vary intensely and frequently.  It would also mean that our encounters are also typically very long since you'd also have to deal with mana/energy requirements to have to cycle through each ability.  You used the word "identical" so I suspect there's going to be a disagreement you and I will have about what level of variation would mean that an encounter is "identical" so I'm not sure how well we can reconcile that aspect.

 

Encounter varying intensely and frequently is a good thing. just because you are facing Red Templars in an area should not mean that you need the same abilities for every fight, the terrain should be taken into account, enemy placement and numbers and the different types of enemies should also be taken into account.

 

What about reinforcements for a fight are we to think that their will be no reinforcements to come in a fight. We know there is destructible terrain but not what type we would also have to plan for that. 

 

Having 8 abilities is ridiculous to be able to plan properly and I don't know how Bioware can say it makes the game more tactical.