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First Look at the PC UI for DAI


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#876
slimgrin

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This is exactly how I feel.  The people getting upset have a reason, and it stems from scores of bad console ports on pc by various companies.

 

I have faith in BW here, however.  Like I said, this is not DA2 with only 8 slots on the ability bar.

 

Yeah it might be a valid design choice, but many PC users are deluded by the metric ton of crap UI design out there.



#877
Guest_Puddi III_*

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Perhaps you should just flush this thing Allan.

 

Although, it's being discussed in multiple threads, and a new one will replace this one shortly anyway...  

 

The issue is too hot right now.  

 

Nah, after 4 hours it's actually not burning hot anymore, finally.

 

Now just wait, in another five minutes it'll be ice cold, just like a hot pocket.



#878
Brogan

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I remember doing something similar waaaaaaaaaaaay back with the Human Only Protoganist decision pre time extension.  It just makes a new thread start up and people get upset because they, rightfully, are frustrated and want an outlet for that.  I'd rather it be here.  If you see other threads, please direct them to this one and/or report the thread as being duplicate.

 

Allan, are you able to comment on the issues raised in this topic?  Even a 'no comment at this time' would be appreciated.



#879
Allan Schumacher

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Allan, are you able to comment on the issues raised in this topic?  Even a 'no comment at this time' would be appreciated.

 

Sure I'll take it to that thread.



#880
Brogan

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Yeah it might be a valid design choice, but many PC users are deluded by the metric ton of crap UI design out there.

 

Yea, I am one of them.

 

I don't see BW letting us down in this regard.  I think about how innovative the combat/abilitys were in DAO (to me at least), and I'm sure DAI will be fine.  Better than fine, I'd wager.



#881
Zjarcal

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This isn't DAO or DAII, it is DAI. 

 

I just realized how odd the abbreviated names seem, we went from Dragon Age Zero to Dragon Age Two to Dragon Age One... :P


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#882
FireAndBlood

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Wow, I'm upset about the 8 abilities limit as much as the next guy/gal but some people are really upset! Seriously when was combat ever the main draw of the DA series?



#883
Brogan

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you must remember the colon



#884
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This is exactly how I feel.  The people getting upset have a reason, and it stems from scores of bad console ports on pc by various companies.

 

I have faith in BW here, however.  Like I said, this is not DA2 with only 8 slots on the ability bar.

 

That's true. Up until this happened, I was actually really pleansantly suprised with everything I was seeing from the game.



#885
Arvaarad

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Hm, wonder if limiting the player to 8 abilities means that each ability can be more situationally useful. Because someone who isn't prepared will likely have a sub-optimal loadout, maybe the optimal loadout can be really, really strong.

Kind of like how in D&D, wizards have to prepare their spells, but in return they have access to stronger/more interesting spells than sorcerers. With the tradeoff that they might waste one of their prepared slots on something that's situationally powerful, but totally useless for the encounters they'll face that day.

#886
Ponendus

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Look, the DA games are wonderful and I will adapt to whatever situation comes my way. However, I can understand why people think the 'explanation' for the limitation on abilities is not adequate. It boils down to this:

 

The explanation given is 'we have restricted your abilities to 8 so you will plan'. That's fine, no problem. What hasn't been elaborated is 'what tools are available to help us plan then?'.

 

Perhaps:

- there will be a bestiary of some sort that outlines an encounters abilities prior to setting out so we can plan that way, or

- one of our Inquisition scouts 'briefs' us on a quest or encounter beforehand, so we can plan that way, or

- we try and die and go back (this is the least favourable option  for me)

 

Either way is fine, just curious as to what the answer is.

 

My reasons for being slightly disappointed are aside from the above however. I just can't reconcile from a roleplaying perspective why if my mage has 20 spells in his memory, he can only use eight of them. Having difficulty coming up with an explanation for that one, but I'll work on it.



#887
Zjarcal

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Seriously when was combat ever the main draw of the DA series?

 

I'm sure there's plenty of people for whom it is. For others it's at least as big a draw as the story and characters (I fall in this camp, even if I do favor the story and chars a bit more).



#888
Rawgrim

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Look, the DA games are wonderful and I will adapt to whatever situation comes my way. However, I can understand why people think the 'explanation' for the limitation on abilities is not adequate. It boils down to this:

 

The explanation given is 'we have restricted your abilities to 8 so you will plan'. That's fine, no problem. What hasn't been elaborated is 'what tools are available to help us plan then?'.

 

Perhaps:

- there will be a bestiary of some sort that outlines an encounters abilities prior to setting out so we can plan that way, or

- one of our Inquisition scouts 'briefs' us on a quest or encounter beforehand, so we can plan that way, or

- we try and die and go back (this is the least favourable option  for me)

 

Either way is fine, just curious as to what the answer is.

 

My reasons for being slightly disappointed are aside from the above however. I just can't reconcile from a roleplaying perspective why if my mage has 20 spells in his memory, he can only use eight of them. Having difficulty coming up with an explanation for that one, but I'll work on it.

 

Or your rogue not being able to kick someone in the crotch, when he could do that in the previous battle.



#889
Ponendus

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Wow, I'm upset about the 8 abilities limit as much as the next guy/gal but some people are really upset! Seriously when was combat ever the main draw of the DA series?

 

Roleplay and story is affected by this decision too. See my previous post.



#890
CronoDragoon

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Perhaps:

- there will be a bestiary of some sort that outlines an encounters abilities prior to setting out so we can plan that way, or

- one of our Inquisition scouts 'briefs' us on a quest or encounter beforehand, so we can plan that way, or

- we try and die and go back (this is the least favourable option  for me)

 

I agree with this. If the best answer is trial & error then I don't think they've succeeded in making the player "pre-plan" really. I'm expecting the enemies forces of each zone to be known to us before exploring it proper, at the least.



#891
FireAndBlood

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you must remember the colon

English isn't my first language, hell we don't even use the same alphabet.


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#892
Mystranna Kelteel

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Kind of like how in D&D, wizards have to prepare their spells, but in return they have access to stronger/more interesting spells than sorcerers. With the tradeoff that they might waste one of their prepared slots on something that's situationally powerful, but totally useless for the encounters they'll face that day.

 

And that's kinda nice in D&D where they are more or less balanced between classes.  It'd be perfectly fine in DAI if a mage can only have so many spells available due to preparation requirements, reagents, what-have-you.

 

But why is my warrior suddenly forgetting how to shield bash just because I want to use pommel strike?  Is she Kelly Bundy now?

 

Not that the lore explanation is important at all here; it's a game.  I can somehow cure an axe to the head by drinking a potion or raise a party-member from grievous injuries by extending my hand to them and pulling them up.  This thing with the skills is just... awkward... and unnecessary.


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#893
Darkly Tranquil

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Or your rogue not being able to kick someone in the crotch, when he could do that in the previous battle.


He's not wearing his crotch-kicking shoes.
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#894
FireAndBlood

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Roleplay and story is affected by this decision too. See my previous post.

I understand but is that a reason to cancel a preorder to a game that until then impressed you with everything you saw?



#895
CronoDragoon

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Side note: Happy the PC guys finally got to see the UI!



#896
Guest_Puddi III_*

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Wow, I'm upset about the 8 abilities limit as much as the next guy/gal but some people are really upset! Seriously when was combat ever the main draw of the DA series?

 

Well, big enough that they thought it would be profitable to add MP which is almost nothing but combat.


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#897
Ponendus

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I understand but is that a reason to cancel a preorder to a game that until then impressed you with everything you saw?

 

Oh no, definitely not. Just warrants some clarity around how it will work is all.



#898
Brogan

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My reasons for being slightly disappointed are aside from the above however. I just can't reconcile from a roleplaying perspective why if my mage has 20 spells in his memory, he can only use eight of them.

 

Yep, that is the lone scenario that I can't quite imagine how the new system can justify.  By the end of the game in previous DA's, mages were justifiably potent because of the versatility so many diff spells gave them.

 

Who knows, maybe there's a new dynamic we are as yet unaware of.


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#899
Brogan

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English isn't my first language, hell we don't even use the same alphabet.

 

I was actually just giving some random medical advice.

 

Get it checked!


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#900
Ponendus

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Yep, that is the lone scenario that I can't quite imagine how the new system can justify.  By the end of the game in previous DA's, mages were justifiably potent because of the versatility so many diff spells gave them.

 

Who knows, maybe there's a new dynamic we are as yet unaware of.

 

Yes I hope so too. I am entertaining the idea of how Raistlin Majere worked it - that he must 'commit spells to memory' each day and each time he uses it. As you say there is no indication in the DA lore that this is how magic works in Thedas however, but I'll come up with something :)