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First Look at the PC UI for DAI


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#926
Jester

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I don't see the problem here.

 

The "master race" was told more than once to stop stealing games and now the chickens are coming home to roost.

 

Is it any wonder that developers aren't interested in catering to users of a platform that feel entitled to not pay for games?

Who is actually stealing games in the era of digital distribution, Steam Sales, GOG, Humble Bundles etc.? 

Also, I have never stolen a game in my life, and never played on anything but PC.

 

Also, I don't really care about console wars, console vs. PC wars, etc. What I want, is a game desing that allows me to take full advantage of my platform (and I wish console players to receive the same). Limiting my quickbar to 8 slots, when I have space for dozen hotkeys, or I can simply click it with my mouse is just bad UI design. 



#927
Ryzaki

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Well the only thing this'll encourage me to do is have one dedicated supporter with 2 support spells and everyone else use the abilities that does the most damage.

 

That's not tactical that's bludgeoning really hard XD


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#928
Guest_EntropicAngel_*

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I really, really hope we aren't limited to 8 abilities (on the hotbar).

 

I really can't overstate how nonsensical that is. Even in DA ][ I used more than that as a rogue.



#929
Rawgrim

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Most PC gamers are not thieves

 

Quite right. and one can just as easily steal a console game. Just need to mod the console.



#930
Wild

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So, on PC we have eight skills, 3 slots for ''consumables'', 4 to give orders to companions and 1 for the mount just like on consoles ... and then?



#931
Neverwinter_Knight77

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It looks fairly familiar, from what I can tell. I don't see "quick heal", though.

#932
Joseph Warrick

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It's not really a hotbar or a quickbar anymore. It's just the abilities bar. Only the ones in the bar can be used, like the memorized spells panel in NWN except that it also applies to non magic users.



#933
slimgrin

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I don't see the problem here. 

 

The "master race" was told more than once to stop stealing games and now the chickens are coming home to roost.

 

Is it any wonder that developers aren't interested in catering to users of a platform that feel entitled to not pay for games?

Blaming it all on piracy. Classy. You do realize we get RPGs like this at all, because the 'master race'?


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#934
AtreiyaN7

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While I think it would be better to have immediate access to a bit more than eight abilities for one character, the fact that you can have up to eight different abilities per party member in the single-player campaign makes it seem like something that I can live with - if what was said earlier is correct. As someone who has played multiple MMOs with lots of abilities accessible all at once (WoW in the past and SW:TOR more recently) and a low number of abilities accessible at once (The Secret World), I've experienced both extremes.

 

I actually wouldn't mind if my Jedi Sentinel had fewer abilities to use in SW:TOR, because I am stuck (and thank God I have a Razer Naga Epic) with 32-plus abilities that I have had to stick on FOUR different hotbars, along with having had to do an awful lot of keybinding to make the insane number of things that I have to do bearable and manageable. Even with my uber-mouse, this still isn't particularly good for my abused wrists (I work as a book designer, so lots of typing, clicking, and editing - all of which isn't great for my wrists). I use about 20-24 abilities regularly for PVE and more than that for PVP in SW:TOR, and sometimes I want to smack someone over the amount of stuff that I have to deal with. This isn't even taking into account my alts (I have one of each class).

 

I like TSW's combat system despite the limited number of abilities that I can use at one time, so I agree with what an earlier poster said about TSW. You can save multiple different ability loadouts and change them on the fly - not in combat, mind you. Assuming that you've saved your layouts in TSW, it's quite simple to switch from being a healer to dealing out damage with a few clicks. If they've implemented a similar approach in DA:I, then it might make things less onerous for some people - but who knows exactly how it's being handled. If a similar system is not in place in DA:I, then I'll just point out that it would have been a good idea to make things less onerous for some players - heh.

 

I feel that the TSW system is actually fairly flexible and fun, and it does spare my wrists some grief when I play. In any case, if this hotbar limit is really such an issue for some people, then at least you now have plenty of time to cancel your preorder(s) and find something more suitable to your tastes.



#935
Guest_EntropicAngel_*

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And apparently multiplayer was announced in the last week.

 

Expletive. Expletive, expletive, expletive.

 

You're making it harder and harder for me to stay with you, Bioware.



#936
seraphymon

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And apparently multiplayer was announced in the last week.

 

Expletive. Expletive, expletive, expletive.

 

You're making it harder and harder for me to stay with you, Bioware.

Haha, I feel you bud. This has been my reaction this past week to their news.



#937
Isaidlunch

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I'm sure fights with many enemies will be fine, but I'm a little wary about how interesting boss battles will be. The dragon fight demo on the Dragon Age youtube channel nearly put me to sleep - all the player did was run around, auto-attack the dragon's limbs and occasionally use one of four single target spells. Kind of reminds me of Guild Wars 2 boss fights and that is not a good thing.



#938
Guest_EntropicAngel_*

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Haha, I feel you bud. This has been my reaction this past week to their news.

 

A million times better than ME3. ME3's MP was a huge kick in the gut. This one is more annoyance than genuine despair as it was for ME3.

 

I suppose that as they homogenize, I'm losing interest.



#939
Zanallen

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THERE'S OVER 200 SPELLS AND ABILITIES

 

But you can only map 8 of them LOL.

 

Seriously? Ugh. It's gonna be annoying to switch spells in and out...

 

Divided over three classes, plus three specializations per class of which you can only pick one, and some are going to be passive abilities. Hell, upgrades might be included in that figure too. Personally, I doubt a single playthrough will have you gaining more than 20 active abilities.



#940
Zanallen

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Honestly, I don't get all of the hatred over the eight abilities thing. In DA:O, I really only used five abilities. I maybe used the radial menu to access other abilities in the Tower fight for the Litany and if a fight was going badly and I had to micromanage my healer. There is just no need to have access to every ability I have all at once.



#941
Eelectrica

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From reading Allans explanation on page 31 of this thread, it sounds like it won't be that bad.

Really we'll just have to see how the game plays out. It is what it is and Just have to hope for the best.

Hopefully they can expand on it if they need to. For example if an expansion or DLC provides new abilities and level upgrades.

 

I do appreciate Allan taking the time to expand and provide info on these topics.



#942
seraphymon

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I remember using about 15 or more abilities in DAO for my dual wield rogue.  Perhaps about 12 or so in DAO and then it increased in DAA.  Heck mages needed alot more. Sure some you use more than others but still.



#943
ebevan91

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38 pages in 6 hours? Wow.



#944
CronoDragoon

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Wow. So we're all entitled theives. Good job raising the discourse of this conversation.

 

His profile pegs him as a PC gamer, so I'm going to go with not serious.



#945
hexaligned

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No mods for Frostbite as far as I know

Hex editing is always a thing, it's just rarely worth the aggravation.

 

So how does this effect our ability to set up tactic load outs?  Are we restricted to only using the 8 abilities we have mapped?  Or are detailed custom tactics just not a thing that is supported anymore.



#946
Sylvius the Mad

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At level 70, there's literally no difference between the abilities of any two monks - only what they choose to put at their toolbar at any moment.

That's just poor design.

Ideally, I'd like to see a system something like this:

There are 50 abilities between which to choose. Some are passives, some are sustained, some are active, and some are upgrades to other abilities. Also, there are synergies between some sets of abilities that make them work better when the others are learned.

Like both DAO and DAI, some abilities are required to learn others, but the chains aren't all the same length. Thr longest chain should probably be about 8 abilities long, but some could be 2, or even just 1.

The abilities don't all cost the same number of points to buy. If we're using XP to buy abilities (that's just simpler than having a levelling system in the middle), you might spend 200 xp on one ability, but 10,000 on another.

And there isn't anywhere near enough XP in the game for you to learn anything. Depending whether you buy cheap or expensive abilities, a max-level character could have anywhere from 10-30 abilities learned. And there would be no artificial restrictions on when you could use them. If I needed to restrict access to them, I'd use non-regenerating mana or spell components or something.

#947
Guest_EntropicAngel_*

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Hex editing is always a thing, it's just rarely worth the aggravation.

 

So how does this effect our ability to set up tactic load outs?  Are we restricted to only using the 8 abilities we have mapped?  Or are detailed custom tactics just not a thing that is supported anymore.

 

While I think that's something that definitely needs to be answered, I really doubt they've prevented us from using any ability in the tactics (same as the previous games--it didn't need to be on the hotbar for the tactics to use it).



#948
Sylvius the Mad

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Hex editing is always a thing, it's just rarely worth the aggravation.

So how does this effect our ability to set up tactic load outs? Are we restricted to only using the 8 abilities we have mapped? Or are detailed custom tactics just not a thing that is supported anymore.

That's an EXCELLENT question. Can we use programmed Tactics to use the unmapped abilities?

#949
Guest_EntropicAngel_*

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That's an EXCELLENT question. Can we use programmed Tactics to use the unmapped abilities?

 

He's asking if it's possible for non-controlled characters, but I see the angle you're going for, and I like it.

 

Though I doubt it. They've been utterly silent on that issue.



#950
Brogan

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I suppose that as they homogenize, I'm losing interest.

 

Definitely not alone.

 

Have zero interest in any kind of multiplayer, and hope there is an optional install so we can save some ssd space.


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