I think there maybe there are16 quick slots were you toggle up or down, like some mmo out there.
First Look at the PC UI for DAI
#951
Posté 30 août 2014 - 02:58
#952
Posté 30 août 2014 - 03:00
I think there maybe there are16 quick slots were you toggle up or down, like some mmo out there.
Nope it doesn't seem to be the case. ![]()
#953
Posté 30 août 2014 - 03:00
If it works with Tactics, then it works for any character currently governed by Tactics.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.
I started a thread.
#954
Posté 30 août 2014 - 03:00
NWN had 48 like that.I think there maybe there are16 quick slots were you toggle up or down, like some mmo out there.
Inquisition gets only 8.
#955
Posté 30 août 2014 - 03:04
I'll say this:
I've seen a restrictive amount of ability slots work to at least one game's credit in the past: Guild Wars promoted a wide variety of builds, partially due to allowing limited multi-classing but mostly by having each class provide a large pool of abilities, and limiting the amount you could build your character with at one time to just 8 skills.
#956
Posté 30 août 2014 - 03:13
....isn't the adage of this therefore 'be prepared?' In DA2 swarms were guaranteed - ditto after about an hour we'll know whether MB is a handy DAI tool or not (I think not as most of the combat I've seen has been with small groups). Dispel Magic...fairly sure I never used that apart from that one time in the werewolf mission when facing Zathrian. 'Separate teammates from enemies'? That always sounds like a handy thing to have. As does a Revive Spell. Then again, I'm the person who spent the last act of DA2 spending every dollar I had on Mythal's Favour grenades. Cause I never want to go down.
Pretty much. Dispel Magic isn't a "situational" spell . . . it's an "ineffective" spell. It didn't do anything noteworthy. You could go the entire game without ever casting it and never miss it. If I didn't have some of the big utility spells like Cone of Cold or Crushing Prison or Force Field or Mind Blast, I NOTICED. And none of those (apart from Mana Clash) were "situational". Situational doesn't mean "I may not use it THIS SECOND because of how the combat is going". It means "I probably won't use it at all in most combats because it doesn't do anything useful here". I could probably count on one hand the number of combats where I didn't use Mind Blast AT ALL. The mage getting swarmed after throwing a fireball is par for the course, as predictable as the sun coming up. And there is no spell called "wall of ice".
#957
Posté 30 août 2014 - 03:15
#958
Guest_Puddi III_*
Posté 30 août 2014 - 03:16
Guest_Puddi III_*
#959
Posté 30 août 2014 - 03:16
Ironically, the same type of restriction has also been the death (IMO) of the Call Of Duty series. As soon as they decided to arbitrarily limit your perks (or break up classic perks into multiples) and thereby limit your weapons and accessories, the games have gotten steadily worse and worse because you are forced to play one specific way.
Perfect example of a system imposed by a 'new' developer on a game mechanic that was perfectly fine and provided a much better experience, and continues, as people will find out this fall, to make the multiplayer exceptionally boring.
#960
Posté 30 août 2014 - 03:17
Am I the only one NOT pissed off about the eight abilities thing?
Nope. But what is there to say if you don't feel strongly about it? Best to stand back and roast marshmallows on the flames, I think.
#961
Posté 30 août 2014 - 03:20
I'll say this:
I've seen a restrictive amount of ability slots work to at least one game's credit in the past: Guild Wars promoted a wide variety of builds, partially due to allowing limited multi-classing but mostly by having each class provide a large pool of abilities, and limiting the amount you could build your character with at one time to just 8 skills.
And Diablo, and various Diablo clones. Skyrim had 10 quickslots (and they were janky, too). Heck, the Gothic series only had 8 that I recall, and that game had NO pausing of ANY kind. There was no "hang on imma dig through my inventory here" . . . nope. You fought with what was in your hands. You didn't even drink potions in combat WITH hotkeys most of the time because it'd get you clobbered.
Being ABLE to access ALL of your abilities at once is actually kind of unusual in games, and rarely particularly profitable. Heck, I play with 6-7 hotbars in DDO on my screen, but I only USE about 8-10 abilities in any given combat. If that. 3 is more usual. Most of those slots are to prevent me having to dig through menus to find stuff. If they make finding and swapping easier, no reason to have 30 "hotkey" slots for each character. You'd never remember what all those abilities were, anyway.
#963
Posté 30 août 2014 - 03:22
At this moment I think both sides have legitimate points, and it will largely come down to how the game is balanced to support the design decision.
Pretty much
#964
Posté 30 août 2014 - 03:22
Am I the only one NOT pissed off about the eight abilities thing? As long as there are more than eight abilities available overall for each class I honestly don't mind switching them in and out between battles, especially if we can set abilities to be used in tactics as well.
Not really. I used around 8 or so in DA 2. Female Mage. Spirit Healer.
Spirit Healer activation spell (so no offensive spells allowed)
Arcane Shield (or whatever it's called)
Mind Blast
Heal
Revive
And Both Glyphs (Paralysis and Repulsion)
Even with the Arishok duel.
#965
Posté 30 août 2014 - 03:23
Dispels don't have to be useless though. In NWN you had all those spell breaches and super dispels that could be quite useful against a mage with buffs up the ass. Game just has to be designed to make it useful. (ie get stomped by said mage without debuffing them first)
That they don't have to be useless does not in the least change the fact that in these games, they have been. Heck, they're useless in DDO because enemies instantly re-cast their buffs. The only thing they're actually good for is for taking down Spell Wards (a type of trap).
- Brogan aime ceci
#966
Posté 30 août 2014 - 03:25
That they don't have to be useless does not in the least change the fact that in these games, they have been. Heck, they're useless in DDO because enemies instantly re-cast their buffs. The only thing they're actually good for is for taking down Spell Wards (a type of trap).
It seems like glyphs are a pretty important positioning tool for enemy mages. Might make it worthwhile in this game.
#967
Posté 30 août 2014 - 03:25
Not really. I used around 8 or so in DA 2. Female Mage. Spirit Healer.
Spirit Healer activation spell (so no offensive spells allowed)
Arcane Shield (or whatever it's called)
Mind Blast
Heal
Revive
And Both Glyphs (Paralysis and Repulsion)
Even with the Arishok duel.
And two of those are modal abilities which (apparently?) don't take up quickbar slots with this new thingummy. So you just pew-pew'd the Arishok with your stick? Granted, that's basically what I did, just interspersed with Petrify and some other spell that caused him to hold still for a few seconds.
#968
Posté 30 août 2014 - 03:26
It seems like glyphs are a pretty important positioning tool for enemy mages. Might make it worthwhile in this game.
If it's in the game I hope it's useful, sure. I haven't seen the tree where it is, myself, but that means nothing because I wasn't trying to look at the trees.
#969
Posté 30 août 2014 - 03:26
And two of those are modal abilities which (apparently?) don't take up quickbar slots with this new thingummy. So you just pew-pew'd the Arishok with your stick? Granted, that's basically what I did, just interspersed with Petrify and some other spell that caused him to hold still for a few seconds.
Pretty Much. Took him out with mosquito bites ![]()
#970
Posté 30 août 2014 - 03:27
If it's in the game I hope it's useful, sure. I haven't seen the tree where it is, myself, but that means nothing because I wasn't trying to look at the trees.
Well we saw it used in the old DigiExpo demo from 2013. I guess it's possible it was removed, but I'm betting it's in.
#971
Posté 30 août 2014 - 03:55
Being ABLE to access ALL of your abilities at once is actually kind of unusual in games, and rarely particularly profitable. Heck, I play with 6-7 hotbars in DDO on my screen, but I only USE about 8-10 abilities in any given combat. If that. 3 is more usual. Most of those slots are to prevent me having to dig through menus to find stuff. If they make finding and swapping easier, no reason to have 30 "hotkey" slots for each character.
It's not at all unusual in tabletop games, which is usually my basis for comparison.
You'd never remember what all those abilities were, anyway.
In DAO, I arranged them by type, and then by tree, and then by the order in which I learned them. This pattern made it possible for me to find any ability instantly without even having to look.
This is how all UIs should work. The user should be able to navigate it with his eyes closed.
Try that with a list inventory.
#972
Posté 30 août 2014 - 03:57
What if we get ambushed? What if we get ambushed when we're in the middle of reconfiguring our hotbar?
Maybe it's not possible to get ambushed in Inquisition. Or maybe the game auto-pauses whenever your hotbar isn't full.
We know so little about how this game works. Mechanical documentation would be handy.
#973
Guest_TrillClinton_*
Posté 30 août 2014 - 03:59
Guest_TrillClinton_*
One person made a good point. It might encourage you to think hard about your build
#974
Posté 30 août 2014 - 04:35
Pretty Much. Took him out with mosquito bites
Jeez... I'm suddenly flashing back to how much I hated that fight.
#975
Posté 30 août 2014 - 04:36
I guess I'm not really bothered too much by the limited quick bar slots. I would like it if there were more but that is just human nature (MORE OPTIONS is BETTER - even when it isn't). It's still better than the good old days of BG and BG2. Random ogre encounter after a tough battle, cast charm person (oops meant to cast charm monster), okay charm monster, well that wore off. What do I have left, color spray and cure light wounds with a party that is already badly injured - RUN AWAY. Then hope there were no more random encounters before you found somewhere to rest (or gamble and rest in the wilderness and hope your rest wasn't interrupted). The planning that went into fighting Firkraag or Kangaxx with limited spells and supplies (particularly after loading up your inventory with a dungeon crawl before Firkraag) definitely added an extra element to the game. I don't mind the possibility of a TPK and reload if I have chosen poorly.
Table top D&D was the same until you were relatively high level. Rolemaster not so much (but it was tedious digging through all the books to remember what all your spells and abilities did after you were higher level).
I did find it handy to be able to access all my abilities or spells for a given battle in previous Dragon Age games but I found that I rarely used more than 5 or 6 of them on a regular basis. And, as I understand it, our passive abilities will simply be active and we won't need to have them on the quick bar anyway. I think most of this will come down to how well balanced the game is. I do think it will encourage a more tactical approach to ability/spell use which I prefer anyway.
Just my 2 cents.
- Nimlowyn aime ceci




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