Aller au contenu

Photo

First Look at the PC UI for DAI


1120 réponses à ce sujet

#176
Biotic Sage

Biotic Sage
  • Members
  • 2 842 messages

Sustained abilities were always garbage. They're just passive bonuses. The argument that there's a tactical decision in terms of mana caps is ridiculous.

 

Well then they should have improved the opportunity cost system instead of trashing it, in my opinion.  But we'll see how the new system works in DA:I.  Could be good, who knows.  It's definitely not going to be the same sort of game as DA:O aspired to be, but that's not necessarily a bad thing to me.  If it's fun to play, then it's fun to play.



#177
Ianamus

Ianamus
  • Members
  • 3 388 messages

Would it really have been any better if they did it on the next game?  It was never going to be a favorable change.

 

Or they could have just, you know, not changed it.


  • Maria Caliban, durasteel, Ryzaki et 6 autres aiment ceci

#178
XMissWooX

XMissWooX
  • Members
  • 732 messages

I do hope there are more than 8.

In DAO I used all 26 available on 720p:

Spoiler

 

Admittedly in DA2 I used considerably less:

Spoiler

 

But still...  :unsure:

 

If we're only going to get 8 slots, I hope they've drastically changed how abilities work.


  • ArvinDulku aime ceci

#179
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests

Mike Laidlaw ‏@Mike_Laidlaw 22s
PC Question 3: Why 8? A: 32 abilities (along with passives/upgrades) across the party provides a broad spectrum of tactical options.


Painful misdirection...
  • DiegoRaphael, c_cat, ghostzodd et 1 autre aiment ceci

#180
Biotic Sage

Biotic Sage
  • Members
  • 2 842 messages

No It's not. Better animation does not mean action rpg. You would think people would understand that after playing da2 on pc.

 

I said "leaning more toward" action RPG.  Moreso than the past titles.  That doesn't make it a pure action RPG, but they designed the game so you can play it that way much more easily if you want to than DA2 or DA:O.



#181
Skymaple

Skymaple
  • Members
  • 205 messages

It looks great and fancy

But kinda disappointed we only have 8 abilities to use at a time... :( I'm one of those who feel the need to have access to all the abilities I have learned... but well, what can we do? haha maybe some day there will be a mod to improve it...

Now, I'll go through DAO and DA2 only using 8 abilities and see if I can do it :P



#182
Bayonet Hipshot

Bayonet Hipshot
  • Members
  • 6 768 messages

Personally I think this is a bit of an overreaction.  The loss of sustained abilities is much more concerning to me than an 8 ability limit.  8 abilities x 4 party members = 32 abilities.  And if every ability is more potent, then each activation is more meaningful.  There's still plenty of options available to us, and it could be even more interesting choosing what combination of 8 you want to go with.  I'll wait until I play the game to judge.

 

Well, let's see. I can get the 32 abilities is enough if they did it from the get go in DA games. They didn't. Additionally, what if you quickslotted abilties that the enemies will be immune to ? What if you quickslotted all 8 with fire spells and you meet an enemy that is immune to fire ? 



#183
Ianamus

Ianamus
  • Members
  • 3 388 messages

Dragon Age Inquisition: best toolbar management simulator (with RPG elements) of the year!


  • Bayonet Hipshot aime ceci

#184
TurretSyndrome

TurretSyndrome
  • Members
  • 1 728 messages

If they limit consoles, who also had the ability to use all of their talents, I don't see why they wouldn't limit PC. 

 

I'd agree with some of the other posters that the limitation, was done for design reasons, and is more than likely to promote forethought and planning.

 

You mean metagaming. Because I don't see this promoting crap, except for that. All I see is; Player goes into a zone -> 8 abilities locked -> gets his as$ handed to him because he can't access talents that he knows are useful here ->  loads game -> changes up abilities before entering zone -> goes in and deals with the enemies.

 

Tactical gameplay involves adapting to the situation and using different talents with differing combat conditions. This doesn't occur when you're pinned down by the same useless abilities you used in a different scenario.


  • Maria Caliban, Zzzleepy83, In Exile et 12 autres aiment ceci

#185
Vapaa

Vapaa
  • Members
  • 5 028 messages

 

Don't tell me that's not enough for a fight.

 

It's enough, but you will lose gameplay variety, because the one super-specialized but super-effective ability that occupied the hotbar in case you needed it will not sit in a menu, never used because you can't predict you'd have to use it.


  • Saturamas et Kali073 aiment ceci

#186
dutch_gamer

dutch_gamer
  • Members
  • 717 messages

No matter what platform da is, it's always a point and click rpg. Point and click rpgs always have issue translating to consoles. There is nothing that can be don't to make a point and click rpg more controllable on consoles then pc's unless they turn it into an action rpg like mass effect. Limiting to a selection of 8 tabs has nothing to do with the console port being a lead platform. This would have to do with how complex they want to make the combat. Even with da2 pc ui it was make to be expandable.

I have never even said that the limit is because of the consoles. What I was stating is that considering the lead platform already had a limitation of 8 and because the lead platform's UI can also be used on the PC it stood to reason that the keyboard and mouse UI would also have the same amount of abilities available. That is it.

#187
Milan92

Milan92
  • Members
  • 12 001 messages

It's enough, but you will lose gameplay variety, because the one super-specialized but super-effective ability that occupied the hotbar in case you needed it will not sit in a menu, never used because you can't predict you'd have to use it.

 

For the record, I totally agree with you guys. 

 

I personally don't remember how many abilities I used :P



#188
ghostzodd

ghostzodd
  • Members
  • 629 messages

Painful misdirection...

 

Makes me wonder what the real reason is



#189
Ynqve

Ynqve
  • Members
  • 2 559 messages

You mean metagaming. Because I don't see this promoting crap. All I see is; Player goes into a zone -> 8 abilities locked -> gets his as$ handed to him because he can't access talents that he knows are useful here ->  loads game -> changes up abilities before entering zone -> goes in and deals with the enemies.

 

Tactical gameplay involves adapting to the situation and using different talents with differing combat conditions. This doesn't occur when you're pinned down by the same useless abilities you used in a different scenario.

 

Do not want. That brings back bad memories from TW2. I loved the game, but I hated having to know what enemies you were up against in order to prepare properly. 



#190
In Exile

In Exile
  • Members
  • 28 738 messages

Well then they should have improved the opportunity cost system instead of trashing it, in my opinion. But we'll see how the new system works in DA:I. Could be good, who knows. It's definitely not going to be the same sort of game as DA:O aspired to be, but that's not necessarily a bad thing to me. If it's fun to play, then it's fun to play.


It's still a stupid system. Either it eats up too much mana/stimina or it's a boost that's totally worth it. It doesn't add much to the game.

#191
Guest_TrillClinton_*

Guest_TrillClinton_*
  • Guests

Is there anyway I can get to the abilities? A write click to the ability menu or something. I don't want to have to prepare my abilities before every encounter.



#192
Cassandra Saturn

Cassandra Saturn
  • Members
  • 4 163 messages
as to clear up the confusion about the abilities for eight slots, that's only to keep the whole UI looking nice and clear from the perspective of a player. you can change your abilities while you're out of combat, but not in the combat.

the tab offers you a list of items and maps etc etc to bring up while outside of combat. that's why it's so clean and neat. and I'm saying this as a player. don't blame the consoles for that, this was also designed to play with controllers for PC, so they will be same as on Consoles. the UI layout for PC and on consoles are going to be very similar.

This is Based on Knights of The Old Republic's old RPG Mechanics and its Eight Slots. they are bringing back the old RPG setup that made BioWare famous for.

#193
BloodyTalon

BloodyTalon
  • Members
  • 2 342 messages

Has expected.

Get gimpy with it!

But honestly theey wanted to stress planning for things ahead of time if I recall so that interface makes sense. Can still use a gaming mouse well enough with everything hot keyed.



#194
Vlk3

Vlk3
  • Members
  • 958 messages

The whole point of playing as a mage is having multiple spells available that apply to certain circumstances, Now I'm almost sure that I will have to change the abilities for most fights and this will be tedious and definitely not fun.

Ok, I get it. I COULD use fewer spells, I guess,  but it simplifies the combat and makes it  boring.


  • durasteel, Patchwork et Kali073 aiment ceci

#195
Bayonet Hipshot

Bayonet Hipshot
  • Members
  • 6 768 messages

Mike Laidlaw ‏@Mike_Laidlaw 22s

PC Question 3: Why 8? A: 32 abilities (along with passives/upgrades) across the party provides a broad spectrum of tactical options.

 

Mr Laidlaw, misdirecting the query does not answer the question. 

 

Question :- "Why there are 8 abilities now ?" Now as in DA:I. DA:O an DA 2 did not have it.

 

Saying "We will have 32 so it will be enough" is not answering the question. We want to know why the change was made across all platforms in the first place.

 

Sounds like purposeful gimping to me. A tactical and strategic game would allow the player to choose what abilities they want to use, not force the players to meta game and quick reload. 

 

Poor game design choice at work here. 


  • durasteel, badboy64, DiegoRaphael et 2 autres aiment ceci

#196
aaarcher86

aaarcher86
  • Members
  • 1 977 messages

Or they could have just, you know, not changed it.

 

I would have preferred that.  But if they're going to change it, pretending like WHEN they change it matters is silly.  The question was, 'why now?'  Well, if they wanted to change it for gameplay reasons, why not now?



#197
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests

Makes me wonder what the real reason is


I'm still going with MP, because radial selection is too cumbersome for real-time play.
  • durasteel, Lenimph et ianvillan aiment ceci

#198
theflyingzamboni

theflyingzamboni
  • Members
  • 734 messages

Whoa. It's almost like there was never a possibility that we weren't going to get a distinct PC UI. :rolleyes: ;)



#199
andar91

andar91
  • Members
  • 4 752 messages

Well, let's see. I can get the 32 abilities is enough if they did it from the get go in DA games. They didn't. Additionally, what if you quickslotted abilties that the enemies will be immune to ? What if you quickslotted all 8 with fire spells and you meet an enemy that is immune to fire ? 

 

I acknowledge your concern, but...

 

-That we know of, there are only 5: (Flashfire, Fire Burst thing, Fire Mine, Wall of Fire, and Firestorm). So some diversity is pretty likely in abilities.

 

-I know they've commented that you can sort of see enemies before they see you (we've seen this a bit in the demo), and you can switch them out of combat. So I'm guessing that, in most cases, you'll have time to switch things up if you need to.

 

-Part of you picking all fire spells has an inherent risk in it as part of the build (assuming you have nothing else at that time).



#200
Morroian

Morroian
  • Members
  • 6 395 messages

Painful misdirection...

 

Yep, Bioware really needs to be transparent here and honest. Please devs why 8?