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First Look at the PC UI for DAI


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#201
Beerfish

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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. 

I would guess they are not going to say so let your imagination run wild.  In any case I would guess they are not going to change it at this late date.  One will only find out how much of a handicap it is once one plays the game I suppose.



#202
falconlord5

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I believe they said that you switch your abilites on the fly.



#203
aaarcher86

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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.

 

Well, then maybe we play different.  From the footage I've seen you can see your enemies most of the time before engaging.  At the Fallow Mire our scout leader lets us know what we're going against.  You probably have at least a basic idea when you set the mission on your war table map. 

 

I don't anticipate you'll be thrust into a situation where you have zero idea of what to expect combat wise unless you aren't paying attention.

 

Dragon's Dogma did something similar, although you couldn't change your abilities in the field, and it definitely made me plan ahead and think about the encounters I was about to have.  I may not have liked it sometimes, but it worked. 


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#204
dutch_gamer

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I'm still going with MP, because radial selection is too cumbersome for real-time play.

Doubtful considering MP only gives you access to 4 abilities, not 8.

#205
In Exile

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Doubtful considering MP only gives you access to 4 abilities, not 8.


That's because the other 4 are for potions. In SP that comes from the radial menu.

#206
Biotic Sage

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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 ? 

 

You'll have to take that into consideration when choosing your loadout.  If you want a purely fire mage, then you'll have to balance that out with completely different abilities chosen for your other 3 party members.

 

Most people will probably choose a balanced selection of 8 abilities: e.g. one movement ability, one defensive ability, a couple nukes, etc.



#207
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Doubtful considering MP only gives you access to 4 abilities, not 8.


And you still can't use the radial menu to select abilities.

#208
spacediscosaurus

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That's because the other 4 are for potions. In SP that comes from the radial menu.

 

Yes, which means that they could have easily put abilities in the radial menu too, like in past games. Multiplayer is not the reason for the change.


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#209
aaarcher86

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Nevermind.  Misread.



#210
Cassandra Saturn

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read my post if you missed it.
http://forum.bioware...8#entry17220758

#211
Biotic Sage

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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.

 

Often my switch between turning on/off Turn the Blade and Elemental Aegis saved my life in DA2.  This is obviously your opinion, but sustaineds added plenty to my game from my point of view.



#212
Hrungr

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Mike Laidlaw @Mike_Laidlaw 28s

Ability count clarity: DAI is about roles, planning ahead and making tactical decisions. Potions, ability choice, gear, party composition.


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#213
In Exile

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You'll have to take that into consideration when choosing your loadout. If you want a purely fire mage, then you'll have to balance that out with completely different abilities chosen for your other 3 party members.

Most people will probably choose a balanced selection of 8 abilities: e.g. one movement ability, one defensive ability, a couple nukes, etc.


This seems to disproportionately gimp mages since all of their damage can be resisted in comparison to physical damage. A 2H warrior will not have 8 active abilities. A mage will have more than 8 abilities.
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#214
PsychoBlonde

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I do wish there were more slots for abilities though... 8 in DAI vs 30-something in DA2.

I don't mind if the game is built around a slot tradeoff schema where selecting what active abilities to have on hotkey is part of playing intelligently.  In Origins and DA2 I actually took about 60% of my abilities off my bars because I never used them.  I would like to have the hotkeys for all 4 companions accessible at the same time, but what I've seen of the tactical camera will make that less necessary and possibly even undesirable.

 

Now, if they did a good job with making it so you don't have to buy active abilities you don't want to access other abilities you DO want, I'll be in hog heaven.

The UI looks pretty well streamlined and functional to me.

Did they get rid of the "modal" abilities from Origins and DA2 entirely?  I don't see any space for them--the hexagons all seem to be more for "defend here" or similar.  Hmm.  That'll be a change, if so.  Might be cool.


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#215
Bayonet Hipshot

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Mike Laidlaw ‏@Mike_Laidlaw 28s

Ability count clarity: DAI is about roles, planning ahead and making tactical decisions. Potions, ability choice, gear, party composition.

 

Pointless gimping is still pointless gimping. This just means people will meta-game and quickload the game. Ability restriction does not promote strategy, it promotes repetition. 


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#216
aaarcher86

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Mike Laidlaw @Mike_Laidlaw 28s

Ability count clarity: DAI is about roles, planning ahead and making tactical decisions. Potions, ability choice, gear, party composition.

 

I feel like channeling Mr. Laidlaw :blink:



#217
falconlord5

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read my post if you missed it.
http://forum.bioware...8#entry17220758

 

Basically this.

 

We can change the ability loadouts no problem. We just can't, you know, do it in a fight.



#218
Uccio

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More doubts gathering over this game.



#219
Father_Jerusalem

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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. 

 

Because... DA:I is the current game they're making? Because this isn't DA:O or DA2? Because they were making the game and made a decision to make it more tactical by reducing the number of abilities you can use in any specific combat instead of, for instance, simply having wave after wave of health sponges for you to smash a hammer into?

 

I mean... it's not rocket surgery to figure out. This is Dragon Age: Inquisition. It's not Dragon Age: Origins. It's not Dragon Age 2. You have a different protagonist. You have different companions. You have a different story. You have different abilities. You have different gameplay factors that go into designing the game.

 

If that's not something you want... then don't play it. I promise you, you won't be missed.



#220
BloodyTalon

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Mike Laidlaw @Mike_Laidlaw 28s

Ability count clarity: DAI is about roles, planning ahead and making tactical decisions. Potions, ability choice, gear, party composition.

So wasn't missed recalling.



#221
aaarcher86

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So far it seems the 8 ability restriction is due to Multiplayer. 
 

"Oh but multiplayer only has 4 abilities.", you might say. 

 

Well the other four on was used for potions. 

 

We can access our potions using the menu in single player.

 

I would love to be wrong on this but 4+4 = 8.

 

Here we thought multiplayer and singleplayer will be actually separate. 

 

If they can limit the amount of abilities you can use in MP, they could have easily still done that while allowing unlimited mapped abilities/radial menu selection.  Since the systems aren't identical, it's clearly a design choice.


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#222
Guest_Puddi III_*

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Mike Laidlaw ‏@Mike_Laidlaw 28s
Ability count clarity: DAI is about roles, planning ahead and making tactical decisions. Potions, ability choice, gear, party composition.


Right... one of those isn't really like the others, but I guess that's the line we'll have to deal with.  <_<



#223
Hrungr

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Mike Laidlaw @Mike_Laidlaw now

I recognize that not everyone will be happy with the change, but better to let you know about it now than a surprise later.



#224
Biotic Sage

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This seems to disproportionately gimp mages since all of their damage can be resisted in comparison to physical damage. A 2H warrior will not have 8 active abilities. A mage will have more than 8 abilities.

 

This is definitely a concern since mages are more ability-dependent than warriors or rogues.  At least in past games.  Believe me, the change is concerning.  But I never make a final judgment until I play a game myself.


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#225
Father_Jerusalem

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

 

Because seven ate nine.

 

In fact. Bioware: I think that eight abilities is too many. You should restrict us to only two.

 

That'll teach people.