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First Look at the PC UI for DAI - Take II


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#1
Hrungr

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Mark Darrah @BioMarkDarrah

Here's a first look at our PC Tactical UI. More will come soon: #DAI #PC pic.twitter.com/p5fy5gfX0F

 
10560390_980886638603702_156990610622470
- updated with higher quality screenshot, courtesy of Wiedzmin182009
 
Mike Laidlaw @Mike_Laidlaw 

PC question 1: 8 Ability slots?

A: Yes, per character. Changeable between combat.

 

Mike Laidlaw @Mike_Laidlaw 

PC Question 2: What is that TAB thing?

A2: Highlight stuff in the world.

 

Mike Laidlaw @Mike_Laidlaw

PC Question 3: Why 8?

A: 32 abilities (along with passives/upgrades) across the party provides a broad spectrum of tactical options.

 

Mike Laidlaw @Mike_Laidlaw 

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

 

 

Please let's keep all discussion surrounding the PC UI civil and on-topic - thanks! :)


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#2
DanielCofour

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what's that timer in the middle?



#3
nisallik

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Maybe stating the game is paused.



#4
archav3n

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The UI looks great for me!. Can we play the game this way the entire game (except cutscenes)? Can we annotate our own notes and place marker in the world map? Can we have something like Divinity Original Sins where you cycle the skill hotbars? 'F' next hotbar, 'R' previous hotbar.


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#5
I WANT MOD

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8 Ability slots  is  too short
I want double slots

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#6
Wulfram

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I still don't get why health is green now.

I think I'd rather have DA2's variable length bars.  And have stamina with the health bars, rather than curled round the portrait.


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#7
Illyria God King of the Primordium

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I still don't get why health is green now.

I think I'd rather have DA2's variable length bars.  And have stamina with the health bars.

No.  This is one of the many DA2 changes that was utilitarian and ugly.  DAO's system was smart and unobtrusive, and this looks similar.  

 

Also, I must admit that I feel like having this thread again is asking for trouble, but I'll see how it goes.  


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#8
Krazy Krazer

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The UI looks great for me!. Can we play the game this way the entire game (except cutscenes)? Can we annotate our own notes and place marker in the world map? Can we have something like Divinity Original Sins where you cycle the skill hotbars? 'F' next hotbar, 'R' previous hotbar.

 

I believe that you can play in that view the entire game, there was a tweet about it... the rest of what you're asking I have no idea.



#9
Wulfram

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No.  This is one of the many DA2 changes that was utilitarian and ugly.  DAO's system was smart and unobtrusive, and this looks similar.  

 

Also, I must admit that I feel like having this thread again is asking for trouble, but I'll see how it goes.  

 

Meh, this UI is still pretty ugly.  I'd rather have it be good at conveying information at a glance


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#10
nisallik

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I doubt they will allow additional hotbars as I bet then there will be a few PC gamers asking why they can't swap them in combat.



#11
Degenerate Rakia Time

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i really like the silver-ish colour, i hope the menus are the same



#12
Nibten

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I would like to see some menues.

It doesn't look like they spend to much time in it. I hope we don't get a 2. Skyrim.

 

Hopefully they allow mods for the UI. Something more "Lore-Friendly" like the UI in DA:O would be nice. That black-grey Interface doesn't look like it belong to this Game.


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#13
Illyria God King of the Primordium

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Meh, this UI is still pretty ugly.  I'd rather have it be good at conveying information at a glance

The bottom bar definitely is - frankly I'm more annoyed with it being an eyesore than anything else - but the character portraits are quite simply handled, the number of squares showing comparative health and the circle being stamina/mana.  It seems pretty good at conveying information to me...(Inquisitor is on half health, Solas has lost a little health, Inq and Blackwall have defensive abilities activated, etc.)



#14
Navasha

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The 8 slot limit is a pretty big disappointment, but I am willing to go on the wait and see approach for now.    I will have to play the game to know if that feels like its too limiting.    I do know that ESO was fun enough at low levels when 5 slots was all you needed, but by the time you hit level 50 and had spent 100 hours doing the same animations OVER and OVER and OVER... it grew very tiresome.    It felt very handicapped and forcing you to play your character a specific way, because you didn't have space for abilities that were only marginally useful. 

 

In the end, maybe it won't feel so bad or it could feel like being handcuffed.   Will have to wait and see.

 

My biggest concern was the possible lack of a point and click system and between that screenshot and the mouse cursor from an old video that accidentally showed up, I think that fear is quelled for now.  


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#15
Wulfram

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The bottom bar definitely is - frankly I'm more annoyed with it being an eyesore than anything else - but the character portraits are quite simply handled, the number of squares showing comparative health and the circle being stamina/mana.  It seems pretty good at conveying information to me...(Inquisitor is on half health, Solas has lost a little health, Inq and Blackwall have defensive abilities activated, etc.)

 

Aesthetically, I think I mostly just don't like the green.

 

It certainly conveys the information, but I'm not sure it'll be as good as DA2 if you're just glancing at it with the corner of your eye.



#16
ElvaliaRavenHart

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Going to miss the mini-map being in the upper right hand corner.  Really don't like the art-style of the UI.  Oh well.  I'll deal with it.

 

One thing I liked about the bar in DAO - how you had the tab thing to add more abilities or items, and you clicked on the arrows which showed the rest of the tool bar.  Wow, 8 slots seems low, unless the tab feature shows more on the backside like Origins; I hope they went back to this feature from Origins.


Modifié par ElvaliaRavenHart, 30 août 2014 - 03:16 .


#17
EnduinRaylene

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We need more information. Context is king. What is the ability distribution like in DAI? By end of game and level 25+ how many spells or abilities will we likely have? If we have 20 active abilities, then yeah that might be an odd and unfavorable design choice, but if we only have 10-12, than no that's not really all that big a deal.



#18
Rustiest Sandusky

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Am I the only one who sees a resemblance to OS X?

OS_X_Mavericks_Desktop.png
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#19
Cassandra Saturn

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I will repost what was originally said in the previous thread.
 

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.


so here you go.

#20
Wulfram

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We need more information. Context is king. What is the ability distribution like in DAI? By end of game and level 25+ how many spells or abilities will we likely have? If we have 20 active abilities, then yeah that might be an odd and unfavorable design choice, but if we only have 10-12, than no that's not really all that big a deal.

 

I checked some of the skill trees we've seen - though they're presumably not final - and active abilities seemed to make up about 40% of the total, with passives and upgrades making up the rest.  Which would say 8 active at 20, 10 at 25, 12 at 30.  So probably not a big deal if that's right.

 

Particularly since people will probably make a point of picking passives after they've filled up their bar.


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#21
EnduinRaylene

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I checked some of the skill trees we've seen - though they're presumably not final - and active abilities seemed to make up about 40% of the total, with passives and upgrades making up the rest.  Which would say 8 active at 20, 10 at 25, 12 at 30.  So probably not a big deal if that's right.

 

Particularly since people will probably make a point of picking passives after they've filled up their bar.

 

That's my assumption as well, but would love to hear from a dev. Even at a max of level 30 odds are when considering passive distribution and upgrades most people will likely only have like 12 +/- active abilities, meaning that for most of the game they'll probably have 8 or close to 8 abilities, so the limit isn't very big.



#22
Degenerate Rakia Time

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That's my assumption as well, but would love to hear from a dev. Even at a max of level 30 odds are when considering passive distribution and upgrades most people will likely only have like 12 +/- active abilities, meaning that for most of the game they'll probably have 8 or close to 8 abilities, so the limit isn't very big.

well if DA2 can be used as a example, i just loaded up a post-ending save and even by using every single skill book and potion in the game you end up with 10-12 activated abilities



#23
Deflagratio

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what's that timer in the middle?

 

 

If I had to guess, perhaps a toggle for Real Time or Engage Mode. Or simply a UI indicator of when time is paused or active. (Space Bar puts the game in Engage/Real Time I assume)



#24
archav3n

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I have a question about the avatar. They look cartoony and the inquisitor avatar being represented by a hand symbol. Is this final? Wouldn't it be better if they put in the 3D version of the icon? That way you can show your customized inquisitor look there.



#25
durasteel

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The 8 ability limitation is bad. No character should ever have an ability earned through levelling up and spending points that then cannot be used simply because you've run out of power slots to put it in.

 

Origins was a PC game with a console port. It seems we've now reversed the priority, and Inq will be a console game with a PC port, bound by the limitations of a damn controller. I don't think it is an accident that this info was revealed at the same time as the Keep--the Keep is delightful, sure to get a ton of deserved positive attention, which will serve to distract from the predictably negative reaction to the gimped PC control scheme.


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