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First Look at the PC UI for DAI - Take II


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#301
Krazy Krazer

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Never said hitpoints is part of the lore. That is just your assumption working.

 

 

In every rpg the combat agrees with the lore. You use items, spells and weapons and they function like explained in the lore. This is not the case in DA:I.

 

But hitpoints are a part of the combat, so this means its part or lore? Oh and I noticed my mage forgets some of his abilities because of my small monitor, so that means my monitor resolution breaks previous game lore too, I have less abilities to plot on a smaller monitor than on my bigger monitor.


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#302
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In every turn-based RPG, the fact that you take turns is not explained in the lore. The fact that grappling is impossible is not explained in the lore. The fact that there is an HP mechanic even though the lore says that injuries work like IRL is not explained in the lore. This is all pure gameplay contrivance. Just like an ability cap. 

 

It's a gameplay contrivance that appears to rightfully suck; the lack of a lore explanation for it is just salt in the wound.



#303
Rawgrim

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In every turn-based RPG, the fact that you take turns is not explained in the lore. The fact that grappling is impossible is not explained in the lore. The fact that there is an HP mechanic even though the lore says that injuries work like IRL is not explained in the lore. This is all pure gameplay contrivance. Just like an ability cap. 

 

Turn based is usually the best way to illustrate combat, in most cases, when there are speciffic cating times for spells and whatnot. In d&d I belive a turn 6 seconds. So you get to do whatever you can in that timeframe.

 

Injuries usually follows RL rules as best the game is able. You get a critical hit, you can die flat out from 1 hit. Armour protecting vital organs lower the possebility of this, and sometimes reduces the damage. Usually you also need to treat the particular injury differently than superficial wounds. How this is done is usually found in the lore.

 

 

Mages just forgetting how to cast spells in DA:I, makes no sense whatsoever. and no explanation for it is given.



#304
Rawgrim

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But hitpoints are a part of the combat, so this means its part or lore? Oh and I noticed my mage forgets some of his abilities because of my small monitor, so that means my monitor resolution breaks previous game lore too, I have less abilities to plot on a smaller monitor than on my bigger monitor.

 

 

Your monitor is not part of the game, included with the game, or tied to the lore.



#305
gangly369

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If its a critical hit, you go down. Naked or not. Means something vital is hit. It is actually in the manual...wich makes it lore. Explained this to you 4 times now. Is it going to stick soon?

So....because something is in the manual....that makes it lore????

 

I think you're confusing gameplay with what lore really is. 

 

And for the record, because you stated the above, that means that you are indeed implying that hit points ARE a part of the lore, because it's 'in the manual'.



#306
SegaMasterSystm

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OK, Here is my big quesiton.. 5760X1080.. When running three monitors on this resolution will I be able to move elements of the UI? making health and abilities slide all the way to the left monitor b y default makes things very difficult. SWTOR does a great job with ability to put the UI where I want it..I know this is a different Game Engine entirely but does anyone know if this is possible in DA:I???



#307
viciouswhisper

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Mike Laidlaw @Mike_Laidlaw 

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


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#308
Rawgrim

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Mike Laidlaw @Mike_Laidlaw 

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

 

Less choices = more tactics. Gottcha.


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#309
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It's been said before, but that is ultimately the worst tweet. One or two ability slots would also be more tactical, that speaks nothing of how fun it is.



#310
Rawgrim

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So....because something is in the manual....that makes it lore????

 

I think you're confusing gameplay with what lore really is. 

 

And for the record, because you stated the above, that means that you are indeed implying that hit points ARE a part of the lore, because it's 'in the manual'.

 

 

Look at an old game manual. They fit stuff like that into the lore, way back. The manuals were like a codex.

 

You are taking that last comment out of context. I was saying that how wounds are treated, critical hit and injuries etc, is usually in the lore.



#311
tmp7704

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Turn based is usually the best way to illustrate combat, in most cases, when there are speciffic cating times for spells and whatnot.

Maybe in tabletop, but computer games can handle that quite better with 'realtime' approach, as numerous more modern games, including DA, have demonstrated. In any case, "that's best way to illustrate combat' is not a "lore explanation" because from the lore point of view there's no "illustration of combat" but actual combat. These characters aren't LARPing "lighting bolt! lighting bolt!", they are supposedly fighting 'for real'.

#312
Wulfram

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Computer games all involve a degree of abstraction.  Except perhaps the odd driving/flight simulator.  That doesn't mean that lack of realism is an invalid criticism, only that it can be overcome if the benefit, to gameplay or whatever, is sufficient.

 

Hitpoints are a big abstraction, but the frustration inherent in dealing with one hit kills/disabling is sufficient that they're accepted.  And people being used to them helps, together with the tendency of fiction to give heroes unrealistic toughness.  Though personally I do wish that they'd at least keep down the copious amounts of blood etc for non-fatal hits.

 

The gameplay advantages of reduced spell slots aren't very evident


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#313
Rawgrim

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Maybe in tabletop, but computer games can handle that quite better with 'realtime' approach, as numerous more modern games, including DA, have demonstrated. In any case, "that's best way to illustrate combat' is not a "lore explanation" because from the lore point of view there's no "illustration of combat" but actual combat. These characters aren't LARPing "lighting bolt! lighting bolt!", they are supposedly fighting 'for real'.

 

It is easily doable by sticking to the lore as well.



#314
Krazy Krazer

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Your monitor is not part of the game, included with the game, or tied to the lore.

 

So because of my limitation of my monitor I must be penalized and have have my mage forget majority of his skills and thus break lore because I cannot extend my ability bar. The point being, lore shouldn't be mixed on how your play the game. The only thing that should be lore worthy is abilities and if the abilities do not deviate from the story, how you use them shouldn't have to do with lore. 



#315
Krazy Krazer

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How does cooldown make sense when you can use another ability straight after? How does pausing the game bring lore to the game? Why can't the enemy also pause the game.



#316
Rawgrim

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So because of my limitation of my monitor I must be penalized and have have my mage forget majority of his skills and thus break lore because I cannot extend my ability bar. The point being, lore shouldn't be mixed on how your play the game. The only thing that should be lore worthy is abilities and if the abilities do not deviate from the story, how you use them shouldn't have to do with lore. 

 

The abilities deviate from the lore and story too. Being able to smash a gate with your shield, for example, messes up the story as soon as a siege engine is shown. No use for those if all it takes is two jabs of a shield to break a gate. But that is off topic. So leaving it at that.



#317
Dutchess

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Doesn't look nice, imo. In fact, I think it's ugly. The UI looks far too modern and would better fit with in a sci-fi game set in space than in a Medieval fantasy game. The bright green health bars are an eye-sore, as is the ability bar on the bottom. I didn't care much for DA2's icons and still prefer the art style DAO used for them. Flipping the squares so that it's now a line with points and edges (DA's fascination with spikes only seems to grow stronger) doesn't make them prettier. 

 

The limitation of eight abilities in the quick slots doesn't make sense to me either. It's such an arbitrary way of forcing "tactical thinking". Have the PC (and possibly companions) temporarily forget an ability they've learned does not have any realistic or even logical explanation except for the game giving you short term memory loss.

 

Finding-Dory-feature-image.jpg


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#318
Rawgrim

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How does cooldown make sense when you can use another ability straight after? How does pausing the game bring lore to the game? Why can't the enemy also pause the game.

 

Cooldown makes zero sense at all. Especially if you can cast a different spell right after. Pausing has nothing to do with it. You can turn your cumputer off too. Same argument for that one.



#319
Dubya75

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Sorry if this has already been covered, but I've just been staring at the PC UI and realized after seeing the horse call icon, it's pretty much evident that the UI bar at the bottom is going to be visible permanently.

I was REALLY hoping that this time the UI would be more dynamic, like hiding UI elements that are not needed when out of combat.

If they are able to make the console UI dynamic in this way, why not the PC UI as well?

Come on, Bioware!



#320
Oloos

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Less choices = more tactics. Gottcha.

 

Since you are forced to choose which abilities you equip on your hero and companions, you HAVE to think about what you need to survive.

 

So in some kind of way, it is indeed more tactical than have everything ready for anything.

 

 

For instance, take a real life soldier about to go on a mission. He have to prepare his gear and weapons but because he can't possibly take everything available, he have to choose what he think he will need, as his comrades have to do. And once they are in the mission, if they realize the situation they're in needs something they forgot, they will need to improvise with what they have and use some tactics to overcome the situation.



#321
robertthebard

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So because of my limitation of my monitor I must be penalized and have have my mage forget majority of his skills and thus break lore because I cannot extend my ability bar. The point being, lore shouldn't be mixed on how your play the game. The only thing that should be lore worthy is abilities and if the abilities do not deviate from the story, how you use them shouldn't have to do with lore.


Yes, they didn't build the game for your 386. You're going to have to play on a console if that's the best rig you can come up with. I think you'll find that the 360 or PS3 prob have better processing power than that. Self imposed limitations to the game, such as your 800x600 monitor have nothing to do with game design, which is the topic here. Maybe take this to the tech forum, so they can point out that you'd be better off on a console too?

#322
robertthebard

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Since you are forced to choose which abilities you equip on your hero and companions, you HAVE to think about what you need to survive.
 
So in some kind of way, it is indeed more tactical than have everything ready for anything.
 
 
For instance, take a real life soldier about to go on a mission. He have to prepare his gear and weapons but because he can't possibly take everything available, he have to choose what he think he will need, as his comrades have to do. And once they are in the mission, if they realize the situation they're in needs something they forgot, they will need to improvise with what they have and use some tactics to overcome the situation.


Let me guess, you've never actually been in the military? I have, and everything I needed for my MOS I could carry, except for, of course, the truck. Imagine that, it carried me. The problem is that, while in the field I can indeed adapt to the situation, such as using my M16 instead of my M60, once you start combat in game, if your tactics aren't working, you're reloading, because you can't adapt on the fly any more, no changing skills in combat.
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#323
Krazy Krazer

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Yes, they didn't build the game for your 386. You're going to have to play on a console if that's the best rig you can come up with. I think you'll find that the 360 or PS3 prob have better processing power than that. Self imposed limitations to the game, such as your 800x600 monitor have nothing to do with game design, which is the topic here. Maybe take this to the tech forum, so they can point out that you'd be better off on a console too?

 

I was trying to make a point that lore shouldn't restrict gameplay.



#324
robertthebard

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I was trying to make a point that lore shouldn't restrict gameplay.


How does inferior hardware have anything to do with lore or game design/gameplay? As I said, self imposed limitations have nothing to do with the topic.

#325
Dubya75

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How does inferior hardware have anything to do with lore or game design/gameplay? As I said, self imposed limitations have nothing to do with the topic.

 

What? You're telling me I'm not going to get the most from my 15" black & white CRT? How discriminative! ;)