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PC Gameplay and KB/M Livestream 10/13/2014 Discussion (Youtube link inside)


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#401
CronoDragoon

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Cullen is superbly done (I'm straight male btw). Only thing i find Leliana is a little pale. I remember back then on DAO she isn't that fair was it?

 

She's pretty pale.

 

Leliana-dragon-age-origins-16832418-858-



#402
hellbiter88

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It's from all that skulking in the shadows thing she does.


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#403
Kimarous

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And your point is?

 

My point was "Previous missions with 'Scout' in their general description have opened up a new area to explore. Does this mean that the Storm Coast is one of those areas? That's somewhere we haven't seen before, therefore I am intrigued."



#404
Tootles FTW

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really is this people biggest problem? I am so very jealous

 

Biggest problem being the dialogue that I was curious about, or that I was at work? 

 

I watched the video at home, and beyond listening to the voices (especially Josephine's, who I was curious about) I didn't really listen to what was actually being said - I don't want to feel like I've heard it all before when I actually get the chance to play it.  

 

I agree that the difference in the female protag's walk and Cassandra's was very apparent.  I want my PC to walk like Cassandra, personally...  



#405
Setiweb

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Leliana walks into a tavern and the bartender asks, "So why the long face?"


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#406
Brogan

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Impressive video.  PC ui is definitely NOT taking a back seat to the console version.  About 4-5 months ago, that was a legit concern but it seems it will clearly be the best way to play.  So much more freedom and flexibility in how you interact with and manipulate gameplay.

 

I skipped through alot of this to avoid spoilers, so in terms of the things I wanted to see after Friday's pc reveal, I liked what I saw but some things were still abit unclear.  If you guys could help me out with anything I might have passed over:

 

 - in game menus. Looks like they clearly designed an alternate to the console and allow for fluid mouse based operation.  Looks good to me (did not read ANY descriptions).

 

 - Jumping.  OK, so it looks like jumping works the same, basically another mappable keystroke.  However, it leads into the next issue...

 

 - Select all.  Didn't see it.  Didn't see a box drawn around our party.  Did I miss them commenting on it?  It's concerning because in terms of combat it's an integral option.  Do we really have to micromanage every encounter by directing each party member individually?

 

 - resizable UI elements.  Did not see it nor hear any mention of it.  Also, the quest box still seems way too big and obscuring.  Hopefully it will be optional.

 

Also, wasn't there a compass element along the top of the screen in the first video from 2013?  Is that still going to be in, or have they announced it's been scrapped?



#407
hellbiter88

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 - Select all.  Didn't see it.  Didn't see a box drawn around our party.  Did I miss them commenting on it?  It's concerning because in terms of combat it's an integral option.  Do we really have to micromanage every encounter by directing each party member individually?

 

 - resizable UI elements.  Did not see it nor hear any mention of it.  Also, the quest box still seems way too big and obscuring.  Hopefully it will be optional.

 

Also, wasn't there a compass element along the top of the screen in the first video from 2013?  Is that still going to be in, or have they announced it's been scrapped?

 

Might be wrong but I think there were little button thingamajiggs in the lower right hand corner that may have included a select all option.

 

Resizeable UI was confirmed not a feature in another thread, but UI will scale according to resolution and certain things can be toggled on and off.

 

Compass was scrapped that was confirmed a long time ago.



#408
Navasha

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WOW!  Thanks for those videos.   I have been skipping most videos to avoid spoilers (and I skipped a lot of these too).    However, I wanted to see the PC UI in actual combat actions and boy am I happy.  

 

Thank you, Bioware!   I am so pleased that one of my favorite developers isn't falling into the seemingly increasing degradation of PC control schemes. 



#409
devSin

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- in game menus. Looks like they clearly designed an alternate to the console and allow for fluid mouse based operation.  Looks good to me (did not read ANY descriptions).

It's mostly like DA2. The interface is largely the same as console, but they make allowances for the mouse (DA2 inventory and ability selection screens are quite similar, both to how they operate in DA3 and how they were different from the console version of DA2).
 

- Select all.  Didn't see it.  Didn't see a box drawn around our party.  Did I miss them commenting on it?  It's concerning because in terms of combat it's an integral option.  Do we really have to micromanage every encounter by directing each party member individually?

There is no support for selecting multiple characters. There are orders on the toolbar which you can use to issue commands to the whole party.
 

- resizable UI elements.  Did not see it nor hear any mention of it.  Also, the quest box still seems way too big and obscuring.  Hopefully it will be optional.

The interface is static. Various elements (including the quest objectives) can be hidden.
 

Also, wasn't there a compass element along the top of the screen in the first video from 2013?  Is that still going to be in, or have they announced it's been scrapped?

The minimap supplants and surpasses the old compass.

#410
thevaleyard

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 There is no support for selecting multiple characters. 

 

Is this confirmed? In the previous games I could use Ctrl-A to select everybody or just drag and select the portraits via mouse.



#411
Brogan

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Might be wrong but I think there were little button thingamajiggs in the lower right hand corner that may have included a select all option.

 

Resizeable UI was confirmed not a feature in another thread, but UI will scale according to resolution and certain things can be toggled on and off.

 

Compass was scrapped that was confirmed a long time ago.

Cool, thanks.  I think I can see what 2 out of the 4 icons are down there.  The hand is obviously 'hold'.  Not sure of the other 3.

 

WOW!  Thanks for those videos.   I have been skipping most videos to avoid spoilers (and I skipped a lot of these too).    However, I wanted to see the PC UI in actual combat actions and boy am I happy.  

 

Thank you, Bioware!   I am so pleased that one of my favorite developers isn't falling into the seemingly increasing degradation of PC control schemes. 

 

Same here, skipping those spoilers.  And yes, it's evident that all the hand wringing early on because of the lack of info was unnecessary, which I am glad for.

 

It's mostly like DA2. The interface is largely the same as console, but they make allowances for the mouse (DA2 inventory and ability selection screens are quite similar, both to how they operate in DA3 and how they were different from the console version of DA2).
 
There is no support for selecting multiple characters. There are orders on the toolbar which you can use to issue commands to the whole party.
 
The interface is static. Various elements (including the quest objectives) can be hidden.
 
The minimap supplants and surpasses the old compass.

 

 - might it be possible with the way you can drag the ability tree's they could have went from pc -> console in that partic design? Either way, I'm happy with it.

 

 - No support?  Are you 100%, because the guy above references the right side icons.  I can't believe a party based game has no select all.  It's illogical. 

 

 - Hidden is good.  And if they mentioned ui scaling, that's basically all I need to know.  It's hard to get that wrong these days.

 

 - Gotcha.  Ease of use wins out.  I never really liked the Skyrim-like compass in a DA game to begin with.



#412
devSin

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Cool, thanks.  I think I can see what 2 out of the 4 icons are down there.  The hand is obviously 'hold'.  Not sure of the other 3.

Attack (so they will attack the target of the currently selected character), disengage (so they will attempt egress from the current encounter), and probably move or something.
 

- No support?  Are you 100%, because the guy above references the right side icons.  I can't believe a party based game has no select all.  It's illogical.

The icons on the right are interface shortcuts (menu, inventory, etc.).
 

- Hidden is good.  And if they mentioned ui scaling, that's basically all I need to know.  It's hard to get that wrong these days.

I don't remember any reference to scaling for the UI (it's a fixed size). I believe the scaling setting that was shown relates to supersampling; Mike didn't show the interface options.
 

- Gotcha.  Ease of use wins out.  I never really liked the Skyrim-like compass in a DA game to begin with.

There is nothing a line compass can do that can be done better with a spherical representation. I don't think "ease of use" really has much to do with it.

#413
Brogan

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Attack (so they will attack the target of the currently selected character), disengage (so they will attempt egress from the current encounter), and probably move or something.
 
The icons on the right are interface shortcuts (menu, inventory, etc.).
 
I don't remember any reference to scaling for the UI (it's a fixed size). I believe the scaling setting that was shown relates to supersampling; Mike didn't show the interface options.
 
There is nothing a line compass can do that can be done better with a spherical representation. I don't think "ease of use" really has much to do with it.

 

 - Attack all, ok.  That would make sense, as that was my primary use for 'select all'.  Especially if the 'Move" button also tells all party members to move.  Which is also significant. (fireball incoming - everyone go here)

 

 - I was talking about the right side of the bar (as were you, above)

 

 - I took it to mean ui scaling was assumed part of the res scaling.  Perhaps they are related.  But if not, they need to have some kind of resizing/scaling option.

 

 - Ease of use in the sense that with a compass, and if one were unfamiliar with that feature, you wouldn't be forced to worry about orientation issues within the gameworld as much.  Perhaps it's just based on my own experiences.



#414
devSin

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- I was talking about the right side of the bar (as were you, above)

Yeah, the only buttons are the consumable slots (the last one may be focus ability), the four command buttons, and the mount button.

- I took it to mean ui scaling was assumed part of the res scaling.  Perhaps they are related.  But if not, they need to have some kind of resizing/scaling option.

I imagine scaling is confined to preserving the same relative size (so you don't end up with a tiny UI when playing at massive resolutions). There's no user-controlled scaling that we've been told about.

#415
Guest_EntropicAngel_*

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I want to watch this badly, but I'm petrified of spoilers so I think I'll just wait.

I must be strong.... 

 

Just turn the sound off for the first three or four minutes (but turn it on at each dialog wheel, because they show the reaction wheel!). You'll be fine.

 

Maybe the twist is that The Elder One is an ancient version of you who travelled back in time? Of course I hope not because time travel is bullocks. :o

 

Please no. Dragon Age has never sunk to that level and I hope they never do.



#416
FieryDove

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Finally! It was really great to see M+k in action, thanks Dev's!

 

Mike, you make really entertaining vids! :) :wizard:

 

Think it's time to leave the forums, the spoilery stuff will get heavy soon methinks.

 

Take care all!

Cheers,

FD

 



#417
Dapper Pomegranate

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Yaaas! Praise be to Queztalcoatl! So many of my worries were alleviated, I wish this stream happened months ago..but whatever, keyboard and mouse looks great! Now the only thing I hate is the eight ability restriction, and with the way they've been saying things that make me feel better, hopefully in the next few days they'll release a video confirming that's been kiboshed  :P



#418
Shahadem

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I thought that the amount of damage the party was taking from npcs was rather high considering the lack of healing availability.

 

And barrier seems like it is going to quickly become pretty useless if the damage absorption doesn't scale alongside armor damage reduction, especially against harder hitting enemies.



#419
Shahadem

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 Or mind screwy stuff ala Bioshock Infinite ;)

 

The stuff in Bioshock Infinite wasn't screwy, it was flat out wrong. It didn't make sense because it wasn't logical.

 

Elizabeth became god and then overwrote the timeline by declaring that the timeline would be overwritten in much the same way the chrisitian/hebrew/muslim god created light by declaring that there would be light.

 

And then she killed a man who was innocent of the crimes he was killed for.

 

Think about it, the Booker that was killed could never have possibly turned into Comstock because the entire journey changed his life. And that journey would change the life of any Booker who was brought along on such a journey. So by bringing along Booker Elizabeth had already altered the timeline. Killing him accomplished precisely jackshit as he already wasn't going to undergo the baptism as a result of the fact that he would always go along on the journey. And if every Booker always changed because he would always be sent to Columbia to rescue Elizabeth then no Booker would ever become Comstock and thus it would be impossible for there to ever be a Comstock. And that's when you realize that they cocked the whole game story up. Especially when many Bookers did die as a result of being taken to their own Columbia, and if those Bookers died as a result of being taken to their Comstock and their Comstock only came into being because that Booker became Comstock then that Booker could never have even lived to be old enough to be the same age as Comstock, so where were all these Comstocks coming if the only Bookers who even lived long enough to survive the journey through Columbia were so altered that they would never become Comstock. Comstock is a character who could never come to exist if the story is as presented.

 

Multiverse theory also doesn't work. It assumes infinite chaos. But the very fact that humans make decisions based on logic is enough to prove that multiverse theory cannot be real as the infinite chaos it requires doesn't and can't exist.

 

Easiest example. If you come to a room and you see a gun pointed at a person tied to a chair, you won't pull the trigger. And you won't pull the trigger because you are the sum of the sum of your experiences, and those experiences are the sum of all other experiences, etc. all the way back to the beginning of infinity (meaning that this sum of prior experiences keeps on going back forever so it is impossible for there to ever be a point where two such things ever existed in parallel). The multiverse theory requires that you both choose to shoot and not shoot the individual tied to the chair. But that's utter nonsense. This would mean that you didn't choose to not shoot the girl because you made a decision based on your experiences but just because you were in universe 2 instead of universe 1. Reality simply cannot function this way. The only reason why some things seem random is because we don't yet have the knowledge needed to understand what caused the situation.



#420
hellbiter88

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Multiverse theory also doesn't work. It assumes infinite chaos. But the very fact that humans make decisions based on logic is enough to prove that multiverse theory cannot be real as the infinite chaos it requires doesn't and can't exist.

 

Easiest example. If you come to a room and you see a gun pointed at a person tied to a chair, you won't pull the trigger. And you won't pull the trigger because you are the sum of the sum of your experiences, and those experiences are the sum of all other experiences, etc. all the way back to the beginning of infinity (meaning that this sum of prior experiences keeps on going back forever so it is impossible for there to ever be a point where two such things ever existed in parallel). The multiverse theory requires that you both choose to shoot and not shoot the individual tied to the chair. But that's utter nonsense. This would mean that you didn't choose to not shoot the girl because you made a decision based on your experiences but just because you were in universe 2 instead of universe 1. Reality simply cannot function this way. The only reason why some things seem random is because we don't yet have the knowledge needed to understand what caused the situation.

 

Actually that's wrong. Multiverse as I have learned it essentially means that all variables are taken into account and all possiblities that can exist, do exist. Your past experiences may differ from one universe to another because your circumstances change. If you wanted to wind it all the way back to creation, after the big bang, particles would have coalesced in a different way and different patterns would be formed. Such slight variences would eventually lead to different continents, different people, different brain wiring (emotions), different circumstances. Everything. Not to mention the minute fluxuations of quantum theory which is beyond me... but such examples such as a photon passing through a slit may exist as both a particle and a wave at the same time--until such a time as it is measured/observed, in which case it chooses a form. Same with decisions--certain decisions might be undecided until the moment you decide them, in which case in another universe some random thought or reason compels you to pick an alternate path.



#421
MasterPrudent

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I thought that the amount of damage the party was taking from npcs was rather high considering the lack of healing availability.

 

And barrier seems like it is going to quickly become pretty useless if the damage absorption doesn't scale alongside armor damage reduction, especially against harder hitting enemies.

He did mention that he was playing on hard this time.



#422
RifuloftheWest

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I thought that the amount of damage the party was taking from npcs was rather high considering the lack of healing availability.

 

And barrier seems like it is going to quickly become pretty useless if the damage absorption doesn't scale alongside armor damage reduction, especially against harder hitting enemies.

 

He did mention that he was playing on hard this time.

 

Also note the last combat encounter of the demo. The party did not take any direct damage to their health against an equally level regular group of enemies.

 

The first encounters before this had a lot of instances where Mike was showing off and narrating certain things which probably affected his gameplay and led to taking more damage than necessary.



#423
Ziggy

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Where is your respect for the environment Sera?! GO PICK UP THAT POTION BOTTLE AND PUT IT IN THE BIN!


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