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Auto-attack?


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#226
Brogan

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I suppose this means I can't map movement to holding down the left mouse button like in DA:O and DA2?

 

It was stated 3 months ago that RMB+LMB will drive your character forward.  That hasn't changed.



#227
In Exile

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Why would anyone want to play the whole game in tac cam..... You have this brand new engine, awesome new graphics, particle effects...

So let's make enemies visible through terrain, have a bright yellow cross hovering over the ground, and put big ugly tool tips on everyone. That won't take away from the visuals or anything

I absolutely would rather not play in Tac Cam at all.


Because the camera is superior in absolutely every single way when it comes to combat. Sure I'd explore with the camera zoomed in, but then I'm just using WASD to move around. The mouse is pointless except to move the camera around.

#228
In Exile

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Why would anyone want to play the whole game in tac cam..... You have this brand new engine, awesome new graphics, particle effects...

So let's make enemies visible through terrain, have a bright yellow cross hovering over the ground, and put big ugly tool tips on everyone. That won't take away from the visuals or anything

I absolutely would rather not play in Tac Cam at all.


Because the camera is superior in absolutely every single way when it comes to combat. Sure I'd explore with the camera zoomed in, but then I'm just using WASD to move around. The mouse is pointless except to move the camera around.

#229
Guest_EntropicAngel_*

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WASD outside tac-cam.
 
There are group orders, like Attack My Target (of currently selected character), but no box/group select all.

 
Wait: You literally cannot point and click outside of tac cam? Am I hearing you right?
 

If you're wanting to play DAI with a mouse only, and not the keyboard, the non-tac-cam mode ("3rd-person"/over the shoulder) will probably not be for you.
However, tac-camera mode can be tilted/panned to be the same 3rd-person/shoulder camera position, and doesn't require mouse/'R' button hold for attacking.

 
Again: You literally cannot auto-attack (holding down a button is not, in fact, "auto," "auto," "automatically," "attacking") outside of tac-cam? I want to be sure I'm hearing you right.

The bad news about this game seems to be really piling up lately. I play them for the story mostly, so im not to bothered, but people who enjoyed the series for the gameplay might be having serious second thoughts about buying the game.

 
I play for the story mostly too, but I have to agree that all of this gameplay news is highly disconcerting.
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#230
In Exile

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I think part of the issue is that for those players who did not tactically utilize the pause feature for combat in previous games are unaware of why this is such a big deal.

Though I can't imagine not playing a DA game and not using the pause feature...


If you use pause auto attack is irrelevant. Unless you only pause very rarely, and then if you did, I don't understand why you would be zoomed in anyway. It's not as if you could aim AOEs well at that angle and click to move gives you way more fidelity when you can actually see the rest of the field.

#231
Brogan

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Reading comprehension. I didn't tell anyone how to play. I am just saying what I think is more likely. More likely doesn't mean everyone. I am done with this conversation because you are clearly choosing to not read my posts and you are just cherry picking whatever you want to read in my posts.

 

And you are making apologies for, and assuming that this change is official before anyone from the design team has commented on it.

 

And even if it is official, it is no less ridiculous.  Less options are bad.  Removing options is even worse and has absolutely zero value..


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#232
Star fury

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WASD outside tac-cam.

 

There are group orders, like Attack My Target (of currently selected character), but no box/group select all.

Fantastic news!

 

kCp1g.gif



#233
The Night Haunter

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And you are making apologies for, and assuming that this change is official before anyone from the design team has commented on it.

 

And even if it is official, it is no less ridiculous.  Less options are bad.  Removing options is even worse and has absolutely zero value..

This is true, less options is never good.

 

I am still looking forward to DAI and will love the heck out of it, but no auto-attack outside of Tac Mode is the single strangest decision I've yet seen, including the 8 ability limit.



#234
RifuloftheWest

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Hmm...hearing that one has to hold a button down to continuously use the basic attack outside of the tactical camera is quite disappointing. I would be really interested in knowing why this design decision was made. Was it perhaps the price of including DAI's version of the tactical cam in all the platforms?

 

At any rate, given that DAI's tac cam is free floating (can zoom in for over-the-shoulder perspective) with confirmation companions do follow in that mode, I suspect (and greatly hope) it will be a non-issue or at least the work around I plan to use.

 

My greatest fear was having to hold down a button in order to advance time within tac cam mode but that is apparently limited to controller use.



#235
devSin

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Wait: You literally cannot point and click outside of tac cam? Am I hearing you right?

Seems like it. I think you can hold LMB and RMB together to drive forward (and since RMB is held, the camera orbits as you move the mouse around, allowing you to set direction). But it doesn't sound like clicking on the ground will do anything outside of tactical view.

(You can click on the interface of course, and apparently also objects in the game world.)
 

Again: You literally cannot auto-attack (holding down a button is not, in fact, "auto," "auto," "automatically," "attacking") outside of tac-cam? I want to be sure I'm hearing you right.

Your hearing is fine.

#236
Brogan

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Because the camera is superior in absolutely every single way when it comes to combat. Sure I'd explore with the camera zoomed in, but then I'm just using WASD to move around. The mouse is pointless except to move the camera around.

 

Not sure what your point is here.  Yes, the camera is superior (to what I'm not sure).  The tac cam brings with it all those extra features.  And yes, I want to use them, but not all the time.  I would like to enjoy the artwork of the game during combat just as much as during exploration.  Tac Cam prevents that, IMO.

 

Also, wasd isn't required to move when rmb+lmb has already been confirmed to drive, like it always has.

 

If you use pause auto attack is irrelevant. Unless you only pause very rarely, and then if you did, I don't understand why you would be zoomed in anyway. It's not as if you could aim AOEs well at that angle and click to move gives you way more fidelity when you can actually see the rest of the field.

 

Zooming?  That isn't the point either.  The pause feature allows you to tactically set up your combat, then let it play out after you hit pause again.  That is basic Dragon Age gameplay.  Always has been.  Removing auto attack totally cancels out that whole dynamic.  I just don't believe they'd change that.  It makes no sense.

 

 Wait: You literally cannot point and click outside of tac cam? Am I hearing you right?
 
 Again: You literally cannot auto-attack (holding down a button is not, in fact, "auto," "auto," "automatically," "attacking") outside of tac-cam? I want to be sure I'm hearing you right.

 I play for the story mostly too, but I have to agree that all of this gameplay news is highly disconcerting.

 

It's got to be a misunderstanding.  That's the only explanation.



#237
Sylvius the Mad

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Isn't that exactly what Laidlaw said?

He said we can remap the controls.

Does that mean I can choose to have didifferent commands that they've tied to the same button instead assigned to different buttons, or am I limited to choosing to which single button I would like all those things mapped?

#238
Guest_EntropicAngel_*

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You know, this combined with the news that the Tactical Camera can zoom in to an over-the-shoulder view, makes me suspicious that DA I's gameplay is DESIGNED to be twitch action, with the tactical camera thrown in to appease the RTwP fans...

#239
Brogan

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Fantastic news!

 

kCp1g.gif

 

Yea, I don't believe that either.

 

Laidlaw didn't show it Monday, but it has to be in.



#240
Guest_EntropicAngel_*

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Seems like it. I think you can hold LMB and RMB together to drive forward (and since RMB is held, the camera orbits as you move the mouse around, allowing you to set direction). But it doesn't sound like clicking on the ground will do anything outside of tactical view.

(You can click on the interface of course, and apparently also objects in the game world.)
 
Your hearing is fine.


Expletive. If this is true, that's really all I have to say. Expletive.

#241
Sylvius the Mad

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Zooming? That isn't the point either. The pause feature allows you to tactically set up your combat, then let it play out after you hit pause again. That is basic Dragon Age gameplay. Always has been. Removing auto attack totally cancels out that whole dynamic. I just don't believe they'd change that. It makes no sense.

With the Tac Cam active, you can do exactly that. And they've said we can control when those extra UI elements (like the character reticles) appear.

Remember, the Tac Cam is a free roaming camera. Everywhere the Regular Cam can be, the Tac Cam can be. As far as I can tell, there's no requirement that the game look different at all.

#242
Brogan

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He said we can remap the controls.

Does that mean I can choose to have didifferent commands that they've tied to the same button instead assigned to different buttons, or am I limited to choosing to which single button I would like all those things mapped?

 

I'd submit that would be the kind of detail a bad console port developer refuses to officially comment on before release.

 

Laidlaw saying all the controls are mappable seems like he is inferring it will be all inclusive.



#243
Sylvius the Mad

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You know, this combined with the news that the Tactical Camera can zoom in to an over-the-shoulder view, makes me suspicious that DA I's gameplay is DESIGNED to be twitch action, with the tactical camera thrown in to appease the RTwP fans...

Given that they said they tested the combat in multiplayer, that's probably true.

But I don't see the problem. The Tac Cam appears to let us do all the things we could do before.

#244
Sylvius the Mad

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Oops.

#245
Sylvius the Mad

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Oops.

#246
Sylvius the Mad

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Laidlaw saying all the controls are mappable seems like he is inferring it will be all inclusive.

You might be inferring that. But I don't allow the possibility that Mike was implying it.

#247
RifuloftheWest

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You know, this combined with the news that the Tactical Camera can zoom in to an over-the-shoulder view, makes me suspicious that DA I's gameplay is DESIGNED to be twitch action, with the tactical camera thrown in to appease the RTwP fans...

 

I personally don't see the connection.

 

From all the videos we've seen including the latest one, it seems like more action oriented the play style, the more punishing the combat encounter. That leads me to believe tactical gameplay will be rewarded. The final encounter of the twitch stream showed exactly that with the party not taking any direct damage against unimportant enemies.



#248
devSin

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Does that mean I can choose to have didifferent commands that they've tied to the same button instead assigned to different buttons, or am I limited to choosing to which single button I would like all those things mapped?

If there are overloaded commands, I doubt they could be mapped individually.

If the keys are overloaded, however, then I imagine it would be possible.

I honestly expect the former and not the latter, but they haven't indicated one way or the other.

I'm hoping R is the contextual catch-all, and like DA2 it works by issuing a command based on whatever the target is (open the door, search the chest, attack the enemy, etc.). (I hope it's also bound to the take all function in the loot window, because I would hate needing to click that every single time.)

#249
Guest_EntropicAngel_*

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Seems I'm not the only one having trouble with a slow BF.

Given that they said they tested the combat in multiplayer, that's probably true.

But I don't see the problem. The Tac Cam appears to let us do all the things we could do before.


The problem is that it's not integral to the game anymore. They've sequestered it to a separate mode. As such, are they designing the game around it? We won't know until a month or so, but it paints a very different picture of game design.

#250
Brogan

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You know, this combined with the news that the Tactical Camera can zoom in to an over-the-shoulder view, makes me suspicious that DA I's gameplay is DESIGNED to be twitch action, with the tactical camera thrown in to appease the RTwP fans...

 

Well, I still do not take this news as official until a design Dev says it is, but I still think what we saw Monday looks like traditional DA combat.  I mean, it's nothing like the early gameplay vid's.  So I'm less worried about the broad strokes.

 

It's the little details, like no 'select all' yet, that have me worried.  Those are things a non pc DA player who got a new job at Bioware might overlook because he just wasn't aware.

 

 

With the Tac Cam active, you can do exactly that. And they've said we can control when those extra UI elements (like the character reticles) appear.

Remember, the Tac Cam is a free roaming camera. Everywhere the Regular Cam can be, the Tac Cam can be. As far as I can tell, there's no requirement that the game look different at all.

 

Hmm.  I'm curious to know the full extent of that, if there are indeed as many options as you say.

 

But like I posted earlier in the newer thread, just look at the basic scenario:

 

You are solo'ing DA:I.

 

You are traveling and encounter a single enemy.

 

You hit Pause, select your target, hit Pause again.

 

Your character just sits there.

 

No tac cam, just regular.  That is how Barret said it will work.

 

I don't buy it.