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Auto-attack?


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#551
xkg

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There is no reverting back to action mode, because pause doesn't pull you out of action mode (are we really calling it that now?). Pause is part of action mode which means you do what you normally do in action mode: go to the enemy, attack once, then nothing happens.

 

At least, I think so. Saying that out loud, combined with your phrase "action mode," I feel less sure of myself. But they've said nothing to indicate otherwise, have they?

 

I think there is no puase in 3rd person camera on consoles. Pausing on consoles in 3rd person switches to the tac cam mode.

On PC you can do that.



#552
xkg

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Wait, is that really what people think about? I was really under the impression that an attack command isn't just a single attack, but a continual attack on a target, i.e not a single action but an interruptible sustained effect. If that's really what's implemented, then I think it would probably be best for them to change attack commands towards interruptible sustained effects. If we take into account the AI manager as well, make it so that the manager can interrupt it on it's own leisure, as demanded of the tactics set.

 

It works like We Stand Midnight Clad said.

Click on the "show only BioWare posts" button on top of the page. The answer is in this thread.
 

 

Some clarifications hopefully to the rescue!

 

When directly controlling a character (ie not in tactical cam mode):

-Hold controller trigger to continuously "auto"-attack, tap to do a single attack (or repeatedly tap, which does the same thing as hold)

-Hold 'R' (rebindable) or hold left click to continuously "auto"-attack, tap to do a single attack (or repeatedly tap, which does the same thing as hold)

Not pressing/holding attack button/key when directly controlling a character will cause them not to attack.

 

In tactical cam mode you're basically assigning orders, so all party members will autoattack while in tac-cam. The camera can be panned and tilted all around in tac-cam mode, it's not iso/top-down locked.

 


#553
Unit 431

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It works like We Stand Midnight Clad said.

 

Maybe it's a difference of perception, but I can see parallels between how sustained skills are with regards to how auto attack seems to be implemented. My train of thought then is that swapping between action (DA:I's default third person) and tactical (DA:O to DA:2's) camera/mode will not affect it, as auto-attack can be taken as an attack command that can be indefinitely sustained, and that action mode does not override commands unless it finishes, or something else is queued up/done to.



#554
Guest_EntropicAngel_*

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I think there is no puase in 3rd person camera on consoles. Pausing on consoles in 3rd person switches to the tac cam mode.

On PC you can do that.

 

Source?



#555
Sylvius the Mad

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Wait, what?

 

Now I'm hopelessly confused.

 

Edit: ME3?

I didn't play ME3.  But in the marketing material, they were showing things like rolling in and out of cover, and how you could trigger them while paused.  To make that work, the game needed to be able to detect when Shepard was close enough to an object that could provide cover in order to enable the command (because it shared a button with something else).

 

Jumping could work the same.  If you're near an object that can be cleared only by jumping, the game could enable the Tac Cam jump command in order to let you jump in a specific direction.  Normal "Action Mode" jumping gets its direction instruction from WASD driving.  But in Tac Cam, there is no persistent direction.  The character only has a direction when he's doing something else (like moving to a point), so there would have to be some way to give direction instructions simultaneously with jump instructions.

 

Just like the combat roll in ME3.



#556
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Source?

 

 

I don't know if there is official one, or somene asked through twitter but I seen people talking about that there:

http://forum.bioware...7#entry17499812



#557
Sylvius the Mad

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Source?

It worked like that when they first started demoing combat, but the point of those demos was to reveal that there was a tactical camera at all.

 

We've since heard that it's possible to pause and unpause in both modes without switching camera.

 

Whether any of those things are still true, I do not know.



#558
Guest_EntropicAngel_*

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I didn't play ME3.  But in the marketing material, they were showing things like rolling in and out of cover, and how you could trigger them while paused.  To make that work, the game needed to be able to detect when Shepard was close enough to an object that could provide cover in order to enable the command (because it shared a button with something else).

 

Jumping could work the same.  If you're near an object that can be cleared only by jumping, the game could enable the Tac Cam jump command in order to let you jump in a specific direction.  Normal "Action Mode" jumping gets its direction instruction from WASD driving.  But in Tac Cam, there is no persistent direction.  The character only has a direction when he's doing something else (like moving to a point), so there would have to be some way to give direction instructions simultaneously with jump instructions.

 

Just like the combat roll in ME3.

 

Yeah I was wondering how YOU would know anything about ME3.

 

Interesting. I didn't know that was possible--or, at least, that they said it was. I'll have to check it out. But I see your point.

 

I don't know if there is official one, or somene asked through twitter but I seen people talking about that there:

http://forum.bioware...7#entry17499812

 

Wow. I'm trying to find a source, but if that really is true...it really IS "action mode!" Bioware is just determined to snatch defeat from the jaws of victory for this game (the combat anyway, everything else looks great), aren't they?



#559
Brogan

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There is no reverting back to action mode, because pause doesn't pull you out of action mode (are we really calling it that now?). Pause is part of action mode which means you do what you normally do in action mode: go to the enemy, attack once, then nothing happens.

 

At least, I think so. Saying that out loud, combined with your phrase "action mode," I feel less sure of myself. But they've said nothing to indicate otherwise, have they?

 

Tac Cam, Standard Cam, Action Cam, Regular Mode, Action Mode, 3rd Person, Over the Shoulder, Free Cam....

 

This is what happens when console and pc versions don't have separate forums.



#560
Guest_EntropicAngel_*

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Tac Cam, Standard Cam, Action Cam, Regular Mode, Action Mode, 3rd Person, Over the Shoulder, Free Cam....

 

This is what happens when console and pc versions don't have separate forums.

 

Partly true, but partly they simply haven't given a name to the other camera.



#561
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Wow. I'm trying to find a source, but if that really is true...it really IS "action mode!" Bioware is just determined to snatch defeat from the jaws of victory for this game (the combat anyway, everything else looks great), aren't they?

I don't think it is (maybe in the sense that you don't have a permanent toggle, but not in that you can't pause the action at all).

I don't want to watch all the videos again, but exploration view should still have the radial menu, which pauses the game.

While the game is always paused in tactical view, you can also pause in exploration view by bringing up the radial (allowing you to issue global commands or use consumables).

I believe this is the way the past two games have worked on consoles (minus the tactical view, of course). The radial in those games just had different options (local commands and non-bound talents and such).

#562
Icy Magebane

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Tac Cam, Standard Cam, Action Cam, Regular Mode, Action Mode, 3rd Person, Over the Shoulder, Free Cam....

 

This is what happens when console and pc versions don't have separate forums.

There's nowhere near as much difference between PC and console to warrant two separate forums...



#563
Guest_EntropicAngel_*

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I don't think it is (maybe in the sense that you don't have a permanent toggle, but not in that you can't pause the action at all).

I don't want to watch all the videos again, but exploration view should still have the radial menu, which pauses the game.

While the game is always paused in tactical view, you can also pause in exploration view by bringing up the radial (allowing you to issue global commands or use consumables).

I believe this is the way the past two games have worked on consoles (minus the tactical view, of course). The radial in those games just had different options (local commands and non-bound talents and such).

 

So the previous two games didn't have a dedicated pause button on console either?

 

That certainly makes it not as bad.



#564
Brogan

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There's nowhere near as much difference between PC and console to warrant two separate forums...


There absolutely is.

At the very least they should have set up seperate pre-launch discussion areas designed for questions about features and controls. And then went back to how it is now after release.

#565
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The only problem I have with this decision (I actually think it's fine in all other manners) is the physical pain I will feel from RSI/Arthritic buzz due to the constant holding of a trigger for auto attack.

 

I can see why having the MP and SP match up makes sense, doesn't mean it's going to be any less Carpal Tunnel inducing in practice... 



#566
LexXxich

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October 25 stream showed that there are places that can only be reached by jumping, and that there are loot containers there, so it's not like you can just pass going to those places without it affecting your character. Here, starting at 21st minute.



#567
Brogan

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October 25 stream showed that there are places that can only be reached by jumping, and that there are loot containers there, so it's not like you can just pass going to those places without it affecting your character. Here, starting at 21st minute.

 

Yea, just noticed that.

 

Also noticed there was no jumping whatsoever during any of the combat from this stream, in tac cam or out, or in any other stream I remember watching.  Which pretty much means it is an exploration only feature.

 

And that's a bullet dodged, IMO.



#568
LexXxich

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I can't find the specific video right now, but one of those people who got to play DAI Emerald Graves area for Youtube channel did jump in combat (outside tac cam). AFAIR, nobody else (allies nor enemies) could follow.

#569
CronoDragoon

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The only problem I have with this decision (I actually think it's fine in all other manners) is the physical pain I will feel from RSI/Arthritic buzz due to the constant holding of a trigger for auto attack.

 

I can see why having the MP and SP match up makes sense, doesn't mean it's going to be any less Carpal Tunnel inducing in practice... 

 

I'll probably assign it to my mouse's side button.



#570
Brogan

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I'll probably assign it to my mouse's side button.


Then you will have to use the side button for clicking on everything in the UI, assuming attack and select are the same function inside, and outside of combat, respectively.

#571
CronoDragoon

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Then you will have to use the side button for clicking on everything in the UI, assuming attack and select are the same function inside, and outside of combat, respectively.

 

Maybe, maybe not. We know it's possible to have a dedicated attack key (such as R for attacking as was the example). If so it's possible that like MMOs you can press the mouse button when the prompt comes instead of a key.



#572
Brogan

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Maybe, maybe not. We know it's possible to have a dedicated attack key (such as R for attacking as was the example). If so it's possible that like MMOs you can press the mouse button when the prompt comes instead of a key.


Hopefully.

#573
CronoDragoon

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It strikes me that I really really hope it's the case so I can assign abilities to my extra mouse buttons as well (like in an MMO). That would seem to go hand in hand with letting you assign attack to an extra mouse button.



#574
Brogan

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It strikes me that I really really hope it's the case so I can assign abilities to my extra mouse buttons as well (like in an MMO). That would seem to go hand in hand with letting you assign attack to an extra mouse button.

 

I'm totally the opposite.  I have no desire to map individual abilities to mouse buttons because I prefer to select them while paused, then unpause.

 

I guess you could term it an 'old school' style of play.  But that's what makes DA great, flexibility.



#575
iceman228433

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This is amazing not even sure why I am getting this on the pc now, no mods, and they broke mouse and keyboard controls I should have known when they said the pc would support controller.  No wonder playing the xbox one version and EA Access did not feel like a dragon age game.