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More Numbers, Please?


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8 réponses à ce sujet

#1
Raugos

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For a game that requires a lot of careful planning for group composition and coordination in combat, DA:I seems rather stingy with the amount of information it gives us. 

 

There are a few things that I'm surprised the multiplayer keeps hidden:

 

1. Actual hit point numbers. It would really be nice to know everyone's relative strength in the party so that (cooperative) players can manage the pace of each run. For example, if everyone's decked out in epic gear, we can all play a little more recklessly (which can be more fun) rather than taking things slowly if folks are not well-equipped for the content. It also helps players prioritise barriers, taunts and crowd control if they have to choose between assisting the epic warrior at 30% hp who might actually still be tougher than the new warrior at 80% hp. Also, it's hard to tell how good a '+24 to max hit points' on an upgrade is if I don't even know what the current max is. 

 

2. Actual mana/stamina numbers. Kind of strange that they don't let you see the max when they have no problem indicating how much mana/stamina powers cost. I'd like to be able to see how many points I need to regenerate before I can cast the next spell. Sure, you can go by percentages based on the length of the bar (and it feels like the max is 100), but that's gonna get harder to estimate if your max mana or power costs can be modified by gear.

 

3. This one's not needed in the dungeon run, but it would be nice to see in the lobby: Other stats like crit chance, crit bonus damage, mana regen, etc. It would be much easier to decide the usefulness of powers/passives if we could compare their values to base stats. For example, if the base chance for a critical hit is 5% (I don't really know), then I'm not going to be very keen on a passive that sunders armor when I crit. Showing the accumulated values of such stats on characters can help people decide when they've crossed thresholds to start valuing certain stats/powers over others.

 

A. This one's not really related to numbers, but I felt like tossing this in here since it's relevant to hit points. I feel that the barrier bar obscures the hit point bar too much. I've had a couple of instances where I got barrier'd immediately after taking some hits, but it was hard to tell just how much/little health I had left, and I'm not keen on waiting for barriers to wear off a little more before I decide whether it's time to quaff a healing potion or to start running for cover. 

 

I suppose they might've hidden these stats to deprive nasty people of a way to measure players for heckling/kicking, but would it be too much to ask for an option to view these on our own? Some of us do want to share our stats with teammates for more effective planning. 


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#2
msman76

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Yeah, im surprised there's no inspect window this time. ME Coop had it; it was pretty great to know what build someone was going for.


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#3
Zorinho20_CRO

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I liked that "strenght indicator " of the build in Warframe-depending what mods or weapons you equiped.

That would be excellent info to see in lobby.

If there was some nominal treshold for difficulty,lower than that would increase the reward in case od successful run.



#4
Lenseflare

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Is there a way to see character stats in multiplayer?

I haven't found it, and I keep wondering how much that +25 health is or that +2 strength..

Come to think about it, do I get higher stats as I level up?

Is it worth it picking up those +stat passive skills?



#5
Sir Jessku

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The skill I selected gained me +3 cunning. What cunning did I start with? What does it do? Probably should have taken +dex. Dumb game mechanic.

#6
Smittyry17

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I think this would be good just to see how much of everything you have. A spell has 50 mana. Awesome. Do I have 50 mana at 25% of my bar or at 50%. This is helpful if you need to know how close you are to being able to cast a spell

#7
Seneva

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Gearscore memories.... I don't think it's a good idea. We'll get the same "you gear not good enough, kick" like WoW.

A page similar to MEmp is fine but actual numbers, not going to help new folks settling into the game.



#8
msman76

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The skill I selected gained me +3 cunning. What cunning did I start with? What does it do? Probably should have taken +dex. Dumb game mechanic.

Dude,it tells you that at the the Character Select...



#9
Shinnyshin

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Dude,it tells you that at the the Character Select...

As I recall, it tells you what the stat effects, not how much it effects it. Also, not sure how thorough that list is as people keep agreeing willpower impacts stamina but that's not listed.

Gear score seems unnecessary but that we can't see crit chance is almost game breaking. Stamina too to a lesser extent.