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#4101
brzoz

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While I agree with the vast majority of your points, I have to object to the bold. DA:O did not require anything close to approaching tactical planning unless you were either terrible at builds or intentionally used poor ones, and generally refused to rely on the awesome and unmatched OP power of mages. A 3-mage party could faceroll every encounter in DA:O on nightmare with little-to-no damage, and a BM/SM was an infinite caster who could literally go on forever as long as one meatsack NPC was alive to be healed/drained. 

that's true, most of DA:O nm battles was a faceroll that required only two things: AI tactics set up, optimal build. soloing nm DAO was fun because it created a challenge and tactical planning was essential, as was the set of skills/spells.

 

the only fight i could never solo and required few attempts on nm was the harvester in GoA (DA:O dlc) - one of most rewarding combat experiences out there. when i heard da2 will have harvester in bestiary i was more than happy. unfortunately da2's fight was light years away from GoA one.



#4102
AstraDrakkar

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*Sigh* Still no patch I see. I just started a new game this evening and got to the point where you can go to the Hinterlands. Cut scene Digierror crashes x8 to this point. Shame I have to use skip cut scene in order just to advance in the game. These errors are really ruining the game's story for me. I play Bioware games for the story folks. This is really upsetting for me. I could care less about the game controls. I just want the game to be stable enough to play those cut scenes without error and let me enjoy the story.



#4103
Guest_Puddi III_*

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I've been able to get through the worst bouts of crashing so far with tweaking some PC settings and lowering the graphics to minimal settings, hopefully with the AMD beta driver it'll be more stable. /crossing fingers

#4104
abearzi

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While I agree with the vast majority of your points, I have to object to the bold. DA:O did not require anything close to approaching tactical planning unless you were either terrible at builds or intentionally used poor ones, and generally refused to rely on the awesome and unmatched OP power of mages. A 3-mage party could faceroll every encounter in DA:O on nightmare with little-to-no damage, and a BM/SM was an infinite caster who could literally go on forever as long as one meatsack NPC was alive to be healed/drained. 

 

Fair enough, and I should expand on that particular point.

 

Yes, most regular groups of baddies in DAO did not require any specific plan or even micromanagement (but that was largely due to very expansive and in depth tactics). Find darkspawn, smash with axe, repeat. But when you popped a Phylactery and a Revenant popped out, or a Hurloc Warlord blocked the path, or that ****** Genloc necromancer in Return to Ostagar, it did take a fair bit of maneuvering to avoid all dying. Ogres were similar, avoiding headbutts and grabs, timing interupts. And while it certainly was not needed for most encounters, it was not uncommon either. The bandit ambush which you can either avoid or "listen in" or just charge them are just regular goons, but that fight required a fair bit of tactical acumen, simply because they mobbed you good.

 

And yes, the Min/Maxing of DAO did allow power gamers to run any of the 3 classes solo through Nightmare, but that in itself required very specific leveling and tactics (Arcane Warrior aside as they just turned invincible at a point). But in DAI the only real challenging fights which demand careful micro-management are Dragons (if you don't just cheese their awful AI), and the Haven boss (if you side with the mages), mainly since you're such a low level at that point typically. But every Main Quest boss was faceroll (excluding Haven), Ishmael (and he wasn't so much challenging as tedious as all hell), and maybe handful of forgettable random "boss" mob like Giants. The DAO dragons were just a right pain as their environments prevented cheesing and their attack patterns were varried. Even ****** Coritheus was more interesting in DA2, even if his stupid fight was just avoid the spinning death it was at least engaging. In DAI on Nightmare it was just auto-attack and spam spells while stationary until he died. Revive any party member who happened to die.



#4105
Icinix

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1) I would agree that on lower diffficulties scrub fights are meaningless tactically speaking. I would also say that SOME are meaningless on Nightmare as well, perhaps its better to say SOME battles require you to be tactical against scrubs but most don't. Bosses, on Nightmare at least, require you to be tactical (at least i can't action mode a high dragon and trying to action mode the Pride demon in the prologue as a mage was a nightmare.)  I like tactical combat which is why i went with the hardest difficulty.

 

2) Specifically what is wrong with the controls? Exactly how is requiring you to press shift or the middle mouse button or both LMB+RMB together to pan around the battlefield barest sense of the meaning? You are required to push ONE button extra vs edge scrolling? This hardly strikes mean as being supported in the barest sense of the meaning? You CAN but are NOT required to move around the field of battle with wasd keyboard commands. They gave PC users TWO methods of panning mouse or wasd. How is that barely being supported? The only thing people can say is its not boarder panning. Call me crazy but that one difference hardly  makes for the chicken little response on the Controls.

 

2b) Yes I agree there tac cam does not scroll out far enough I have stated this previously. I don't claim the system is perfect.

 

3) THe not holding position is an issue but it appears on the BUG side of things There is the H key that is the command for HOLD position. I don't really think you can claim a bug is a design flaw. Does it need to be fixed? yes but i mean by design you are supose to be able to hold position I expect to find bugs in a game this large.

 

4) So things that make the game tactical are just there so they could claim the game is tactical? That doesn't seem like a strong argument at all. If they require you to make tactical choices in combat that by definition is a tactical feature. And it seems very disengenuious you then claim there are only there so they can "claim" the game is tactical.

 

5) I found holding the mouse or R  down to attack was resulting in the issues you mentioned so I changed it to tapping the mouse button. Which isn't much different from having to time mouse presses in the witcher series or click the button to shoot a gun in a shooter. I am not sure if you are right about the development or if it was more intented to be tapped vs continually pressed. This asside if you are in tac combat mode you don't have to keep the mouse button pressed to use a base attack so... This is a tactical combat issue how?

 

6) I am unsure how this relates to tactical combat. Yes its an issue with some users and perhaps a larger icon is required but how does this make DA:I less tactical?

 

7) I would love to know what all these little things are that show the tactical side of things was an after thought. When people gloss over things like this in a discussion it is often an indication that there isn't a whole lot of other things.

 

Your list has some points but it makes some claims like the controls in a general manner with no specifics on how the controls fail. One point is an actual bug and its presented like its a design feature which reduces the list further. The cursor isn't even related to the topic at hand of tactical combat so thats another point against your argument. The pressing or holding r down is not something you need to do in tactical combat so that again begs the question how does this make the game less tactical?

 

In a major title like this i can list off bugs with ease. I never claimed DA:I was perfect or bug free but I didn't ask what bugs the game had I asked what specifically makes the game less tactical? Your list was paper thin.

 

You asked pretty broad questions;

"In Specific terms what can't you do in DA:I in terms of tactical combat that you you could do in DA:O?

 

Are you saying the enemies do not require tactics to defeat?

 

Are you saying you can't do X?

 

Is this a complaint that the controls are clunky?

 

Specifically where does DA:I fail?"

So I answered in pretty broad strokes about controls and their responses and presentation, and also because I was about to head off...and also because the 'topic at hand' is the PC concerns, not specifically anything in tactical view.

 

I could get into it more - but I'm in a bit of rush again - so I'm going to cover this one you said;

"...If they require you to make tactical choices..."
 

The thing is, they don't, at no stage have I been required to do anything other than hold down my mouse button, and cycle abilities 1-5 as they recharge. That's not tactical - that's game by numbers. Even on the hardest settings. I will concede however it is possible to out-level the game with the exception of holding off a few places which could influence my opinion of that.

 

I'll also quickly point out I don't believe anyone has confirmed the hold as a bug.

 

..and why I'm here anyway;

"
7) I would love to know what all these little things are that show the tactical side of things was an after thought. When people gloss over things like this in a discussion it is often an indication that there isn't a whole lot of other things."

 

Plug in a controller. The interface, the tactical view, the combat, it's built for it. Better yet - just on Inquisition on a console, it's the same game as PC but it feels more natural.

It was the same issue with the Skyrim interface before mods, and to a lesser extent the Witcher 2 interface and combat.

 

Edit: I was trying to emphasize here that it's a one player action game feel - and it works better with a controller playing as such, than attempting to play it any other way. Attempting to play tactical with keyboard and mouse feels like you're playing an Alpha build, it's hard to focus on one particular part wrong because... original line as follows...

 

You're saying my glossing over things is some indication that I don't have anything, my rebuttal to that is it's not so much glossing over as the issue being the entire system.

 

Regardless, your rebuttals are "I like it, you're wrong."



#4106
pasmith31

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2) Specifically what is wrong with the controls? Exactly how is requiring you to press shift or the middle mouse button or both LMB+RMB together to pan around the battlefield barest sense of the meaning? You are required to push ONE button extra vs edge scrolling? This hardly strikes mean as being supported in the barest sense of the meaning? You CAN but are NOT required to move around the field of battle with wasd keyboard commands. They gave PC users TWO methods of panning mouse or wasd. How is that barely being supported? The only thing people can say is its not boarder panning. Call me crazy but that one difference hardly  makes for the chicken little response on the Controls.

 

This is like the game not allowing you to use the triggers on a controller to attack, but instead it gives you the option of using the yellow or green buttons (360 controller). It works, hell you even have options but lets be honest would you really enjoy playing that way for any length of time or at all? It wouldn't feel natural and even if you got used to it, once you played something else with standard controller controls and came back to DAI you would have the same issues all over again. Its the gift that keeps giving.

 

Controller based UIs are killing AAA PC gaming faster than anything else IMO and developers couldn't be happier as all they care about is saving the 30/40k (I've no idea on the cost TBH) on making KBM UIs. Lucky some good indie stuff is stepping in to fill the void, that said I do like these pretty AAA worlds but the crappy controls kill all the enjoyment very quickly.


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#4107
Jam_Sandwich

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The silence is deafening



#4108
Cl1cka

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WASD, space bar for jumping, left or right click to attack and interact with objects, is the base of most games, single players or mmo (D&D online, Skyrim, Age of Conan, etc...).

 

Point click and move, sincerely, is an old and obsolete use, not very suitable with the fast and dynamic gaming of today.

Simply reverting the mouse button i get the same way to play in all games, without the need of remembering the different keys.

Divinity : Original Sin and DAO beg to differ :)


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#4109
Idunna Apple

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I really hope they patch this game soon.  I am playing it but I am only able to play on Casual due to all the lag and freezing that occurs.  It is especially fun while trying to kill a dragon while pause the game every few seconds to wait for a response.  I have gone and updated and cleaned everything I could on my pc but still these issues occur.  Let alone the hand cramps for the control issues.



#4110
Toothless Spoon

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Well looking through the post and Bioware replies, at least they are engaging the public - So I'll leave my comments there and trust that things will be fixed - thanks again Bioware, I look forward to playing your game eventually :)



#4111
xRed

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Well looking through the post and Bioware replies, at least they are engaging the public - So I'll leave my comments there and trust that things will be fixed - thanks again Bioware, I look forward to playing your game eventually :)

 

replies? really? lol have you even seen when was the last time they replied? 26th of november lmao


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#4112
ChaosMarky

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Apart from the graphics driver, i dont seem to have much problems with the Keyboard + mouse...



#4113
Bavarian Warden

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(...)

Point click and move, sincerely, is an old and obsolete use, not very suitable with the fast and dynamic gaming of today.

(...)

 

IMHO this is a false generalisation.. a significant minority - I would estimate about one third to 40% - of users prefer more sophisticated/subtle/slow kind of games with point and click use...also the 30/40 somethings llike me(now with their own life/jobs&families) who grew up with "old school" games on PC and who especially want such games are well-funded clients (compared to average  pocket money budget of teens) and even can afford a higher price - so point and click use may be old but in no way obsolete.


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#4114
Bavarian Warden

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Divinity : Original Sin and DAO beg to differ :)

 

 

also shadowrun : dragonfall



#4115
Gothfather

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You asked pretty broad questions;

"In Specific terms what can't you do in DA:I in terms of tactical combat that you you could do in DA:O?

 

Are you saying the enemies do not require tactics to defeat?

 

Are you saying you can't do X?

 

Is this a complaint that the controls are clunky?

 

Specifically where does DA:I fail?"

So I answered in pretty broad strokes about controls and their responses and presentation, and also because I was about to head off...and also because the 'topic at hand' is the PC concerns, not specifically anything in tactical view.

 

I could get into it more - but I'm in a bit of rush again - so I'm going to cover this one you said;

"...If they require you to make tactical choices..."
 

The thing is, they don't, at no stage have I been required to do anything other than hold down my mouse button, and cycle abilities 1-5 as they recharge. That's not tactical - that's game by numbers. Even on the hardest settings. I will concede however it is possible to out-level the game with the exception of holding off a few places which could influence my opinion of that.

 

I'll also quickly point out I don't believe anyone has confirmed the hold as a bug.

 

..and why I'm here anyway;

"
7) I would love to know what all these little things are that show the tactical side of things was an after thought. When people gloss over things like this in a discussion it is often an indication that there isn't a whole lot of other things."

 

Plug in a controller. The interface, the tactical view, the combat, it's built for it. Better yet - just on Inquisition on a console, it's the same game as PC but it feels more natural.

It was the same issue with the Skyrim interface before mods, and to a lesser extent the Witcher 2 interface and combat.

 

Edit: I was trying to emphasize here that it's a one player action game feel - and it works better with a controller playing as such, than attempting to play it any other way. Attempting to play tactical with keyboard and mouse feels like you're playing an Alpha build, it's hard to focus on one particular part wrong because... original line as follows...

 

You're saying my glossing over things is some indication that I don't have anything, my rebuttal to that is it's not so much glossing over as the issue being the entire system.

 

Regardless, your rebuttals are "I like it, you're wrong."

 

I can't take your position as genuine anymore...

 

So consoles effected the witcher 2 to a "lesser extent" in the interface and combat? intresting i wonder how the frak that happen when the console was released a whole 11 months AFTER the pc version on the game. That is a really POWERFUL controller that it can cause the PC version of the game to be impacted almost a full year before the console version of the game was releaed.

 

Yet MORE PROOF that some PC gamers blame anything they don't like on console even when the game wasn't originally designed for consoles.

 

The Witcher 2: Assassins of Kings was released for PC on 17 May 2011 at retail and for digital distribution services such as GOG and Steam.[7] UK supermarket chain Tesco released the console version of the game on Friday 13 April 2012, 4 days ahead of the scheduled April 17 release date. Tesco were asked to pull the game off the shelves until the original release date.

 

http://en.wikipedia....assins_of_Kings



#4116
Gothfather

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This is like the game not allowing you to use the triggers on a controller to attack, but instead it gives you the option of using the yellow or green buttons (360 controller). It works, hell you even have options but lets be honest would you really enjoy playing that way for any length of time or at all? It wouldn't feel natural and even if you got used to it, once you played something else with standard controller controls and came back to DAI you would have the same issues all over again. Its the gift that keeps giving.

 

Controller based UIs are killing AAA PC gaming faster than anything else IMO and developers couldn't be happier as all they care about is saving the 30/40k (I've no idea on the cost TBH) on making KBM UIs. Lucky some good indie stuff is stepping in to fill the void, that said I do like these pretty AAA worlds but the crappy controls kill all the enjoyment very quickly.

yeah using a mouse button to pan is so unnatural that you can't see pages and pages of it using button + mouse panning in a google search. And you wont find countless entires of people looking for help because their middle button wont allow them to pan anymore.

 

Hmm I wonder where did bioware come up with the idea to use a mouse button to pan? Its such a crazy idea and not intuitive at all except that its a pretty standard feature in many programs. Most mice have the ability build in to pan a web page using a the middle mouse button. But somehow its such a poor design feature for DA:I even though most people could press their middle mouse button now and pan up and down the screen on this thread. (try it press that middle mouse button now keep it pressed and watch how your mouse can pan up and down the page. Still wondering how Bioware came up with this system? Still think its because of the evil consoles?)



#4117
MadWild

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Godfarther, go create your own bloody thread, this is for PC concerns that are more than just PC controls, not your personal whinge fest.


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#4118
Eadan

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I can't take your position as genuine anymore...

 

So consoles effected the witcher 2 to a "lesser extent" in the interface and combat? intresting i wonder how the frak that happen when the console was released a whole 11 months AFTER the pc version on the game. That is a really POWERFUL controller that it can cause the PC version of the game to be impacted almost a full year before the console version of the game was releaed.

 

Yet MORE PROOF that some PC gamers blame anything they don't like on console even when the game wasn't originally designed for consoles.

 

The Witcher 2: Assassins of Kings was released for PC on 17 May 2011 at retail and for digital distribution services such as GOG and Steam.[7] UK supermarket chain Tesco released the console version of the game on Friday 13 April 2012, 4 days ahead of the scheduled April 17 release date. Tesco were asked to pull the game off the shelves until the original release date.

 

http://en.wikipedia....assins_of_Kings

 

Here is your answer gothic console peasant. CD Projekt confesses they designed the PC version with the intention of a console port later.

http://www.vg247.com...onsole-in-mind/

 

Fyi, releasing and developing a game are seperate things.



#4119
fchopin

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.................................................................................................................................................................................................................................................................................


Can you please stop trolling the thread unless you have a problem to report.
This thread was started by Mark Darrah for PC concerns and other problems.
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#4120
Black33

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After reading through tons of posts I can't agree that lmb+rmb to walk will help. That would mess up the controls even more. Right now we have to hold lmb to attack, hold rmb to rotate camera. If they map lmb+rmb to walk what happens to that? Lmb click to attack and rmb click on destination sounds better. Also as a disabled person me and many others can't hold down buttons that long. Any ideas?



#4121
glosoli

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Stability issues should be solved before the KB&M implementations, if there will be any. I'm not happy with the current status of the whole KB&M issue but stability is a lot more important. I see a lot of people can not play the game due to constant CTDs. It's not fair that you can not use sth you paid for.

 

In addition to that; sound delays and mouse unresponsiveness are my main issues. Sometimes the skills are being deployed with a delay as well.


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#4122
Dubya75

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After over 100 hours with DAI, here is my summary of what bothers me most with the PC version of the game (in case the devs are still confused about why we are upset):
 
1 - UI: The User Interface is CLEARLY tailored for console gamers. 
It is a tedious mess and very frustrating to use.
For example, in the Inventory screen, cycling through companions requires clicking a tiny litle triangle button way up in the corner of the screen and very often gets mis-clicked.
The screen space is grosely misused, especially when looking at abilities. I get the impression it was designed to look flashy, but not functional because, yet again, it was NOT designed for PC. It was simply pulled from the console version of the game.
This is hands down, the worst UI I have seen in recent games. Certainly the very worst of all the Dragon Age games.
Any claims made that this game was designed on PC, is a blatant lie! It needs to be fixed.
 
2 - Key Mappings: Absolutely non-existent for PC Mouse use.
Not everyone has a mouse with software that allows keyboard keys to be mapped to mouse buttons. And this is NOT a solution at all. I can't even map the basic thumb buttons or the wheel click!
Both previous DA games were very flexible and allowed for any keys and buttons to be mapped. Even alternative mappings! So, it is expected and indeed, NEEDED to be the same now. Why would we suddenly not need this? It was a lazy oversight and it needs to be corrected! 
I have played a good number of games, and VERY few of those games had such a poor mapping scheme as DAI.
There is simply no excuse for this lazy port job. I bought the PC VERSION of the game that comes with certain expecations, especially after it was advertised to be developed on PC first. When those basic expectations are not met, I am not a happy customer.
 
3 - Run/Walk toggle: I can't think of a single RPG game or any 3rd person adventure game for that matter, in the last 6 or 7 years in which the player character was denied the ability to WALK, but forced to run all the time in the game. 
There are 2 aspects of this function that makes it an absolute necessity.
Firstly, the practical application in which the player needs to have more control over movement in tighter environments. I am tired of jumping off ledges trying to loot shards, or having to line my character up precisely to walk across a narrow beam or bridge. Or having to run back and forth, stopping and starting, trying to accurately position my character to pick up loot or trigger other mechanics that REQUIRE slower movement. 
Secondly, it is simply immersion breaking. It is HUGELY immersion breaking, Bioware! If you tested this game for any length of time using KB&M you would have picked up on this!
Why was a walk toggle included in DAO and DA2, but not in DAI? A lazy oversight! 
It is such a small thing that makes such a huge difference! After so many years of game development, I expect more from you so-called "veterans".
 
4 - Tactical Camera: The Tac Cam is so confusing and counter-intuitive to use, that I avoid it like the plague.
Why would I do this if the Tac Cam worked properly?
I used Tac Cam a great deal in DAO and for what it is worth, in DA2.
But now, Tac Cam is a completely separate mechanic to Pausing in "Action" mode? These two mechanics actually work AGAINST each other when they should be seamlessly integrated (just like in DAO). But instead, it is a mess of Pause, unpause, ignoring commands, etc. that makes using it a complete chore! 
On occasion, when I do use it and assign commands to my party members, I have no confidence that those commands will be carried out. 
I honestly think this is the biggest failure of an otherwise amazing game. It would IMHO be much better if the mechanic was never included to start with - or indeed, removed. At least then the game would play more like DA2.
I suspect this monstrosity of a mechanic is also to blame for the fact I can't click on companions to take control of them, which is what we were able to do in previous DA games.
And yes, I DO expect a similar play style and controls from the previous games. Why shouldn't I? It is how it should be.
 
I am very displeased at how Bioware willingly deceived PC gamers with their sugar-coated lies.
It is quite evident from the above that very little time and effort was put into making this an enjoyable PC game. Whether or not the PC crowd is the minority, is irrelevant. 
We were MARKETED a PC game, but what we received in exchange for our money, is very far from it!
You (Bioware) had an opportunity to FULLY redeem yourself after the disappointment of DA2. All it would have taken from you is a little more effort, an HONEST approach to your fan base, and the proper application of what was NEVER BROKEN as far as game controls in particular goes.
Your previous DA games played brilliantly on PC. DAI is one of the worst PC gaming experiences I have ever come across for a AAA game.
 
Take a page from CD Project RED's book here. They sincerely care about their fans. They are honest, straight-forward and what they say, they deliver! They have INTEGRITY. The people at Bioware, I am very sad to say, lack that level of integrity. 
 
I truly hope you will come through for your fans on this one. If not, don't even bother making a PC version for your next title. Because NOTHING you say will carry any more weight after this.
Why should you care when you already have our money, right? 
 
Prove us wrong!

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#4123
Icinix

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Edit: Easier to bash my face into my keyboard. 


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#4124
Brogan

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After reading through tons of posts I can't agree that lmb+rmb to walk will help. That would mess up the controls even more. Right now we have to hold lmb to attack, hold rmb to rotate camera. If they map lmb+rmb to walk what happens to that? Lmb click to attack and rmb click on destination sounds better. Also as a disabled person me and many others can't hold down buttons that long. Any ideas?


It would work just like it did in DAO and DA2.

RMB does exactly the same thing it does now, rotate cam, or said another way, steers. It only activates once you press LMB as well, which puts you into navigation mode walking (or running, assuming we get that toggle) forward. The attack feature would be unaffected (you don't attack by clicking both mouse buttons).

And it would an easy fix, since it's already part of the game for the wonky Tac Cam controls.

#4125
Brogan

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After over 100 hours with DAI, here is my summary of what bothers me most with the PC version of the game (in case the devs are still confused about why we are upset):
 
1 - UI: The User Interface is CLEARLY tailored for console gamers. 
It is a tedious mess and very frustrating to use.
For example, in the Inventory screen, cycling through companions requires clicking a tiny litle triangle button way up in the corner of the screen and very often gets mis-clicked.
The screen space is grosely misused, especially when looking at abilities. I get the impression it was designed to look flashy, but not functional because, yet again, it was NOT designed for PC. It was simply pulled from the console version of the game.
This is hands down, the worst UI I have seen in recent games. Certainly the very worst of all the Dragon Age games.
Any claims made that this game was designed on PC, is a blatant lie! It needs to be fixed.
 
2 - Key Mappings: Absolutely non-existent for PC Mouse use.
Not everyone has a mouse with software that allows keyboard keys to be mapped to mouse buttons. And this is NOT a solution at all. I can't even map the basic thumb buttons or the wheel click!
Both previous DA games were very flexible and allowed for any keys and buttons to be mapped. Even alternative mappings! So, it is expected and indeed, NEEDED to be the same now. Why would we suddenly not need this? It was a lazy oversight and it needs to be corrected! 
I have played a good number of games, and VERY few of those games had such a poor mapping scheme as DAI.
There is simply no excuse for this lazy port job. I bought the PC VERSION of the game that comes with certain expecations, especially after it was advertised to be developed on PC first. When those basic expectations are not met, I am not a happy customer.
 
3 - Run/Walk toggle: I can't think of a single RPG game or any 3rd person adventure game for that matter, in the last 6 or 7 years in which the player character was denied the ability to WALK, but forced to run all the time in the game. 
There are 2 aspects of this function that makes it an absolute necessity.
Firstly, the practical application in which the player needs to have more control over movement in tighter environments. I am tired of jumping off ledges trying to loot shards, or having to line my character up precisely to walk across a narrow beam or bridge. Or having to run back and forth, stopping and starting, trying to accurately position my character to pick up loot or trigger other mechanics that REQUIRE slower movement. 
Secondly, it is simply immersion breaking. It is HUGELY immersion breaking, Bioware! If you tested this game for any length of time using KB&M you would have picked up on this!
Why was a walk toggle included in DAO and DA2, but not in DAI? A lazy oversight! 
It is such a small thing that makes such a huge difference! After so many years of game development, I expect more from you so-called "veterans".
 
4 - Tactical Camera: The Tac Cam is so confusing and counter-intuitive to use, that I avoid it like the plague.
Why would I do this if the Tac Cam worked properly?
I used Tac Cam a great deal in DAO and for what it is worth, in DA2.
But now, Tac Cam is a completely separate mechanic to Pausing in "Action" mode? These two mechanics actually work AGAINST each other when they should be seamlessly integrated (just like in DAO). But instead, it is a mess of Pause, unpause, ignoring commands, etc. that makes using it a complete chore! 
On occasion, when I do use it and assign commands to my party members, I have no confidence that those commands will be carried out. 
I honestly think this is the biggest failure of an otherwise amazing game. It would IMHO be much better if the mechanic was never included to start with - or indeed, removed. At least then the game would play more like DA2.
I suspect this monstrosity of a mechanic is also to blame for the fact I can't click on companions to take control of them, which is what we were able to do in previous DA games.
And yes, I DO expect a similar play style and controls from the previous games. Why shouldn't I? It is how it should be.
 
I am very displeased at how Bioware willingly deceived PC gamers with their sugar-coated lies.
It is quite evident from the above that very little time and effort was put into making this an enjoyable PC game. Whether or not the PC crowd is the minority, is irrelevant. 
We were MARKETED a PC game, but what we received in exchange for our money, is very far from it!
You (Bioware) had an opportunity to FULLY redeem yourself after the disappointment of DA2. All it would have taken from you is a little more effort, an HONEST approach to your fan base, and the proper application of what was NEVER BROKEN as far as game controls in particular goes.
Your previous DA games played brilliantly on PC. DAI is one of the worst PC gaming experiences I have ever come across for a AAA game.
 
Take a page from CD Project RED's book here. They sincerely care about their fans. They are honest, straight-forward and what they say, they deliver! They have INTEGRITY. The people at Bioware, I am very sad to say, lack that level of integrity. 
 
I truly hope you will come through for your fans on this one. If not, don't even bother making a PC version for your next title. Because NOTHING you say will carry any more weight after this.
Why should you care when you already have our money, right? 
 
Prove us wrong!


Good list. And the thing is, almost everything you listed here has been echoed all over this forum for the last 2 weeks plus. So it's very unlikely that any of these items are not already in the lab.
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