Whilst most of the complaints have merit, I'll back the developers on this one.
- having >8 abilities does not improve any form of tactical/strategic gameplay.
- having a fixed limit on abilities improves the meta-game as players need to think about what they need before combat.
- having a fixed limit on abilities also leads to a potential concept of 'power cap'.
And finally, human's are not good at dealing with >10? options anyway... (I forget the exact number). [SWTOR is an example of what happens if you just keep adding buttons]
Besides which, we have 8 customizeable abilities + 1 potion per character, 4 characters, ?3? global actions, right/left click and full 3d movement.
Personally, that's the one thing that the UI design gets right on PC. Everything else is 'usable' at best
.
I'm gonna call you out on this - this is hogwash.
Of course having more than 8 abilities available improves tactical/strategic gameplay! It means you have more tools in your toolbox, more options at your disposal, and more combinations which ultimately lead to being able to deal with situations in a way that you have strategised.
For example, when you first started and had one single ability (let's say it was chain lightning) then that's all you could do - throw lightning around. Zero tatics and zero strategising, apart from deciding *when* to use and to not waste it on enemies that have a resistance.
Fast-forward to where you have a dozen abilities which allow you to freeze an enemy out of the fight, burn an enemy out of the fight, capture an enemy out of the fight plus of course a range of direct attack, debuffs, AoE and ground trigger abilities. Your tactical and strategic options have been massively increased. You can now be in a fight with some enemies resistant to fire, some to cold, some are magic users and some are just physical brutes. You have tools for dealing with each of these, and maybe have even come up with some personal favourite combos that allow you to trigger expanded effects (such as shattering a frozen enemy).
More abilities directly relate to more tactics available to you as a player.
And as for your statements that it somehow makes you think before a combat, or provides a power cap, those just sound like post-justification arguments. You don't know what you're going to encounter while exploring, so how could you possibly decide whether you should arm the fire-crowd-control or the ice-crowd-control? Sure, some enemies it's obvious before you see them (hmm, dragons - better make sure I've got ice abilities armed) but having to switch you abilities before every fight? I do not buy that this was a 'design decision' for the reasons you gave.
Pure and simple it was because a game-pad has 4 face buttons, and if you use one of the others as a shift then you can get 8 main action buttons. DA:O had no problem allowing more than 8 abilities to be mapped, and neither do most PC RPGs. PC users are happy to click items in a hotbar, so tend to map the most-used to the 1-0 keys and then have the others in the hotbar click-only. For example, my resurrection ability (or whatever it is called) could happily live outside of my 1-0 range as it is very situation specific. But I do need my freeze/burn/lightning readily accessible on number keys.
Now don't get me wrong, if there were only 8 abilities I could unlock for a character I wouldn't see this as a problem. But at this point my mage has already reached 8 abilities and I'm only level 12. I will be unlocking more abilities soon and this imposed limit will add 'gameplay' that is far from fun:
Enter fight, notice that the abilities I have mapped are not appropriate for these particular enemies, run away, remap hot bar, reenter fight.




Ce sujet est fermé
Retour en haut






