Bzzzzzz.. BZZzzz.. don't tell me. Haven't played yet
PC Community Concerns
#6651
Posté 11 décembre 2014 - 01:22
#6652
Posté 11 décembre 2014 - 01:22
I can think of some issues that might be in the way of a toggle.
Please elaborate, because I can think of none.
#6653
Posté 11 décembre 2014 - 01:28
To me that a walk toggle is a 'serious' issue yet another nail in the coffin to Bioware's statement that Inquisition was designed for PC.
I kind of wonder if Bioware would have used Frostbite if it were really their choice.
- Dubya75 et Demonique aiment ceci
#6654
Posté 11 décembre 2014 - 01:29
Please elaborate, because I can think of none.
- Getting stuck on *walk* when entering combat (would need extra code to auto switch to *run*)
- Combat-animations getting borked because you're on *walk* and should move slower
- Getting stuck on *walk* when entering a cutscene where your character should be running, breaking the animation
I don't know how the engine works, and if these are issues that arise, but this is what I'd think of when they say, they encounter "issues" with a toggle.
You wouldn't have these on a joystick, 'cause it doesn't "toggle". It rather "activates".
In the light of this I'd be perfectly happy with a hold-to-walk-button. Better than no walk at all.
But of course I don't know how close or far I am from the real problems they have. My coding days lie ten years in the past now ![]()
I just understand that there can be problems that need more work even with "simple" things like a walk-toggle. As long as they are working on it at all, I'm tiying to be patient.
- Bethgael aime ceci
#6655
Posté 11 décembre 2014 - 01:34
- Getting stuck on *walk* when entering combat (would need extra code to auto switch to *run*)
- Combat-animations getting borked because you're on *walk* and should move slower
- Getting stuck on *walk* when entering a cutscene where your character should be running, breaking the animation
I don't know how the engine works, and if these are issues that arise, but this is what I'd think of when they say, they encounter "issues" with a toggle.
You wouldn't have these on a joystick, 'cause it doesn't "toggle". It rather "activates".
In the light of this I'd be perfectly happy with a hold-to-walk-button. Better than no walk at all.
But of course I don't know how close or far I am from the real problems they have. My coding days lie ten years in the past now
Yeah that would make sense I guess, from sounds of things they had implemented the code but had to pull it due to serious issues, like what you described.
I too would be happy with a hold to walk button as well, especially if the toggle function is causing issues. Alot of games didn't have the toggle but they had the hold function which is fine by me. Also, the sprint key currently has no use while you are dismounted - which is bind to shift (with my setup anyway), so would be a good place to put the bind (Sprint/Walk button)
#6656
Posté 11 décembre 2014 - 01:35
Anyway an official answer from Bioware would be appreciated, would put alot of minds at ease, as a lot of us can't see why it's so difficult, and as a result feel snubbed in the process, especially with the marketing campaign for PC.
- Demonique aime ceci
#6657
Posté 11 décembre 2014 - 01:36
- Getting stuck on *walk* when entering combat (would need extra code to auto switch to *run*)
- Combat-animations getting borked because you're on *walk* and should move slower
- Getting stuck on *walk* when entering a cutscene where your character should be running, breaking the animation
Origins had every single one of those instances many times over and they were able to manage it with a toggle without issue, from day 1.
I find it hard to believe there are programmers working @ Bioware now who cannot manage to do the same thing as the ones who were there 6 years ago, different engine or not.
- Dubya75 et Demonique aiment ceci
#6658
Posté 11 décembre 2014 - 01:38
Well if you have seen that video posted by Bioware when Mike (was it him?) was asked about the engine, and he did mention alot of difficulties the team encountered when transferring to the new engine. He also elaborated on the difficulties with the conversation system among others.
#6659
Posté 11 décembre 2014 - 01:42
Like, it was harder to implement than they thought it would be. That's the general implication of "serious issue".
This reaction being, again, why Bioware avoids commutating with fans.
#6660
Posté 11 décembre 2014 - 01:43
Well if you have seen that video posted by Bioware when Mike (was it him?) was asked about the engine, and he did mention alot of difficulties the team encountered when transferring to the new engine. He also elaborated on the difficulties with the conversation system among others.
I see very few complaints about the conversation system for this game.
#6661
Posté 11 décembre 2014 - 01:44
Origins had every single one of those instances many times over and they were able to manage it with a toggle without issue, from day 1.
I find it hard to believe there are programmers working @ Bioware now who cannot manage to do the same thing as the ones who were there 6 years ago, different engine or not.
Origins was built on the NWN engine and that had this feature for years. I can't understand what blows your mind about them having do everything from scratch due to FB3.
#6662
Posté 11 décembre 2014 - 01:45
This reaction being, again, why Bioware avoids commutating with fans.
Did you mean communicating?
#6663
Posté 11 décembre 2014 - 01:46
- Getting stuck on *walk* when entering combat (would need extra code to auto switch to *run*)
- Combat-animations getting borked because you're on *walk* and should move slower
- Getting stuck on *walk* when entering a cutscene where your character should be running, breaking the animation
I don't know how the engine works, and if these are issues that arise, but this is what I'd think of when they say, they encounter "issues" with a toggle.
You wouldn't have these on a joystick, 'cause it doesn't "toggle". It rather "activates".
In the light of this I'd be perfectly happy with a hold-to-walk-button. Better than no walk at all.
But of course I don't know how close or far I am from the real problems they have. My coding days lie ten years in the past now
I just understand that there can be problems that need more work even with "simple" things like a walk-toggle. As long as they are working on it at all, I'm tiying to be patient.
Well it doesnt make sense, cause this is frostbite, other frostbite games you can run and walk with keyboard and mouse. Also what you are saying that you get "stuck" in walk toggle if you go into tac cam or the animations, that would be the same case if you were walking in the gamepad, the engine still needs to tell it to get off walking when you are playing it with a gamepad. To me it just seems like a pretty clear proof that this game for the PC wasn't given the same treatment than consoles got.
#6664
Posté 11 décembre 2014 - 01:47
Origins was built on the NWN engine and that had this feature for years. I can't understand what blows your mind about them having do everything from scratch due to FB3.
OK. So either in 3+ years they couldn't figure it out, or they never intended it for the pc version in the first place, and are now trying to shoehorn it in. Which would you say is the case here?
- Demonique aime ceci
#6665
Posté 11 décembre 2014 - 01:48
Origins had every single one of those instances many times over and they were able to manage it with a toggle without issue, from day 1.
I find it hard to believe there are programmers working @ Bioware now who cannot manage to do the same thing as the ones who were there 6 years ago, different engine or not.
It's a different engine.
It's like teaching your first child to walk and then your second child should just be able to walk from day 1. Just because you taught it to your first born.
Well it doesnt make sense, cause this is frostbite, other frostbite games you can run and walk with keyboard and mouse. Also what you are saying that you get "stuck" in walk toggle if you go into tac cam or the animations, that would be the same case if you were walking in the gamepad, the engine still needs to tell it to get off walking when you are playing it with a gamepad. To me it just seems like a pretty clear proof that this game for the PC wasn't given the same treatment than consoles got.
I don't know how it works/in other frostbite games. I'm just speculating.
And a joystick (gamepad..) doesn't use a "toggle" afaik. As I said in the post you quoted.
A joystick is more like "0 (stand) 1 (walk) 2 (jogg) 3 (run)"
A toggle is 1 - 0. It's different. I don't know how much different or how complicated it is in frostbite, but to my knowledge a joystick is not "toggeling".
#6666
Posté 11 décembre 2014 - 02:15
move forward bindings:
looks like bindings config are little more compicated compared to other games
- No-one...\o/ et Brogan aiment ceci
#6667
Posté 11 décembre 2014 - 02:16
Anyone had issues with the game since today's Origin update?
Because my crashes started again. In fact, this time with no notification. Just a clean ctd every once in a while.
#6669
Posté 11 décembre 2014 - 02:23
I see very few complaints about the conversation system for this game.
That's because they have done an excellent job with it. However, they did mention difficulties when they were implementing it into the game during development.
move forward bindings:
Spoilerlooks like bindings config are little more compicated compared to other games
Where's this file?
#6670
Posté 11 décembre 2014 - 02:24
Hmmm --- well I see its beginning to re-patch another patch again so lets see
#6671
Posté 11 décembre 2014 - 02:25
Hey everyone,
The hotfix for Patch 2 on PC is now live. Thanks for all your patience on this, we appreciate it.
Yay! Thanks Conal, I hope this is the stable build that was intended. By the way, any chance of an official response to our little discussion in regards to the walking function for PC? It would be appreciated.
#6672
Posté 11 décembre 2014 - 02:26
Hey everyone,
The hotfix for Patch 2 on PC is now live. Thanks for all your patience on this, we appreciate it.
And every time I try to download it, the download fails immediately... Kinda funny. That's what I get for being relatively bug-free with this game so far. Thanks for getting it out so quick though!
#6673
Posté 11 décembre 2014 - 02:27
Well if you have seen that video posted by Bioware when Mike (was it him?) was asked about the engine, and he did mention alot of difficulties the team encountered when transferring to the new engine. He also elaborated on the difficulties with the conversation system among others.
It was Mike Laidlaw (hopefully I'm spelling your name correctly), and I believe his exact words were something to the effect of, "So, we really doubled down on Frostbite 3."
#6674
Posté 11 décembre 2014 - 02:28
Seems with all the patching and drivers being done, it's acting like its re-learning how to run the game. 1st time I was able to start after-patch it took a long time to get into the introduction screen....then the next time it was a lot faster. Then game play was somewhat lagging... then it got a lot faster to where it should be.
Got to love the tedious journey of a PC Gamer. Just be glad there were persistent fans to continue to try rather then rent-a-fans whom would ditch a bio-ware product after day 5 of silence.
If it were me, I'd drop a surprise goodie in the Skyhaven treasure box.... 100 Elfroot, 50 Stormheart, and I donno --- a better staff for the mages because it looks like the pickings are slim for them.
- Demonique aime ceci
#6675
Posté 11 décembre 2014 - 02:30
That's because they have done an excellent job with it. However, they did mention difficulties when they were implementing it into the game during development.
Where's this file?
Documents\BioWare\Dragon Age Inquisition\Save
ProfileOptions_profile
use notepad++ or normal notepad




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