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#8701
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... another thing is many things depends on playstyle, i myself play in tac mode the whole time (as in da:o using pause and not tactical), many flaws are not there (for example hold position command works fine in tac mode) and others things are nearly the same as in da:o with pause (autoattack, click to move etc), so its totally normal you have no bigger problems using it.

 

Yes. I am using the action camera and it is very bad IMO. No auto-attack  :(  No click to move e.g. :(


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#8702
Chaos17

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Yes. I am using the action camera and it is very bad IMO. No auto-attack  :(  No click to move e.g. :(

Maybe this will be able to releive a bit your pain. A key bidding for mouse.

 

143-1-1420265598.png

http://www.nexusmods...tion/mods/143/?

 

Edit : don't forget to endrose your download ^^


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#8703
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Yes. I am using the action camera and it is very bad IMO. No auto-attack  :(  No click to move e.g. :(

 

i totally understand it, but understand the reasons why it is like it is too

 

the no auto attack was a design decision, and to be honest not a good one. they wanted to make action mode feels like a action game and you have to attack manually. as a bad side effect of this they used the lmb for attack and lost the possibilty to use a reliable movement control scheme by pressing both mouse buttons. i'm pretty sure this will be fixed in the future, its only a little tweak

 

but the click to move thing is something completly different. because of the size of the maps and their architecture auto pathing is a hard thing to do. it works fine for small spaces like the area limited tac mode (but even there a rock or height differences can cause serious troubles) but for open world its completly different. and maybe it was better to disable it for wandering around when the alternative would have been it doesnt work (complete or just properly) when you are using it. thats one thing i'm pretty sure they cant and will not "fix"



#8704
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I can't understand your statement because mmorpgs do have those features and they've bigger maps than DA:I. Also, we didn't have those issues with the past DA games either the c-rpgs of 2014 such as Wasteland 2 or Divinity original sin for example.

 

Edit : also I don't understand why in tactical mode those options are activated and not in normal mode in DA:I.


Modifié par Chaos17, 03 janvier 2015 - 11:20 .


#8705
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Maybe this will be able to releive a bit your pain. A key bidding for mouse.

 

143-1-1420265598.png

http://www.nexusmods...tion/mods/143/?

 

Thx for the link :) Doesn't give me auto-attack or click to move, but the mouse-look will be nice ;)



#8706
Jackal19851111

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Maybe this will be able to releive a bit your pain. A key bidding for mouse.

 

143-1-1420265598.png

http://www.nexusmods...tion/mods/143/?

 

OMG THIS IS AWESOME!

Once again modders are in the forefront of saving my PC gaming experience! Finally I can map my bloody right mouse button to block.


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#8707
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I can't understand your statement because mmorpgs do have those features and they've bigger maps than DA:I and we didn't have those issues with the past DA games.

 

which mmo has a click to move system? i cant remember one (maybe wow but thats a long time ago and the level architecture is not half as complex as da:i's) guild wars 2, age of conan, secret world, dc universe, aion doesnt have click to move and as far as i know (not played them myself) elder scrolls online and tera doesnt have it too

 

cant speak for the level architecture of da2 (didnt played it) but the difference between origin maps and inquisition maps should be pretty obvious



#8708
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The problem with DAI's controls may be due to the fact that it seems the developers are sitting on the action/tactical gameplay fence, on one hand they want to focus on the action elements on the other they want to bring back tactical gameplay from origins.

Tactical mode has click to move, loot, although abit buggy, the main problem is the tactical camera which is a pain during exploration. Also you can't activate tactical mode for mouse control in "safe" zones like Haven or Skyhold. Easiest solution is to just allow click to move/loot in action cam, best solution is to have that as well as fix the tactical camera.

 

Action mode's right mouse to mouse look works in previous DAs but in DAI where timing needs to be precise for many skills and talents - mouse look toggle and mouse button remapping becomes a necessity, at least for the blocking/parrying skills. Heck there needs to be "hold to block" as right now it still doesn't feel intuitive even with the mod (for warrior classes since their blocks are toggles, rogues are fine)

 

Either way my principle complaint (lack of movement control - such as walk/run) has been fixed by mods and already brought the game to an acceptable state for me personally (amazing how such a small thing can make a BIG difference)


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#8709
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The problem with DAI's controls may be due to the fact that it seems the developers are sitting on the action/tactical gameplay fence, on one hand they want to focus on the action elements on the other they want to bring back tactical gameplay from origins.

Tactical mode has click to move, loot, although abit buggy, the main problem is the tactical camera which is a pain during exploration. Also you can't activate tactical mode for mouse control in "safe" zones like Haven or Skyhold. Easiest solution is to just allow click to move/loot in action cam, best solution is to have that as well as fix the tactical camera.

 

just an example, when you discover shards you can find them from there with the mousecursor no matter if they are on a mountain or a valley is between you and them. you can target every place on a moutain no matter if you have to go all around it for a path that leads to its top. no pathfinding could manage this.



#8710
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Aye, you should also try old crestwood or tunnels, no jumping required yet AI pathing there is a mess. Even out of tactical mode, there are a few instances where I had to manually move my characters one by one using action cam to cross a doorway of all things.



#8711
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Aye, you should also try old crestwood or tunnels, no jumping required yet AI pathing there is a mess. Even out of tactical mode, there are a few instances where I had to manually move my characters one by one using action cam to cross a doorway of all things.

 

yeah stormcoast got a few caves with this issue too, but pretty sure thats a bug of some kind and not an overall pathfinding problem



#8712
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... (amazing how such a small thing can make a BIG difference)

 

Yes, such small things can have a big difference, especially when the player (like me) expects controls to be more like Origins/DA2. I hope Bioware fixes what is mentioned in this vid:

 


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#8713
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I can't understand your statement because mmorpgs do have those features and they've bigger maps than DA:I. Also, we didn't have those issues with the past DA games either the c-rpgs of 2014 such as Wasteland 2 or Divinity original sin for example.

 

Edit : also I don't understand why in tactical mode those options are activated and not in normal mode in DA:I.

Let's be fair.

 

Laidlaw mentioned (in a PR video) that DAI would be a hybrid between the tactical DAO and the action oriented DA2. Well, he delivered. Except this hybrid game is poorly implemented with KB+M. Why he had to change the UI fundementals of the two previous games to deleiver a hybrid... I have no idea.


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#8714
katokires

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Let's be fair.

 

Laidlaw mentioned (in a PR video) that DAI would be a hybrid between the tactical DAO and the action oriented DA2. Well, he delivered. Except this hybrid game is poorly implemented with KB+M. Why he had to change the UI fundementals of the two previous games to deleiver a hybrid... I have no idea.

Hybrid MY ****** ASS. It is waaaaaaaaaaaaay more action than DA2 could ever dream to be, and I mean wet distant platonic dreams. It is pure unaltered **** directly from the bowels of satan. I mean, for those who like me hate action.


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#8715
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which mmo has a click to move system? i cant remember one (maybe wow but thats a long time ago and the level architecture is not half as complex as da:i's) guild wars 2, age of conan, secret world, dc universe, aion doesnt have click to move and as far as i know (not played them myself) elder scrolls online and tera doesnt have it too
 
cant speak for the level architecture of da2 (didnt played it) but the difference between origin maps and inquisition maps should be pretty obvious


I can report that Perfect World's Neverwinter has both click to move and WASD.
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#8716
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With all these community script fixes coming out, I'm starting to think the game should've been built using Cheatengine instead of Frostbite...


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#8717
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I can report that Perfect World's Neverwinter has both click to move and WASD.


Yeah, I'm quoting myself. I promise not to make a habit of it.

Now that I think about it, Neverwinter's areas feel large because the discrete areas are connected skillfully (and attractively) but the paths are fairly linear. It's probably much easier to allow click-to-move there than in DAI.

#8718
LadyValeria

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i got it to work with Dual core Processor  but it's very Laggy if you could add support for Dual Core Processor   that would be better maybe then it will not lag so much PLZ??


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#8719
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My two cents:

 

Segregation of action mode and tactics mode.  One for the young console nobles, and one for the old pirates and peasants of the PC crowd.

 

It's a high-level design decision of St Mark the Sly, or the Holy EAWARE Inquisition or something, if I understood correctly.  Like the segregation of gameplay and other parts of the game was for DA2.

 

Bad, bad decisons!!  et caetera....


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#8720
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The problem with DAI's controls may be due to the fact that it seems the developers are sitting on the action/tactical gameplay fence, on one hand they want to focus on the action elements on the other they want to bring back tactical gameplay from origins.

Tactical mode has click to move, loot, although abit buggy, the main problem is the tactical camera which is a pain during exploration. Also you can't activate tactical mode for mouse control in "safe" zones like Haven or Skyhold. Easiest solution is to just allow click to move/loot in action cam, best solution is to have that as well as fix the tactical camera.

 

Action mode's right mouse to mouse look works in previous DAs but in DAI where timing needs to be precise for many skills and talents - mouse look toggle and mouse button remapping becomes a necessity, at least for the blocking/parrying skills. Heck there needs to be "hold to block" as right now it still doesn't feel intuitive even with the mod (for warrior classes since their blocks are toggles, rogues are fine)

 

Either way my principle complaint (lack of movement control - such as walk/run) has been fixed by mods and already brought the game to an acceptable state for me personally (amazing how such a small thing can make a BIG difference)

 

If they change tactical mode to have an option to move the controlled character using WASD, as well as click to move, made the map scrolling done via click and drag or panning with the mouse and raised the height of the camera, it would be a huge improvement. Until they do these things (and I'm not holding my breath), tac cam is useless to me.

 

The menus are total controller UI, and need to be fixed. I don't mind the party selection so much since its set up like a set of cards you can pick from, but the skill trees shouldn't be like this. The list boxes are just horrible, as is the crafting UI. Both need to be redesigned as a proper PC interface. List box behaviour should be easy. I am not holding my breath on a crafting interface though.



#8721
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Yeah, I'm quoting myself. I promise not to make a habit of it.

Now that I think about it, Neverwinter's areas feel large because the discrete areas are connected skillfully (and attractively) but the paths are fairly linear. It's probably much easier to allow click-to-move there than in DAI.

 

I think DAI has serious pathing issues. This may be why click to move wasn't implemented globally.



#8722
hwlrmnky

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I think DAI has serious pathing issues. This may be why click to move wasn't implemented globally.


Might it also be why when I turn my back on my companions they sometimes teleport to join me? I've been wondering about that specifically.
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#8723
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Might it also be why when I turn my back on my companions they sometimes teleport to join me? I've been wondering about that specifically.

 

Probably. Actually I wish they did that more often. Maybe I'd not be left alone to fight a group of hostiles while my companions try to figure how to get over that ankle height ledge in a cave, or how to get up that ladder.



#8724
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Yeah, I'm quoting myself. I promise not to make a habit of it.

Now that I think about it, Neverwinter's areas feel large because the discrete areas are connected skillfully (and attractively) but the paths are fairly linear. It's probably much easier to allow click-to-move there than in DAI.

 

i played it a long time ago and just for a short time, but wasnt the level design a little bit like origin levels just bigger? i mean more like a street network (with well hidden streets^^) while da:i is more an offroad thing.


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#8725
hwlrmnky

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Probably. Actually I wish they did that more often. Maybe I'd not be left alone to fight a group of hostiles while my companions try to figure how to get over that ankle height ledge in a cave, or how to get up that ladder.


Yeah, I've also been wondering why they do it only sometimes. It doesn't bother me but I was startled the first time it happened.

The ladder thing. Oy. Never mind me, I'll just kill everything up here myself.