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#12751
Dinkledorf

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I forgot one more point. Someone here said something lauding BioWare because in some interview or video they mentioned they had spent 8 years worth of man-hours on developing Frostbite for this game. We know the game was 4 years in development. Assume a minimum of 40 hours per week per employee and in 4 years that means that 8.4 employees developed the game on Frostbite with an allocation of 8 years worth of man hours. 

<snip>

I believe the quote was that Bioware spent 8 man years worth of work developing Frostbite for RPG.  The definition of a man year is one individual working exclusively on that component for one year full time.  Presumably it did not take 4 years for them to finish that aspect of development (or maybe it did?) hence I would suspect a decent size crew was allocated to engine development alone.  By the logic applied above, 2 individuals working exclusively on engine development over 4 years = 8 man years of work.  

 

However I do suspect that design and testing of said engine is also factored into the 8 man years claim.  No matter how you slice it though, the interesting part is that it did in fact take an additional 8 man years of effort to make a supposedly finished engine work for this game.  

 

Say what you will about Frostbite, it does present pretty visuals when it works (it does work on my rig and my rig is certainly not beefy by current day standards, good but not great).  I suppose that was part of the allure to go the Frostbite route as I would hope that adequate investigation into its shortcomings for this project was done prior to selection and factored into the project timeline and cost.

 

Depending on the state of the associated tools for Frostbite, it can take significantly longer to augment an existing engine than to create a new one or modify an existing one that the team is familiar with.  Somebody else's code can be hard to read and figure out unless its adequately documented and heavily commented.  

 

When I was developing (not engines, business apps and frameworks, significantly less complicated stuff), I often found it faster to rewrite pieces as opposed to try to make what was already there work.  If not done correctly or if done in haste can lead to "spaghetti code" which is a nightmare to debug.  Imagine if you will a bowl of spaghetti that has been left on the counter to dry out, now try and take out a single strand of spaghetti out of that mess without breaking it or any other piece of spaghetti (definition of spaghetti code).  This type of mess leads to bug fixes being very difficult to do because no matter what you do you end up breaking something else (sound familiar?).  Often the only solution is to completely rewrite sections from scratch.  Not that I am claiming this is the case here but this type of situation was always my worst nightmare as an individual tasked with resolving post production issues.


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#12752
jrf773

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Is this why we got the control scheme that's in the game now?  

 

http://www.pcgamer.c...-hard-to-learn/

Because the Chief Creative Clown is clueless?  Yeah, I'd buy that.


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#12753
Ncongruous

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Thanks Conal, this is truly appreciated. However I simply don't understand the inability to give specifics, for example, it's a standard when a bug/issue is mentioned, many times a dev or any other employee with information would pop in and go "fixed for next patch" or "working on it, some issues remain" etc etc (at least in the past/also with your current competitors in the industry).
 
Still, if you guys are listening I'll just post this as a summary of my concerns and also my suggestions on how to appease the PC community based on what the suggestions others have made repeatedly on this thread:
 
Priority suggestion:
- Fix Nvidia and DX issues, 'nuff said
 
My personal suggestions:
- Change 8 slot limit (suggestion to allow for swapping slot sets (keybind would be nice too) - effectively doubling to 16 slots, would be enough)
- Mouselook toggle (as the game mechanics already allow for action gameplay, also below:)
- Mouse button rebinding (For others, this will be a godsend, if they can bind a button to auto-run then they can move their character without the keyboard)
(For me though, I need my block key on RMB for effective melee - like all other medieval/fantasy action RPGs, try the mod on DAI nexus under "User Interfaces" - http://www.nexusmods...tion/mods/143/? - to see how much better melee combat is with RMB for blocking talents such as Block/Slash - Shieldwall - Parry) However, as I mentioned in the comments of that mod, the only reason why I haven't used it either than testing was the complications with tac cam, though I've made a suggestion there as well (to disable mouselook automatically when tactical camera is enabled)
If possible, if you can allow an option make block/slash and shieldwall a HOLD function when binded to the RMB, then that would be legendary.
 
- Tactical camera zoom (It's too close, allow for option for further outward zoom)
- Tactical camera angle (The automatic angle switching should be optional, already I'm pulling it down everytime)
 
- Allow for tactical camera to be switched on in non combat areas (So people can use click to move/click to interact/auto-attack - allow option for tac cam "hum" to be disabled for people who play in tactical camera only)
OR
- Allow for click to move/click to interact/auto-attack in action camera. (Seems to be more popular this way)
 
- PC UI (There was a very good suggestion made last year on this thread I think around Nov or Dec, before patch 2. With screenshots rearranging the UI using photoshop or some such)
 
- 360 movement (facing) should be disabled in combat if possible - this is more a personal suggestion as I haven't seen it mentioned. Currently if you have not locked onto a target, your character will face the wrong way when backing away, effectively presenting their rear to the enemy. If backpedaling is enabled during combat it can make melee much better.
 
- Hold to walk button / fix 60FPS command line to allow walking to work - hold to walk is my personal preference due to the environmental puzzles and obstacles in the game which require more precise movement. Also I'm sure you are already aware of the current walk toggle conflicts with the 60FPS workaround.
 
Cross-platform suggestions: (Suggestions that I'm making for PC but can only benefit console players):
 
- Companions should finish their interact orders (interact/revive) - currently it's impossible to order a companion to revive a companion while you tank a baddie - and many times you can't do both because the companion AI will kill themselves.
- Disable companion warping in combat or allow an option to disable it (From my experience, companions DO hold position, the problem is that they WARP when they are far away, which makes it very frustrating especially when you're trying to put them in tactical positions or spreading out a lightning dragon's zap-ring attack)
- Queue actions/waypoints in tactical camera (as a compromise due to the removal of advanced AI tactics in DAI - queuing up to 5 actions should be enough), as usual - allow it to be enabled/disabled.
 
Miracle suggestion: (I don't recommend it based on time restraints/potential issues/ability of the current team assigned to PC issues when it comes to frostbite)
- Tactics system overhaul
AI configuration is very finicky and will cause issues/crashes/freezes, you'll need a much larger team to overhaul the system, hence I recommend queuing of actions as a compromise.
 
I may have missed one or two suggestions but I haven't played the game for a while. Please continue this interaction with us. The important thing to note is to allow options, so for those who are happy with the current system and limitations, can continue to play using them.

The thread for the UI might have been UI U and ME and if so I believe I will blush for it being remembered. If not, we are now sworn enemies! In all seriousness though I would like to know if there were more topics about it with other suggestions. I really wasn't that active at that time. Other than that this is my thumbs up link of stuff that would make things much better for me personally. Linked in signature and thank you Jackal19851111 for compiling all of it. :)

None taken. I'm thinking I may have to license the stuff. The soap, not the other thing.

Nice job. ;)

If you get it on etsy I may have to buy it. ;)
 

/\ This.
I consider my pre-ordering DAI as a purchase of season pass to BSN forums and this thread precisely.
Can't add anything worthy to discussion (all already my PC concerns formulated by more seasoned gamers) but people here simply amazing))) :wizard:
*back to silent lurking*

Nonsense. Speak. Be heard. Commiserate or denigrate. It's all here. No shocking faces to be had at this point.
  • the Dame aime ceci

#12754
Jackal19851111

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Sorry I missed your post on the feedback section (I was active mostly on this one thread)

 

I agree with your topic, but this is the post I was thinking of lol:

 

:P

 

Dear Bioware,

 

Could you please make your UI look like this? It isn't that hard and look: I've used your own graphics!

 

Pretty please?  :crying:

2en8808.jpg


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#12755
Guest_John Wayne_*

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Sorry I missed your post on the feedback section (I was active mostly on this one thread)

 

I agree with your topic, but this is the post I was thinking of lol:

 

:P

 

That inventory screen nice. ShushNMD did a good job for sure.  If we got something like that, along with the mini-map being moved to the upper right to make room for more slots on the ability bar, it would be a huge improvement at this point.



#12756
Jenrais

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Banter problems still exist.

 

Le sigh ;/



#12757
Jackal19851111

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I could work with that (If the extra slots are on the slot bar) - Dragon Age style.

I would prefer a "SWAP" button on the left hand side of the slot bar, to switch between slot A/B allowing for 16 slots - Divinity / Neverwinter Nights style.

 

However, I'd be happy either way


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#12758
LunaFancy

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Is it just me (haha!) or has the draw distance taken a steep nosedive since the last patch?

 

Pre- patch it was great, (playing on High - i7 4790 3.6, 12gbram, GTX760) after the second patch it started to look on par with the [imo better game] Dragon's Dogma I was playing on my 1st genPS3, but now, post patch 4 it is much, much worse than the DD on PS3 performance. As in things emerge just as my char is about to tread on them.  What's with that?



#12759
Guest_Cyan Griffonclaw_*

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Is it just me (haha!) or has the draw distance taken a steep nosedive since the last patch?

 

Pre- patch it was great, (playing on High - i7 4790 3.6, 12gbram, GTX760) after the second patch it started to look on par with the [imo better game] Dragon's Dogma I was playing on my 1st genPS3, but now, post patch 4 it is much, much worse than the DD on PS3 performance. As in things emerge just as my char is about to tread on them.  What's with that?

Wait until enemies start appearing out of nowhere doing Superman landings. Oh yeah. I got jumped by SuperBear in the Hinterlands followed by SuperBlack Wolf and Super Lyrium Smuggler. 


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#12760
Guest_Cyan Griffonclaw_*

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That inventory screen nice. ShushNMD did a good job for sure.  If we got something like that, along with the mini-map being moved to the upper right to make room for more slots on the ability bar, it would be a huge improvement at this point.

I absolutely agree. Ran out of likes.



#12761
arkngt

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I'm strangely fascinated by this thread. It almost feels like I'm entering an alternate universe where people are playing Bizarro DAI.


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#12762
General Masser Phi

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Ive stepped away from this thread and game for a while now,

 

has the SLI fog / Texture flicker been fixed yet or hell, EVEN ADDRESSED??

 

Do we the community know that BIOWARE is aware of how many people are waiting to play the game they purchased months ago based on these SLI issues? I still cant believe a game this demanding will be released without ONE of the dev's noticing these two game breaking bugs.

 

I say game breaking because I was EXTREMELY excited to play the game especially after seeing all the GOTY rewards PLASTERED all over ORIGIN's store page and horribly disappointed to the point of NOT PLAYING when I noticed these bugs. I didn't buy $2k worth of GPU's to see textures flicker or a blinding white fog nor did I buy Dragon Age Inquisition to only boost my Origin game library number from 1 to 2 . 


  • Windev aime ceci

#12763
Bethgael

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Throw in Anders, Solas, Flemetha and maybe Merrill and we can really say we rocked the Fade.

 

You had me at Anders.

 

Also, Cullen. Hells, at this rate we may as well just invite Zevran, too.

 

:P

Also, that article just exemplifies everything said about EA execs in my previous posts.

 

They have no clue. Genuinely. Poor dears.

 

ETA: If someone finds RP gaming too complicated, how the actual eff did they manage to get a CEO's job? In the gaming industry? Because, I mean, running a company ain't complicated at all.

 

Or is this just a case of "exec that has a really good PA who isn't getting credit for all of their hard work"?


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#12764
Bethgael

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Is it just me (haha!) or has the draw distance taken a steep nosedive since the last patch?

 

Pre- patch it was great, (playing on High - i7 4790 3.6, 12gbram, GTX760) after the second patch it started to look on par with the [imo better game] Dragon's Dogma I was playing on my 1st genPS3, but now, post patch 4 it is much, much worse than the DD on PS3 performance. As in things emerge just as my char is about to tread on them.  What's with that?

 

I haven't found draw distance an issue, but respawn-on-my-head certainly is.


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#12765
Rizilliant

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Sure Frostbite looks pretty.. But thats all it did for DA:I.. It clearly doesnt go wellf or it.. Forced is probably the description that belongs for that engine, in this game.. Pretty, but ultimately, ineffective!

The game rand ecent for me at the start, but progressively worsened as i  played.. By the time i finished, i was having Directx crashes, constant texture popin, lag, sound pops, and drops, powered down my pc twice after 150hrs, and more..

 

Thats just the technical problems with single player.. I wont even get into the flawed design choices, or problems plaguing DAMP!


  • edeheusch aime ceci

#12766
Glaso

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That inventory screen nice. ShushNMD did a good job for sure.  If we got something like that, along with the mini-map being moved to the upper right to make room for more slots on the ability bar, it would be a huge improvement at this point.

 

Also smaller portraits with numerical values, the current ones are way too big and provide too little useful information. While it's great to know a spell consumes 200 mana (would be nice to have detailed tooltips for those btw), but when you don't know how much mana your character has at any given point that info is basically useless.


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#12767
CatatonicMan

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ETA: If someone finds RP gaming too complicated, how the actual eff did they manage to get a CEO's job? In the gaming industry? Because, I mean, running a company ain't complicated at all.

 

I doubt that *he* finds it too complicated. More likely he wants his games to be so simple that a trained monkey could play them. You get a wider audience that way, and thus more profits.


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#12768
Guest_John Wayne_*

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Also smaller portraits with numerical values, the current ones are way too big and provide too little useful information. While it's great to know a spell consumes 200 mana (would be nice to have detailed tooltips for those btw), but when you don't know how much mana your character has at any given point that info is basically useless.

 

Yes and the more I think about it, the more it frustrates me. Because the changes that would make the UI work better for pc are pretty minimal. They don't need to revamp it. It just needs minor tweaks and added functionality.  


  • Rizilliant aime ceci

#12769
learie

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Any time I change the mesh quality I start getting Direct X crashes and stuttering and my comp locks up. I have to keep mesh, texture etc on Low, using the default settings.  

 

According to the game specs, I should be able to run everything on Ultra.


  • Rizilliant aime ceci

#12770
Guest_Cyan Griffonclaw_*

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Any time I change the mesh quality I start getting Direct X crashes and stuttering and my comp locks up. I have to keep mesh, texture etc on Low, using the default settings.  

 

According to the game specs, I should be able to run everything on Ultra.

Which is odd because how did they even come to the conclusion what works best? That means they had tested this on PCs. They didn't. They can say they did all they want, but they didn't. It was a failure to launch for PCs. Drivers weren't even setup for release. We're still using ATI's beta driver from November 19th. We're still in BETA testing, by the way. AND ANYONE THAT SAYS THIS GAME SURE LOOKS GREAT FOR BEING IN BETA, is not using a PC. The game crashes too often, not optimized for PCs in any way and we're still dealing with crap that should've been fixed during an actual BETA cycle. $90 wasted. 


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#12771
Sutree

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Any time I change the mesh quality I start getting Direct X crashes and stuttering and my comp locks up. I have to keep mesh, texture etc on Low, using the default settings.  

 

According to the game specs, I should be able to run everything on Ultra.

 

Damn the game is screwed. Have you tried using Nvidia Experience or Raptr (depending on what you are using, AMD or Nvidia) to optimize and see what kind of settings the programs recomend? Maybe switching to windowed fullscreen helps, disable Origin in game, turn off Ambient Occlusion. Also, check if there´s an specific spot or quest or place where the crash happens...

I don´t know, check threads, lots of people trying to figure it out, but is like rolling dices here, you may get the solution at first try, you may get the game even more broken. Is all blood magic now, untill we get a proper fix.


  • Rizilliant aime ceci

#12772
Guest_Cyan Griffonclaw_*

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Damn the game is screwed. Have you tried using Nvidia Experience or Raptr (depending on what you are using, AMD or Nvidia) to optimize and see what kind of settings the programs recomend? Maybe switching to windowed fullscreen helps, disable Origin in game, turn off Ambient Occlusion. Also, check if there´s an specific spot or quest or place where the crash happens...

I don´t know, check threads, lots of people trying to figure it out, but is like rolling dices here, you may get the solution at first try, you may get the game even more broken. Is all blood magic now, untill we get a proper fix.

My recommendation is not use Raptr. Raptr slows down the FPS on my rig and whenever there is some sort of achievement reached by Raptr, the game crashes. That's for my rig. Others may not have that problem. 


  • Rizilliant aime ceci

#12773
Sutree

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http://www.youtube.c...h?v=W0vNrWuvsZo

 

This is how you review this game while you are trying to make it work. We don´t need pepper to cry tho


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#12774
Guest_Cyan Griffonclaw_*

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I tried blood magic. I sacrificed a chicken and performed a ritual after Patch 3 came out. Nothing works, but solid programming. I guess we're SOL.


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#12775
Sutree

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My recommendation is not use Raptr. Raptr slows down the FPS on my rig and whenever there is some sort of achievement reached by Raptr, the game crashes. That's for my rig. Others may not have that problem. 

 

Yeah, regret my opinion there, all background tasks seem to hurt the game a lot.