Hello Allan, just a few notes....
1) While I understand your point about the WASD (once I figured out how the movement worked I became accustomed it since I've played other games who use WASD) I wish to point out it feels very counterintuitive if you consider the history of most Bioware RPGs (Mass Effect excluded).
Also, for those who for whatever reason cannot use their left/right-hand fast, the way it is currently set up is a gamekiller. While I suspect WASD is workable on itself for them, the problem comes with combining it with V (or whatever key you want to assign it to) plus the constant movement necessary to be able to be in a position to attack (why is there no autofollow-option?). Even I with a healthy body and skill in blind typing have sometimes problems with throwing out all the necessary combinations in combo with the current KB+M setup - and that isn't a good sign.
2) Tactical cam. I don't know what kind of issues Q&A ran into (and I guess I don't want to know either before my hope gets somewhere 20 floors down into the ground instead of on ground level as it is now) but the tactical cam/option, as of now, isn't adding anything and is rather an hindrance. I'm NOT suggesting to scrap it, far from it, but the way it works now has several critical flaws:
- Zooming out doesn't go far enough
- Next to zilch camera control
- Camera for some odd reason decides to get stuck on objects instead of adjusting on the battle too often
- Issuing commands, as pointed out often by others already, is one heck of a problem. The camera should stay focused on the 'selected' area instead of reverting back to the current position of a newly selected teammember.
3) Looting is... tiresome. An autoloot-option would help, and if the 'scan' remains to stay, what would help is that at least an point-to indicator comes with it to point in which way(s) you have to look for the loot. Due to the way the light-up is arranged, especially in areas with trees it is very easy not to notice the possible lootable objects.
4) Textures and meshes on low-medium quality graphic settings. I'm not sure why, but both the player as well as NPC models look like plastic dolls way too often on low and medium settings.
(Not as high as priority, but still noteable)
5) Multiplayer. If you decide to use an MP with real-money options, please - support it with dedicated servers. I know, I know - EA will likely object - but P2P-connections are that frigging unstable, and it is most annoying to have to suffer the host migrations and/or dropouts due to bad connections.




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