Aller au contenu

Photo

My first impressions


  • Veuillez vous connecter pour répondre
20 réponses à ce sujet

#1
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

It takes me a long time to form impressions.

 

Overall, quite good.  There are some significant issues, but Inquisition has also made some significant improvements, not only over DA2, but even DAO.

 

It's not all good news, but there is good news.

 

First, the bad news:

 

The Tac Cam is... not a disaster.  It's not good, but it's not a disaster.  Overall, it works pretty well - move the characters and the camera separately - auto-attack.  I like it.  But, a few changes would make it much better.  I think it needs a proper free roam.  Right now, the camera appears to be tied to an invisible character who can get stuck on the terrain.  If you send your character climbing up a ladder, the Tac Cam cannot follow.  If it is the case that there's an invisible character wandering around, I'd suggest having that character walk through terrain (perhaps on the floor of the level) and have the player control the camera's height manually.

 

I'd tie the height of the camera to the mouse wheel, and have the camera-swap button be somewhere else (which would also reduce the number of times I accidentally leave tactical mode and wonder why my character isn't auto-attacking),

 

Incidentally, Mike has already mentioned that the snap to character behaviour of the Tac Cam is a bug, and they're going to patch it.  But currently, that snap to character feature is the only way to get the camera past obstacles the invisible character cannot pass.

 

The camera also needs the ability to look up.  The action mode camera can look up, but the Tac Cam can't, and that's a serious problem when trying to close rifts.  Rifts are sometimes above the camera, which means the relevant UI element is also above the camera.  You can't click on something that never appears on screen, nor can you tell whether you're close enough to use it. 

 

Speaking of which, why can't we Activate Things at Range?  If I see loot in the distance, or a door, I'd like to click on it now and have the character move to it to use it.  Right now, in Tac Cam, you have to click the ground near the loot before you're allowed to click on the loot.  It's needlessly complicated.

 

The Documentation.  What documentation?  They haven't made any effort at all to tell us how things work.  It's driving me mental.  I still have very little idea how the combat works, and I have little interest in figuring it out.  This stuff should all be in a book somewhere.  They should release that book.  For this reason, I'm not yet willing to judge the Combat Mechanics, because I don't know enough about them.

 

The Friendly Fire is difficult to use, and fails to achieve the primary reason I like friendly fire - verisimilitude.  That enemies are exempt is simply unacceptable.  Still, better documented abilities would make FF better as well.

 

The Key Binds need to be fully remappable, including to and from mouse buttons.

 

The Loot Ping shoudn't be a ping.  It should either be a Hold or a Toggle.  Not a ping.

 

Honestly, that's all I really feel the need to fix at this point.  And the most important one is probably the documentation.  Without that, I will continue to find the combat dull, no matter how the camera works.

 

 

The good news:

 

The Dialogue is vastly improved over DA2's.  I'm finding it much easier to choose options based on the paraphrase, and the full line is less likely to be contradictory.  That I've disabled the tone icons might be a big part of this, but the literal text seems to fit a lot better.  Good job writers.

 

The Level Design is perhaps BioWare's best.  It's a bit liinear during the tutorial - too many invisible walls and carefully placed obstacles to keep me on the path, but past that there's suddenly evidence of their more open-world direction.  There are places you can walk that don't go anywhere.  They don't exist for any game-replated reason; they're just extra patches of ground.  And that's wonderful.  Now, if you choose the follow the path into town, you actually choose it, rather than there being no other option.  That the other path doesn't actually go anywhere doesn't bother me, but it does bother me when that path isn't even there.

 

The Visuals are just... Wow.  I don't think I've ever been impressed by graphics before, but now they're good enough to make a real difference to other parts of the game.  Like...

 

The Character Creator is also BioWare's best.  It's not perfect, and (like most others) it would benefit from modding, but the level of detail offered to us isn't something we're used to seeing.  And there are good options for older Inquisitors.  My standard first playthrough character is a 51 year old human, and this is the first game I can recall that let me make him look 51 rather than 31 (or 21).

 

It's a good game.  It's the best voiced protagonist game I've played.

 

I feel like I left something out.  If you have any specific questions, ask.


  • abnocte, edeheusch, LuPoM et 8 autres aiment ceci

#2
AwesomeJokeME

AwesomeJokeME
  • Members
  • 52 messages
Are there hoods?
I like hoods.

#3
Brogan

Brogan
  • Members
  • 2 190 messages

Can someone explain to me why the Tac Cam has a different camera control method than normal??

 

If you go look at a Youtube of Origins gameplay and watch the tactical camera, why isn't it exactly the same in DAI?  Did they not think we'd have a mouse in Frostbite?

 

Why isn't it based on the currently selected character?  What is the point of this ground cursor, if you can click on things with the mouse?  I feel like I'm taking Crazy Pills!



#4
Guest_Caladin_*

Guest_Caladin_*
  • Guests

Nice write up Sylvius, im actually rather surprised tbh :D



#5
Brogan

Brogan
  • Members
  • 2 190 messages
The Level Design is perhaps BioWare's best.  It's a bit liinear during the tutorial - too many invisible walls and carefully placed obstacles to keep me on the path, but past that there's suddenly evidence of their more open-world direction.  There are places you can walk that don't go anywhere.  They don't exist for any game-replated reason; they're just extra patches of ground.  And that's wonderful.  Now, if you choose the follow the path into town, you actually choose it, rather than there being no other option.  That the other path doesn't actually go anywhere doesn't bother me, but it does bother me when that path isn't even there.

 

That is very good news, Sylvius.  Such a welcome change, and I just finished up a final DA2 playthrough, so my body is ready to get lost in the woods.



#6
DragonKingReborn

DragonKingReborn
  • Members
  • 887 messages
Thanks for the report, Sylvius. Much appreciated. Glad you liked it.

Did you encounter any bugs of note?

Did you find much in the way of plot "hand holding"?

If there is a difference between generic encounters and plot/boss encounters, did you find that difference jarring?

#7
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

Can someone explain to me why the Tac Cam has a different camera control method than normal??

If you go look at a Youtube of Origins gameplay and watch the tactical camera, why isn't it exactly the same in DAI? Did they not think we'd have a mouse in Frostbite?

Why isn't it based on the currently selected character? What is the point of this ground cursor, if you can click on things with the mouse? I feel like I'm taking Crazy Pills!

Having never before designed a Tac Cam for use with a controller, I wonder if they did that first, and them just adapted it to KBM.

That ground cursor probably works really well with an analog stick.

I don't even mind the WASD controls. Driving the camera feels pretty natural to me; it's a lot like the Total War camera. But the actual pointing of the camera leaves a lot to be desired.

Right now, you can only change the pitch of the camera by raising or lowering it, and I think those things should be uncoupled. And we should either be able to look up, or to zoom way farther out. Otherwise, I don't see how the bigger rifts can be targetable.

Another thing I forgot to mention (perhaps I should add it to the OP): Earlier, I complained about the Inquisitor’s facial expressions. I thought the Inquisitor was emoting far too much.

That appears to have stopped. It seems BioWare was trying to establish the level of tragedy at the beginning, but after the first 30 minutes I didn't see another errant facial expression.
  • The Loyal Nub aime ceci

#8
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

Did you encounter any bugs of note?

Just the well reported texture flicker and gender/class-bending.

I've also had a couple of hard lock-ups, but I can't be sure the game is to blame. The computer is only a few days old at this point, and it's running beta drivers. It could be anything (I actually think one of my HDDs is failing).

Did you find much in the way of plot "hand holding"?

I probably wouldn't notice. I'm notorious for ignoring the plot. But so far, that works.

If there is a difference between generic encounters and plot/boss encounters, did you find that difference jarring?

Bosses are gimmicky. Otherwise, no.

I'll say another thing about the dialogue. Inquisition does a much better job than DA2 (indeed, most games - Obsidian games are typically bad at this, too) at allowing insincerity. Just because the words and tone are diplomatic, it doesn't seem to force a diplomatic intent on the Inquisitor.

#9
LuPoM

LuPoM
  • Members
  • 637 messages

It takes me a long time to form impressions.

 

[..cut..]

 

I feel like I left something out.  If you have any specific questions, ask.

 

Sorry for the cut (just not to make an overly long to scroll post), but couldn't agree more with EVERYTHING you've said.

 

I've found the very same issues as you did, issues that I think could be easily patched, or given information about (aka Documentation), as well as the good things which I share with you.

 

As for the Tactical Camera, I agree with @Brogan, they just adapted the controller version of the Tac.Cam. to Keyboard and Mouse, while it would have been best to be adapted with functions and manoeuvrability like it was in Origins.



#10
DragonKingReborn

DragonKingReborn
  • Members
  • 887 messages
Thanks again, Sylvius.

#11
Brogan

Brogan
  • Members
  • 2 190 messages

I don't even mind the WASD controls. Driving the camera feels pretty natural to me; it's a lot like the Total War camera. But the actual pointing of the camera leaves a lot to be desired.

Right now, you can only change the pitch of the camera by raising or lowering it, and I think those things should be uncoupled. And we should either be able to look up, or to zoom way farther out. Otherwise, I don't see how the bigger rifts can be targetable.

 

Can you zoom in on the characters and enemies in Tac Cam?



#12
Han Master

Han Master
  • Members
  • 673 messages
Execllent review, this is pretty much how I feel about the game on PC. Hopefully Bioware will release a patch and fixed the keyboard and mouse as well as the Tac cam.

#13
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

Can you zoom in on the characters and enemies in Tac Cam?

Yep. Aside from the inability to tilt the camera independently of elevation, you can move the camera wherever you like.

I like to bring the camera down low (thus looking straight ahead) and have it scout around corners for me.

It would be nice to be able to see more around me (zoomed out from a higher position) when exploring (being attacked from behind isn't fun), but in the more linear areas (or indoors) the camera works well.

#14
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages
Incidentally, I had to read this today to find out what I'd said, because when I wrote it I was too sleep-deprived from playing the game.

So clearly I'm enjoying it (which is something I never said about DA2).

#15
The Loyal Nub

The Loyal Nub
  • Members
  • 5 732 messages

I don't even mind the WASD controls. Driving the camera feels pretty natural to me; it's a lot like the Total War camera. But the actual pointing of the camera leaves a lot to be desired.
 

 

Ah the Total War camera that's what it is!! I've been sitting with the game for a few days, scratching my head, and thinking "this somehow feels very familiar" and it may explain how easy it's been for me to grasp the controls on K&M as I play a lot of those Total War games.



#16
Lebanese Dude

Lebanese Dude
  • Members
  • 5 545 messages

Fair points Sylvius. You should post this in the Feedback section for better visibility.



#17
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages
One thing I haven't heard much discussion on is Cross Class Combos.

These were practically a necessity in Nightmare DA2, but I could only reliably accomplish them through the use of AI Tactics. Anyone have any feedback on if they can be pulled off with any reliability with the new limited Tactics?

#18
aznricepuff

aznricepuff
  • Members
  • 261 messages

One thing I haven't heard much discussion on is Cross Class Combos.

These were practically a necessity in Nightmare DA2, but I could only reliably accomplish them through the use of AI Tactics. Anyone have any feedback on if they can be pulled off with any reliability with the new limited Tactics?

 

The new tactics are...not very good. I think it's safe to say if you want to reliably trigger CCCs, you should never rely on the AI or tactics in this game. In fact I basically turn tactics off (I tell it not to activate any ability ever) and micromanage my entire party in every fight. Otherwise the AI seems to just spam abilities roughly whenever the cooldown is up and they have enough mana/stamina to cast, leading to a lot of wasted abilities.



#19
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

One thing I haven't heard much discussion on is Cross Class Combos.

These were practically a necessity in Nightmare DA2, but I could only reliably accomplish them through the use of AI Tactics. Anyone have any feedback on if they can be pulled off with any reliability with the new limited Tactics?

In both DA2 and Inquisition, I have only successfully completed combos by accident.

#20
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

In both DA2 and Inquisition, I have only successfully completed combos by accident.

My method of doing it in DA2 was to only have companions use skills that "closed the loop," so to speak, on such combos, while having free reign to use skills that set up the combo at any time. The time frame when enemies stayed in their "vulnerable" state was small, and the ability to see when they were even happening was difficult (no sound effects or anything, so unless you were focusing on one enemy like a boss, you could miss them quite easily).

Example: Merril would have a skill that activated a "Frozen" state which her tactics would use whenever the conditions were optimal. Then, Fenris would have a skill he would never use unless a Frozen condition was activated. This would mean the skill is always available for the AI and would be detected by the AI better than I could track/see, and performed the combo, doing excellent damage.

Another example of poor documentation/tutorial by Bioware. You could play entirely through DA2 (and, from the sounds of it, DA:I) and not even know it was possible, let alone how to do it. Except it seems it is now more difficult than even before. Seems like a monumental waste.

#21
Lebanese Dude

Lebanese Dude
  • Members
  • 5 545 messages

It was documented in the codex though. (Art of War)