Hi,
I found a bug in the combat gameplay. Game engines are not my forte, but it's almost as if it's a rendering/refresh issue of sorts?
Two examples:
Generic Character Location Reset
Expected Result: On Character knockout, knocked out character remains in place.
Actual Result: If one character is left standing, fallen characters move with character on map
- Fight bears and Lyriums smuglers a ways off forest camp in The Hinterlands. Characters: Melée class quizzy, Blackwall, Solas, Varric.
- Have them all knocked out, bar Blackwall
- Blackwall kites and bites
- Run back to Forest camp to get Moar Potions to continue kiting.
- All three fallen characters now appear outside Forest Camp, knocked out
This is no big, no gamebreaker. The next one, though, I'd put on severe, as it's a combat breaker, because the logic can create endless rift respawns:
Combat Character Location Reset
Expected Result: In the Exalted Planes, the Rift in the village by Pont Agur gives PC adequate time to get back to the Rift after running after, and slaying Despair Demon
Actual Result: Post-combat, if DespairDemon has been flying around towards the fortress, and you have control of a non-PC, and you then grab the PC, PC resets to outside the fortress, not getting ample time to close the rift, and everything respawns from scratch.
- Take PC, Blackwall, Dorian, Cole to Exalted Plains.
- Enter village coming from Riel
- Beat demons - chase after Despair Demon outside of village's defined limits, even though Demon is the one initiating chasing after it. Take control of Dorian to get rid of Revenant
- After Revenant is slain, run toward Despair Demon - i.e on the open road between fortress, village and broken bridge
- See PC kill Desire Demon, see Rift whittled down to "Close Rift Status on screen
- Take control of PC.
- PC will reset outside fortress and has not enough time to run to village square to close rift.
Combat Location Character Reset II
Expected Result: Kiting Solas, all companions down, stays clear of first giant in Emprise du Lion
Actual Result: With party down, and a little out of reach, giant will reset position after using Fade Step - right on top of Solas
- Take down all red templars
- run out of potions
- Blackwall, PC, Varric down
- Solas kites to gain enough space to heal one of them back up.
- giant comes too close - Fade Step to avoid being smooshed
- Fade Step taked Solas too far away from the scene, and the scene's population "resets" - including the giant, who then subsequently succeeds with an attack
That third example added 12.12.14 - this really is broken gameplay, guys, come on - I should be allowed to go out of range of something without having an enemy reset it's position.
I can see it's to do with the logic of walking past, or disengage from rifts, but the way it works now, it also means that as long as the game resets player location for some reason, you run the risk of endless spawns the player has no control over. This is not a critical or major bug, but I'd call it severe, as it affects gameplay.
Also - please consider implementing a bugbase for us paying customers, as the release is so filled with issues. It would ease the din in the fora, and would give people a place to go with their issues, in turn enabling you to create better fix and patch-lists to work from, post-release.
RT or Bugzilla are robust enough, and configurable enough to let you cast a fine-meshed net when sifting through reported issues.





Retour en haut






