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Dragon Age: Inquisition Patch Master Thread


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#4651
s1rrah

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This is the "complain about patch 2 and rage at anyone who doesn't despise the game and Bioware" thread.

 

Precisely why I feel that (like in classical music or any other dialogue) counterpoint is always a valuable thing...

 

;-)



#4652
SkinnyN7

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Games still crashing no hope of playing it like this, and now apparently I cant unlock a character anyone no if you can do the friends of red jenny quest after you get to skyhold? dont want to have to restart again. most annoying game I've ever wanted to play ever. will never be buying any game first day its realised again  and if this isint fixed will defiantly never be buying another bioware game again they are not the company they used to be.



#4653
Saixon

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when is patch 3 comming???



#4654
Sartoz

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Well, not that it's even close to Origins in regards to tactics ... but I  play PC with keyboard/mouse and as with Origins, my style of play is to always pause throughout any given fight and delegate actions individually to each party member ... I hardly ever just let things run auto ... 

 

So as a person who plays the game daily, I can say I've had pretty good experiences with the PC controls ...

 

Case in point ... a short vid I did the other day as part of another comment in this thread...

 

The entire video is an example of pausing and delegating functioning well but one of the better examples is at 1:37 secs; at that point,  I'm approaching a "T" intersection where I have multiple enemies to the right section of the "T" and one archer on the left section of the "T" ... I pause and tell Varric and Sera to head to the right section to deal with the multiple enemies there while I focus a freeze spell on the archer in the left section; at the same time as delegating the freeze spell I also tell Cassandra to travel to the same guy on the left that's getting my freeze spell and attack with "payback strike" ... I unpause, the freeze spell goes off and Cassandra begins moving towards the guy on the left to do her "payback strike" while Varric and Sera head towards the group on the right, but I pause again to send an "immolate" spell at the now frozen guy on the left just for combo/focus points and cause he might shatter; I unpause and the immolate spell hits the frozen guy, then I let Cassandra continue her task of "payback strike" on the same guy and that finishes him off nicely; then I go and help Varric and Sera finish off the guys on the right by tossing a "jar of bees" ... that whole "play by play" is exactly reflected in the video ... (the rest of the video shows more pausing and issuing of commands) ...

 

...

 

This is not tactics. This is micromanaging. Micromanaging is not RPG style combat.

 

If I want to micromanage, I fire up:

 

1. Hearts of Iron I, II, III

These games I enjoy because they are what they are and are marketed as grand strategy games that do need hands on loving care.

 

If you want an analogy, I give you Windows 8.0 for the desktop.  Touch, swipe controls don't belong to millions of PC desktop users who have no idea how to use Windows 8 smart phonee/tablet controls coming from Windows XP, Vista or Windows 7.  Microsoft ate shite on this move and two years layer we now havw Windows 10 (1st Q 2015)....

 

So, the question is, why did Biodegradabelware jump to console gaming? The answer is, from their exec's financial statements.. it's a profitable move... and the gaming mechanics has to switch for said market.  BUT, EAWare's marketing approach was to sell to us  PC gamers,  that DAI was a PC game with RPG style combat.

 

Some of us PC KB+M gamers, who no longer have nible fingers, see this as:

 

1. unplayable

2. a betrayal to loyal PC Bioware fans by selling a game that is certainly not made for PC Dragon Age fans.

 

If I sound bitter, that is because I am. I am now the proud owner of  a console type action shooter. Something I had no intention of buying. 

 

BTW, DAI works fine on my rig.

 

 :


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#4655
Sartoz

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He/She does not want Bioware to ruin the game he/she enjoys with correcting the the problems you listed. Well, who am i kidding, most important ones of it cant be corrected by patching but still.

Unfortunately, I do expect little improvements.

 

Autoattack will give me the pleasure of creating a dual wield dagger rogue or 2H warrior. I gave up on me using a warrior and swinging at empty air with PC controls.


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#4656
Amplitudelol

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Unfortunately, I do expect little improvements.

 

Autoattack will give me the pleasure of creating a dual wield dagger rogue or 2H warrior. I gave up on me using a warrior and swinging at empty air with PC controls.

 

Yeah, either autoattack is needed or letting the player move while swinging weapon. Its so static, your character stops moving when attacking, its like a very bad mmorpg control.


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#4657
Sartoz

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Cause it's the "Dragon Age Inquisition: Patch 2" thread (and not the "Dragon Age Inquisition: It makes my butt hurt!!"  thread) ...

 

This seems to be  a great thread to post general comments about Dragon Age Inquisition (w/ Patch 2), positive or negative both ... can't say I can think of another more appropriate thread...

 

??

Hmm...

Your'e not venting. Your'e crooning.



#4658
MisterMannIndy

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I would hope they'd have at least a skeleton crew of software people working on things throughout the holiday.  But then you have to think they'd have at least been able to post some quick notes here.

I don't think the "skeleton crew" (if there was one) is the right group of resources to tackle these problems.  Usually those unfortunate enough to be "volunteered" for the skeleton crew are "low on the totem".  Design choices (or re-design choices) come from management, not the skeleton crew.


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#4659
Essorance

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yeah the myth of advancing the numbers doesnt raise the difficulty :D this would be true if you would play perfect all the time. but most of the people dont, and raising the numbers punishing you for bad decisions. so if bad decisions are punished more you have to play better and thats exactly what a raising of difficulty means.

sure, it would be nice there would be AI's that could afford to cancel advanced tactics or make intentional mistakes in lower difficulties, but reality is that AI's have to work even in low difficulties with full potential to not be totally dumb. dont know why the development in AI's is so minor, but because it is in every game (even in tactical and strategy focused games) it looks like its a hard thing to do. take for example chess, a game with always the same battleground and just movement rules. normal chess AI's dont think, they choose from situations saved in libraries. if you want a thinking AI playing chess on the level of a clever human you need hardware in the size of a closet. and that is for a game with only movement rules on tiles, no skill/spell variety, no free movement and no changing battlegrounds.

so yeah it would be nice to have smarter AI's but it will not happen for a long time

 

I'm sorry bro, but you're wrong. I will try to help you though:

 

First, let us understand what we are discussing:

dif·fi·cult

adjective \ˈdi-fi-(ˌ)kəlt\

: not easy : requiring much work or skill to do or make

 

Agreed? Good.

 

Let us then understand the various scenarios attributed to combat for various difficulties in DAO:

 

I fight a mob in normal. I have a variety of tools to kill the mob. I can do this in a variety of ways, a number of different skills.

 

I fight the same mob in nightmare. I have a variety of tools to kill the mob. The mob will kill me quickly, and will last longer. This time, I am extremely limited in what I can use. I can't use caltrops, they deal less damage than other skills and waste precious time dispatching it. I can't use warrior skills that don't generate guard, my tank will die. I can't have my mage without enough mana to barrier my party, my team will die.

 

The common theme here is I am restricted from the previous scenario where I could employ a variety of tactics to a scenario where I can follow one one real path, as I mentioned before; The highest damage output with the lowest sustained damage. This is not difficult, because nowhere in that scenario have I increased the 'work' or 'skill' (as per the definition of the word) instead I have only limited my actions. I have not increased my workload, or the skill necessary to execute it.

 

Now, let's say changing to nightmare gave me TWO mobs, instead of one at similar or slightly higher stats. Well, this is a different scenario. I now need to employ the use of a variety of tools to ensure one of the mobs is dispatched asap, perhaps enfeebling the other (Did you know there's a rogue skill which puts an enemy to sleep? How often did you need to use it?) until I can deal with it. Or, if not, potentially kiting the second to avoid the damage it deals before I dispatch the first mob.

 

Do you see the difference in scenarios?

 

Increased difficulty in this game does not increase the difficulty of the game because no further work or skill is needed. You are simple funneled into one choice. It's not fun. It's not challenging.

 

As per the definition, granting mobs additional skills, additional buffs, which would require a variety of ways to counter would increase the difficulty. Making it hit harder does not increase the difficulty of the task. I will say again, the combat in this game is trash, raising the difficulty does nothing except highlight how bad it really is, and if you think the combat is good (i.e. engaging, rewarding, etc.) you are honestly just a casual baddie who should be playing dynasty warriors instead.

 

You can't compare chess to DAI combat. DAI is a hack and slash, chess is a turn based game, and probably a better RPG than DAI could ever hope to be :)


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#4660
Sartoz

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I don't think the "skeleton crew" (if there was one) is the right group of resources to tackle these problems.  Usually those unfortunate enough to be "volunteered" for the skeleton crew are "low on the totem".  Design choices (or re-design choices) come from management, not the skeleton crew.

Yeah.. fixing this mess on a PC requires the design analysts to view what can be done with minimal resource cost.

 

I just wish for autoattack and an AI that understands what a range character is supposed to do... stay out of melee!  My index finger still clicks on a character for selection and instead I shoot at them.


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#4661
Sartoz

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 Big Snip

----------

----------

You can't compare chess to DAI combat. DAI is a hack and slash, chess is a turn based game, and probably a better RPG than DAI could ever hope to be :)

Completely agree on the hack and slash design.  It's great for 14 year olds.


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#4662
MisterMannIndy

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I just wish for autoattack and an AI that understands what a range character is supposed to do... stay out of melee!  My index finger still clicks on a character for selection and instead I shoot at them.

Baby steps, right?  Address the most egregious PC control issues and deliver to community.  There comes a point when the game is "good enough" for us and the rest of the list becomes lost in time.  

 

Unfortunately with no communication to the PC community, I am left with the perception that nothing is coming and we're in this thread beating our heads against the virtual wall.  How convenient for  BooWare that we've complied for more than a month and kept most of the venting contained in this nice little thread that can simply be ignored ... Duped AGAIN, PC community.



#4663
Tsunami Chef

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yeah the myth of advancing the numbers doesnt raise the difficulty :D this would be true if you would play perfect all the time. but most of the people dont, and raising the numbers punishing you for bad decisions. so if bad decisions are punished more you have to play better and thats exactly what a raising of difficulty means.

sure, it would be nice there would be AI's that could afford to cancel advanced tactics or make intentional mistakes in lower difficulties, but reality is that AI's have to work even in low difficulties with full potential to not be totally dumb. dont know why the development in AI's is so minor, but because it is in every game (even in tactical and strategy focused games) it looks like its a hard thing to do. take for example chess, a game with always the same battleground and just movement rules. normal chess AI's dont think, they choose from situations saved in libraries. if you want a thinking AI playing chess on the level of a clever human you need hardware in the size of a closet. and that is for a game with only movement rules on tiles, no skill/spell variety, no free movement and no changing battlegrounds.

so yeah it would be nice to have smarter AI's but it will not happen for a long time

 

I'm sorry bro, but you're wrong. I will try to help you though:

 

First, let us understand what we are discussing:

dif·fi·cult

adjective \ˈdi-fi-(ˌ)kəlt\

: not easy : requiring much work or skill to do or make

 

Agreed? Good.

 

Let us then understand the various scenarios attributed to combat for various difficulties in DAO:

 

I fight a mob in normal. I have a variety of tools to kill the mob. I can do this in a variety of ways, a number of different skills.

 

I fight the same mob in nightmare. I have a variety of tools to kill the mob. The mob will kill me quickly, and will last longer. This time, I am extremely limited in what I can use. I can't use caltrops, they deal less damage than other skills and waste precious time dispatching it. I can't use warrior skills that don't generate guard, my tank will die. I can't have my mage without enough mana to barrier my party, my team will die.

 

The common theme here is I am restricted from the previous scenario where I could employ a variety of tactics to a scenario where I can follow one one real path, as I mentioned before; The highest damage output with the lowest sustained damage. This is not difficult, because nowhere in that scenario have I increased the 'work' or 'skill' (as per the definition of the word) instead I have only limited my actions. I have not increased my workload, or the skill necessary to execute it.

 

Now, let's say changing to nightmare gave me TWO mobs, instead of one at similar or slightly higher stats. Well, this is a different scenario. I now need to employ the use of a variety of tools to ensure one of the mobs is dispatched asap, perhaps enfeebling the other (Did you know there's a rogue skill which puts an enemy to sleep? How often did you need to use it?) until I can deal with it. Or, if not, potentially kiting the second to avoid the damage it deals before I dispatch the first mob.

 

Do you see the difference in scenarios?

 

Increased difficulty in this game does not increase the difficulty of the game because no further work or skill is needed. You are simple funneled into one choice. It's not fun. It's not challenging.

 

As per the definition, granting mobs additional skills, additional buffs, which would require a variety of ways to counter would increase the difficulty. Making it hit harder does not increase the difficulty of the task. I will say again, the combat in this game is trash, raising the difficulty does nothing except highlight how bad it really is, and if you think the combat is good (i.e. engaging, rewarding, etc.) you are honestly just a casual baddie who should be playing dynasty warriors instead.

 

You can't compare chess to DAI combat. DAI is a hack and slash, chess is a turn based game, and probably a better RPG than DAI could ever hope to be :)

You have one of the most joyful personalities while simultaneously being extremely condescending and rude.

 

The contrast is amazing.



#4664
Essorance

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You have one of the most joyful personalities while simultaneously being extremely condescending and rude.

 

The contrast is amazing.

 

Thanks.

 

Did you know? Essorance, infact, rereads his text before posting and edits out parts he feel would convey condescension, or be demeaning to others. Essorance understands that in many cases people feel threatened, and thus may be offended, by having their opinion challenged, but accepts this is to be expected.



#4665
Essorance

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Holy crap, I just thought of a really good analogy (It might actually be bad, but I'll leave you guys to decide that for yourselves);

 

Bowling. I want to increase the difficulty of the game. How do I do that?

 

I have my tool (Ball), I have my skills (Ability to manipulate ball speed, trajectory, etc.). So what do I do? What would YOU do?

 

Here are two options for you to consider;

 

Make the pins weigh more.

 

Here is a numbers increase. I've increased the weight of pins, which means the force needed to remove all of the pins would be greater. My option is to essentially increase the force of which the ball strikes the pins.Does this make the game more difficult? It would require more force to knock down the pins, but is that effecting the difficulty? If the pins were lighter would it make it easier? If so, how easy is easy and how hard is hard? Where is the reference point? Surely, it's then completely subjective. I'm doing the same thing as before, just with extra speed (Or thrust for any physicists out there).

 

Add another row of pins.

 

Adding 6 pins behind the previously last row of 5 adds a new dimension to the game. Previous methods of striking all ten are now void because the same path of the ball to strike all ten may not fell the now 16 pins. I need to think of the tools I have currently, the methods which I have, and employ a different approach to accomplish the task. It previously took a certain amount of work to knock down ten, the amount of work now needed is greater, because I first need to figure out (Not dilute what I already know) the methods needed to accomplish knocking down 16 pins, but then to also execute it to knock them down.

 

One of these approaches makes the game more difficult, the other doesn't (Thought it's perceived increase in difficulty, it's just a veil).

 

Of course you could blindfold the bowler, tie his hands, turn the ball square, all you would be doing is removing things already accessible to him. For a true increase in difficulty you need to keep constant the tools available but bring in additional factors for consideration.

 

Hey, I don't think that's bad at all!


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#4666
BammBamm

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yeah the myth of advancing the numbers doesnt raise the difficulty :D this would be true if you would play perfect all the time. but most of the people dont, and raising the numbers punishing you for bad decisions. so if bad decisions are punished more you have to play better and thats exactly what a raising of difficulty means.

sure, it would be nice there would be AI's that could afford to cancel advanced tactics or make intentional mistakes in lower difficulties, but reality is that AI's have to work even in low difficulties with full potential to not be totally dumb. dont know why the development in AI's is so minor, but because it is in every game (even in tactical and strategy focused games) it looks like its a hard thing to do. take for example chess, a game with always the same battleground and just movement rules. normal chess AI's dont think, they choose from situations saved in libraries. if you want a thinking AI playing chess on the level of a clever human you need hardware in the size of a closet. and that is for a game with only movement rules on tiles, no skill/spell variety, no free movement and no changing battlegrounds.

so yeah it would be nice to have smarter AI's but it will not happen for a long time

 

I'm sorry bro, but you're wrong. I will try to help you though:

 

First, let us understand what we are discussing:

dif·fi·cult

adjective \ˈdi-fi-(ˌ)kəlt\

: not easy : requiring much work or skill to do or make

 

Agreed? Good.

 

Let us then understand the various scenarios attributed to combat for various difficulties in DAO:

 

I fight a mob in normal. I have a variety of tools to kill the mob. I can do this in a variety of ways, a number of different skills.

 

I fight the same mob in nightmare. I have a variety of tools to kill the mob. The mob will kill me quickly, and will last longer. This time, I am extremely limited in what I can use. I can't use caltrops, they deal less damage than other skills and waste precious time dispatching it. I can't use warrior skills that don't generate guard, my tank will die. I can't have my mage without enough mana to barrier my party, my team will die.

 

The common theme here is I am restricted from the previous scenario where I could employ a variety of tactics to a scenario where I can follow one one real path, as I mentioned before; The highest damage output with the lowest sustained damage. This is not difficult, because nowhere in that scenario have I increased the 'work' or 'skill' (as per the definition of the word) instead I have only limited my actions. I have not increased my workload, or the skill necessary to execute it.

 

Now, let's say changing to nightmare gave me TWO mobs, instead of one at similar or slightly higher stats. Well, this is a different scenario. I now need to employ the use of a variety of tools to ensure one of the mobs is dispatched asap, perhaps enfeebling the other (Did you know there's a rogue skill which puts an enemy to sleep? How often did you need to use it?) until I can deal with it. Or, if not, potentially kiting the second to avoid the damage it deals before I dispatch the first mob.

 

Do you see the difference in scenarios?

 

Increased difficulty in this game does not increase the difficulty of the game because no further work or skill is needed. You are simple funneled into one choice. It's not fun. It's not challenging.

 

As per the definition, granting mobs additional skills, additional buffs, which would require a variety of ways to counter would increase the difficulty. Making it hit harder does not increase the difficulty of the task. I will say again, the combat in this game is trash, raising the difficulty does nothing except highlight how bad it really is, and if you think the combat is good (i.e. engaging, rewarding, etc.) you are honestly just a casual baddie who should be playing dynasty warriors instead.

 

You can't compare chess to DAI combat. DAI is a hack and slash, chess is a turn based game, and probably a better RPG than DAI could ever hope to be :)

 

while you make a view good points you still missunderstand the difference between a raise in difficulty and a raise in tactic. lets take the sleep powder from rogue as an example. theoretically its a good cc but rng dependend and some enemies are completly immune. while in lower difficulties its ok to have a "may or may not" working skill in your skillbar in nightmare its not. but cc is important, but the better way is to get it through equip and combine it with a damage skill. so you may limit the numbers of skills usable but at the same time the combo of skill and equip gets more important.

sure a higher difficulty setting limits you in the way not using ineffective things, but what is really effective and how to make things more effective is still tactical thinking. its the same like saying, wuut enemies immune to some elemental effects limits my possibilties to fight against them so they need lesser tactics.

 

and sure you can compare a chess ai with the da:i COMBAT ai, both have to contest with a human brain, but one is always the same setting with a view variables while the other has to handle completly different settings with way more variables.

 

for your pin anology, the best way to raise difficulty would be only 4 or 5 pins with wide space between them ;)



#4667
KilrB

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Holy crap, I just thought of a really good analogy (It might actually be bad, but I'll leave you guys to decide that for yourselves);

 

Bowling. I want to increase the difficulty of the game. How do I do that?

 

I have my tool (Ball), I have my skills (Ability to manipulate ball speed, trajectory, etc.). So what do I do? What would YOU do?

 

Here are two options for you to consider;

 

Make the pins weigh more.

 

Here is a numbers increase. I've increased the weight of pins, which means the force needed to remove all of the pins would be greater. My option is to essentially increase the force of which the ball strikes the pins.Does this make the game more difficult? It would require more force to knock down the pins, but is that effecting the difficulty? If the pins were lighter would it make it easier? If so, how easy is easy and how hard is hard? Where is the reference point? Surely, it's then completely subjective. I'm doing the same thing as before, just with extra speed (Or thrust for any physicists out there).

 

Add another row of pins.

 

Adding 6 pins behind the previously last row of 5 adds a new dimension to the game. Previous methods of striking all ten are now void because the same path of the ball to strike all ten may not fell the now 16 pins. I need to think of the tools I have currently, the methods which I have, and employ a different approach to accomplish the task. It previously took a certain amount of work to knock down ten, the amount of work now needed is greater, because I first need to figure out (Not dilute what I already know) the methods needed to accomplish knocking down 16 pins, but then to also execute it to knock them down.

 

One of these approaches makes the game more difficult, the other doesn't (Thought it's perceived increase in difficulty, it's just a veil).

 

Of course you could blindfold the bowler, tie his hands, turn the ball square, all you would be doing is removing things already accessible to him. For a true increase in difficulty you need to keep constant the tools available but bring in additional factors for consideration.

 

Hey, I don't think that's bad at all!

 

Don't forget to make the scorecards (UI?) really big and hard to use, and NO walking ...

 

Edit:

 

 ... and everybody has to wear the same pair of mismatched shoes.


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#4668
Amplitudelol

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Fine_troll_dancing.gif


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#4669
rothe321

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Tactical combat in this game is a joke.. the camera the controls the options now if they were trying to sell it to kindergarten class okay they might get away with it ...



#4670
Sartoz

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Holy crap, I just thought of a really good analogy (It might actually be bad, but I'll leave you guys to decide that for yourselves);

 

Bowling. I want to increase the difficulty of the game. How do I do that?

 

I have my tool (Ball), I have my skills (Ability to manipulate ball speed, trajectory, etc.). So what do I do? What would YOU do?

 

Here are two options for you to consider;

 

Make the pins weigh more.

 

Here is a numbers increase. I've increased the weight of pins, which means the force needed to remove all of the pins would be greater. My option is to essentially increase the force of which the ball strikes the pins.Does this make the game more difficult? It would require more force to knock down the pins, but is that effecting the difficulty? If the pins were lighter would it make it easier? If so, how easy is easy and how hard is hard? Where is the reference point? Surely, it's then completely subjective. I'm doing the same thing as before, just with extra speed (Or thrust for any physicists out there).

 

Add another row of pins.

 

Adding 6 pins behind the previously last row of 5 adds a new dimension to the game. Previous methods of striking all ten are now void because the same path of the ball to strike all ten may not fell the now 16 pins. I need to think of the tools I have currently, the methods which I have, and employ a different approach to accomplish the task. It previously took a certain amount of work to knock down ten, the amount of work now needed is greater, because I first need to figure out (Not dilute what I already know) the methods needed to accomplish knocking down 16 pins, but then to also execute it to knock them down.

 

One of these approaches makes the game more difficult, the other doesn't (Thought it's perceived increase in difficulty, it's just a veil).

 

Of course you could blindfold the bowler, tie his hands, turn the ball square, all you would be doing is removing things already accessible to him. For a true increase in difficulty you need to keep constant the tools available but bring in additional factors for consideration.

 

Hey, I don't think that's bad at all!

LOL

Well, you do have a sense of humour.



#4671
Sartoz

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Baby steps, right?  Address the most egregious PC control issues and deliver to community.  There comes a point when the game is "good enough" for us and the rest of the list becomes lost in time.  

 

Unfortunately with no communication to the PC community, I am left with the perception that nothing is coming and we're in this thread beating our heads against the virtual wall.  How convenient for  BooWare that we've complied for more than a month and kept most of the venting contained in this nice little thread that can simply be ignored ... Duped AGAIN, PC community.

Actually I am not expecting anything soon. Patch 3 is supposed to address quite a few things in the PC front. This "fix" will take time because of the console design. Any change in controls may have serious negative collateral effects.. ie: breaking the console controls.  A Patch 3 this early means minimal changes.

 

As to lack of communications... a "still working and assessing" communique from Bio is not only helpful but also much appreciated


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#4672
rothe321

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Actually I am not expecting anything soon. Patch 3 is supposed to address quite a few things in the PC front. This "fix" will take time because of the console design. Any change in controls may have serious negative collateral effects.. ie: breaking the console controls.  A Patch 3 this early means minimal changes.

 

As to lack of communications... a "still working and assessing" communique from Bio is not only jelpful but also much appreciated

Agreed whole heartedly!



#4673
Relik0

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So 55 or so days still we cant get a patch or hotfix to sort  the stuttering and freeze on the PC version, this must be one of the most bad running company I have seen for long time they pocket the cash and basically put the 2 finger up to anyone else,

 

I hope someone can start to make them and all the game publisher accountable to the costumers and or they opt for a FULL REFOUND or they will pay I huge fine.

 

Too many bloody company now think that is right to release an half baked game and we the paying costumers need to put it right, I never seen on the bloody label this was a beta game and need testers.

 

Bioware should be ashamed how they treat paying costumers and who ever made that waist of patch 2 sacked for good.


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#4674
AstroCat

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Are paying customers getting a patch 3 to fix the party banter bug, UI issues and the multitude of other bugs? Or is this game done "as is" and in my case never to be played?


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#4675
MisterMannIndy

MisterMannIndy
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  • 97 messages

Are paying customers getting a patch 3 to fix the party banter bug, UI issues and the multitude of other bugs? Or is this game done "as is" and in my case never to be played?

Unfortunately no one knows.  No, I mean, we don't know.  BooWare will not grace us with their presence.  We therefore have 4675 posts of nothing but frustration.