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What is wrong in DA:I is clear. Why is it wrong? [My final review]


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#101
In Exile

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Well why stick to the invisible walls concept then?

 

To avoid having visible walls? 

It's just what's going to happen when you have a limited amount of space in game. 



#102
C0uncil0rTev0s

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To avoid having visible walls? 

It's just what's going to happen when you have a limited amount of space in game. 

 

Why not to make empty desert space around location, which has literally nothing to find, and an increasing damage to player character while leaving the scene? Like, from the overheating and dehydrating?


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#103
Rawgrim

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Why not to make empty desert space around location, which has literally nothing to find, and an increasing damage to player character while leaving the scene? Like, from the overheating and dehydrating?

 

Well that would mess up the lore a bit. If we look at a huge map of Thedas and we see fertile lands or cities just off to the east in the direction you are heading, for example.

 

Invisible walls works better, I think. Most open world games have them.



#104
C0uncil0rTev0s

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Well that would mess up the lore a bit. If we look at a huge map of Thedas and we see fertile lands or cities just off to the east in the direction you are heading, for example.

 

Invisible walls works better, I think. Most open world games have them.

 

It's meant for desert locations in the West of Orlais. In rural areas vast forests that you could wander a bit should be fine.



#105
evgenija28

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Instead of invisible walls we could have companions say "we shouldn't go there" or "this isn't the way", "we should head back", "there is nothing out there" etc. That way we could have something more annoying than "can I get you a ladder, so you can get off my back?" 

best game design choice ever 10/10 goty

 

But all in all I agree that invisible walls should be implemented as some sort of natural barrier that stops you from heading further, like an ocean, a mountain, etc. Until No Man's Sky comes out  :wub:



#106
tmp7704

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Well why stick to the invisible walls concept then?

Visible walls are out of place in some situations and even when they aren't having every location surrounded by them is an obvious game mechanics that's not really any better for the immersion than the alternatives.

Similarly, environmental damage which is clearly there just to keep you from going further requires you pretty much to ignore the obvious and lie to yourself "yup, I totally buy this, makes full sense, very immersive". So again, not really any improvement.

#107
blackdeath

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Omg omg omg putt this on YouTube......

#108
Realmzmaster

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I thought Oblivion and Skyrim did something similar if you tried to go beyond map boundaries? Not dust in the face or anything but there is something that prevents you from going too far...

 

Skyrim and Oblivion came up with a text message that says "You cannot go that way". At least DAI gives invisible walls and have your companions say There is nothing out that way.


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#109
Realmzmaster

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Visible walls are out of place in some situations and even when they aren't having every location surrounded by them is an obvious game mechanics that's not really any better for the immersion than the alternatives.

Similarly, environmental damage which is clearly there just to keep you from going further requires you pretty much to ignore the obvious and lie to yourself "yup, I totally buy this, makes full sense, very immersive". So again, not really any improvement.

 

Fallout 3 makes use of visible walls but it can get away with it because the wall is rubble from buildings and other structures. The effect is the same it prevents characters from going certain places. Fallout 3 also has the You cannot go that way text message. I prefer the method used in DAI.



#110
DragonAddict

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Allow playes to scale down the side of a mountain......you will loose a lot of health but maybe have enough to make it? Then there's a secret cave, chests, notes, special quests, etc. instead of just dead and start over......

 

Allow playes to swim and drive in small pools, lakes and oceans. If they stay under water too long, they drown. Have a air breath health meter so you know when to swim back to the surface, instead of just die and start over......

 

Have currents, be swept down stream or swim up against it.

 

If you see a mountain in the distance, you should be able to get to that mountain, start climbing up, using a grappling hook, go all the way up and watch the sky and scenery, clouds, mist, birds, and very windy up there......etc. versus nothing.

 

Going in to a desert. You have food for health and potions. Maybe you have enough health to make it across.......secret camp, quests, items, etc. or you just die and nothing.


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#111
Guest_Hander Wayne_*

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How they could ruin such a great game with unbearable UI and controls? Why can't I just point and click to attack an enemy? WASD movement is a plain nightmare for me. Feel myself playing NFS or whatever but RPG. Know what? I even can't get loot. I see a hand, I click, but all I get is my character swinging the air pointlessly. Same applies when attacking enemies. Controls are terrible, indeed.


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#112
Roses

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It hurts my heart to admit it but I agree with the OP 100%. I waited for this game for so long, and the promises were so big, and the hype was so all-consuming... and in the end all it came down was some watered down main plot with oh look! pretty and shiny environments! But... but I don't play game because it's pretty, I play it for the story!! :o which to my utter confusion and disappointment wasn't even there!


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#113
AlanC9

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How they could ruin such a great game with unbearable UI and controls? Why can't I just point and click to attack an enemy? WASD movement is a plain nightmare for me. Feel myself playing NFS or whatever but RPG.


I'll bet it never even occurred to the devs that some of their PC fans either can't stand WASD in general or don't like it in RPGs in particular. Especially since nobody gives the TES games grief for not having click-to-move.
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#114
C0uncil0rTev0s

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I'll bet it never even occurred to the devs that some of their PC fans either can't stand WASD in general or don't like it in RPGs in particular. Especially since nobody gives the TES games grief for not having click-to-move.

 

As far as I remember Elder Scrolls games never were party-based tactical RPGs. You can't compare an apple with, let's say, banana even if both are fruits.

 

Sorry to break it to you.



#115
Realmzmaster

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Allow playes to scale down the side of a mountain......you will loose a lot of health but maybe have enough to make it? Then there's a secret cave, chests, notes, special quests, etc. instead of just dead and start over......

 

Allow playes to swim and drive in small pools, lakes and oceans. If they stay under water too long, they drown. Have a air breath health meter so you know when to swim back to the surface, instead of just die and start over......

 

Have currents, be swept down stream or swim up against it.

 

If you see a mountain in the distance, you should be able to get to that mountain, start climbing up, using a grappling hook, go all the way up and watch the sky and scenery, clouds, mist, birds, and very windy up there......etc. versus nothing.

 

Going in to a desert. You have food for health and potions. Maybe you have enough health to make it across.......secret camp, quests, items, etc. or you just die and nothing.

 

A great many of the things you are asking for I brought up in different threads long before before DAI came out. The outcry against them from posters on this forum was incredible.

 

I was surprised when I found a rudimentary rest mechanic in the game. I also suggested limited ammo for the archer and the ability to make arrows and have them enchanted. Once the archer ran out of arrows the archer had to fall back to a different combat method. 

 

​I wanted the ability to drown if the character was overburden and trying to swim across a lake. Or get lost underwater and drown.

 

I want permadeath back with no chance or resurrection!

 

Unfortunately not everyone agreed with me.



#116
Fast Jimmy

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Skyrim and Oblivion came up with a text message that says "You cannot go that way". At least DAI gives invisible walls and have your companions say There is nothing out that way.


I'm curious what it says if you are solo.

#117
tmp7704

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I'm curious what it says if you are solo.

Your own character speaks up to the same effect.

#118
AlanC9

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As far as I remember Elder Scrolls games never were party-based tactical RPGs. You can't compare an apple with, let's say, banana even if both are fruits.
 
Sorry to break it to you.


Um.. yeah. I noticed that. But I didn't notice anyplace that it matters. In tactical view you've got click-to-move, so you can control the whole party that way if you want. (Go ahead and whine about the camera a bit, but that's got nothing to do with the controls.)

#119
Elsariel

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I'll bet it never even occurred to the devs that some of their PC fans either can't stand WASD in general or don't like it in RPGs in particular. Especially since nobody gives the TES games grief for not having click-to-move.

 

I'm so used to WASD from playing games like Skyrim and WoW that it's like second nature to me.  It never occurred to me that people wouldn't like it and I was surprised at the complaints on the forum.  



#120
Realmzmaster

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WASD never bothered me because that is what most of the early cRPGs used. It was either WASD or the arrow keys. Click to move was brought on by that new fangled device called a mouse. :lol:


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#121
Fast Jimmy

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WASD never bothered me because that is what most of the early cRPGs used. It was either WASD or the arrow keys. Click to move was brought on by that new fangled device called a mouse. :lol:


True, but RPGs back then were almost entirely turn based. You didn't have to kite or run around in combat using WASD then. And you certainly didn't have to hold another button while doing so to attack. I mean, that's some straight 1987 DOS platformer controls/design.

#122
Bakgrind

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Double Post



#123
Bakgrind

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According to a couple of posts I've read concerning keyboard and mouse movement is that it's not implemented the same way that it was in the previous two titles of Dragonage. Instead of me trying to explain it I'll just post a comment that I read recently and let you all decide   http://www.reddit.com/r/dragonage/comments/2mnbyl/dragon_age_inquisition_not_enjoying_the_pc/

 

 

Dragon Age Inquisition: Not enjoying the PC controls... (self.dragonage)

submitted

1 month ago

by necbonex3

First off, maybe I'll get used to them after time, but in my first 2 hours, I'm not digging a couple things. I just came off playing DAO and DA2 back to back 2 weeks ago. I hadn't played them since their releases. I enjoyed the combat in da2 a lot, but hated the re-using of maps.

Auto-attack, I hate how I have to hold down the to two mouse buttons or R, I just don't like holding it down for combat.

Click to Move, more importantly to attack or get items. I liked how this was handled in the previous bioware titles.. if I click on something, I want to move there and attack & whatnot

Spacebar, I'll let this go because it was time for jumping I guess... Still not getting used to hitting T

I enjoyed using both mouse button to run in da, but you guys took it out.... it became a lil habit, here and there I'd use it

Also, Tactical, starts in a funky camera view..

Gonna go back, I really like this series, but I'm finding this hard to play in combat. I switched from rogue to mage, but it was easier to autoattack

 

 

 

From what I see that the biggest difference between the controlling scheme from all three titles is that you could use the mouse button to point to an enemy, click on an enemy and the character would lock on and move to attack or click on an enemy select any skill to attack and the character would lock on and move to attack however far it had to in order to engage the target with the skill that was selected. Also you could right click select and execute  to loot,pick lock,pick pocket or harvest while using mouse only input. This is a huge missing game mechanic,feature, convenience that a lot of players got used to that is no longer in the game.I don't want to say that Bioware dumbed it down , but the controlling scheme in the previous games allowed for a more superior WASD and mouse controlling scheme.

 

Sorry for the double post but it wouldn't let me edit my previous post and comment for some reason ;)



#124
Phoebus

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As I read this:

 

But, but....it won GOTY  <_<

 

I saw a little girl with shiny eyes and she was sad and disappointed, because she believed in the "big tough brother" which was always friendly to her and until this defeating post he was her personal hero!

 

-- I'm sorry about mistakes in my text but english is not my mother tongue.


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#125
b10d1v

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It's more accurate to say D.K. was pulled in many directions -he's human!  The cycle of life seems to be attractive to many in science, whether its true or not -fits with their belief system I guess.  Tali's discussion was reasonably accurate from her scientific methodology to what we know.  Dark energy doesn't behave in any manner to effect a star by itself -thats not to say some "current" somehow developed and passed through the Dolen system with some higher affinity for hydrogen.  

  • Could the mass relays do this -why not?  
  • Were the mass relays isolating us from some external effects?  Was that part of their plan?  
  • Were they simply using biological systems (us) to prepare, even if they seemed to go astray?
  • Why did the Reapers really fall back to darkspace, conceivably to some Galactic tangent to stay hidden, from What? Time?
  • Was the relay to Ilos the trigger of a system instability and Dolen was simply a symptom?
  • It was just as conceivable that a manufactured system caused the problem and you thought the reapers were bad.
  • There was also significant resistance to simply bigger and badder enemies especially something threatening to the reapers.  

You can imagine how complex these discussions can get and now add the complex dialogs from several NPCs with differing viewpoints to tell the story -uggh!

ME4 may still try to address some of this where technical discussion are far more complex- its a challenge!

 

Afternoon strolls across the Galaxy aside, the distance between Galaxies is daunting - what system is needed and how big would it be?

  • Stargate approached this as an energy problem with multiple stargates to overcome energy limitations.  Yes E=MC^2 has real effects and planetary mass reduced to energy is a big power problem - hard to ignore even in a story.
  • Dr who took another approach - space keeps expanding even after the galactic energy we know dissipates and grows cold -that theory is pretty absolute!  
  • Dr. Who didn't go into the "keeps expanding" -what happens at the edge of the universe?  

Some background:

Initially, chemistry ruled the day "Coal's influence", but Dark energy is not matter nor does it behave anything like matter.  It's funny to see historical record considering coal powering the sun.  You would think the air supply would be an issue, nope assumed infinite (open system) only coal is needed -Those mental giants should of kept to clubs instead of pens!  The spectrum of light was well documented -had they ever really looked a prism?  Maxwell had- Maxwell's theory!  Of course nuclear effects were new and largely misunderstood - Einstein had barely a dozen people that "got" his theory for general relativity, but it somehow pressured Eddington to photograph a solar eclipse to see star displacement and validate warped/distorted space. Talk about a real confluence of events!