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Can't finish DAI, it's just too boring


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#201
Elhanan

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I don't think that the game is to long at all. Epic journey! But the game is to easy, I wish they add one more harder difficulty then Nightmare.


Suggestions: Friendly Fire could be activated; still shying away from this myself. And adding the Berserker effect to weapons can make gameplay much harder, but this is not recommended.

#202
Hexoduen

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"Can't finish DAI, it's just too boring"

 

'Frustrating' is the word that best describes my experience.

 

 

Baldur's Gate, Baldur's Gate 2, NWN, KOTOR, SWTOR, Origins and DA2, ALL of these previous Bioware games had better PC controls and UI than the lousy console-port we've been handed.

 

It baffles me how Bioware could get something as simple as controls and UI so wrong in Inquisition.


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#203
Elhanan

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"Can't finish DAI, it's just too boring"
 
'Frustrating' is the word that best describes my experience.
 
 
Baldur's Gate, Baldur's Gate 2, NWN, KOTOR, SWTOR, Origins and DA2, ALL of these previous Bioware games had better PC controls and UI than the lousy console-port we've been handed.
 
It baffles me how Bioware could get something as simple as controls and UI so wrong in Inquisition.


As noted, with Key re-mapping, the game may play almost exactly like SWTOR, at least with basic KB&M controls.

#204
Dubya75

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Yep! Both Movement and Tac-Cam utilize WASD and Q&E for strafing; utilizing synergy. Pause is moved to Spacebar like in the ME games, as is the Targeting key which remains set to Tab. No need to re-map the Mouse, as it will work like the Award winning UI mechanics from SWTOR. And as this set-up is going so well, no need to scrap everything to go back to Default.

 

 

Oh, my bad! I didn't realize DAI was an MMO.

 

Thanks again for redeeming me from my ignorance!


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#205
Guest_Donkson_*

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Didn't you?

 

It's an MMO for the socially challenged. ;)


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#206
Hexoduen

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As noted, with Key re-mapping, the game may play almost exactly like SWTOR, at least with basic KB&M controls.

 

And with the stupidity that is the UI of Inquisition, it plays nothing like SWTOR.

 

SWTOR has the perfect UI since everything can be customized, plus we have a good overview of our inventory :)

 

Inquisition has a lousy and unfinished console-port UI, and NO overview of our inventory.

What happened to the fully customizable quickbar from Origins and DA2? What if I want to switch things around, have my potions placed differently? Why do I need a huge timeglass at the center of my quickbar, along with a bunch of other buttons I never use? I have a keyboard, I don't need to press those buttons on my screen, but can I hide them? Nope.

Don't get me started on menu navigation, minimap and the useless companion portraits...


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#207
Terodil

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Edit: What hexo said. +1.

 

In addition, I find it very weird to compare control systems of a game where you control a single character to a game where you concurrently control multiple characters.

 

The former is based on constant, direct control, whereas the latter necessarily relies on multitasking, and thereby more indirect controls, e.g. click-to-move and queuing actions. The former lends itself well to twitchy gameplay ("press X to block"), whereas the latter generally does not at all.

 

Bioware knew this before.

 

They forgot it, sadly. Just like they forgot their focus on good storytelling and character design.


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#208
Elhanan

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And with the stupidity that is the UI of Inquisition, it plays nothing like SWTOR.
 
SWTOR has the perfect UI since everything can be customized, plus we have a good overview of our inventory :)
 
Inquisition has a lousy and unfinished console-port UI, and NO overview of our inventory.
What happened to the fully customizable quickbar from Origins and DA2? What if I want to switch things around, have my potions placed differently? Why do I need a huge timeglass at the center of my quickbar, along with a bunch of other buttons I never use? I have a keyboard, I don't need to press those buttons on my screen, but can I hide them? Nope.
Don't get me started on menu navigation, minimap and the useless companion portraits...


Played three ranged PC's on SWTOR up to 55th using this same system; reason I compare the games, as both utilize a depressed Mouse button to steer while driving WASD controls. And while SWTOR has a much larger customizable quickbar, that came later with a patch.

And I played SWTOR solo utilizing a Companion for various missions. While DAI allows for a couple more followers in tow, setting defensive Tactics to Preferred and setting indv Behavior to Follow self works rather well; far better then other games where I prefer solo play.

SWTOR and DAI run much the same for me; have not played on other systems to make those comparisons.

#209
Hexoduen

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*snip*

 

And while SWTOR has a much larger customizable quickbar, that came later with a patch.

 

*snip*

 

Maybe Inquisition's patch 4 will improve the UI, it would certainly be a step in the right direction.



#210
AlanC9

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Oh, my bad! I didn't realize DAI was an MMO.
 
Thanks again for redeeming me from my ignorance!


I thought the argument was that it wasn't a PC interface, not that it was an MMO-like interface.

I suppose you can actually make a case that an MMO-like interface doesn't work for SP, but shouldn't you actually make one rather than just saying "Eww! MMO!"?

#211
Il Divo

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I thought the argument was that it wasn't a PC interface, not that it was an MMO-like interface.

I suppose you can actually make a case that an MMO-like interface doesn't work for SP, but shouldn't you actually make one rather than just saying "Eww! MMO!"?

 

It is kinda funny to think about since one of the criticisms thrown at DA:I is that it's been consolized, but (ignoring Destiny) MMO design seems to be more of a PC concept. 



#212
Hexoduen

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It is kinda funny to think about since one of the criticisms thrown at DA:I is that it's been consolized, but (ignoring Destiny) MMO design seems to be more of a PC concept. 

 

Menu navigation and lack of overview clearly shows it was designed for consoles. I feel like I'm supposed to move 8 feet away from the screen to see any logic in this design.

 

Removing tactics, 'streamlining' character build, and adding respawn so we can farm the bear-army is clearly the stuff of modern MMORPG's.

 

To see how we came from Baldur's Gate II to this... makes me a sad Liara.


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#213
Sunbrow

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SWTOR smokes this game in mechanical game play...not even close. I agree with Hexoduen...from Baldur's gate and Origins to this....the button mashing console crowd is killing us.


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#214
Elhanan

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Menu navigation and lack of overview clearly shows it was designed for consoles. I feel like I'm supposed to move 8 feet away from the screen to see any logic in this design.
 
Removing tactics, 'streamlining' character build, and adding respawn so we can farm the bear-army is clearly the stuff of modern MMORPG's.
 
To see how we came from Baldur's Gate II to this... makes me a sad Liara.


Am uncertain if it was designed for consoles, though I believe that it was balanced with consoles in mind (eg; eight slot limitation). But one can dismiss respawns fairly easily by completing certain quests, so no farming is forced unless the Player chooses to do so.

Personally, am great with the notion that DAI seems to be a solo MMO, as this is also a preferred playstyle.

#215
Elhanan

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SWTOR smokes this game in mechanical game play...not even close. I agree with Hexoduen...from Baldur's gate and Origins to this....the button mashing console crowd is killing us.


In upper levels vs Bosses on SWTOR, it is more like playing Simon on the GUI. DAI is far more immersive and less spammy than SWTOR, at least in my games. Plus, DAI has Pause and Tac-Cam for any needed breaks.

#216
Reymoose

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It is kinda funny to think about since one of the criticisms thrown at DA:I is that it's been consolized, but (ignoring Destiny) MMO design seems to be more of a PC concept. 

 

MMO design isn't a PC centric design in and of itself, it just happens to be so because due to hardware/server limitations, PC's were the only (and in most cases still are due to patching) outlet for MMO's.

 

'Consolization' has a lot of factors and it's not even because of the port itself. Things like valuing graphical fidelity over say, content, or framerate is one factor. MMO design is like, make an open area/zone and 'fill' it. Most MMO's since Everquest at least have filled that space with evenly spaced spawns, quests consisting of 'get X for Y' or 'Kill/Collect X', with little to no depth to it, and that's the main issue within Inquisition.

 

The difference being, with the inclusion of other players, you can somewhat get away with having contextless or low quality 'quests', since, in the current MMO environment anyways, the customers go in *knowing* they'll just get out of the zone/area and have this idea that the 'real' game past the leveling curve will be fun/more fun than the current 'grind' they're going through. 

 

That doesn't work with single player games, because without the 'carrot', whatever that might be (endgame, gear, etc, whatever it may be), the driver is the story or the advancement of the player in one way or another (next level, the difficulty a la Dark Souls), so having a plethora of zones in Inquisition's case that have little to no relation but more importantly, no agency to the player themselves (within the game, not headcanon), it ends up feeling like 'needless' filler. 

 

You might like the MMO-fication of a single player game, but you should realize it is inherently a destructive design philosophy, because you're pitting a linear, focused experience that can have points of slowdown, to what amounts to a never ending hamster wheel that saps story, agency, and quality in favor of a very shallow replayability.


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#217
Xralius

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Buying reviews gives huge return on investment. First, EA pays companies to market via social media and in online chat. The company they pay (i forget its name but it has been brought up on the forum before) claims to be involved in 40,000 discussions DAILY and their goal is to promote EAs agenda (saying good things about their games).
Now for buying actual reviews there is less hard evidence, however if you think about it, they pay $1000 to 1000 people to give it 9-10/10, that costs a million dollars but will net them tens of millions in sales dollars.
Anyone who thinks they don't do it is stupid, because THEY DONT EVEN DENY DOING IT.
It makes them a lot of money in the short term, and if you are an exec who doesn't even game do you really care about the company 20 years down the line or the integrity of Dragon Age? No.

#218
Hexoduen

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Am uncertain if it was designed for consoles, though I believe that it was balanced with consoles in mind (eg; eight slot limitation). But one can dismiss respawns fairly easily by completing certain quests, so no farming is forced unless the Player chooses to do so.

Personally, am great with the notion that DAI seems to be a solo MMO, as this is also a preferred playstyle.

 

 

The story does have some interesting choies, so here Inquisition is an A+ for me.  But when talking about gameplay, tactics, character build, UI and PC controls, we have almost no choice. Dragon Age seems to me streamlined beyond recocnition. I'm not going to elaborate on details, it's all over the forums.


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#219
DaemionMoadrin

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And while SWTOR has a much larger customizable quickbar, that came later with a patch.

 

That's not true at all.

 

Have a look at my quickbars from the SW:TOR beta:

 

Screenshot_2011-12-05_06_55_42_158659_zp

 

Oh hey look, a large quickbar! How did that happen? Note that you can switch to even more quickbars and have a companion QB on the left side of the screen.

 

This wasn't patched in later, this existed prior to release.


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#220
Terodil

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SWTOR smokes this game in mechanical game play...not even close. I agree with Hexoduen...from Baldur's gate and Origins to this....the button mashing console crowd is killing us.


This. While I'm still pining for a KOTOR 3 (as a spiritual successor to KOTOR 1), I think, almost despite myself, that SWTOR not only smokes DA:I mechanically-wise, but also with regard to character writing and story telling. Man, you wouldn't have wanted to see my twi'lek marauder when she learned about Quinn's betrayal. Hell hath no fury... (As an aside, SWTOR had some button mashing when you wanted to realise the maximum potential of your class (I'd know, maining a marauder, agents coming close), but somehow that felt a lot less strenuous. It flowed, almost like music. Not so, DA:I.)

Plus, SWTOR had actual RP by way of allowing you to choose an evil path. DA:I once again forces you into a (at worst, unwilling) hero role. Sigh. It's as if I was caught on a train back in time.

Sigh, I'm getting all nostalgic... *goes to download the swtor client again*
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#221
Elhanan

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From the TOR 1.2 Legacy Patch notes:

UI

General

New Functionality – players can:
•Load and save UI profiles as XML files. These profiles can be loaded on any character once created.
•Enter UI editing mode by pressing the 'Edit Layout' button in the main menu (reachable by hitting ESC), or by hitting the small button next to the quickslots and choosing "edit layout".
•Move some elements around while in edit mode by dragging on that element.
•Resize elements of the UI while in edit mode. Elements can be resized individually, or grouped and resized together.
•Flip some UI elements (like the minimap) horizontally or vertically while in edit mode.
•Choose to turn off (i.e. hide) some UI elements in edit mode. Hidden elements are shown as a red shaded box in this mode.
•Adjust the number of slots shown and their layout per hotbar.
•Select from 3 pre-created default layouts. These cannot be saved over. You may, however, use them as a starting place for your own layout.
•Move around elements in other UI modes (such as Space Combat) by selecting these modes from the drop-down in UI Edit Mode.

Adjusted Functionality:
•Some Operations frame customization was moved into the UI customization system, and must be edited in this mode.
•The ability to toggle/hide health on health bars was moved to the UI customization system, and must be edited in this mode.
•Notification of contact from a Customer Service Representative in-game is now more obvious.
•Subtitles can now be toggled using the /subtitles command in the Chat Window.
•If a player attempts to use a shuttle with 3 or more pending mission rewards, the player is asked to accept those rewards before continuing.
•Tooltips no longer get stuck on slider UI components.
•Corrected an issue that could cause the UI to incorrectly register a drag when returning from ALT-TAB.
•The cancel and apply buttons are now grayed out on the item modification table until the player adds a pending modification.
•The loot window can no longer be drawn off-screen in some circumstances.
•Companion tooltips now properly reflect whether they are selling junk items or performing a Crew Mission.
•The Sorcerer and Assassin class icons have been corrected in character creation and Advanced Class selection.
•The language used in tooltips (when referencing damage types and other specific items) has been updated to be more consistent.
•The preference for "Show Sith Corruption" is now labeled "Show Dark Side Corruption."
•New tutorials have been added for Flashpoints, Operations, and Quick Travel.
•Shift-clicking a stack of items no longer hyperlinks that item if the Chat Window is not active.
•The Social Preferences options page has been organized more clearly.
•Several minor text formatting and alignment issues have been addressed.
•The /roll command now has updated syntax in order to distinguish it from other chat text.
•Players are now able to disable the Smart Camera in the preferences menu.
•Bind Points now appear on the World Map as "locked" if they are not discovered.
•An option to continue playing sounds when the game loses focus (via alt-tab, etc) has been added.
•Certain chat commands and their corresponding messages have been properly localized in French and German. These commands include /ckick, /mute, /moderate,
/channellist, and /list. •Character portraits no longer appear completely black in some instances while using the Very Low shader complexity option.
•Corrected an issue that prevented some chat errors from displaying properly.
•Paging a hotbar up and down no longer displays hotbars that are already displayed elsewhere.
•The ESC key now properly cancels timer dialog windows
•Adding a level range argument to the /who command now correctly returns filtered results.
•Corrected the icons for Imperial Agent Advanced Class selection.

#222
Melca36

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"Can't finish DAI, it's just too boring"

 

'Frustrating' is the word that best describes my experience.

 

 

Baldur's Gate, Baldur's Gate 2, NWN, KOTOR, SWTOR, Origins and DA2, ALL of these previous Bioware games had better PC controls and UI than the lousy console-port we've been handed.

 

It baffles me how Bioware could get something as simple as controls and UI so wrong in Inquisition.

 

 

Im on a PC and can handle the controls fine. Games change. They're not going to be like the previous. You learn to adapt



#223
Hexoduen

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Did SWTOR ever get a day/night cycle? Or does it remain a themepark with snapshots frozen in time?

 

And has there been any word on a possible day/night cycle in Inquisition? What with the semi-open world an all ;)



#224
Elhanan

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Did SWTOR ever get a day/night cycle? Or does it remain a themepark with snapshots frozen in time?
 
And has there been any word on a possible day/night cycle in Inquisition? What with the semi-open world an all ;)


Last I heard was that DAI would remain set; based on the theme the Devs wished to set for that region. However, they are looking at cycles for future projects.

#225
Violetbliss

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For me the game is controllable just fine on PC if I am playing it in 'action mode' with pause, which is fine with me. I can still appreciate tactical play in that view. However, tactical cam is a rather weird beast, as it is clearly developed for console but as a result it is just, frankly, really bad for either console or pc - better than nothing but nothing more. So if you are the type of player who only plays in a tactical view style, I definitely get why you'd be unhappy.

 

DAO is a completely different game than either DA2 or DAI, so it's a bit hard to draw enjoyment parallels when they are. I enjoyed all three, but they sure are different in emphasis. I don't think we'll see a great move back to the days of click & move and more written dialogue though. There is too large a part of the audience that craves flashy new graphics, full voice acting, and twitchy console play. It's actually impressive how much dialogue is in the game when it is fully voice-acted, since the resource difference form say writing all of DAO's dialogue to doing this game's must be several magnitudes of difference. 

 

I have mixed feels about all that, but I hope we can see slower-pace rpgs coexist with these newer kinds, even if it might not be Bioware that holds that torch.