Aller au contenu

Photo

Three "Why" to developers (multiplayer DA)


67 réponses à ce sujet

#1
Evaderik

Evaderik
  • Members
  • 57 messages

Why 1.
 
in singleplayer i have party-info

Spoiler

 
and in multiplayer i have no it
Spoiler


Add to next patch something like this:
Spoiler

---------------
---------------
Why 2.
 
I am PC-user and I can manipulate with many buttons on keyboard.
Why in PC-version of "DA multiplayer" i have only 4 slots for using skills?
Spoiler


Add slots to next PC-patch.
---------------
---------------
Why 3.
 
Why I can not customize my own personage (face/race) for multiplayer game?
Specialization of my personage is displayed by icon. Why you used template model for each class?
Think about it.

Add to next patch.
------
------
Sincerely, your client.


  • luism et SolarSpaghetti aiment ceci

#2
haxaw

haxaw
  • Members
  • 303 messages

1. I presume they considered just carrying over the UI, but considering how much more important positioning is in the multiplayer, it's much more useful to know where your teammates are. Reducing the amount of clutter on your screen is a good thing to keep things clearer. Furthermore, since you can't really "do anything" about your teammates' health, since there's no direct healing in the game, what's the point? In the single player, you can switch to NPCs to heal, or pause the game and cast spells more carefully if they're near death. Neither of these apply, so there's no need to take up valuable screen space.

 

2. Don't expect this any time soon (or ever, for that matter). The game is clearly targeted at console players, which have very limited button mapping available. They would have to remove the extra potions we get to add 3 or 4 more skills like in the single player. That would be the absolute limit.

 

3. The multiplayer is supposed to be playing out the Operations as Agents of the Inquisition. If you've played the single player, you'll know what that means. You're just some random member of the Inquisition being sent out to do menial tasks and get phat lewt in the process. Live with it. Best you can do is hope they release more characters down the line, but don't hold your breath for character customization.


  • apocalypse_owl et SpaceV3gan aiment ceci

#3
DBR87

DBR87
  • Members
  • 60 messages

Here is my "why" question: WHY THE HELL DID YOU TAKE AWAY ARCHER'S INQUISITION OPERATIVE SEA BLUE ARMOR AND REPLACE IT WITH THE BLAND YELLOW COLOR? WHAT THE HELL, DEVS!?

 

Seriously, why the palette swaps?


  • Minuos et haxaw aiment ceci

#4
haxaw

haxaw
  • Members
  • 303 messages

Here is my "why" question: WHY THE HELL DID YOU TAKE AWAY ARCHER'S INQUISITION OPERATIVE SEA BLUE ARMOR AND REPLACE IT WITH THE BLAND YELLOW COLOR? WHAT THE HELL, DEVS!?

 

Seriously, why the palette swaps?

 

This was soon after I threw my most prized (lulz) armor upgrades into that blue one, too. Saw the new one and was ticked off. Had to Long Shot some suckers to vent.



#5
Kinom001

Kinom001
  • Members
  • 2 562 messages

What? The health bar is over the other players heads, as you're screenshot clearly shows. Why place it in the corner when it's always on the screen anyway?


  • Catastrophy aime ceci

#6
Catastrophy

Catastrophy
  • Members
  • 8 444 messages

Ugh, those pants on Cassandra - where is the unsee-button?


  • Banxey et Tragically Epic aiment ceci

#7
coldflame

coldflame
  • Members
  • 2 195 messages

What? The health bar is over the other players heads, as you're screenshot clearly shows. Why place it in the corner when it's always on the screen anyway?

 

...because people move around the screen? It is not as much a big deal if you are no the barrier guy in the team, but having the health bars in a corner is easier to keep track for keepers/eles to give out barriers.



#8
haxaw

haxaw
  • Members
  • 303 messages

...because people move around the screen? It is not as much a big deal if you are no the barrier guy in the team, but having the health bars in a corner is easier to keep track for keepers/eles to give out barriers.

 

Two major problems with that. First, you shouldn't be casting Barrier when you start to see health going down. It's often too late by then. Always preempt Barrier whenever possible. Second, since Barrier is ground-targeted, just knowing someone is dying doesn't really help without knowing where they are.



#9
Evaderik

Evaderik
  • Members
  • 57 messages

1. I presume they considered just carrying over the UI, but considering how much more important positioning is in the multiplayer, it's much more useful to know where your teammates are. Reducing the amount of clutter on your screen is a good thing to keep things clearer. Furthermore, since you can't really "do anything" about your teammates' health, since there's no direct healing in the game, what's the point? In the single player, you can switch to NPCs to heal, or pause the game and cast spells more carefully if they're near death. Neither of these apply, so there's no need to take up valuable screen space.
 ///

What? The health bar is over the other players heads, as you're screenshot clearly shows. Why place it in the corner when it's always on the screen anyway?


Ok. 
And what about situation when player behind Me?
I must see (from any place) who need my help or ressurection.
----------------------------
 

///
2. Don't expect this any time soon (or ever, for that matter). The game is clearly targeted at console players, which have very limited button mapping available. They would have to remove the extra potions we get to add 3 or 4 more skills like in the single player. That would be the absolute limit.
///

But Console-version and PC-version are different.
And I asked for PC-version. (Console I'm not interested. It can goes so far as it can)

#10
coldflame

coldflame
  • Members
  • 2 195 messages

Two major problems with that. First, you shouldn't be casting Barrier when you start to see health going down. It's often too late by then. Always preempt Barrier whenever possible. Second, since Barrier is ground-targeted, just knowing someone is dying doesn't really help without knowing where they are.

 

So you are saying that if your teammates made mistakes you would just let them die? Or are u saying you are so good that you can predict some pug's stupidity by barrier him first? Having health bars in a corner helps you keep track of the health of you teammates so that if two or three of your teammates are hurt you could prioritise who to barrier first if they are far apart. It has nothing to do with how barrier is targetd.



#11
haxaw

haxaw
  • Members
  • 303 messages

And what about situation when player behind Me?
I must see (from any place) who need my help or ressurection.

 

Pan your camera...? Unless you expect a portrait-castable Barrier, having the t health bars plastered on a corner of your screen won't help you.

 

 

But Console-version and PC-version are different.
And I asked for PC-version. (Console I'm not interested. It can goes so far as it can)

 

They're not different. Don't expect them to develop different versions for different platforms.



#12
haxaw

haxaw
  • Members
  • 303 messages

So you are saying that if your teammates made mistakes you would just let them die? Or are u saying you are so good that you can predict some pug's stupidity by barrier him first? Having health bars in a corner helps you keep track of the health of you teammates so that if two or three of your teammates are hurt you could prioritise who to barrier first if they are far apart. It has nothing to do with how barrier is targetd.

 

Uh...yes? Barrier should be used as a preventative form of support. Cast before the fight. Cast when you see a teammate getting targeted. If you're waiting until they take damage to cast your first Barrier, you're doing it wrong. I hate saying that, but in this case it's true. But back to the topic, how would seeing their health bar tell you anything more than what you see already?!?! As it stands, you see their health and in which direction they currently are. What's the point of just a health bar added on top?



#13
Evaderik

Evaderik
  • Members
  • 57 messages

///

 

They're not different. Don't expect them to develop different versions for different platforms.

I keep hope. sorry.gif



#14
coldflame

coldflame
  • Members
  • 2 195 messages

Uh...yes? Barrier should be used as a preventative form of support. Cast before the fight. Cast when you see a teammate getting targeted. If you're waiting until they take damage to cast your first Barrier, you're doing it wrong. I hate saying that, but in this case it's true. But back to the topic, how would seeing their health bar tell you anything more than what you see already?!?! As it stands, you see their health and in which direction they currently are. What's the point of just a health bar added on top?

 

I use both pro- and reactive-barrier methods to suit the situation at hands. So If that pug was too slow at dodging the DC you just gonna let him die right? Anyway, you can play how you play and I'll play how I play.

 

I am not saying to remove the health bar from above your head, I am saying add extra indicators for health bars in a corner.



#15
Kinom001

Kinom001
  • Members
  • 2 562 messages

Ok. 
And what about situation when player behind Me?
I must see (from any place) who need my help or ressurection.
 

It's at the bottom of the screen. Believe me, I've noticed, even when they're in another room. I'm always keeping an eye on my teammates, even when they're behind me.

 

As for "console vs. PC" I doubt there would be enough revenue return to justify the expense of modding the game for PC players only...particularly the multiplayer. It's all about the Benjamins in this case.



#16
haxaw

haxaw
  • Members
  • 303 messages

I use both pro- and reactive-barrier methods to suit the situation at hands. So If that pug was too slow at dodging the DC you just gonna let him die right? Anyway, you can play how you play and I'll play how I play.

 

I am not saying to remove the health bar from above your head, I am saying add extra indicators for health bars in a corner.

 

It doesn't sound like we play too differently. Notice my post said "If you're waiting until they take damage to cast your first Barrier", which it doesn't sound like you do, so it doesn't apply to you. Many PuG players I've met don't cast it until someone's taking heavy damage. If you don't preempt it on Perilous, for example, that "heavy damage" often translates to death. You sound like you know this, and I was directing my comments to the OP.

 

I get that you guys want the additional health bar. I just don't see how that helps you. Assuming you can't portrait-cast (which you guys don't seem to be advocating anyway), what's the point? You'd still have to look around for that player's icon/bar on the field and pan around until you see your target...am I missing something here? Because if I'm not, the added portraits just seem to be extra clutter for no added function.



#17
Guest_Mortiel_*

Guest_Mortiel_*
  • Guests

I love the demanding that all of these suggestions be added to the next patch. Like BioWare has a magic wand they can wave and suddenly it's done!

 

To be specific on my opinions on these three points:

 

#1: I don't think this would necessarily be bad, but I also do not think it would really do any good. Situational awareness and communication would still far surpass anything added to the HUD.

#2: I think four quickslots is the right amount. Many kits have overlapping skills, so the devs have to find a careful balance between giving you variety and still making each ability you choose matter. Each build is unique and interesting. I do not think it has to do with console ports, honestly. It's the same reason that we are capped at level 20 for each class.

 

#3: Oh this is silly. The multiplayer is meant to fit into the story of single-player. The lore is that these are unknown specialists working behind the scenes at the behest of the Inquisitor and his council. They are actual characters with a bit of back story, and are actually woven into War Table missions and lore. In fact, you can see them in Skyhold as well. What you are asking BioWare to do is change a bunch of character lore and War Table missions plus remove character models from Skyhold just to satisfy you wanting a female this or a male that. 

 

 

 

Instead of these, I personally would like more bug fixes, new characters, new maps, and balance changes.


  • apocalypse_owl, BadgerladDK, Jackyl et 3 autres aiment ceci

#18
BioMasika

BioMasika
  • BioWare Employees
  • 170 messages
1) When a player is behind you their icon is locked to the edge of the screen that they are closest to. This way you always have an in world representation of where they are relative to you.

#19
silent_watcher

silent_watcher
  • Members
  • 10 messages
I think the OP has a good thought with the health bars. It isnt about new info being displayed so much as easier access. Instead of constantly looking around the screen at the ever moving health bars, look at the corner to see whats going on, then find their position. its easier to judge % of barrier/guard remaining/generating/getting hit off if they are all stacked above each other.

Perhaps its not everyones playstyle. Aside from the moving health bars, there is also the motion tracker to judge teammate position before casting. It would be nicer to have the bars displaying all levels of defense in the corner for easier prioritizing though.

#20
haxaw

haxaw
  • Members
  • 303 messages

1) When a player is behind you their icon is locked to the edge of the screen that they are closest to. This way you always have an in world representation of where they are relative to you.

 

Official Bioware agreement? I'll take it.

 

 

#2: I think four quickslots is the right amount. Many kits have overlapping skills, so the devs have to find a careful balance between giving you variety and still making each ability you choose matter. Each build is unique and interesting. I do not think it has to do with console ports, honestly. It's the same reason that we are capped at level 20 for each class.

 

Another thing, with a maximum of just 19 skill points to spend, you wouldn't be able to get 8 meaningful skills (not to mention upgrades). If the level cap were simply raised, there would be very little variety of skill builds, since almost all skills will be taken by every single build. To fix both issues they would have to completely rework all the trees, which really really isn't likely.



#21
BioMasika

BioMasika
  • BioWare Employees
  • 170 messages
2) The choice of limiting abilities to 4 has nothing to do with console control parity, rather it is a conscious choice to encourage each player to choose their abilities and contribution to the party more carefully.
  • Abyss108, lpconfig, nranola et 5 autres aiment ceci

#22
BioMasika

BioMasika
  • BioWare Employees
  • 170 messages
Sorry for the short and possibly broken responses. I am at my kids' school dance and my phone is flaking out.
  • Rolenka, Abyss108, Drasca et 8 autres aiment ceci

#23
haxaw

haxaw
  • Members
  • 303 messages

Sorry for the short and possibly broken responses. I am at my kids' school dance and my phone is flaking out.

 

Working when not working. Appreciated.

 

Unlike many of us. Not working when working.


  • BadgerladDK, DragonRacer, SomberXIII et 3 autres aiment ceci

#24
scene_cachet

scene_cachet
  • Members
  • 1 440 messages

Yep has nothing to do with consoles it being locked to 4 skills and TBH people are already OP with 4 skills anyway so why make it worse.



#25
BioMasika

BioMasika
  • BioWare Employees
  • 170 messages
3) Partly for the lore reasons mentioned above and partly for tech reasons. MP characters are optimized in many ways for memory and network performance reasons. Allowing for the millions of tweak able attributes of the Inquisitor in MP was just not in the cards for this game.
  • Abyss108, JAMiAM, HTTP 404 et 5 autres aiment ceci