Aller au contenu

Photo

They listened!


  • Veuillez vous connecter pour répondre
58 réponses à ce sujet

#51
SofaJockey

SofaJockey
  • Members
  • 5 874 messages

Oh wow, much angst here :blink: .

 

My point was, if Bioware was actually listening to their customers, us, they wouldn't be systematically removing features we all loved from the DA games, which is exactly was has been going on since DAO. Too many posts here of, why did Bioware take this or that out of DAI??? More posts on, come on Bioware, we need this or that back!!!

 

So, to be precise, what has been removed?
Nothing, it's a new engine.

  • Barriers and guard instead of healing magic - successful change.
  • Messing about with attribute numbers removed (levelling through skills) - successful change.
  • Tac Cam back on Consoles - don't use it much but successful change.
  • Tactics not yet re-built, this one is a shame, I hope it will be built in Frostbite 3 for the future.

And then Bioware honestly thinks they know what is best for us??? No, Bioware doesn't know what's best for us gamers, as evident on the forums.

 

The forums are as calm as I've seen them.

It's been very successful.

 

There are always things that can be improved,

but the post was not representative of 'all' of us

(and I expect not of 'most' of us).


  • pawswithclaws et Nimlowyn aiment ceci

#52
pdusen

pdusen
  • Members
  • 1 786 messages

You can read, correct?

 

Start reading through all the posts and threads.......these are paying customers!!!!

 

Are you under the impression that even a significant minority of paying customers come here to start threads?

 

You're wrong.


  • pawswithclaws et Nimlowyn aiment ceci

#53
Lebanese Dude

Lebanese Dude
  • Members
  • 5 545 messages

Are you under the impression that even a significant minority of paying customers come here to start threads?

 

You're wrong.

Considering that those people think the world revolves around them...  they're never wrong :D


  • pdusen et pawswithclaws aiment ceci

#54
DragonKingReborn

DragonKingReborn
  • Members
  • 886 messages

Oh wow, much angst here :blink: .

 

 

So, to be precise, what has been removed?
Nothing, it's a new engine.

  • Barriers and guard instead of healing magic - successful change.
  • Messing about with attribute numbers removed (levelling through skills) - successful change.
  • Tac Cam back on Consoles - don't use it much but successful change.
  • Tactics not yet re-built, this one is a shame, I hope it will be built in Frostbite 3 for the future.

 

The forums are as calm as I've seen them.

It's been very successful.

 

There are always things that can be improved,

but the post was not representative of 'all' of us

(and I expect not of 'most' of us).

Well, there was the removal of distributable attribute points on level up, which may or may not be an issue for people.  I personally didn't hate the change, but, if given a choice, would have stayed with the Origins/2 process.

 

Also, removal of 'sustained' abilities, which, again, didn't hate, but sustained provided a greater array of tactical configurations for the party, particularly around threat generation/mitigation.  Too few abilities in Inquisition have this function and while the ones that are there work, they are either "always on" - passive or 'limited duration with cooldown" activated.  There are many occasions where neither of those are optimal.

 

But the removal of the tactical configurations is the hardest to swallow.  Still loving the game (early on in my third playthrough now) but this along with the issues above are still points of...I guess slight dissatisfaction, is the best way to term it.

 

The forums are much calmer than they were post DA2, although 'the stupid' appears to have condensed itself into a few, very angry people, rather than a larger collection of somewhat dissatisfied players.


  • pdusen aime ceci

#55
AlanC9

AlanC9
  • Members
  • 35 593 messages

You can read, correct?
 
Start reading through all the posts and threads.......these are paying customers!!!!


A couple of other folks have already given you a beating for this, so I won't pile on. Really, though, if you had just said something sensible --- say, some fans liked features that have been removed, and you don't see a good reason for removing those features -- you wouldn't be stuck sounding so ridiculous.

It's possible to say that Bio made a mistake about some of their design decisions without being arrogant and ignorant. Such posts tend to be more effective.
  • pdusen aime ceci

#56
Lebanese Dude

Lebanese Dude
  • Members
  • 5 545 messages

*snip*

 

Choice in attributes is probably one of the biggest illusions in DA. You could work against it, but that would always gimp your character for most of the game.

 

1) You always had to stick to your main attribute or not have enough attack to hit anyone.

2) Non-main stats were decent at best, very limited in DAO, and hard to itemize for in DAO and DA2.

3) You had to always stick to your main attribute to unlock skills (in DAO) and gear requirements ( DAO + DA2)

4) It always ends up being a burden rather than "fun" after you hit the high mark. 

5) Gear always become useless compared to innate stats (unless modded or hacked).

 

In DAI you can add stats to whatever you want without worrying about keeping up with some requirement. It's totally viable to ignore dexterity on your rogue and pump it all on cunning for massive crits. Damage is more tied to weapons, so your tank can pump con and still hit like a truck from the get-go. There are new stats from guard break to flanking bonus to crit damage. Previously mages could rarely make effective crit builds. Who doesn't like spell crits? Most satisfying **** ever.

 

Also, stats from gear and passives are roughly equal throughout the game, allowing you to spec your character in any way you want.

 

Consider the crafting stats to be the "distributable" stats of DAI really. You never had the option in previous games. 

 

Regarding sustainables, they were not removed. They were simply transformed into active sustains(blocks typically) and passive sustains (literally passives).

 

Sustains were almost useless half the time in DAO (I'm looking at you warrior and archer trees) and impossible to stack in practice in DA2. They were also largely an "activate and forget". 

 

In DAI you have to actively toggle the sustains in order to get the effect. This leads to a more reactive style of combat which can make playing the game more fun for your character. 

 

In previous games, most passives were simply %modifiers to the character's stats. In DAI, most passives can completely alter how you approach and perform in combat since they add "if's to your gameplay.

 

Some add % damage if you're at a certain height above the target. Always move your archer to higher ground.

Others add %damage if your enemy is knocked down. Synergizing by making your allies take knockdown abilities becomes a fun possibility.

Some increase mana regen if you stand still. Winter's Stillness weaving is pretty fun at low levels. etc...

 

The gameplay is simply different. Things were changed rather than outright removed, and in my opinion for the better.

 

I would like the return of "if" statements for tactics. That's probably one thing that is missing in DAI.
 


  • pawswithclaws aime ceci

#57
DragonKingReborn

DragonKingReborn
  • Members
  • 886 messages

Choice in attributes is probably one of the biggest illusions in DA. You could work against it, but that would always gimp your character for most of the game.

 

1) You always had to stick to your main attribute or not have enough attack to hit anyone.

2) Non-main stats were decent at best, very limited in DAO, and hard to itemize for in DAO and DA2.

3) You had to always stick to your main attribute to unlock skills (in DAO) and gear requirements ( DAO + DA2)

4) It always ends up being a burden rather than "fun" after you hit the high mark. 

5) Gear always become useless compared to innate stats (unless modded or hacked).

 

Regarding sustainables, they were not removed. They were simply transformed into active sustains(blocks typically) and passive sustains (literally passives).

 

Sustains were almost useless half the time in DAO (I'm looking at you warrior and archer trees) and impossible to stack in practice in DA2. They were also largely an "activate and forget". 

 

In DAI you have to actively toggle the sustains in order to get the effect. This leads to a more reactive style of combat which can make playing the game more fun for your character. 

 

In previous games, most passives were simply %modifiers to the character's stats. In DAI, most passives can completely alter how you approach and perform in combat since they add "if's to your gameplay.

 

Some add % damage if you're at a certain height above the target. Always move your archer to higher ground.

Others add %damage if your enemy is knocked down. Synergizing by making your allies take knockdown abilities becomes a fun possibility.

Some increase mana regen if you stand still. Winter's Stillness weaving is pretty fun at low levels. etc...

 

The gameplay is simply different. Things were changed rather than outright removed, and in my opinion for the better.

 

*partial snip*

With regards to the attributes, I guess you're entitled to your opinion but (in Origins in particular) I greatly enjoyed the ability to tweak individual attributes on level up and allowing myself to have a rogue strong enough to wear the Warden Commander set suited my role playing desire, amongst other things.

 

Passives in Inquisition are certainly better than passives in the first two games.

 

With regards to sustained abilities - they've been removed.  An active ability with a finite duration is still an active ability.  A sustained is a toggle that is permanently on when you want it on and permanently off when you don't.  The block/parry whatever abilities use the same mechanic as charging bull, spirit mark and mark of death.  None of those are sustained abilities.  Whether or not that style of play is more fun is down to personal preference of course (you obviously like it, which is fine) but they aren't sustained abilities, by any measure.

 

The gameplay is different, as you say, no arguments here.  Some of it is - in my opinion - a significant improvement on the previous games.  Some is a change with a zero sum result and some changes have left the game poorer.  It's all good, though.  The game is awesome so while I greatly miss some aspects of the previous games, my overall experience with Inquisition has been very positive.


  • Lebanese Dude aime ceci

#58
Elhanan

Elhanan
  • Members
  • 18 370 messages
I much prefer to place the Attributes personally, and hope that this makes a return for future games. This is one of the main factors that I personally use as a negative in DAI in my own reviews. However, this does not make DAI a terrible game; simply one that is less than optimal for myself as a Player.

When Attribute selection and distribution make there way back to the series, and allow for as much customization as weapon and armor crafting does currently, this can be a game that may exceed my own high standards held for this series.
  • DragonKingReborn aime ceci

#59
Regan_Cousland

Regan_Cousland
  • Members
  • 437 messages

good. now we make more demands...

 

LOL. That's exactly why you're not supposed to negotiate with terrorists.