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Thoughts after 600+ hours of play and few "patchable" oversites.


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#1
200Down

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First off I want to congradulate bioware on the overall scale and performance acheived in this game(prior to patch 4). The map designs have some major TLC put into them and the DICE sytem is flat out amazing. NEVER have had a game look THIS good and not "chug" while spining the camera in 360's all day long. No waiting for textures to render and uses ALL the video ram available. Absolute genius in this regard.

 

I should piont out that I am a completionist when playing rpg's in general. Meaning my first playthroughs are usually the longest. This game clocked in at exactly 193 hours according to my final save(note: this was on hard difficulty so this likely increased playtime by a good 10 hours or so). Quite impressive by any standards really. Normaly I'd frown on this much "reading" in any game but whoever did the writing was talented enough to keep it fairly fresh and interesting throughout.

 

This post could go on forever so I'll just get to the point. Here are a few things that where obviously overlooked and in some cases unfinished that would increase overall enjoyment in general::::::;

 

1. Unfinished/Buggy Attribute Window

This one is somewhat odd. Wether or not this was an oversite or an actual design desition doesn't really matter. Fact of the matter is, not showing actual numeric values on base attributes which are used in a crafting system is just ludicrous. I'm not trying to be mean here but this is a big "no no" when you have a crafting system which can be used to increase these values. Vuage "flavor" discriptions just don't cut it guys ;) So stop shooting yourselves in the foot and spend 30 minutes to add extra text into the tooltips for those 6 attributes so people know what they're working with while crafting. Funny thing is, this crafting system may be my favorite of any game I've ever played but I didn't realise this untell around 80-90 hours? Soo much avoidable frustration in this game. It's actually quite sad. Maybe you guys shoulda spent some of that writing time on explaining core mechanics to players instead of flavor books in ever corner of the world? Yea I know, smart a s s eh haha.

 

Next we have the Magic Defense value which doesn't correctly carry over to ice/fire/spirit/lightning defensive readouts the way it should. This is easy enough to understand yes? These little things all contribute to player "doubt". This isn't good. Players doubting wether the skills work like they should, are they working at all, does it matter what I do, omg fk this game! You see the evil spiral into hating your game? Yea, not good at all and both can be easily addressed.

 

2. Incorrect Skill Discriptions

This is also a REALLY big one. Yall need to step back and open up your skills window. Read the discriptions carefully on EACH and every skill. You notice anything? I sure hope so....., I payed 60+ for this game. Did I miss something? Did I miss the big red "BETA" on the box? I don't think I did............ Yea, I'm not gonna hand you all the answers guys. Have your guys/gals that programed the skill affects sit down and take a look at the skill discriptions and maybe they'll be able to help????  Yeesh.

 

Bioware I'm perfectly fine with "BUGS" in an RPG of this size. On the other hand I'm NOT fine with including content that isn't "finished". I consider myself a reasonable person but I only willingly bend over for finished products.

 

3. Useless horses and how to fix it

You can plainly see how much work there was in animations and texturing put into all those different horses. It's just sad that they have hardly any tangible use isn't it? I'm not even sure how hard this would be but it sure would give them some use.

 

 -----Search function that works while mounted. Duuuh right?

 -----Inquisition PERK which allows auto-looting of resources from horses if they are riden close enough to the actual resource(I'd just combine the other 2 horse perks into 1 and use the extra slot for this)

 

So yea that's all I can think of off the top of my head for right now but hey,  horses would at least be "usable" instead of hindering your gameplay.

 

4. Faulty Base Armor Mechanic

Straying away from D&D mechanics is commendable and it's nice that you guys have the moxy to try different things. After countless hours of play I've noticed one mechanic that keeps rearing it's ugly head around every other corner in this game......, Like the heading says, the base armor mechanic seems to be the origin of many of the "uneven" gameplay moments as far as the combat is  concerned. A suggestion, in forthcoming games you may want to look into using a "percentage" based system(Instead of flat reduction) which should help with more than a few things.  For instance, easier ballancing of difficulty levels, armor that "feels" usefull no matter the situation, less "one shotting" players at higher difficulties, less reliance on enemies with knockdown affects for "fake" difficulty, more room to improve enemies in much more interesting ways, lessoning the so called difficulty "spikes" that soo many players complain of, armor values that could be shown properly in the player defensive quick window(or whatever it's called),  I could go on and on and on etc........... Anyways you guys may have already realized this but just to late I'm guessing? Is this why we have imunity bubbles? To cover up this broken mechanic? Not picking on you guys just curious haha.

 

The rest of your system seems to work fine though. Nice work. I do really mean that because it can't be easy to basically write an entirely new system from the ground up. I'm actually suprised it's not WORSE than it is.

 

Look at it this way. Even with it's flaws, it's gonna make one heck of a coloring board for future expansions and such. Looking forward to the future of this franchise for sure. :)

 

 

 

 



#2
o Ventus

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What's wrong with the crafting, exactly? It flat-out tells you what stats your gear will have when it's done being crafted. Your second point isn't even a thought-out complaint. It doesn't describe the problem in any detail whatsoever. The horses are just supposed to be a means of travel in zones, nothing more. "Magic defense" is pretty clear to me. 17% magic defense = you mitigate 17% of incoming magic damage, from all schools. Defense of a particular type increases your mitigation against that particular type. The only defense I can't figure out is physical damage, since as far as I can tell, there's no clear modifier on armor without digging into the game files.



#3
200Down

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"It flat-out tells you what stats your gear will have when it's done behing crafted"

Read it again. I can't state it any more clearly. Even pointed it out twice in the paragraph. If you still don't get what I ment I'll try and explain it another way I guess.

 

"Your second point isn't even a thought-out complaint"

Read the header? Short version if you must have it, there are more than a few skills that have affects which don't match thier description. And no, I'm not gonna point them out for lazy BIO devs. They can do it themselves. Getting downright sick of unfinished content in games lately.

 

"The horses are just supposed to be a means of travel in zones"

Do I really need to explain why mounts suck and all thier work to implement them is basically going to waste..... Word for word? I think it's been talked about enough don't you?

 

"Magic defense is pretty clear to me"

Just pointing out a simple bug/oversite that can and should be patched eventually. No it's not a huge deal but I was covering the attributes panel and figured I'd add it sense it wasn't something I've seen mentioned anywhere else. Noticing a pattern here?

 

"The only defense I can't figure out is physical damage"

Yeah I addressed that too because it is an issue in more ways than I think most people even bother to understand. Believe it or not defense in general ARE explained in the tooltips quit well under attributes. Well, all but the lack of actual numeric values on the six base stats. Honestly you can pretty much take them at face value as meaning exactly what they say, no more, no less.

 

I may not be understanding what you're asking when you say physical damage but I'll try to explain the best I can.

--Physical damage is based on arrows, bolts, and melee attacks. It assentially encumpasses ALL three types.

--Physical damage can be reduced in varying degrees with these upgrades. Ranged defense, melee defense, cunning, and constitution.

--Unlike D&D based games which are mainly based around percentage  and dice rolls, DAI uses a completly different system. ALL Physical damage is directly negated by the base armor value. This meens if your armor has a value of 200, you'll subtract 200 from ANY incoming melee, bow, or crossbow attack. This is why it feels like you have NO armor on when facing some enemies on nightmare difficulty who use actual SKILLS like the player does to multiply thier damage. And also why you can feel OVERpowered soo easily at lower difficulty levels. You could litteraly run into occations where your party isn't taking more than 1 damage per attack from the enemies if your armor is above thier base weapon attack. 1 damage is the least an enemy can do to you on any attack. Weww... long winded I know but hopefully that clears it up a bit for you.

 

 



#4
Nefla

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Horses are good for when you want to jump off a cliff and not die :P

 

Seriously though, how did you spend 600 hours playing, holy crap! :o



#5
200Down

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Horses are good for when you want to jump off a cliff and not die :P

 

Seriously though, how did you spend 600 hours playing, holy crap! :o

lolz, you are so right. I totally forgot about that. AND I remember being amazed that they actually added an animation for the mounts to fall to their knees after falling really far. Seriously who does that? Can't complain about details  in the anim department that's for sure. Well besides facial anims.... don't get me started o_O.

 

On my 7th and likely final playthrough curently. Doesn't take long really. When you limit yourself to ONLY playing your created charracter :) Man lemme tell yah.... learning to abuse the limited AI tools took some time. Hell I still don't think some skills are even remotely viable with AI charracters regardless of how you tweek things.

 

That reminds me... I forgot to add another ISSUE. Targeting Behavior set to Defend.... OOOOOOhhh boy.... how much fail can be in one script.... really? They didn't even try with this one.

 

Scenario: CASS set to defend SOLAS

-Begin battle

-Solas is set as a support only mage so bubble spam here we come

-CASS stares at Solas in hopes that he gets hit or attacked by something soon because she's eager to participate in the battle.

-Solas continues casting support skills on other friendies while they fight a halph dozen bloodthirsty kung fu rabbits.

-Solus fails to save the main tank and rabbits decide to attack on CASS next.

-CASS still stairing at Solas waiting for an oportunity to put her defensive skill to the test. All the while getting munched on by a slew of kung fu rabbits.

-In all her wisdom CASS decides that defending herself was not an option as long as Solus still lived even though he was never in danger and CASS gets steamrolled by rabbit horde.

-Solus soon gets stomped by thumper and his furry friends.... G  A  M  E      O  V  E  R