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Random Routes Begin Today!


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#1
Fiddzz

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Today we are pushing live a feature we’ve been working on for a while.  Currently there are 4(5 with Destruction) routes within each destination, today we are starting to roll out “Random Routes”!  Over the next month we will be adding 75 additional routes each week, for a total of ~300.

 

How does it work?

If you already have the Dragonslayer DLC on PC, X1, or PS4, you will start to see the new routes! As you reach each zone door, there is a small camera transition between zones as you progress through the dungeon.

 

What does it mean?
More variety, not only will each zone be in a different order you can now also start at the end of a zone and progress to the start.

Events will be in completely different areas than you’ve experienced before.


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#2
Fiddzz

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No this is only for Elvan, Tevinter, and Orlais.  FC is a very special snowflake. :)


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#3
BioMasika

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Does it also work on Ferelden Castle?

 

No, Ferelden Castle was built specifically to be a static path with players exploring from the docks to the summit.


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#4
BioMasika

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So it's a mix and mash of all the maps? 

 

 

Nope.

What's happening is that if you get a particular route of Elven Ruins for example, Instead of the order of the zones being 1,2,3,4,5 it could be swapped with 2,3,4,1,5. The end zone will always be the same boss encounter location, but now you can end up fighting enemies that normally do not appear in a particular area of the dungeon. Or you could encounter an event in a location that never used to allow it to appear.


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#5
Billy Buskell

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No, I got into one of those lobbies two days ago, the door scene is annoying T-T. The different route thing is cool though.

 

I knew it was weird when I entered the lobby through a black screen XD.

 

The feature only went live 45 minutes ago ;-)

 

Billy


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#6
Fiddzz

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Black camera transition is there because the level was not built with zone 2 connected to zone 4, etc.  So we have to teleport your character to that area.

 

75 routes is a lot.  But it's just simple math.  A route consists of 5 zones, with zone 5 always being the boss room.  SO, if we take what a normal route is now, and randomize it for all possible combinations of zones, you get something like this.

 

How it was before.

Route 1 (1, 2, 3, 4, 5) 

Route 2, (1, 2, 3, 4, 5)

Route 3, (1, 2, 3, 4, 5)

Route 4, (1, 2, 3, 4, 5)

Route 5, (1, 2, 3, 4, 5) [Destruction]

 

How it is now.

Route 1 (1, 2, 3, 4, 5)

Route 1 (4, 3, 2, 1, 5)

Route 1 (3, 2, 4, 1, 5)

Route 1 (1, 3, 2, 4, 5)

Route 1 (1, 4, 2, 3, 5)

Route 1 (1, 2, 4, 3, 5)

Route 1 (1, 4, 2, 3, 5)

etc

etc

etc

Now do the same for the other 4 routes...


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#7
Fiddzz

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3 routes if we consider the above. Simple math :P

 

I'm just kidding.

easter eggs for the close readers.


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#8
Fiddzz

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Also if its not working for you quit DAI and restart it.  Usually that's needed for the server to reset on your client.

 

Forgot to add to my post, that example is just one tileset, so repeat the whole process for each tileset, (tevinter, orlais, elvan) 


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#9
Fiddzz

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They do fall, we just took away any damage in that moment. Some levels are at a different height, so sometimes they "fall" into the teleport.

Also, the original routes are still there so every now and then you'll get them with no transition.
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#10
BioMasika

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Do map zones mix for example each map Elven, Orlesian and Tevinter have three routes each is it possible to do a match where you go through three elven ruins zones from maps that were available at launch with two of the elven ruins zones being from Destruction DLC?


Sadly no.

My original plan for the MP dungeons would have randomly selected 5 zones from the entire pool of zones for a destination. But there were a few tech and tool issues that couldn't be resolved in time for release, so we built the levels statically. This would have provided over 1,000,000 unique route configurations per destination.

I prototyped the current implementation while we were building the Dragon slayer DLC. And it basically teleports the party around 1 of the static routes (5 per destination). Each static route has the potential to result in 24 unique route variations for a total of 360.
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#11
BioMasika

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:ph34r: ... Or variable zone length dungeons... :ph34r: 

 


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#12
BioMasika

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Theoretically yes...

Technically no, due to 2 of the issues I hinted at above. Without getting into the details...

One issue forced us to abandon dynamically spawning the zones at run time. This would have allowed a random zone to be "stitched" onto another at the airlock. This meant that the routes needed to be statically built.

Since the routes are statically built we stream in the content so that only the minimum number of zones are in memory at a time. But there is still a hard limit in terms of the number of objects statically placed in the level, which we already approach in the 5 zone routes.
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#13
BioMasika

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It would theoretically be possible for the full normal route (1,2,3,4,5) to be randomly selected, but those should be disabled on the server already. I know last night I had a route chosen that started with the normal zone 1, but by the time the second zone was opened the order was definitely different than normal. 



#14
Fiddzz

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The normal zones 12345 without transitions are not disabled, for reasons.

 

We have only unlocked the 1 X X X 5 routes so far, next week comes 2 X X X 5.


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#15
BioMasika

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Exciting!


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#16
BioMasika

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I've been thinking about this for the whole day and it still doesn't make any sense :(

Does anyone have an idea of what this means?

 

BiowerMasika pls -_-

 

LOL

 

Just to make sure there is no misunderstanding...

 

IF we had been able to build the fully randomized dungeons that I had originally wanted, then it would have been possible to create dungeons that consisted of varying lengths (number of zones). One of the early ideas for the difficulties would have adjusted the number of zones per difficulty:

 

Routine: 5 zones

Threatening: 7 zones

Perilous: 9 zones

 

Theoretically, since we ended up with 20 something zones per destination we could have had dungeons with that many zones, or even infinite length dungeons if we repeated zones. I believe someone on this thread mentioned the idea of checkpoints at different airlocks where each player could choose to leave (with accumulated rewards) or stay to try for more loot. This was in line with the original concept.

 

BUT sadly we weren't able to do this:(


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#17
Fiddzz

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FC doesnt have the teleport so that would be unrelated Robbie.

 

We'll investigate you not seeing the random routes, what your saying is on X1, you NEVER get a teleport/camera transition when you go from one zone to another?



#18
Billy Buskell

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Confirmed on the loosing health bug. 

 

Xb1 - yesterday on FC Perilous (had a good group).  at zone 5, used health font, we all had full health.  once the last door was opened myself and another player lost most of our health.  wut?  first time I've seen it, and only happened the one time out of appr 5-6 matches.

 

This sounds like possibly being hit by the dragon blast as the door is opening.  We've had it happen a few times on stream.  Painful, but the Dragon don't give a nug about your pain. You're in her house.

 

Billy


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#19
BioMasika

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Yeah, the High Dragon is immensely troll-ish about hitting your party in the font room right AFTER you hit the font but before you open the door (or as you open the door, etc), so you start out hurting.

Or hitting you while you gather around the flag for a "normal" zone 5. Especially Storm Dragon, Maker, she loves doing that.


Works As Designed
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