I'm tempted to write "How would you know." but that would be completely out of order, so I won't.
Your sense of self-preservation is admirable.
I'm tempted to write "How would you know." but that would be completely out of order, so I won't.
Your sense of self-preservation is admirable.
I haven't seen anyone else mention this, but it looks like the doors close behind your party with the random routes in effect. So, if the health font isn't triggered before the door scene, you lose it.
It's very cool. I admit, though, I was expecting something more along the lines of "choose your adventure" when I heard random routes. I suppose that would be hard to implement with four different players but I was kind of hopefully anticipating that level of chaos.
Small bug: I had a routine zone load into a perilous game.
This might be the wrong place for telling you about it, im new here.
Small bug: I had a routine zone load into a perilous game.
This might be the wrong place for telling you about it, im new here.
No this is only for Elvan, Tevinter, and Orlais. FC is a very special snowflake.
Speaking of which, why was my Legionaire and my friend's Assassin glowing orange, while my two other buds' mages not, in FC?
Speaking of which, why was my Legionaire and my friend's Assassin glowing orange, while my two other buds' mages not, in FC?
Guard makes you glow orange ![]()
Guard makes you glow orange
Only noticed it in FC ![]()
Any one on Xbox One seeing this yet? I have restarted twice and played a ton of matches...still no changes unless it is a more subtle effect than I am imagining.
Thought perhaps I was the only one. Aside from the door transition, every map/route was the same. I would have started playing a few hours after the changes were applied so not sure what happened there. Will see how it goes tonight. Might do a quick reset of the XB1 to clear cache too just for the sake of it.
So, no new content, just a new way of experiencing the content we already have.
Cool, I guess.
Like I don't already get lost trying to lead folks to the veil fire...guess I won't be carrying the torch anytime soon. lol
I haven't seen anyone else mention this, but it looks like the doors close behind your party with the random routes in effect. So, if the health font isn't triggered before the door scene, you lose it.
I've seen this in one of my games too. I usually always drink the fountain even if I'm at full health yo make sure the whole team is at 100%. However, yesterday, there was a group that just charged through/ignored the health font at every zone, and we got to the final stage with characters at half health. :-/ (we didn't make it)
Like I don't already get lost trying to lead folks to the veil fire...guess I won't be carrying the torch anytime soon. lol
Having not played for a while, and once I did, I didn't know where each pyre would be. It didn't occur to me that there would be an icon on the minimap. Once I had that sorted...
was funny though, there's me running around thinking "oh crap, where's the pyre?" and a teammate standing next to it spamming "over here!" and probably laughing to themselves. Moral of the story: don't feel bad, you're not alone.
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?
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?
Shame, would have loved two zone fives in one match, still sounds cool as it is though.
... Or variable zone length dungeons...
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*gasp* No! Really? Maybe? *squeeeeeee*
... Or variable zone length dungeons...
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Is the MP system locked to 5 zones total? Couldn't you make a map with say, 30 zones with the current tech (that doesn't rely on teleporting users back and forth on 5 static zones)?
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.
From my understanding, a static 30-zone map could work, but the hard limit on the number of objects on a static map would impact level design where more zones => less objects / zone => uglier zones?
If so, I don't really understand the variable zone length dungeon tech..
There were 2 Tevinter matches I joined in-progress today and noticed there were no voice-overs for the remainder of the match. However, the Tevinter matches where I was there from the beginning had the proper voice-overs...
Anyone else have this issue?