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Random Routes Begin Today!


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#51
DragonRacer

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I'm tempted to write "How would you know." but that would be completely out of order, so I won't. :devil:

 

Your sense of self-preservation is admirable.


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#52
starrks

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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.



#53
ParthianShotX

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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.


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#54
Orleone

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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.



#55
Shiratori

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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.


That bug existed before this as I had the same thing occur on a nightmare run. It fixed itself on the next stage.

#56
MileEnd

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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?



#57
Gilli

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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 :)


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#58
MileEnd

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Guard makes you glow orange :)

Only noticed it in FC :P



#59
Robbiesan

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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.



#60
Abedsbrother

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So, no new content, just a new way of experiencing the content we already have. 

 

Cool, I guess. 



#61
Freedheart

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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


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#62
Yriss

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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)



#63
Ricksmiley

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Fix existing issues like server stability instead of new routes. Your trying to make progress which is good. But give a quality product THEN add stuff.
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#64
Robbiesan

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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.


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#65
Para9on So1dier

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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?



#66
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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#67
Para9on So1dier

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Shame, would have loved two zone fives in one match, still sounds cool as it is though.



#68
BioMasika

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

 


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#69
ParthianShotX

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

 

*gasp*  No!  Really?  Maybe?   *squeeeeeee*



#70
Wavebend

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

 

 

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)?



#71
Eelectrica

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A pillars of eternity style 15 level dungeon with a honking big dragon at the end could be kind of cool...

#72
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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#73
Wavebend

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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..



#74
Proto

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Played my first game with new routes. I like it!
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#75
Hrungr

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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?