Aller au contenu

Photo

Random Routes Begin Today!


175 réponses à ce sujet

#76
xsvTOYZ

xsvTOYZ
  • Members
  • 262 messages

I like the new door opening scene  it groups everyone and there is no speeders taking advantage of  someone gathering coin and not paying attention.  no advantages.

also a good barrier point



#77
Texasmotiv

Texasmotiv
  • Members
  • 1 254 messages
I love to read Graham talk about level design. As someone interested in game design it's great to hear the thought process.

I like the mix up idea. It seems from what I've seen that I'll get the door scene but it just ends up being the same as the original route. I am not sure if I'm just remembering wrong or if it's just toying with me.
  • Dieb et BioMasika aiment ceci

#78
Silversmurf

Silversmurf
  • Members
  • 2 693 messages

 that I'll get the door scene but it just ends up being the same as the original route. I am not sure if I'm just remembering wrong or if it's just toying with me.

 

I have noticed this as well.....



#79
Dieb

Dieb
  • Members
  • 4 631 messages

Theoretically yes...

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

 

So maybe we can speed up the process if you just told us what you like  about working with Frostbite?

 

I jest of course. I don't know the first thing about game design, and I'm sure you guys make the professional decisions that make the most sense at the time they emerge. I was just following the lead of some of your colleagues, who blame explain most limitations or awkward phenomena with having to work with this ominous new engine's quirks.

 

 

I love to read Graham talk about level design. As someone interested in game design it's great to hear the thought process.

I like the mix up idea. It seems from what I've seen that I'll get the door scene but it just ends up being the same as the original route. I am not sure if I'm just remembering wrong or if it's just toying with me.

 

Agreed on both counts. Even though I am not into game design per se, I am curious about... well, anything.

 

I too got the feeling that it loaded the exact zone I was expecting it to, despite the cool intro camera. At least I am less certain I'm just deluding myself now.

 

 

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

 

Some real old school hardcore dungeon crawling, where a "map" takes up a whole slow Sunday evening? Multiple bosses that make you dread every attack beforehandedly, like The Butcher in the original Diablo?

 

I would never have believed I'd once say this, but bloody hell, sign me up.

 

Please make this happen somehow.


  • Texasmotiv aime ceci

#80
Roc

Roc
  • Members
  • 24 messages
I appreciate the feature or at least the notion of it and look forward to trying.

It would be great to see true procedural level generation from prefabricated blocks of dungeon but it seems frostbite isn't up to that...yet?

#81
BioMasika

BioMasika
  • BioWare Employees
  • 170 messages

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. 



#82
Fiddzz

Fiddzz
  • BioWare Employees
  • 471 messages

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.


  • dstrawberrygirl, Freedheart et BioMasika aiment ceci

#83
BioMasika

BioMasika
  • BioWare Employees
  • 170 messages

Exciting!


  • Freedheart aime ceci

#84
DragonRacer

DragonRacer
  • Members
  • 10 030 messages

Exciting!

 

Okay, Luka.  :lol:


  • Beerfish, JAMiAM, Freedheart et 1 autre aiment ceci

#85
Cheviot

Cheviot
  • Members
  • 1 483 messages

Okay, Luka.  :lol:

Maybe one of the random routes will be go through that cave with the glowing lichen.  I think it was west of Ferelden...


  • DragonRacer, Angelus_de_Mortiel et Snakebite aiment ceci

#86
T_elic

T_elic
  • Members
  • 487 messages

Maybe one of the random routes will be go through that cave with the glowing lichen.  I think it was west of Ferelden...

 

Everything is west of Ferelden.


  • DragonRacer et Cheviot aiment ceci

#87
Wavebend

Wavebend
  • Members
  • 1 889 messages

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

 

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 -_-



#88
BiggyDX

BiggyDX
  • Members
  • 513 messages

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 -_-

 

I think he means that certain dungeons will have more than, or less than, five zones.



#89
Cheviot

Cheviot
  • Members
  • 1 483 messages

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 -_-

I guess it would mean a new type of route that's made up of sticking 2 or more normal routes together.

 

EDIT: Though I guess someone else posting a totally different idea for what it means shows that maybe we should wait for an offical one.



#90
Wavebend

Wavebend
  • Members
  • 1 889 messages

I think he means that certain dungeons will have more than, or less than, five zones.

 

More than 5 waves on the current maps would inevitably involve repeating some zones, which is lame..

 

I guess it would mean a new type of route that's made up of sticking 2 or more normal routes together.

 

EDIT: Though I guess someone else posting a totally different idea for what it means shows that maybe we should wait for an offical one.

 

Biomasika said the tech for "stitching" zones between airlocks doesn't exist, so the only alternative I see to "stitching" would be to teleport users between zones by bypassing the font room (?)

 

We really need more hints here. "Zone length" is extremely ambiguous! Is it the number of waves, or the actual length of the area? If interpreted as a variable number of waves then it could be a definitive hint to horde mode!



#91
BioMasika

BioMasika
  • BioWare Employees
  • 170 messages

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:(


  • JAMiAM, Ispan, DragonRacer et 5 autres aiment ceci

#92
Wavebend

Wavebend
  • Members
  • 1 889 messages

snip

 

Gotcha. I think you need to be more careful with the usage of :bandit (Luke mastered the use of it) :)

 

Could the current tech still allow for an infinite length dungeon such as an Arena mode? This wouldn't involve spawning zones but rather repeating a single zone forever, therefore allowing for an infinite number of waves? This isn't exclusive to Arena mode but could work with Horde mode or any variations as well

 

I know it won't be done, but still!



#93
Texasmotiv

Texasmotiv
  • Members
  • 1 254 messages

I think it would be cool to lock certain zones behind a class door. So at the airlock, you have the normal door, but also a warrior door might be there and instead of going to the zone you were going to before, hit a different zone all together. Maybe even making the class locked zone have something special (extra enemies, slight bump in difficulty or treasure).

 

It sounds like such a thing can't be done with the current set up but like to hope it would be possible in the future. Unless like you are hinting at, is an insurmountable technical limitation.


  • Nythrius aime ceci

#94
Kissraven

Kissraven
  • Members
  • 101 messages

Not sure if anyone else made a similar comment but is so I'm sorry for the duplication. 

 

I know we all like to keep our games as realistic as possible despite being in a fantasy world, but I kind of like the thought of this random map thing causing us to bounce between all 3 original maps. So you start in Chateau, then jump to Ruins, then to Tevinter, and then who knows for wave 5. I know the story would be messed up as you are unit on a mission at a certain place, but just for those of us who have grinder the heck out of these maps, it would be cool to really not know which map could be next and even better also random factions as well...

 

Maybe this is better off as a selectable game mode thing, but I think a good portion of the die-hard player base would enjoy this, maybe even try it as a week long challenge or punishment.



#95
Wavebend

Wavebend
  • Members
  • 1 889 messages

Not sure if anyone else made a similar comment but is so I'm sorry for the duplication. 

 

I know we all like to keep our games as realistic as possible despite being in a fantasy world, but I kind of like the thought of this random map thing causing us to bounce between all 3 original maps. So you start in Chateau, then jump to Ruins, then to Tevinter, and then who knows for wave 5. I know the story would be messed up as you are unit on a mission at a certain place, but just for those of us who have grinder the heck out of these maps, it would be cool to really not know which map could be next and even better also random factions as well...

 

Maybe this is better off as a selectable game mode thing, but I think a good portion of the die-hard player base would enjoy this, maybe even try it as a week long challenge or punishment.

 

Biomasika has mentioned several times that this isn't possible with the current tech



#96
Felis Menari

Felis Menari
  • Members
  • 1 189 messages
Speaking of randomization, is there any chance we could get bonus experience for choosing random match settings, like in ME3MP? Maybe add enemy selection as another category? Those would be some nice changes, in my personal opinion.
  • CrimsonN7, Para9on So1dier, Texasmotiv et 2 autres aiment ceci

#97
Silversmurf

Silversmurf
  • Members
  • 2 693 messages

OK. Having played it now, I'm sold.

 

I still know the zones forwards and backwards but it isn't half bad when you get a zone you didn't expect.


  • BioMasika aime ceci

#98
ParthianShotX

ParthianShotX
  • Members
  • 2 242 messages

Some times I get it with the door scene; sometimes I don't.  Only occasionally when I've gotten the door scene are the zones in random order.  Granted, I'm not a power player and just play a little each day but those are my early observations.


  • Beerfish et Abedsbrother aiment ceci

#99
Beerfish

Beerfish
  • Members
  • 23 849 messages

Some times I get it with the door scene; sometimes I don't.  Only occasionally when I've gotten the door scene are the zones in random order.  Granted, I'm not a power player and just play a little each day but those are my early observations.

Same experience as I have had so far.


  • ParthianShotX aime ceci

#100
mfr001

mfr001
  • Members
  • 465 messages

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.

BUG REPORT

 

I've just had a session where my char DID take damage when going through the airlock. In case it is relevant, I was not running through the health point room but standing back waiting to be teleported. Dropped down to the lowest bar of health.

 

System: PC   Location: Zone 5 Orlesian Chateau


Modifié par mfr001, 30 juillet 2015 - 03:50 .