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Eight skill slots, forever


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#26
They call me a SpaceCowboy

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You would be wrong.

That project was not Inquisition. It was simply the first thing to use Frostbite.

 

 

No no, they did say they designed the multiplayer first, probably based on the combat from Blackfoot, I'm guessing, and then used the MP combat to develop the SP combat. The article even says it was the core of Inquisition.

 

"It was a Dragon Age game, multiplayer only, that was in development before Dragon Age II came out. That became the core of what became Dragon Age Inquisition, the techlines, more than any of the development, so we've actually been looking at [multiplayer] a long time."


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#27
coldflame

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2 hrs?

 

Wow...seriously?  2 hours?  I cannot think of a single game that I have ever played in my entire life that took two hours to learn.  What the heck where they talking about?

 

Yup, ea thinks we are all idiots sitting in a corner drooling.



#28
Super Drone

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It's because of Multiplayer, you have to have all your abilities available without any kind of pause,

 

Nice PC-Master-Race posturing though, OP. classy. 



#29
Darkly Tranquil

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It's because of Multiplayer, you have to have all your abilities available without any kind of pause,
 
Nice PC-Master-Race posturing though, OP. classy.


If what you say is correct, it's kind of true. On PC, keybinds are not an issue. It's only a problem on consoles with their restricted control scheme.

#30
Super Drone

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If what you say is correct, it's kind of true. On PC, keybinds are not an issue. It's only a problem on consoles with their restricted control scheme.

Well, sure. But it's still not because they needed to "dumb-down the game for console peasants". Us console peasants played the game just fine with the radial menu. 

 

 

They needed the dumb down the game because they wanted multiplayer on all platforms and didn't feel the need to make a super special PC version of the game.  


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#31
Darkly Tranquil

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This new doohickey might change things a bit if devs decide to support it. That would solve a lot of the issues with the console control scheme. Imagine how much better the console versions would be if you could use hot keys, rather than scrolling through awkward menus.

miZ0dwtCgJVMWxjj21JCVrA.jpg

#32
coldflame

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This new doohickey might change things a bit if devs decide to support it. That would solve a lot of the issues with the console control scheme. Imagine how much better the console versions would be if you could use hot keys, rather than scrolling through awkward menus.

miZ0dwtCgJVMWxjj21JCVrA.jpg

 

Just one question - What if you've got fat fingers/thumbs?



#33
In Exile

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The devs spouted some nonsense about it being "tactical" to only have 8 skill slots and to have to choose which ones to use, but that reeks of after the fact justification. I suspect the multiplayer had a fairly major role to play in shaping the way the game plays.

 

Limiting spells and actions for "tactics" is hardcoded into D&D, (and games like POE follow on it) so it's not unheard of really.



#34
Hexoduen

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No, consoles are not the reason. Dragon Age: Origins and Dragon Age 2 both had only 6 hotkeys for controllers, but we also had access to all skills via the radial menu. Arguably less convenient than PC, but still infinitely better than what DA:I does. There is no reason they couldn't have simply done the same thing in DA:I, but for some terrible reason or other, they elected to limit everyone to 8. It's terrible, and there was really no reason to do that. Did I mention I think it's terrible?

 

It's terrible alright. Still a good game in many other respects, but the UI I definitely hate. Should've kept the one from Origins.

 

The devs spouted some nonsense about it being "tactical" to only have 8 skill slots and to have to choose which ones to use, but that reeks of after the fact justification. I suspect the multiplayer had a fairly major role to play in shaping the way the game plays.

 

Had hoped multiplayer wouldn't affect gameplay at all, but the more I play Inquisition the more it feels like it was designed with multiplayer at its core. "Let's keep gameplay simple for multiplayer, oh and remove the healer so we can make $ by selling healing potions at the Store" ... <_<


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#35
Bayonet Hipshot

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It's terrible alright. Still a good game in many other respects, but the UI I definitely hate. Should've kept the one from Origins.

 

 

Had hoped multiplayer wouldn't affect gameplay at all, but the more I play Inquisition the more it feels like it was designed with multiplayer at its core. "Let's keep gameplay simple for multiplayer, oh and remove the healer so we can make $ by selling healing potions at the Store" ... <_<

 

The "multiplayer wouldn't affect singleplayer" is PR bulls**t at its finest. The same goes for "healing is removed for challenge" as well as "8x4 is 32 and that's enough."

 

Healing is removed because Bioware could not be bothered to make balanced healing for multiplayer and like you said, they wanted to make money via microtransactions by selling healing potions and tonics at the Store.


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#36
Iakus

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Had hoped multiplayer wouldn't affect gameplay at all, but the more I play Inquisition the more it feels like it was designed with multiplayer at its core. "Let's keep gameplay simple for multiplayer, oh and remove the healer so we can make $ by selling healing potions at the Store" ... <_<

Just remember in the future: MP can and will affect SP in ways other than story content.


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#37
Hexoduen

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The "multiplayer wouldn't affect singleplayer" is PR bulls**t at its finest. The same goes for "healing is removed for challenge" as well as "8x4 is 32 and that's enough."

 

Healing is removed because Bioware could not be bothered to make balanced healing for multiplayer and like you said, they wanted to make money via microtransactions by selling healing potions and tonics at the Store.

 

"8x4 is 32 and that's enough" ugh... *disgruntled noise* We used to have 40x4 = 160, but that won't go for multiplayer - then people might actually stop to think once in a while, can't have that.


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#38
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"8x4 is 32 and that's enough" ugh... *disgruntled noise* We used to have 40x4 = 160, but that won't go for multiplayer - then people might actually stop to think once in a while, can't have that.


Ironically SWTOR has 60 hotkey slots. Or is it 80?

#39
Bayonet Hipshot

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"8x4 is 32 and that's enough" ugh... *disgruntled noise* We used to have 40x4 = 160, but that won't go for multiplayer - then people might actually stop to think once in a while, can't have that.

 

Bioware and EA's target audience are incapable of thinking. At least that's what the gameplay features demonstrate.


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#40
Hexoduen

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Ironically SWTOR has 60 hotkey slots. Or is it 80?

 

Wouldn't compare an MMO to Dragon Age.... Or, well, Inquisition does feel like an MMO at times, a single-player one that is. With a very limited hotbar.


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#41
Paul E Dangerously

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Limiting spells and actions for "tactics" is hardcoded into D&D, (and games like POE follow on it) so it's not unheard of really.

 

Limiting spells per day only happened because the original creators were really into Jack Vance's Dying Earth novels.

 

Even then, a D&D caster will quickly have more than eight spell uses per day within a handful of levels.


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#42
In Exile

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Yup, ea thinks we are all idiots sitting in a corner drooling.

 

I found actually understanding all the pointless gunk in D&D to play it properly - and by play it properly I mean power-game - to take up a huge chunk of time. It's really easy in the 2e and 3e games to build just complete trash. And that's not accounting for understanding and getting use to how melee works (esp. at low levels, where misses are more common).



#43
In Exile

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Limiting spells per day only happened because the original creators were really into Jack Vance's Dying Earth novels.

 

Even then, a D&D caster will quickly have more than eight spell uses per day within a handful of levels.

 

But - ignoring how people abuse the ever loving hell out of the rest system in PC D&D games - that really often means that you can go quite a few encounters with your mages barely casting 2-3 spells (to conserve). DA:I - in theory - doesn't give you a limit on uses (which D&D did) but a hard limit on scope (which D&D also had, but just to a lesser degree because there was also a limit on uses).

 

The point here, however, is that coming up with such arbitrary limits is something that's been done in RPGs before. Bioware's approach is different - and I hate all limits of this type, don't get me wrong - but it's not some radical new thing.



#44
Darkly Tranquil

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Wouldn't compare an MMO to Dragon Age.... Or, well, Inquisition does feel like an MMO at times, a single-player one that is. With a very limited hotbar.


It's not a completely invalid comparison since SWTOR has a very strong single player story focus with optional multiplayer elements. Also, there are a number of MMOs that have restricted hotbars - Guild Wars 2, FFXIV, and Wildstar being examples of such games.

#45
Lee80

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Just wanted to state that defending multiplayer with comparisons to Mass Effect 3 is not a fair thing to do.  Mass Effect 3 had 2 complete teams working on the two different play styles and weren't forced to share the same interface for that very reason.  Dragon Age Inquisition was started as single player only and multiplayer added in later, and to save money and resources the interface had to be the same.  

 

I don't want to search out the posts, but it was stated on this board by a dev that mp was only in development for 2 years before the release of the game, DAI was in development for much longer then that.  It was an expansion for DA2 in it's first attempt at life. 

 

I once read a very smartly written article that said that multiplayer that is developed late in a games cycle will have negative effects on the single player experience.  Where as, if there's a full budget for both single player and multiplayer and they are developed independently from conception things fair much much better.  The evidence is all around for those who have eyes to see it, though I am aware that people who love multiplayer will refuse to believe. 


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#46
Hexoduen

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It's not a completely invalid comparison since SWTOR has a very strong single player story focus with optional multiplayer elements.

 

That's true. 8 skill slot limit in Dragon Age still sucks.

 

Bioware should get their team from SWTOR to help out Inquisition, and make a fully customizable UI... *dreamy look*



#47
Darkly Tranquil

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Bioware should get their team from SWTOR to help out Inquisition, and make a fully customizable UI... *dreamy look*


It doesn't need a fully customisable UI, it just needs to regain the functionality the old UI had. The old UI was fine, but for some reason they felt compelled to reinvent the wheel.
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#48
AutumnWitch

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I almost always play as a Mage and don't mind the 8 slot limit as long as there are lots of good passive choices and upgrades to activated spells.

 

I found in both DAO and DA2 I found myself just picking a handful of activated spells and would get as many good passive and upgrades that I could.



#49
Bayonet Hipshot

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Actually, all Bioware really need to do is allow us to switch out abilities while pausing during combat. They can keep the 8 skill slots lock for aesthetic purposes and to keep the UI looking clean but just allow us to switch abilities during combat from the menu and disable that function for multiplayer. That's it. They can't even be bothered to do that.



#50
Darkly Tranquil

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Actually, all Bioware really need to do is allow us to switch out abilities while pausing during combat. They can keep the 8 skill slots lock for aesthetic purposes and to keep the UI looking clean but just allow us to switch abilities during combat from the menu and disable that function for multiplayer. That's it. They can't even be bothered to do that.


Or they could just bring back the radial menu, which did basically the same thing way back in Origins.
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