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One Thing All PC Players Can Agree On For The Next DA Game...


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#1
DeLaatsteGeitenneuker

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Bioware really needs to make an effort to make PC controls work. One thing that we all noticed from the beginning onward was the terrible tracking of dual wielding and to a lesser extent warriors. I realise that consoles make them more money but I feel and I know others feel that the poor controls sometimes made us lose out on the fun, in particular with DW rogues. Another element that would GREATLY be appreciated would be key mapping, which is an option that does not exist in DAI. It would make using the 1-10 number system SIGNIFICANTLY easier and would simply be more convenient. For those of us on PC who think gameplay is as important as story such steps would greatly be appreciated. 

 

All input appreciated, particularly things I may have missed in mentioning...


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#2
Darkly Tranquil

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Hell yes. Tac Cam badly needs a rework. Getting it back to something resembling how it worked in DAO should be a priority. A return of the full tactics system is also a must. Removing the 8-slot limit on the action bar would also be a big improvement. Even if they take nothing else from Origins, the PC control scheme should be the template. It's just a question whether they can implement it within the constraints of the Frostbite engine.
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#3
Beomer

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Yeah let's hear it for K+M control scheme.

Edge scrolling FTW.


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#4
Gileadan

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I think the problem with rogues and warriors is caused by the way hitboxes are implemented in DAI. They all seem to be human-sized, so large creatures simply have several of them. Each hit point bar marks one human sized hit box. Problem is, sometimes the creature's model size stops melee characters from reaching the hit box to actually score a hit. Easily tested by trying to hit a great bear with pommel strike and watching your character slide along the critter's flank to somehow hit the center where its single, way too small hit box is located. Projectile attacks like arrows or spells pass right through the model to score hits, so no problem there, but for melee character and creature models collide and that can prevent hits. This makes AOE melee attacks so useful...and sometimes necessary. Not sure this is PC specific though.

Edit: yeah, tac cam...we actually need to get back to actually move the camera itself instead of controlling an invisible character.
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#5
Knight of Dane

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Sure, I used controller but I always support actually make the intended controls at least useable.



#6
DeLaatsteGeitenneuker

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I think the problem with rogues and warriors is caused by the way hitboxes are implemented in DAI. They all seem to be human-sized, so large creatures simply have several of them. Each hit point bar marks one human sized hit box. Problem is, sometimes the creature's model size stops melee characters from reaching the hit box to actually score a hit. Easily tested by trying to hit a great bear with pommel strike and watching your character slide along the critter's flank to somehow hit the center where its single, way too small hit box is located. Projectile attacks like arrows or spells pass right through the model to score hits, so no problem there, but for melee character and creature models collide and that can prevent hits. This makes AOE melee attacks so useful...and sometimes necessary. Not sure this is PC specific though.

Edit: yeah, tac cam...we actually need to get back to actually move the camera itself instead of controlling an invisible character.

Yeah, I had not played in months and tried a dual wielding rogue again...I gave up after hours of trying, going to role up an archer and leave it at that.



#7
OdanUrr

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Surely they could ask the guys behind SWTOR for designing the HUD.



#8
DeLaatsteGeitenneuker

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Surely they could ask the guys behind SWTOR for designing the HUD.

Never played it. What is the difference in HUD?



#9
Tamahera

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It's fully customizable. Every HUD element can be scaled, moved, toggled on or off. I love it.

 

Something you can get in Skyrim and Fallout: New Vegas via mods.


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#10
zeypher

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The hud let me change the size of hud elements, atm is too damn big for my liking.



#11
Korva

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I think the problem with rogues and warriors is caused by the way hitboxes are implemented in DAI. They all seem to be human-sized, so large creatures simply have several of them. Each hit point bar marks one human sized hit box. Problem is, sometimes the creature's model size stops melee characters from reaching the hit box to actually score a hit. Easily tested by trying to hit a great bear with pommel strike and watching your character slide along the critter's flank to somehow hit the center where its single, way too small hit box is located.

 

I had at least two and often three characters in melee because I liked the characters' personalities best, and the shuffle-dance drove me up the wall so many times, especially since they always seem to want to attack from the front. So everyone is clumped up in the enemy's face, nobody gets a flanking bonus, and they get in each other's way all the time. It's especially bad when fighting say bears: it felt like they spent more time shuffling around or on their arses from the AoE knockback than they did attacking, and I swear the shuffling delays responsitivity to commands like "run the hell away from that incoming AoE before you get smeared across the ground again" too.

 

So, yes. Better hitboxes so melee isn't such a pain. Better and more customizable/scriptable AI. Rogue and DPS warriors who attack from the front/sides and don't crowd into each other or the tank. A bigger hotbar! A camera that can zoom out further for a better overview and isn't "stuck on the ground" to the point where it can only be moved in ways where a character can move. And a UI that isn't so clunky in general. Tooltips that deserve the name and actually display information instead of just a name of a skill.



#12
OdanUrr

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It's fully customizable. Every HUD element can be scaled, moved, toggled on or off. I love it.
 
Something you can get in Skyrim and Fallout: New Vegas via mods.


Plus you get toolbars for all your powers.

#13
KocicaK

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That tactical camera is really bad in Inquisition. We really need that one from Origins. For example I hate, that that camera don't go through seilings, walls, etc.(simply just like in Origins). Thats the most annoying thing I encounter every time I play in closed spaces. there I don't have a clue, what is going on, camera is too close, so I can see *****. I want to see the whole fight!(like in origins) and not only one weapon making crazy moves in some spell efect(yes, red mist all over the screen and one weapon in it or something. It's very helpful...) another probles is that it can move only where the characters can. so I have to go all the way around some stone, wall, ... only to take stairs and finally find the right place(that was only a few meters away from the sterting point)

 

besides for the camera, there are several other problems. for example very strangely functioning Hold position command(not working I would say), but that is for another thread


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#14
pdusen

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One thing that we all noticed from the beginning onward was the terrible tracking of dual wielding and to a lesser extent warriors. I realise that consoles make them more money but I feel and I know others feel that the poor controls sometimes made us lose out on the fun, in particular with DW rogues. 

 

Could you elaborate? My first two playthroughs were a warrior and a DW rogue and I'm not sure I know what you're talking about.



#15
megageeklizzy

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Could you elaborate? My first two playthroughs were a warrior and a DW rogue and I'm not sure I know what you're talking about.

I second this.  I had no problem with the controls.  I don't ever use the tactical mode stuff (because I'm a noob and a filthy casual), so if that's what you're talking about, that's why I don't understand.  I almost exclusively played dual wield rogue, and while I thought it was a bit dumb that you can just hold down the attack button instead of pressing the button for each attack, there wasn't anything about it that made me think the controls sucked.



#16
Rawgrim

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This game was made for consoles. The next one will be the same.



#17
ravenesse

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I thought this thread was about hair. Sorry, my mistake.


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#18
Big I

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I thought this thread was about hair. Sorry, my mistake.

 

This. Hair and beard options that don't suck would be appreciated.

 

Control wise, all I want is to have more than eight talents ready to use.



#19
Paul E Dangerously

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For what it's worth, the controls on console were awkward as hell, too.

 

I don't know why they changed what wasn't broken, since DAO/DA2 had UIs that worked on both platforms.



#20
Darkly Tranquil

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This game was made for consoles. The next one will be the same.


That doesn't preclude the PC version having decent controls (especially when they already have a design template to copy), they just have to be willing to put a little effort it and not half-ass it like they did with DAI.
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#21
jennamarae

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Yes, please, to both better pc controls and better hit boxes. Out of ten characters I've only managed to finish the game with the ranged ones because melee is ridiculous. I'm trying to play through as a two handed warrior at the moment and the constant failure to hit anything because a greatsword cannot hit a hitbox that's buried in the ground when the enemy gets knocked down (not a miss, a complete failure to recognize there is even a hitbox in the near vicinity) is a source of endless frustration. The mages and archers have no problems with this scenario, but warriors are tripping over each other and can't reach a hitbox that's literally right in front of them, assuming they haven't frozen in place completely. I keep having to switch to whichever mage happens to be in the current team because of it and have given up on several playthroughs because the frustration of combat wasn't worth ruining the rest of the game for me. Auto attack isn't much help due to the constant shuffling around if you have multiple melee characters on your team who all want to stab the enemy in the face instead of accepting that maybe going through each other isn't the most efficient way to take out the enemy archer they are all chasing.

*sigh* I miss tactics...
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#22
Korva

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[...], but warriors are tripping over each other and can't reach a hitbox that's literally right in front of them, assuming they haven't frozen in place completely.

 

Which patch introduced that bug, anyway, and why the HELL wasn't it patched out immediately? It's mind-boggling. It never happened it my vanilla playthrough early this year, but when I picked up Jaws of Hakkon recently, that glitch struck at least one character in just about every combat that wasn't over in three seconds.

 

The Trespasser streams I watched show that it's still not fixed, and since this was the final piece of content, will we have to live with this permanently?



#23
Thumb Fu

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I'm hoping for huge improvements for the next game. I always assumed the issues that occurred in Inquisition were because they first of all switched from Frostbite 2 to Frostbite 3 half way through development, which is mental but they got a better looking game out of it i suppose. And also Frostbite was designed as an FPS engine, so they had to heavily modify it, so doing that along with developing the game at the same time probably gave them no small number of headaches. 

 

The major problem with the tac cam has already been mentioned, you essentially control an invisible person, so you are limited on how and where you can move, and also the camera was centered far too close to the ground, making tilting awkward and overall the implementation was an abomination.

 

As for the hit boxes, they essentially gimped a party with more than 1 melee lol, warriors and dw rogues constantly ran around in circles trying to find an place to stand to hit the target, i do remember it happening somewhat in the first 2, but nowhere near as bad as Inquisition.


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#24
Mr.House

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There's no excuse for the PC controls of DAI and hopefully this never happens again.


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#25
Bhryaen

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Another element that would GREATLY be appreciated would be key mapping, which is an option that does not exist in DAI.

Not sure what this refers to because I keymapped/keybound everything. In fact, I won't play a game I can't keymap myself. I bought and then ended up shelving without playing "Walking Dead" and "Batman: Arkham" because of it: no excuse in the 2010's for forcing people to use WASD any longer. But all OK in DAI. Well, there's a glitch with mapping "Hold Position" to "V" because it would eventually become an auxilliary "Search" key, and, of course, they removed "Hide GUI" from the hotkeys so you have to navigate menu screens to Options to toggle it... but otherwise keymapping is there. Or am I misreading?

 

The other comments about hitboxes for melee I can't comment on since I haven't played much melee yet. I've been highly anticipating playing a DW character, but maybe they're better to just watch the AI handle than orchestrate myself. Cole can look fairly wicked at times. However, I've been playing an archer which also has occasional problems hitting creatures that have "fallen" to the ground- i.e., ones that are still in a direct line of sight while laid out on the ground and even at times somewhat nearby. I can accept this when they fall down behind a barrier, but not when they fall down in the open desert and are still impossible targets. So it may not be so much the size of the hitbox as what happens to it when the fallen creature enters the "knocked down" animation state with their avatar intersecting with the "ground" terrain plane.