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Wavebend's modding worklog


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#76
Wavebend

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Big win today.

 

I've been trying to find a way to implement a dedicated hotkey. In the past I've said that I could potentially implement a bunch of them, but that was only if I was going to make the mod MP-compatible only. But aiming for SP compatibility meant that I couldn't use any of those extra hotkeys.

 

My only option was to somehow find a hotkey that would work for both SP and MP. This didn't look possible at first, because the "hotkey" area of the files is just a big hash table and although I knew how a few hotkeys were mapped, I didn't have the hash function to go with it. So I had to look at what was already mapped (there are ~200 hotkeys), play around and basically play the guessing game. But then I somehow hit the jackpot...

 

 

In this video, I can use jump, sprint, all my abilities, as well as :bandit:

 

Note: ability used in video is there for testing only. Haven't focused on balancing anything, yet.


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#77
DrakeHasNoFlow

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That's how fade shield should of done in the first place, not offensive dmg= limitless barrier. If it's a shield than it should have an equally high cost to activate. High durability should come at a high cost. Now fix the upgraded sunder effects on throwing blades and we are closer to a game that is less Yolo and more co operative.

#78
JiaJM98

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Now fix the upgraded sunder effects on throwing blades and we are closer to a game that is less Yolo and more co operative.

Nope. That's like the only "working as intended" aspect of this game that works in our favour  :mellow: Plz let us keep it for the sake of Working As Intended TM



#79
JiaJM98

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If anyone has a mod request that doesn't take ages to make I'll also take that into consideration (E.G. Harder than heartbreaker difficulty, more abilities for MP, that kind of thing, as these take like 5 min each :))

Hmm, will it be easy for you to import toggle ability upgrades to MP? 

 

Also, do you know if some stats like "chance to avoid killing blow" and master works like "on death chance to revive" actually work for MP? Tried to test it a few times myself and never seen it happen.



#80
Wavebend

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Hmm, will it be easy for you to import toggle ability upgrades to MP? 

 

Short answer: I don't know.

 

Long answer: If, for some reason, the toggle abilities bundles aren't loaded for MP then it won't work. But you probably know that already. So, if that happens then it probably won't be easy. I can't tell you exactly how you would make them load as I haven't been testing that stuff enough. You'd either have to deal with rewriting the delayload assets (hard stuff that no one has done yet) or to merge bundles the correct way. My merge method only includes EBX merging/copying as they're pretty much independent assets. But anything RES/CHUNKS related I wouldn't know. I know E.G. that for animations some of them are locked to a specific bundle, so EBX merging isn't enough. You'd also have to rewrite/merge the .ant assets and no one knows how to decode those, yet. Decoding those would also mean that you'd earn the ability to edit animations, which would be pretty neat.


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#81
HurkyKean

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I stopped playing again yesterday. Just one week after coming back for second and last time I think. Wanted to give it the last chance while waiting for Dark Souls III, but no... Even some F2P MMORPGs like Blade and Soul with silly art style, mediocre graphics and story have a deeper combat and gameplay. Hell, even Ghosts and Goblins offers me more mobility.

The problem of DAMP is and will always be the fact that it's derivative of a tactic RPG. It can not be skill dependent in the same way like other action RPGs such as DD: DA because the original Single Player was not designed for that. You are controlling one char that is just not supposed to be agile, flexible and elegant.

The SP is focused on "tactic", and not quick reactions followed by fast moves like DD: DA, BB or even TW (or MEMP). This means you must just "organize" your group: this one here, this one there, this one here and my main here. Now this skill, this one blabla. It is about planning and "staying" there till the enemies are dead. If your plan was a good one, or just decent, you win. You don't need more mobility, faster sprint, a natural roll, backstep or whatever (you would be even more OP for the SP). And I am not saying this "organization" is not fun, I had great moments in the SP (the last one in The Trespasser with lightning and fire flask killing elite warriors with Throwing Blades in the air while their jumping-attack XD). It is just the reason why the combat is not that flexible, elegant, agile... and feels really different despite some similarities with other games.

Your char in DAMP is ironically a "pawn", like in the single player, but this time without pause, tactic-camera and without controlling other chars. With skills like evade or the roll for some warriors, or skills that increase your movement speed... one can mitigate that, but the gameplay is still based on spamming your skills as soon as you see the cooldown is over. That positioning many of you love to mention to defend this game is mainly common sense, and any noob can learn it after a few days or less doing a few runs on each map vs all factions. Same about mechanics, skill multipliers... All these conditions forced the devs to make it a farming-based game to increase its longevity (and definitely the budget was not enough to make more maps).

Farming and getting powerful gear is an important component in any RPG and can be fun, but not when it is the main goal (and almost the only one)... Not for a long term. I really hope the devs will learn from their mistakes and will make a better MP for the next dragon age. I think Wavebend got the concept looking at his improvements/mods.


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#82
Wavebend

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Your char in DAMP is ironically a "pawn", like in the single player, but this time without pause, tactic-camera and without controlling other chars. With skills like evade or the roll for some warriors, or skills that increase your movement speed... one can mitigate that, but the gameplay is still based on spamming your skills as soon as you see the cooldown is over. That positioning many of you love to mention to defend this game is mainly common sense, and any noob can learn it after a few days or less doing a few runs on each map vs all factions. Same about mechanics, skill multipliers... All these conditions forced the devs to make it a farming-based game to increase its longevity (and definitely the budget was not enough to make more maps).

 

DA:I wasn't designed with tactical camera/pause-and-play in mind. It's definitely a tacked on, garbage feature they implemented so it would look familiar to older DAs.

 

DAI's combat was designed to be played in real-time. IMO it's a RTS. As a matter of fact, its gameplay is very similar to a few competitive RTS games. Mobility/soloing isn't really the focus (you really can't compare it to blade and soul). The focus is mostly meta, with, however, a strong focus on valuing RPG elements. The combat system truly shines when you have four players, playing builds that synergize together, that take over heartbreaker or whatever difficulty without having to rely on any kind of RPG elements (no stats/gear). Also, optimal "positioning" in those situations is super important, as to evade AoE collision spheres and such things. Otherwise it's mostly irrelevant.

 

DAISP never gives you the tools to truly experiment with the combat. That's why many people think it's complete garbage. The AI isn't good enough, and micro-managing an RTS is just plain stupid. In that sense, DA:I was a failure, because it wasn't marketed correctly. When you think of the game as an action RPG, then the combat is complete trash. When you think of it as a strategy-based game focusing on pause-and-play, it's still complete trash. The combat only works when played as RTS in a multiplayer environment.

 

Playing as a "pawn" and spamming your abilities is actually a super common system for RTS-kind of games, but it's definitely subpar when you think of DAI as an action RPG that should give you timing-based tools to win over the enemies. Sometimes you try to escape from enemies but your mobility is so bad that you can never outrun them. Sometimes you can see the hit coming from a mile but you have no way to evade those hits. Some classes can only deal melee damage and are forced to get close and take the hit (E.G. radioactive horrors that have a constant spirit AoE). I think more basic tools to deal with those situations would make the combat more manageable as an action RPG..

 

(even small stuff such as poise system/permanent stagger on hit for melee classes, a general reposition ability, tighter/faster/more predictable basic attack animations, strafing with directional modifiers + instant turn in-place / predictable movement, and maybe one or two tools to deal with evading hits/trapping enemies when playing alone could make it "better" in the sense that if you're about to die, or you're surrounded the enemies, then you can't blame the system for overvaluing RPG elements because at least you have tools to manage those situations)

 

*edit: I'm using the RTS term but mostly mean action RTS / moba


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#83
JiaJM98

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DAISP never gives you the tools to truly experiment with the combat. That's why many people think it's complete garbage. The AI isn't good enough, and micro-managing an RTS is just plain stupid. In that sense, DA:I was a failure, because it wasn't marketed correctly. When you think of the game as an action RPG, then the combat is complete trash. When you think of it as a strategy-based game focusing on pause-and-play, it's still complete trash. The combat only works when played as RTS in a multiplayer environment.

 

I don't feel micro managing AI was intended in SP. Instead, I think the designer intended for you to waste tones of your time in the crafting system, and I must admit, with crafted T3/4 gears crafted with optimal materials (that is available at that point in game) will let you smash through SP at NM all trials on.

 

If you don't want to waste all of that time in crafting, then you will have to make up for this by micro managing your team.


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#84
Gya

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*Snip*


Agreed re DAIMP. The problem is that they put in the promotion system (extremely slow sense of progression) and dumb-tastic RNG (no f*cking sense of progression whatsoever) which can utterly negate any need for team play.

Interesting thoughts about DAISP. All this time I've been thinking about it as a half baked attempt at a pseudo action RPG with garbage action RPG combat mechanics and a laughable tacked-on tac cam. It wasn't awful by any means, and I certainly had most fun when I stopped pausing or controlling my idiot companions. Maybe one day I'll re-play it and try it as a RTS with a horrendous UI.

#85
HurkyKean

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I only had fun in DAI managing all members, with low lvl and non-endgame gear (sadly I got it pretty fast, because I really like to go to the hardest maps first). NM of course. Because of the bad mobility/agility, the real time combat was boring as... Diablo 3 or whatever. I hate to feel "clunky" in any game. Maybe because I "come from" fighting games and hack and slash like devil may cry, but if I am going to play a Dragon Age (SP), it must be using tactic tools, like in Pillars of Eternity. The orders you can give in real time to your party members are too simplistic (same target, hold position and flee?). 

 

Otherwise, if I look at it as an option from other genre, I better play other games.

My comparison with Blade and Soul was ridiculous, just wanted to point out that it can not be that hard to improve the mobility. A natural rol or evade, even with cooldown or large amount of stamina cost. At least if you are planning to implement a multi-player. 

I don't like RTS games and would have not bought this game looking at it as RTS. Or at least I tried starcraft for some hours and stopped when I realized these games are mainly about fast fingers to give the same orders... Fast decisions? You can plan them previously. 

I don't think the tactic-cam is trash. The problem is DAI is mega easy and unbalanced, what makes the micro-management at some point irrelevant and annoying. Even on NM and all trials. Skills like Thousand Cuts and Mark of the Death are way too OP as well. Origins was much better giving you more options to control your members without pausing: under this and this condition, do this; if this member is blabla, do this... So it was not needed to pause so much/often.

 

Another issue are the enemies... The most of the time: different skins, but same or similar warriors/rogues/mages. Only the demons are actually "unique". The dragons are not really diverse either, despite the different elements. When you have to repeat the same scenario with a new mob the tac-cam/pause is truly **** and annoying. The combat is not epic anymore. Could be fun, like a mini-chess, trying to make the "perfect" steps for the victory. But the game is too easy for it.

Anyway, reading all comments, it is like DAI tried to be some kind of hybrid and failed on too many aspects to be a legendary game.



#86
Silversmurf

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DA has a SP ?


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#87
Wavebend

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Reworked strafe animations with unique anim speed modifiers for all classes

Reworked strafe to truly make it permanent, and fixed turn in place with a camera transform

Finally spent a few hours tuning the movement modifiers, now it feels 'right'

Played a lot with camera to make combat more immersive overall. But mouse look functionality (the toggle mouse look functionality) breaks the camera and as far as I can tell there's no way to fix this.

Started to rework basic attack animations to make them snappier/more predictable/branch faster to idle

 


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#88
Wavebend

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Reworked basic attack (part 1 of rework process) for WS warrior

 

- You now cycle between two attacks

  • A lot more "weight" to the attacks as you now translate towards your moving direction regardless of stick deflection
  • Much snappier animations
  • Faster branch to idle so you don't get stuck too long in the basic attack stance

- No auto-rotate towards enemy on attack

- Hitting an enemy in basic attack slows down the enemy for a small duration


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#89
JiaJM98

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Reworked basic attack (part 1 of rework process) for WS warrior

 

- You now cycle between two attacks

  • A lot more "weight" to the attacks as you now translate towards your moving direction regardless of stick deflection
  • Much snappier animations
  • Faster branch to idle so you don't get stuck too long in the basic attack stance

- No auto-rotate towards enemy on attack

- Hitting an enemy in basic attack slows down the enemy for a small duration

Lol looks fun. Removing the GUI makes the game some what more fun, surprisingly  :P



#90
akots1

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Reworked basic attack (part 1 of rework process) for WS warrior
 
- You now cycle between two attacks

  • A lot more "weight" to the attacks as you now translate towards your moving direction regardless of stick deflection
  • Much snappier animations
  • Faster branch to idle so you don't get stuck too long in the basic attack stance
- No auto-rotate towards enemy on attack
- Hitting an enemy in basic attack slows down the enemy for a small duration


OMG, this is how it should have been from the beginning! Way more dynamic, way better than slow motion there is there in the game. Animation is not smooth but it is not your problem as you have to use whatever graphics are there.
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#91
akots1

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Strafing surely does not look like strafing but I guess that's OK as developers at some point decided that we should not strafe or dodge. Only combat roll is permitted. Sword swings look reasonable, there is just no angle to them. I mean the swings may connect at a straight line from center mass to center mass, but all the swings look the same. It is like animation does not rely what is actually happening. Like it is not 3D, not even 2D, to be honest, just a sword movement regardless of what and where it hits. They did good on lip movement in dialogues though. :lol:



#92
JiaJM98

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What happens when you try to load into SP as a MP character

Attempt #1:

Spoiler

Attempt #2 (Forcing all bundles)
Spoiler

Hmmm, what happens if you load your SP inquisitor into MP? :P

Or what happens if you try to spawn as enemy boss, e.g. Coryfish?

#93
JiaJM98

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Spawning as a NPC (Mercenary Lord)

https://www.youtube....h?v=gRhAeCyXh_c

lol this dude looks like Blackwall. XD

#94
Wavebend

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Just some OOB stuff..

 


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#95
JiaJM98

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Just some OOB stuff..

https://www.youtube....h?v=DkALc2XDli8


Saarebas VS 4 liberty primes... ROFL

#96
Gya

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Just some OOB stuff..

https://www.youtube....h?v=DkALc2XDli8


Getting flashbacks of Majora's Mask....
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#97
Minuos

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Getting flashbacks of Majora's Mask....

 

Wavebend doomed the world.

 

He's also doing the maker's work, though, so it's all good.


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#98
Silversmurf

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350 druffalo commanders on FC NM
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#99
Gya

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Any chance of 2v2 or 4v4 PvP? Basically a DAIMP MOBA?
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