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I want proper Keyboard and Mouse support.


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#51
Khrystyn

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Despite popular internet belief, PC gaming does not require a top of the line rig and constant hardware updates.

 

I'm not even sure I should be posting this here.

 

Cyonan - I agree, and I'd like to share my experience with the choices I’ve made for my home-build of a ‘less-than TOTL’ PC system - which I am completely happy with.  :wub: 

 

In 2013 I purchased an Asus GTX 770 w/ 2GB GDDR for my PC, when I purchased the ME Trilogy pkg. It cost me $420 (ouch!), but it was not the 780 Ti which was the TOTL card ($700 USD) at that time. I bought this higher end card in the belief that it will give me more years of use before it is under-powered for a modern AAA game. I look at on-line GPU game benchmark reviews, such as at anandtech, and at the min. and recommended graphics cards for games from the game developers (for ME-3 and DA:I, for example ). Even when I account for keeping my monitor resolution at 1920x1080 with high anti-aliasing video frame scrubbing, the GPU requirements creep upward is still palpable to me (or I’m more concerned than I should be). I estimate that my GPU will handle Andromeda just fine. As for Andromeda II, that's where I see the potential for a serious system or parts upgrade. Note: An SSD is okay, but it really only helps my PC to fully boot up in 10 secs (I like it, but it’s not necessary – and I’d have a hard time going back to a HDD boot drive now that I’ve made the leap.). For the $220 USD cost of a Samsung Pro 512 GB SSD, I can buy a 4TB WD Black data drive.

 

Note: There's this forum thread dealing with Win 10 and DX12 issues for Andromeda, and the System Requirements Thread, but again, it's all speculation.

 

I fully understand that I do not need a top-of-the-line graphics card, like a current GTX 980 Ti, or for other key PC components, to play a game such as ME (having more system RAM always makes a huge difference), and that the graphics horsepower required for games such as Crysis 3 and Metro Last Night (which I won't ever play) are at a whole ‘nother level. I’m sure every gamer is continually scrutinizing all these specs and costs.

 

IMO too, no one has to buy a TOTL of anything. My CPU is a Sandy Bridge i5 2400 @ 3.1 GHz, on an Intel MOBO from 2011, and I'll have no problems upgrading to Win 10 (I don't want to, due to its anti-privacy telemetry features/bugs). My advice: If you can, simply buy last year's 2nd TOTL models when it’s time to upgrade – in nearly all circumstances. It has always worked out well for me. Just saying, and hope this contributes to the discussion.


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#52
Sylvius the Mad

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The UI for DA:I was horrible. Absolutely awful. The mouse control alone defied all common sense, the inventory was some Stygian nightmare and don't even get me started on the tactical cam. Made for Pc's my arse.

I still maintain that the tactical camera was awesome.

But the mouse controls definitely could have been better, and I'm with you on the inventory. That said, BioWare's last decent inventory interface was in their last PC exclusive game. NWN's inventory (indeed, it's entire UI) was brilliant.

But every game since has used a scrollable list for inventory, and that's awful to navigate with a mouse. I hope they never use a list again; I fully expect them to keep using lists.
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#53
Taki17

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I still maintain that the tactical camera was awesome.

It was far from awesome in anything but as a concept. The design, execution and controls were all lacking in some aspect. Foliage and terrain blocking the view. Very limited range for postioning. You had to hold a button to have the game continue in tac cam (should it not be the other way around, as in press a button to pause?).   The camera has to take the stairs to reach elevated positions. The whole feature being useless as an optional isometric view you could play the game from.


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#54
Dr. rotinaj

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Yeah the DAI PC UI is trash. Wasted space in menus, menu navigation feels like it was made for analog sticks, and don't get me started on tac-cam.

 

I don't get the complaints about the 8 ability limit though. That was a gameplay decision not a UI decision and the entire combat system was designed to suit this limit. DAI's combat is all about preparation and limitations. There are no healing spells, no infinite health potions, no inventory/ability swapping during combat, etc. The 8 ability limit is supposed to add a layer of strategic decision when building a character.

 

Now, it is obvious that the choice of the number of ability slots to 8 means that the combat was specifically designed with consoles first in mind, but is that such a crime when DA:O's combat and DA2's combat were so clearly designed for PC?


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#55
AlanC9

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It was far from awesome in anything but as a concept. The design, execution and controls were all lacking in some aspect. Foliage and terrain blocking the view. Very limited range for postioning. You had to hold a button to have the game continue in tac cam (should it not be the other way around, as in press a button to pause?).   The camera has to take the stairs to reach elevated positions. The whole feature being useless as an optional isometric view you could play the game from.


When was the italed patched out?

#56
Sartoz

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                                                                                       <<<<<<<<<<<(0)>>>>>>>>>>

 

DA:I's inventory management and gear upgrade mechanism are horrible. Plus the keyboard and mouse input controls, when compared to the two previous games, are severely lacking. On this, we agree.

 

Having said that, the Mass Effect games have much better PC input controls and the weapons+armour upgrades are simplicity itself when compared to DA:I. Here, I have no complaints.

 

Andromeda should be no different. The science available to the crew for gear upgrades require only a blueprint and materials. The ship's fabrication facilities do the rest. I expect no change with the Keyboard and mouse controls and would be surprised if menu navigation streamlining is not tweaked for the better.  The latter opinion is based on EA's policy of making games easier to learn.

 

Jump jets, on the other hand, leads me to believe that some levels (if not all) may have platform jumping challenges.  More often when exploring caves, I suppose. However, jumping puzzles in a sci-fi setting is retro and disappointing but the keyboard should be able to handle the jump... as long as it's far away from DA:I nightmarish level mesh design.


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#57
Sylvius the Mad

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It was far from awesome in anything but as a concept. The design, execution and controls were all lacking in some aspect. Foliage and terrain blocking the view. Very limited range for postioning. You had to hold a button to have the game continue in tac cam (should it not be the other way around, as in press a button to pause?).

Aren't we talking about the keyboard controls? What you describe is only true with a controller.

KBM had no advance time function. KBM allowed us to pause and unpause freely regardless of camera mode.

The camera has to take the stairs to reach elevated positions. The whole feature being useless as an optional isometric view you could play the game from.

Isometric limits the range of our vision too much. A free-roaming camera that can look forward is much more valuable. I would have preferred to be able to control elevation and pitch separately, however.

Having the camera tied to an invisible character who walked on the terrain was a bit strange. I can only imagine that was an engine problem. I expect they'll fix that for next time.

#58
Sylvius the Mad

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When was the italed patched out?

It wasn't. It was never true with the keyboard UI.

#59
DaemionMoadrin

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I still maintain that the tactical camera was awesome.
 

 

Compared to the tactical camera in X-Com: Enemy Unknow it was really, really bad. Instead of an actual camera we got an invisible group member that had to walk everywhere. Obstacles weren't rendered transparent, zoom was too limited to be useful etc etc...

 

The only way I made it through DA:I with my sanity intact was by never using the tactical camera, never issuing any orders to my group and just basically playing as if I was solo. With no pause whatsoever.


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#60
SofaJockey

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The only thing i know is that they need to respect both type of consumers, [consoles and PC]

 

This.

(polite applause)


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#61
Sylvius the Mad

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Compared to the tactical camera in X-Com: Enemy Unknow it was really, really bad. Instead of an actual camera we got an invisible group member that had to walk everywhere. Obstacles weren't rendered transparent, zoom was too limited to be useful etc etc...

The only way I made it through DA:I with my sanity intact was by never using the tactical camera, never issuing any orders to my group and just basically playing as if I was solo. With no pause whatsoever.

I wish I'd been able to disable the chase camera so I didn't keep reactivating it by accident. I loved the tac cam.

If only it had been able to look up.

I only ever issue orders while paused (in the ME games, as well). I dislike real-time gameplay.

#62
von uber

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It was an invisible person? Ahhhhh, that explains so much!

#63
Sylvius the Mad

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It was an invisible person? Ahhhhh, that explains so much!

Yes, it wasn't actually roaming freely. It was a chase camera like all the others, but it was a chase cam following an invisible character who could walk through other characters, but couldn't jump or climb ladders (it could fall off ledges, though).

And for whatever reason, it couldn't look up, even though the regular chase cameras could.
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#64
rocklikeafool

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Lets face facts the UI for DA:I was pretty crappy and it was meant for a controller I want bioware to take there time and make  it a better UI for PC players like my self.

Worked just fine for me. And, no, it wasn't meant for a controller. 



#65
AlanC9

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It wasn't. It was never true with the keyboard UI.


Ah, right. I really need to start paying attention to consoles, if only to follow threads here.

#66
Osena109

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Worked just fine for me. And, no, it wasn't meant for a controller. 

Yes it was meant for the Controller every time you seen  gameplay footage the dev team was using a xbox controller.



#67
Iakus

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Compared to the tactical camera in X-Com: Enemy Unknow it was really, really bad. Instead of an actual camera we got an invisible group member that had to walk everywhere. Obstacles weren't rendered transparent, zoom was too limited to be useful etc etc...

Limited range too.



#68
Dr. rotinaj

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Worked just fine for me. And, no, it wasn't meant for a controller. 

 

This shouldn't even be an argument. Everything other than the combat ability bar was designed for a controller.


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#69
Sylvius the Mad

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Ah, right. I really need to start paying attention to consoles, if only to follow threads here.

They promoted those controller-specific features so much before release, I was really confused when I got the game and the much-touted Advance Time button just wasn't there.

But then I learned that playing with a controller coupled pausing with the tactical camera, which seemed to me to be a terrible idea, and I was suddenly quite glad not to have those features.

#70
Sylvius the Mad

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Yes it was meant for the Controller every time you seen gameplay footage the dev team was using a xbox controller.

They (Mike Laidlaw and Cameron Lee) did do one gameplay video with a keyboard and mouse, but they didn't really explain what the differences were.

And the differences were huge.
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#71
Osena109

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They (Mike Laidlaw and Cameron Lee) did do one gameplay video with a keyboard and mouse, but they didn't really explain what the differences were.

And the differences were huge.

If you say so.



#72
They call me a SpaceCowboy

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Worked just fine for me. And, no, it wasn't meant for a controller. 

 

Yes, yes it was. Every single thing about the interface except the hotbar was designed for  a controller. The functions were simply mapped from controller buttons to keys. We didn't have walk at launch because you can't half press the W key.

 

Compared to the tactical camera in X-Com: Enemy Unknow it was really, really bad. Instead of an actual camera we got an invisible group member that had to walk everywhere. Obstacles weren't rendered transparent, zoom was too limited to be useful etc etc...

 

The only way I made it through DA:I with my sanity intact was by never using the tactical camera, never issuing any orders to my group and just basically playing as if I was solo. With no pause whatsoever.

 

Same here. It took  few tries to realize the action mode didn't allow you to assign orders to a character and flip away either. They really wanted th game to play like ME where your followers are simply bots following you around.

 

This reminds me of the old PC Concerns thread heh. good times


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#73
They call me a SpaceCowboy

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They (Mike Laidlaw and Cameron Lee) did do one gameplay video with a keyboard and mouse, but they didn't really explain what the differences were.

And the differences were huge.

 

Such as?



#74
Sylvius the Mad

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Such as?

The entire pausing mechanism. The extreme usefulness of a floating cursor. The KBM interface dramatically increases the effective range of weapons (particularly staves).

#75
Exaltation

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It's quite pointless buying a mid range PC for same/a little more price of a console just to have a few more pixels,the whole point of having a PC is to push games to the max,60-200 FPS,4K,21:9,etc.

 

My favorite PC game/port is The Talos Principle,if only every publisher put such dedication.

 

http://oi66.tinypic.com/2lb050h.jpg

http://oi64.tinypic.com/1hoxns.jpg

http://oi65.tinypic.com/bfkj8m.jpg