two frustrating things about this game
#1
Posté 15 février 2010 - 08:15
1. The top down view in certain areas just doesn't work. For example, in Denerim in the back allies, it's impossible to see what's going on because the screen won't zoom out becuase of the big gateway. there are other times that this happens, and it's very frustrating and annoying.
2. When you are about to fight a boss, a cut scene interrupts the action-- that's not the problem. the problem is your characters go into a standard formation when the fight starts. The way you position your characters to start a fight is a major part of the tactics of the game. I send in the warriors first and have the archer and mage stand back. But when you fight a boss, they are all grouped together at the beginning.
#2
Posté 15 février 2010 - 08:46
#3
Posté 15 février 2010 - 08:47
#4
Posté 15 février 2010 - 08:54
This would bother me less if BioWare hadn't specifically told us during development that the game absolutely would not do this.Squeaker Squeak wrote...
When you are about to fight a boss, a cut scene interrupts the action-- that's not the problem. the problem is your characters go into a standard formation when the fight starts. The way you position your characters to start a fight is a major part of the tactics of the game. I send in the warriors first and have the archer and mage stand back. But when you fight a boss, they are all grouped together at the beginning.
And yet it does.
#5
Posté 15 février 2010 - 09:30
#6
Posté 15 février 2010 - 09:30
#7
Posté 15 février 2010 - 10:04
Squeaker Squeak wrote...
2. When you are about to fight a boss, a cut scene interrupts the action-- that's not the problem. the problem is your characters go into a standard formation when the fight starts. The way you position your characters to start a fight is a major part of the tactics of the game. I send in the warriors first and have the archer and mage stand back. But when you fight a boss, they are all grouped together at the beginning.
Agree--it's annoying. Even more annoying (especially if it's a tough boss after a long conversation) is that you don't have an opportunity to save after the conversation. This is something that Bioware has been annoying me with for years. I actually quit Baldur's Gate I because I got so frustrated with having to go through this long dialog over and over again before making another try to save the damn nobles from the doppelgangers. I've had to do the Landsmeet pre-duel conversation twice now and I'm thinking I may just drop the difficult to easy because I don't want to keep redoing the 10 minute cut scene.
#8
Posté 15 février 2010 - 10:13
#9
Posté 15 février 2010 - 10:23
maxernst wrote...
Squeaker Squeak wrote...
2. When you are about to fight a boss, a cut scene interrupts the action-- that's not the problem. the problem is your characters go into a standard formation when the fight starts. The way you position your characters to start a fight is a major part of the tactics of the game. I send in the warriors first and have the archer and mage stand back. But when you fight a boss, they are all grouped together at the beginning.
Agree--it's annoying. Even more annoying (especially if it's a tough boss after a long conversation) is that you don't have an opportunity to save after the conversation. This is something that Bioware has been annoying me with for years. I actually quit Baldur's Gate I because I got so frustrated with having to go through this long dialog over and over again before making another try to save the damn nobles from the doppelgangers. I've had to do the Landsmeet pre-duel conversation twice now and I'm thinking I may just drop the difficult to easy because I don't want to keep redoing the 10 minute cut scene.
Esc skips cut scenes and skips to the next line of dialogue. It won't skip by dialogue you have to pick either.
#10
Posté 15 février 2010 - 11:32
You can, but you can't scroll to the maximum range of your weapons and spells. If I want t place a Blizzard at maximum range, either I need a stealthed character over there to allow the camera to move that far or I need to cast it from the over-the-shoulder camera (which is harder to do with any precision).x-president wrote...
You can move the screen in the overhead view. You can shift it over with the cursor, but only so far. Which I think is good becasue you should be restricted to your line of sight imo.
#11
Posté 15 février 2010 - 11:47
Sylvius the Mad wrote...
You can, but you can't scroll to the maximum range of your weapons and spells. If I want t place a Blizzard at maximum range, either I need a stealthed character over there to allow the camera to move that far or I need to cast it from the over-the-shoulder camera (which is harder to do with any precision).x-president wrote...
You can move the screen in the overhead view. You can shift it over with the cursor, but only so far. Which I think is good becasue you should be restricted to your line of sight imo.
I agree that's annoying. Either the casting range (and staff/bow range) needs to be decreased, or the camera should be able to zoom out more. I hate having archers shoot me from farther than I can see.
Sylvius, I'm curious. Before release you were very vocally against the inventory system. Other than the "Items Received" message that annoys everyone, are you still against the list inventory?
Modifié par soteria, 15 février 2010 - 11:50 .
#12
Posté 16 février 2010 - 08:10
I find the inventory system no easier to use than any list has been, and thus I dislike DAO's inventory.soteria wrote...
Sylvius, I'm curious. Before release you were very vocally against the inventory system. Other than the "Items Received" message that annoys everyone, are you still against the list inventory?
I still also think a shared inventory is a bad idea that makes no sense within the lore unless you look at every instance of equipping some gear or using an item as an instantaneous retcon (sort of like how 3E D&D assumed you'd been studying a new class before now if you decided to pick up a level of it on a whim). But given DAO's oure focus on tactics over strategy, this abstraction (and again, to make any sense within the setting it is one wicked abstraction) doesn't bother me too much.
I really dislike not being able to map equipable gear to the hotbar. That (in combination with more hotbar slots) would have solved the problem of the list inventory, but someone at BioWare felt the need to force us to use the list under any and all circumstances.
Dynamic lists are just lousy UI design. A good UI has the same features in the same place all the time, and a list inventory does not do that. A good inventory allows me to open it up and instanty find what I want exactly where I know it will be (and I know that because I put it there). A list constantly adds and removes items from the middle of the list, reordering as it goes, so whenever I access the inventory I need to take an inventory (how redundant) every single time so I can know where things are - and then that information becomes useless as soon as the contents of my inventory changes.
List inventories are the devil. We were promised during DAO's development that this list was different - that it would be far easier to use - but it still fails in all the ways every other list inventory (especially shared list inventories) has in every other BioWare game featuring one.
I should hardly even have to look at my inventory to use it. A grid (NWN) or slotted (BG) inventory allows that. A list fails utterly.
#13
Posté 16 février 2010 - 11:39
Maybe that's just me.





Retour en haut






