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Dragon Age: Origins Patch 1.03 released for PC and Xbox 360


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#26
AngryFrozenWater

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Edit: Post removed. Stay on topic. :devil:

Modifié par Chris Priestly, 08 mars 2010 - 11:06 .


#27
Tawmis

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Edit: Post removed. Stay on topic. [smilie]../../../images/forum/emoticons/devil.png[/smilie]

Modifié par Chris Priestly, 08 mars 2010 - 11:06 .


#28
Sylvius the Mad

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Tawmis wrote...

Well since it hasn't happened, then shattering them still gives you the advantage over leuitenants - so your level playing field doesn't work. If you wanted a level playing field - you'd install the patch - since without it - the advantage goes to you shattering enemies that weren't meant to be shattered.

If they weren't meant to be shattered then they wouldn't be shatterable.  It's already very difficult to shatter Lieutenants without using Crushing Prison (a powerful Tier 4 spell), so when you have a frozen Lieutenant on the battlefield the decision to attempt shattering is a very interesting one tactically.  it probably won't work, so it will be a waste of time, but if it does work it will dramatically change the dynamics of the encounter.

That's the sort of combat I want.

And as for the Darkspawn reviving before combat ends - how would that work - since combat doesn't end until they're all dead (once combat starts) or until your party is dead. (And it might be me - but the Darkspawn don't seem to be the healing type where they might have someone casting revive! Although I do know that they have necromancers - since the new ogres, Risen Ogres are undead ogres apparently or some such).

Right, because in every fight that has ever taken place one side or the other is completely wiped out.

Nonsense.  Combat can be ended by withdrawing.  It's not the easiest thing to do in DAO, but it can be done.  If I run into a room, kill one Genlock, and then flee without the other Darkspawn pursuing me (possibly because I put them to sleep or dropped a Glyph of Repulsion on the door), that Genlock should get up again, with a persistent injury.  Otherwise the setting's rules don't make any sense internally.

As for the inability for the PCs to be shattered, that is a bit strange, but Boss and Elite-Boss enemies have also always been shatter-proof, so clearly some creatures in Ferelden are.  That dichotomy already exists.

My preference for shatterable Lieutenants is separate and distinct from my preference for a level playing field, and neither conflicts with the other.  Trust me.  90% of everything that goes on in my head is meta-cognition.

Modifié par Sylvius the Mad, 08 mars 2010 - 10:47 .


#29
Darth Wraith

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Edit: Post removed. Stay on topic. [smilie]../../../images/forum/emoticons/devil.png[/smilie]

Modifié par Chris Priestly, 08 mars 2010 - 11:07 .


#30
William91

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Hi all! Is this patch strictly necessary for Awakening? Because I read that the expansion will come with the last patch...

#31
mprunty

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While this is certainly good news to hear of, are there any plans for this patch to be released for the PS3 version of the game? Does the PS3 version even need this patch?

#32
Tawmis

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Sylvius the Mad wrote...
If they weren't meant to be shattered then they wouldn't be shatterable.  It's already very difficult to shatter Lieutenants without using Crushing Prison (a powerful Tier 4 spell), so when you have a frozen Lieutenant on the battlefield the decision to attempt shattering is a very interesting one tactically.  it probably won't work, so it will be a waste of time, but if it does work it will dramatically change the dynamics of the encounter.


No doubt they may have been shatterable before - but I'd wager, now that the game is out to mass production - they're seeing that people are getting through fights easier than they had probably intended. So making a slight change to the game play allows for the fight to be a little bit tougher (the way it was intended). Granted, it may have been difficult before to shatter them - but I think the removal of shattering enhances the danger to the game. The party is clearly stronger than 99.99% of what they meet - no matter the odds. So tipping the balance in favor of the Darkspawn makes the game more of a challenge. (Although I may be screaming when I go through the Deep Roads on my second play through and am encountering endless hordes of Darkspawn...)

Sylvius the Mad wrote...
Combat can be ended by withdrawing.  It's not the easiest thing to do in DAO, but it can be done.  If I run into a room, kill one Genlock, and then flee without the other Darkspawn pursuing me (possibly because I put them to sleep or dropped a Glyph of Repulsion on the door), that Genlock should get up again, with a persistent injury.  Otherwise the setting's rules don't make any sense internally.


But it's a fantasy game. Slated for the heroes to win. If you're looking for more realism - tell me why there'd be 10 Darkspawn here or there in the Deep Roads. Why wouldn't there be 100 Darkspawn just waiting for you? Or why on Earth - if you fled - would the Darkspawn just get back up? Logically, wouldn't it run and go get like 50 of its buddies to be like, "Yo, four people just walked in here and kicked 20 of our asses."

You have to find a balance to as much "realism" you can get (whether the enemy should get back up) vs what the game is going to give you to make the game more enjoyable.

Sylvius the Mad wrote...
Trust me.  90% of everything that goes on in my head is meta-cognition.


I think there's over the counter medication for that!

#33
AngryFrozenWater

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Edit: Post removed. Stay on topic. [smilie]../../../images/forum/emoticons/devil.png[/smilie]

Modifié par Chris Priestly, 08 mars 2010 - 11:07 .


#34
Chris Priestly

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No fighting here. Stay on topic.




:devil:

#35
Maria Caliban

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@Any Dev: Do I need to install any previous patches before installing this, or can a use a fresh copy of the game?

@Tawmis: Sylvius is not a power-gamer. He wants exactly the same powers, strength, and abilities for the PCs and the NPCs have. If he can shatter the darkspawn, then he wants them able to shatter him. If he can run away and his companions revive, then he wants darkspawn to do the same. The reasons he’s resistant to changing level scaling is that he hates all forms of level scaling. If you’re level 3 and encounter a level 13 mod, he wants it to obliterate you. If you’re level 13 and encounter a level 3 mod, he wants to be able to wipe the floor with it.

While I don’t agree with Sylvius’ desires, he’s made his desire for complete equanimity clear many, many times.

#36
AngryFrozenWater

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Chris Priestly wrote...

No fighting here. Stay on topic.
:devil:

I am on topic.  The topic is the content of this patch. And the content is lacking.

#37
Tawmis

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AngryFrozenWater wrote...

Chris Priestly wrote...

No fighting here. Stay on topic.
:devil:

I am on topic.  The topic is the content of this patch. And the content is lacking.


Aye, that's why he left your lack of dexterity fix post up - but the other ones (along with mine) down.
A shame too - because my response to you was pretty much 200% praise of Bioware's awesomeness.

#38
Tawmis

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@Tawmis: Sylvius is not a power-gamer. He wants exactly the same powers, strength, and abilities for the PCs and the NPCs have. If he can shatter the darkspawn, then he wants them able to shatter him. If he can run away and his companions revive, then he wants darkspawn to do the same. The reasons he’s resistant to changing level scaling is that he hates all forms of level scaling. If you’re level 3 and encounter a level 13 mod, he wants it to obliterate you. If you’re level 13 and encounter a level 3 mod, he wants to be able to wipe the floor with it.

While I don’t agree with Sylvius’ desires, he’s made his desire for complete equanimity clear many, many times.


I get that. But if it's balance he wants - where PCs and NPCs are equal - wouldn't he want to install the patch that removes his ability to shatter lieutenants - since his PCs can't be shattered? By installing this patch it seems it would at least be one step closer to tipping it in the Darkspawn's favor since - let's face it - 4 PCs vs 20 Darkspawn (like in the Deep Roads fights) - and the PCs win. And it's because the PCs are significantly more powerful than the NPCs they encounter - even if it's the same level. So installing this patch that tips it to the favor of the Darkspawn seems like it would be a reasonable patch to install, providing him with the challenge he seeks in future encounters. Sure it's not Darkspawn recovering, or Darkspawn casting shattering spells - but it is a balance that makes the Darkspawn more difficult (well some of them).

#39
AngryFrozenWater

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Edit: Post removed. Stay on topic. :devil:

Modifié par Chris Priestly, 08 mars 2010 - 11:44 .


#40
Guest_Guest12345_*

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Patch Attack! Im freeekin out mannnn

#41
toxic

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Hey Chris dont u own a DA? =)

#42
Sylvius the Mad

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Tawmis wrote...

No doubt they may have been shatterable before - but I'd wager, now that the game is out to mass production - they're seeing that people are getting through fights easier than they had probably intended. So making a slight change to the game play allows for the fight to be a little bit tougher (the way it was intended).

That's entirely the wrong way to look at the combat encounters. 

The goal should be to create a coherent ruleset, not to produce a specific series of game-like events.  If it ever made sense for Lieutenants to be shatterable (and it clearly did, as that was in the initial design) then it still does.  There's no way to justify this change unless Lieutenants were never supposed to be shatterable.  But we knew before release that they were.

You have to find a balance to as much "realism" you can get (whether the enemy should get back up) vs what the game is going to give you to make the game more enjoyable.

Internal consistency is the thing that makes the game enjoyable.

Tawmis wrote...

I get that. But if it's balance he wants - where PCs and NPCs are equal - wouldn't he want to install the patch that removes his ability to shatter lieutenants - since his PCs can't be shattered? By installing this patch it seems it would at least be one step closer to tipping it in the Darkspawn's favor since - let's face it - 4 PCs vs 20 Darkspawn (like in the Deep Roads fights) - and the PCs win. And it's because the PCs are significantly more powerful than the NPCs they encounter - even if it's the same level. So installing this patch that tips it to the favor of the Darkspawn seems like it would be a reasonable patch to install, providing him with the challenge he seeks in future encounters. Sure it's not Darkspawn recovering, or Darkspawn casting shattering spells - but it is a balance that makes the Darkspawn more difficult (well some of them).

I'm not seeking challenge.  I'm seeking consistency.

The only consistent solution would be to have everything shatterable or nothing shatterable (or some line drawn based on some independent criterion, but BioWare's willingness to change the rules demonstrates that's not the case).  Since neither of those options is available, I let personal preference drive my request.  I like high-risk, high-reward options.

Here's an example.  In the Baldur's Gate expansion, Tales of the Sword Coast, there was a really great dungeon called Durlag's Tower (you might already know this, but not everyone here does), and in that tower was a Demonknight.  That Demonknight had 95% magic resistance.  Literally every spell you cast at it had only a 1 in 20 chance of affecting it.  The first time I encountered that Demonknight, I didn't have many spells left (I foolishly hadn't rested before the area transition), so I fired off a desperation spell of Hold Monster.

And it worked.  The Demonknight was held, and I killed him easily.

Had he resisted the spell, I'd have died quickly, had to try again, and likely wouldn't remember that failed first attempt.  But because he didn't resist, I got a moment of such elation at my incredible good fortune that I can call to mind the details of that fight more than 10 years later.

Knowing how long the odds are and still winning is a lot of fun.

Modifié par Sylvius the Mad, 08 mars 2010 - 11:33 .


#43
StartatZero

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This is great, thank you. Do I need to disable/uninstall any of the mods or add-ons I have before I apply the patch?

#44
Emerald Melios

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Chris Priestly wrote...

Patch Notes:

  • Various changes have been made to code and resources to support the Dragon Age: Origins - Awakening expansion pack. Most of these changes do not affect Origins itself.


Most of these changes?

#45
Odysseyalien

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StartatZero wrote...

This is great, thank you. Do I need to disable/uninstall any of the mods or add-ons I have before I apply the patch?


I ran the patch without uninstalling any mods and ran a test.  My mods, which are just a couple of almost "god" weapon mods, seem to work fine.  My mod for the max inventory is also intact.

#46
exorzist

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thanks chris :)

#47
vocalemuse

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Emerald Melios wrote...

Chris Priestly wrote...

Patch Notes:


  • Various changes have been made to code and resources to support the Dragon Age: Origins - Awakening expansion pack. Most of these changes do not affect Origins itself.


Most of these changes?

Haha, now I'm kind of hesitant to update. xD Oh well. *does anyway*

Modifié par vocalemuse, 09 mars 2010 - 12:02 .


#48
Andari_Surana

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Rather disappointed that after 3 months since the last patch,
none of these known bugs have been addressed:

Things Objectively in need of fixing:

1- healing bug, + healing items not working.
2- no dex bonus to x bows still.
3- unlimited gold from crafting potent lyrium potions.
4- Haste Bug, adding haste can actually slow u down b/c if attack speed >0.5 then resets to 0.
5- Ranged attack speed slows with haste (not sure if related to #4, or is its own bug)
6- Ancient elven boots not dropping on PC
7- Ability to freeze enemies/pc even when cold damage is negated (e.g. enemy is immune, or PC has anti magic ward on)
8- ring of study - getting a 1% bonus ONLY when u get 100 or more exp at once, bad implementation

Then of course there's plenty of subjective things in need of Fixes:

1- Some general rebalancing: i.e. taking the nerf bat to a few Overpowered abilities (e.g. mana clash, glyph negation).
2- Spell Resistance being able to reach 100% seems rather absurd.
3- Spell resistance giving two rolls (mental/phys/dmg + spell) to negate also kind of absurd.
3- Put all potions on same timer in nightmare (or hard mode). Or at least all pots of the same type (e.g. healing)
4- Maybe implement a few of the most advocated ideas in the dev posts (e.g. mage shapeshifter needs some love, etc).

Make the core mechanics good and enjoyable, before running off to create the next expansion, sequel, or whatever...

Modifié par Andari_Surana, 09 mars 2010 - 12:07 .


#49
Sylvius the Mad

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Emerald Melios wrote...

Chris Priestly wrote...

Patch Notes:


  • Various changes have been made to code and resources to support the Dragon Age: Origins - Awakening expansion pack. Most of these changes do not affect Origins itself.


Most of these changes?

I would also like much more detailed patch notes.

A list of which fiels are modified would be a good start.

#50
KigenBarzhad

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Does this patch mean the toolset will be updated soonish?