Dragon Age 3
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Kanint




Posts: 2356

PostPosted: Tue, 3rd Mar 2015 22:33    Post subject:
The Black Emporium isn't part of the Patch 6 Beta either. It might simply have been delayed as they fix bugs and tweak it a little. Or it'll be part of a different/larger DLC.
There were testing it along the patch 5 beta, but they seem to be separate releases.

Armor tinting is in the game from what I've read, tho. There should be a NPC in the game somewhere who'll do it.
Look around the Skyhold forge. I haven't looked for it myself, but that's where it's said to be.


Last edited by Kanint on Tue, 3rd Mar 2015 22:34; edited 1 time in total
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prudislav
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PostPosted: Tue, 3rd Mar 2015 22:34    Post subject:
DLC Cant wait for armor tinting dLc aswell
wonder if "tacticool" mode is finally usable
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JBeckman
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PostPosted: Tue, 3rd Mar 2015 22:36    Post subject:
Kanint wrote:
The Black Emporium isn't part of the Patch 6 Beta either. It might simply have been delayed as they fix bugs and tweak it a little. Or it'll be part of a different/larger DLC.
There were testing it along the patch 5 beta, but they seem to be separate releases.

Armor tinting is in the game from what I've read, tho. There should be a NPC in the game somewhere who'll do it.
Look around the Skyhold forge. I haven't looked for it myself, but that's where it's said to be.


Yeah it looks like it's still in testing.
https://twitter.com/bioware/status/572832394446807040

Quote:

The Black Emporium is not part of patch 5 for @dragonage. We are continuing to work on it based on the great beta feedback we received.
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JBeckman
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PostPosted: Tue, 3rd Mar 2015 22:43    Post subject:
prudislav wrote:
DLC Cant wait for armor tinting dLc aswell
wonder if "tacticool" mode is finally usable


I checked in the undercroft in Skyhold and there is actually a table there now which allows you to tint armor so that's something at least. Smile
(Someone in that thread in the Bioware forums mentioned it being omitted from the patch notes by accident.)

EDIT: It costs one material to use per slot.
(It's the same as if you were crafting armor but it uses only one of the components and instead of a bonus you just change the armor tint.)
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blackdochia




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Location: 9th Circle of Hell
PostPosted: Wed, 4th Mar 2015 06:12    Post subject:
A piece of the news:

http://www.rpgwatch.com/#30943

Gaider leaving Dragon Age series for a "new project"...
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Interinactive
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PostPosted: Wed, 4th Mar 2015 06:46    Post subject:
⁢⁢


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tonizito
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PostPosted: Wed, 4th Mar 2015 08:41    Post subject:
Laughing

Maybe bioware will try its hand at the first LGBTXYZ dating simulator? Cool Face


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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zibztrollingme




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PostPosted: Wed, 4th Mar 2015 09:02    Post subject:
I'll settle for non cringe worthy dialogue first...
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Disferismo




Posts: 108
Location: Spain
PostPosted: Wed, 4th Mar 2015 10:58    Post subject:
Can anybody put a screen with the subtitles resizer please? I´m waiting for it to play the game...are tooooooooooo small for me.
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beyond1




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PostPosted: Sun, 8th Mar 2015 10:34    Post subject:
snip


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prudislav
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PostPosted: Sun, 8th Mar 2015 10:40    Post subject:
beyond1 wrote:
So, has anyone figured out how to import a custom world state to a pirated copy yet?

there s some kind o save editor where you can set whatever you want
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prudislav
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PostPosted: Sat, 14th Mar 2015 15:34    Post subject:
http://www.eurogamer.net/articles/2015-03-13-shards-side-quests-and-dlc-a-mini-inquisition-with-the-boss-of-dragon-age
Quote:
"It's hard to understate how validating the critical response has been to the team," Laidlaw begins, explaining the challenges BioWare had needed to face. "We had a bit of a misstep with Dragon Age 2, we were moving to a new engine, we had to contend with five platforms... There were a lot of hurdles, but seeing people respond to it has been one of the best feelings."

The game's Metacritic average sits on 89, but there's a hint of disappointment in Laidlaw's voice when I ask how this compares to expectations.

"You're always hoping for the 90. It's the gold number in the Metacritic world. But the scale of reviewing has spread out some - I used to see back in the day that anything lower than 80 per cent was basically unheard of. So we've seen the numbers come down. Sites are evaluating the game fairly.

"We're not at the point where we thought the game was a perfect gem," he continues. "A lot of RPGs are not - they are big and unwieldy. But seeing it in the 90 range makes me quite pleased."

Laidlaw says he has seen the complaints from fans about the number of collectable side-quests and "doesn't disagree".

But, he argues, there is no need for players to actually complete all of those quests, just because they are in the game. And there isn't, technically, in that they are not required to trigger a perfect ending or even reach the end at all. But then again, they are there...
2

'Leave the Hinterlands as soon as possible' has now become something of an internet meme.

"Dragon Age: Origins and DA2 had heavy blocks of story followed immediately by heavy blocks of story," Laidlaw says, explaining why the collectables exist. "When we looked at what Frostbite could offer to us we realised we could build these bigger areas and interrupt that flow. So we built these lighter, side-exploration areas, but we built them as places where you could choose what stuff to do to enhance the story.

"One of things that I think was a miscalibration is a lot of players wanting to do all of it - even to the point where they say 'I'm bored of collecting shards'. But they want them all because they're there. It's almost like a compulsive need. It's almost like 'Doctor, it hurts when I do this'. So don't do this!"

Inquisition's shard collectables cover each area of the game and contribute to a major side-quest, where you progressively unlock new areas of an underground temple. Collecting all of the shards in a particular area will also reward you with dollops of XP, while clearing wings of the temple awards progressively higher amounts of elemental resistance, and culminates in a particularly difficult boss fight.

"There's more XP and money in the game than you need to win. But it's a good insight for us, and something as a team we've been discussing. Myself, while those areas thematically tie into the Inquisition, what people were hoping for is they had more meaty story content built into them.

"So while the [starting area] Hinterlands had fetch quests it also had other things to do to enhance that zone, but in other lighter places people have said they weren't really feeling them as much. That becomes another data point, and a huge opportunity for the game to grow, presuming we move into something in the future."
3

Later areas are more sparsely populated.

Turning to Inquisition's improvements from Dragon Age 2, Laidlaw is more blunt.

"Well we now have more than one cave," he jokes, referencing BioWare's repeated re-use of dungeon layouts in the earlier game. "If you reduce the criticism that is basically what it was. Assets get re-used all in the time in games but, in DA2 they were re-used clumsily.

"[For Inquisition] we were staring at an engine that can build multiple-kilometre zones on either side - big enough for fighter jets - so we thought, jeez, this will allow us to put that to bed. The other thing was, DA2 was a bit of an art-house piece. Origins was a big save the world thing, DA2 was more personal, more of a tragedy than a comedy, where bad things happened to Hawke even as he was successful. DA2 missed the high stakes but I liked a lot of the things it accomplished. That pushed us towards doing something bigger again, something that matched the spaces we were creating."

BioWare followed Dragon Age 2 with the launch of Mass Effect 3, whose release and critical acclaim were quickly overshadowed by the controversy surrounding its ending. So when BioWare came to Inquisition, its development was a critical moment for both the Dragon Age franchise and the studio itself.

"We owed it to ourselves," Laidlaw says. "It's important to us as a studio to feel like we've always done our best, and to maintain a culture of excellence. With Inquisition we were sensitive to that situation [post DA2 and ME3]. But even if the situation had been different, the amount of challenges and opportunities we had to deal with remained. Regardless of the background, BioWare is dedicated to delivering for all players - for fans, and for people whose first Dragon Age game is Inquisition.

"We wanted Inquisition to be the one which people would point to and say, 'they've found their feet. They've finally nailed down what this series is about.' Not that this locks us down or shackles us in any way, it just makes a clear statement on the priorities."

One problem the team did have to tackle was maintaining Inquisition's simultaneous development across five platforms, including two console generations.

"We established fairly early on we would maintain gameplay parity. Visually, obviously, we knew there would be differences - if there wasn't then we'd have severely missed our mark. PC is a powerhouse now, PS4 and Xbox One have the benefit of a decade of hardware development." The PS3 and Xbox 360 in comparison have "memory limitations", Laidlaw continues, but sometimes the limitations lead to new ideas.

"Yes we could have had more enemies on screen, but instead we were able to think about how we could have enemies that work together - buffing each other, for example. Was there a potential for us, if we went beyond Gen 3, to go further? Sure, but we have to build a game that we are able to ship in the box."

Sections of the game were adjusted as a result, as it became clear that some ideas were not going to work as originally planned. A version of the game demoed at PAX Prime in 2013, around a year before the game's final release, showed hints of a war simulation system, where players would have to focus on building up and maintaining military strength around their captured keeps.

"We had to do some changes," Laidlaw admits. "That was something where we had a good working prototype but we hit a snag due to the technical limitations on it. Having multiple forces fighting works fine on PC but you end up in a situation where having realistic-feeling war on the older consoles is exceedingly challenging."

The game used to feature more environmental destruction, too, and a greater number of options for solving missions. Boats could be burnt and bridges collapsed to affect the strength of enemy forces. These items were cut based "a little bit [on the last-gen] platforms, a little bit about the flow of the gameplay," Laidlaw adds. "We didn't want to build a military campaign simulator and have one zone riddled with that but others that don't have keeps be different - we wanted a consistency across the game.

Quote:
But, regardless of cuts, Inquisition was a success. So what does this mean for the franchise? "It certainly doesn't put it at risk," Laidlaw replies. "But I never count my chickens before they're hatched. I'll never say 'oh we're definitely doing something else'. I'd say it's possible there will be more Dragon Age - there's certainly no impediments to it. But first we have to finish the patch cycle and put out the [previously announced] Black Emporium update. We've also talked about multiplayer DLC - we've put out one pack and would like to do another."

"It's interesting - it's very different to a few years ago!" Laidlaw says of the current fan demand for information. "I wouldn't say it's a conscious decision [to not talk about Inquisition's DLC] so much as us making sure anything we're working on is locked down before we talk about it," Laidlaw reasons. "I don't have anything official to announce but I'd say you won't have to wait too much longer."

And BioWare is well aware of what its fans want: a mix of more game areas and a healthy dose of new story - especially something that can expand upon Inquisition's post-game stinger.

"The two big pulls are - 'I want more of this game' and 'I've reached the ending and I want to know more about the characters, or one specific character'," Laidlaw says. "I don't want to go into too much detail but I'm well aware of both of those camps and I'd like to see both of those groups satisfied before we're done."

We won't spoil the post-credits scene here, but it sounds like BioWare is planning on telling at least a little more of that story sooner, rather than later.

"I think there's a desire for pursuing that a little further but it doesn't have to end that discussion. It's a bit of tightrope, and one that I can't possibly discuss - biggest spoilers in the universe! [But] it's something we're very cognisant of."
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Mister_s




Posts: 19863

PostPosted: Sat, 14th Mar 2015 18:10    Post subject:
His SQ comments are bullshit IMO. I liked the game, but there wasn't much reward in exploring, so there was no exploring in my book. The collection things in games these days serve a simple purpose, lengthen the game with little effort. So DA was a "block of story after a block of story"? Isn't that why people like the old Bioware games? I don't need my block of story interrupted by "collect bullshit" quests.
I like the game, but that interview is bullshit. Just say you've learned from your mistakes and you won't use MMOish quests again, simple as that.
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Radicalus




Posts: 6422

PostPosted: Sat, 14th Mar 2015 18:31    Post subject:
I disliked DA3 from the moment the world opened up. Some games are OK as open world games, others are not. Story driven games are not OK, when opened up - imho. I'm afraid TW3 will hurt because of this as well, but we shall see. Skyrim was an absolute fail from this standpoint, I can't remember a single detail about the main quest. You could torture me, and I'd still remember nothing of that game except the arrow to the knee.

I still remember the plots and characters of most BioWare titles (the old/good ones), yet I had trouble keeping focus in DA3, because I was forced to break the flow of the main story so many times with boring stuff. And all that exploring amounted to nothing, because crafted gear was by far superior.

This is something these shitlads at BioWare didn't grasp, but people at PB get. Gothic games were so exceptional at exploration and atmosphere, because you got hard earned rewards - unique rewards for doing it. Exploration was fun.

In DA3 exploration was a fucking chore. And it was also forced upon you. Sidequests were so boring, they brought tears to my eyes.

DA3 might be loads better than DA2, but it is nowhere near even the same playing field as DAO.

But at least LGBTASDFG characters were well represented, so with those boxes checked, I guess the rest just doesn't matter.

(also, characters looked like plastic - so much for mastering the engine).

Fuck off, Gaidlaw, just fuck right off!
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VGAdeadcafe




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PostPosted: Sat, 14th Mar 2015 20:12    Post subject:
Quote:
"[For Inquisition] we were staring at an engine that can build multiple-kilometre zones on either side - big enough for fighter jets - so we thought, jeez, this will allow us to put that to bed. The other thing was, DA2 was a bit of an art-house piece. Origins was a big save the world thing, DA2 was more personal, more of a tragedy than a comedy, where bad things happened to Hawke even as he was successful. DA2 missed the high stakes but I liked a lot of the things it accomplished. That pushed us towards doing something bigger again, something that matched the spaces we were creating."

dafuq Laughing Laughing Laughing Laughing
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Stormwolf




Posts: 23687
Location: Norway
PostPosted: Sat, 14th Mar 2015 20:17    Post subject:
VGAdeadcafe wrote:
Quote:
"[For Inquisition] we were staring at an engine that can build multiple-kilometre zones on either side - big enough for fighter jets - so we thought, jeez, this will allow us to put that to bed. The other thing was, DA2 was a bit of an art-house piece. Origins was a big save the world thing, DA2 was more personal, more of a tragedy than a comedy, where bad things happened to Hawke even as he was successful. DA2 missed the high stakes but I liked a lot of the things it accomplished. That pushed us towards doing something bigger again, something that matched the spaces we were creating."

dafuq Laughing Laughing Laughing Laughing


I bet you're laughing about DA2. While DA2 was by no means a rpg masterpiece, the story wasn't it's problem.
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Mister_s




Posts: 19863

PostPosted: Sat, 14th Mar 2015 20:29    Post subject:
I liked the story in DA2 more than the bombastic one in DA:O.
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DCB




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PostPosted: Sun, 15th Mar 2015 05:58    Post subject:
Quote:
Having multiple forces fighting works fine on PC but you end up in a situation where having realistic-feeling war on the older consoles is exceedingly challenging

Good old consolification strikes again.
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h0rnyfavn
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PostPosted: Mon, 16th Mar 2015 21:24    Post subject:
https://twitter.com/Cameron__Lee/status/577517112341733376


1) Lenovo Legion 7 (AMD Ryzen 7 5800H, RTX 3080 16Gb, 32Gb DDR4, SSD 1TB +2TB

2) SFFPC (streaming via Moonlight+ Sunshine)
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blackdochia




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Location: 9th Circle of Hell
PostPosted: Tue, 17th Mar 2015 09:38    Post subject:
http://www.rpgwatch.com/#31096

Because DAI did not have enough awards.
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tonizito
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PostPosted: Tue, 17th Mar 2015 09:42    Post subject:
blackdochia wrote:
http://www.rpgwatch.com/#31096

Because DAI did not have enough awards.
SXSJW award? That's surprising Whistle me elmo


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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blackdochia




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PostPosted: Tue, 17th Mar 2015 09:52    Post subject:
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Kein
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PostPosted: Wed, 18th Mar 2015 19:57    Post subject:
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zibztrollingme




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PostPosted: Wed, 18th Mar 2015 20:11    Post subject:
Gaming saved \o/
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VonMisk




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PostPosted: Wed, 18th Mar 2015 20:21    Post subject:
"RPGs without sex and gender issues - is it still possible?"


sar·​casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
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Kein
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PostPosted: Wed, 18th Mar 2015 20:41    Post subject:
VonMisk wrote:
"RPGs without sex and gender issues - is it still possible?"


http://imgur.com/lmobX5B,xJE8LfO
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Revan6999




Posts: 333

PostPosted: Wed, 18th Mar 2015 20:48    Post subject:
So it's been four months now without any sort of significant news about updates, even to
the Multiplayer. I'd say that support for this is pretty much dead.
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ZezoS




Posts: 1937

PostPosted: Wed, 18th Mar 2015 22:18    Post subject:
Revan6999 wrote:
So it's been four months now without any sort of significant news about updates, even to
the Multiplayer. I'd say that support for this is pretty much dead.

I do find strange there's not talk about DLC or w/e after Bioware said it was a pretty sucessful launch.
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Kanint




Posts: 2356

PostPosted: Wed, 18th Mar 2015 22:46    Post subject:
On this very page we have articles discussing released updates, upcoming updates, free and paid DLC.
I don't think that "support is pretty much dead".
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LeoNatan
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PostPosted: Wed, 18th Mar 2015 23:08    Post subject:
Kein wrote:

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