That's not true. What I've said is that I play a singular experience as much as I can get away with buy there have been times where the DA games force you to play as another party member or hamper your own experience. Namely having certain classes being able to do certain things ie unlocking chests or the focus mechanics. It's brief, it's not that big a deal but every single second I'm out of the PCs shoes is a net negative especially since the ME games found ways around these problems.
And given the amount of times I've praised bioware for their companion characters I would think I've implied the opposite, but to be clear I love team dynamics in fiction and agree with you that part of the fun about teams is to have areas that they can complement your character in gameplay, or offer different perspectives in stories.
However in Bioware games specifically and RPGs in general I strongly prefer to be a leader of men and not the men themselves. I'd have no issue having a PC that can't open locks, for instance, as long as I can order them to open the locks for me and not take direct control. Likewise I'd assume some basic competency in combat so if I order them to take that position or attack a target i should have some expectation that they will do just that and I'd work with them for a cohesive tactical approach. If Bioware made shooters or strategy games this wouldn't be an issue but RPGs require a different approach imo.
I get the knee jerk reaction to say that stuff like that is mandatory but it still isn't, it's optional. Mandatory is something you must do in order to progress the critpath. You don't need to open that chest or that door, rebuild that bridge, break down that wall, light that veilfire in order to progress, it's all optional paths that 99% of the time lead only to extra loot that mostly is not better than what you already have or you can get identical or better stuff by other means. Even in optional quests where these mechanics are needed, you can get around them by other means, like exploading a crumbling wall with a powerful spell or lighting veilfire with an already lit torch you're carrying, not needing a mage at all. It's no different than having a different party composition instead of your PC not being a certain class for this stuff. FOMO, at best, means it's annoying but not mandatory.
Locked chests I will say have a small annoyance for me in the sense that Bioware simplified their system here by not allowing lock bashing. I mentioned in the past a few time I would like a lock bashing feature with a risk/reward of if you bash the lock but you can risk breaking someting inside, but that's a more involved system that I understand why, from a design perspective, they'd rather just simplify to if you don't have lockpicking, you can't do it.
I prefer different classes having different non-combat advantages, it makes them feel unique and it's the game's way of telling you to try out different classes for different paths. It's the same as having different character builds and different combat abilities. Class choice is just as much of a choice that matters in your experience of the game as narrative choices, though people don't often think of it as such. Of course you'll have a different experience playing different classes and it should be extended to outside of combat, as well. Having everything being a homogenized mush with no sense of identity undermines the need for a class system. If any class can do anything, why have classes in the first place? But that leads to a much more involved and separate discussion.
Moved some pieces around for clarity of further discussion if needed. One overarching theme: I have NO strong opinion on the topic of PC death ending or not ending the game. I've played both options discussed (and several more besides) and it really has not driven a passion in me either way (though the concept of PC death being necessary for at least some elements of storytelling like in Planescape: Torment or The Witches Wake was cool). My points were
1: Lack of control of Companions is NOT directly linked to PC death = Game Over so you can't simply assume it as a determent. 2: The level of Companion control cannot be assumed from comments from over a year ago based on builds that were even older than that when the comments were made.
It isn't a limitation of the engine in Mass Effect, however. It's a result of a deliberate design element. In ME1 some companions had a healing ability that disappeared in later games but Shepard was the only one who could bring back up a fallen squaddie. When Shepard went down, though, it was game over, because none of the companions had access to the Unity ability, nor were they directly controlable for a pat on the head revival. As far as I know, Unreal would be able to do that, so it was a deliberate choice. We know that Frostbyte is capable of doing both of these aproaches because of DAI and MEA.
And you prove my point 1 right here. This was a conscious design choice by the Mass Effect team. Interestingly enough, we are discussing Dragon Age: Dreadwolf not Mass Effect 4: No, Really, We Won't Screw It Up This Time One team at Bioware went one way with a game that was tailored more to one market segment. The other charted a different course. Both were successful to a point. Interesting thing, all three iterations of Dragon Age came out AFTER the equivalent version of Mass Effect by at least a year or more so implying that IF DA:D contains the Companion control level of Mass Effect, it MUST also include the ME approach to PC death is faulty. If the DA Team wanted it, they would have done it long ago.
I would absolutely disagree that DAO's and DA2's combat was insignificant because of the injuries. That's why the injuries existed, to give a constant and concrete debuff that impacted your characters negatively after a KO without making you replay a 30 minute combat round over and over until you eventually kept only one specific character alive throughout. It was a balanced reminder to get yourself to do better while not stopping your progress. I would argue making only the PC matter in a survivable sense makes everything less important because no other character matters more than your PC, so why would you focus on anyone else? Injury kits weren't abundant and they cost a pretty penny, while some areas just didn't allow you to teleport to camp in DAO or your home in DA2 and spam heal your injuries for free.
I specifically pointed out that I did not join the side of those Players long ago. IIRC, I argued then to wait for more information about the actual implementation before jumping to conclusions (The more things Change, the more the Fandom remains the same ) Again, arguing for PC death not equal Game Over is perfectly fine for me, but the assumption that two unrelated items are irrevocably linked is not.
I prefer the until now approach of Dragon Age to Mass Effect's game over on PC death and would like it to stay like this. I pointed this out to colfoley because he was merely looking at the companion tactics view point in terms of no direct control over the party, whereas there are other aspects, like the game over condition, tied to no direct control that he was not addressing.
See above. colfoley probably didn't address it because they are two unrelated aspects of a large, complex system. Correlation (in Mass Effect) does not imply, much less prove causation (in Dragon Age, no less). Further, we have no solid proof that we won't have the same or a similar level of control over Companions based on one (old) leak of an (older) build. It just doesn't hold together for me.
Again, thanks for your time.
1. I am not potraying a hill I want to die on by any means necessary. Implying this by saying that you have no strong opinions, despite the fact you're engaging in discussion, seems a bit dismissive. I am stating preferences and bringing arguments to sustain them and am standing by them. Colfoley is doing the same and you seem to agree with him on some things, so you do have SOME opinion. If you don't want to engage beyond a cerain point, that's fine, but please don't dismiss those who do. 2. I am speaking, just like anyone, on the only pieces of meaty information we've got until now that were also backed by visual proof. Do I truly believe this is still the case? No, of course not, I didn't say anything of the sort and I thought I was clear in my posts by having word choices to speak in hipotheticals (words like "would", "if", "imply"). I have also stated in the past that what we saw of that leak might not be true even as of the moment of the leak itself. You reading anyting else into my opinions that is not on the page is something you need to work on, especially when colefoley (or someone else and he just continued the conversation) is the one who opened up the discussion on this, and I just followed up with rebutalls to what he was saying and expressions of my own preferences in contrast to his. I didn't claim I believe the leaks or I know anything for certain, I always stated what I said was an opinion and preference. 3. I never said you held the same opinion as the people who stated those things about the DAO/DA2 combat. Again, you reading more into my opinions than is on the page is on you. You brought up those statements, however, as a way to further your point on the combat not being to all peoples' preferences and then I shared my opinion as to why it was to my preference and why/how I would rebut the statements of those in opposition to me. That's how discussion works. If you don't want someone to state their opinion on any piece of information you bring forward as an argument or to sustain your argument, you shouldn't bring it forward.
In conclusion, as you say, the more things change the more they stay the same in fandom, regardless of what that fandom might be. This statement applies to you, as well.
Ashes to ashes, dust to dust Life's a b***h and beer's a must
Given the (probable) brevity of the marketing campaign, I'm expecting we'll get a firehose of information as soon as they give us a trailer and release date. Really just want to get some idea of who the player character is this time around - where we come from as well as what we'll be doing - plus a few companions and the mage specialisations. It's weird that I've known for a whole decade what class and race I'll be playing in this game. (My 'canon' Warden was a rogue archer, Hawke was a two-handed warrior and the Inquisitor a dual dagger rogue, so it's really time for a mage in that world state.)
The only time I DIDN'T check the forums daily was the three months before DAI released because I decided to put myself on an information diet rather than devouring every possible spoiler. Weird to think I might be temporarily gone from here by August, after all this time.
Yeah I also stopped going to the forums before DAI released to avoid spoilers. Probably will do the same with DAD but we'll see if I have the same willpower after waiting for info all of these years lol.
I think I'll limit myself to the initial trailers, and perhaps the odd companion reveal. Forum detectives are too good, and the deep trailer analysis can reveal an entire game.
Post by Absafraginlootly on May 9, 2024 10:51:51 GMT
Hopefully whatever form the full trailer + release date announcement comes in, it will soon be followed by a couple of nice long gameplay videos for console and pc.
"You are required to do nothing, least of all believe. Shut one's eye tight or open one's arms wider, either way one's a fool." - Flemeth
This Big Bang Reveal will tell us, no? AND, the later in summer this even occurs, higher is the probability the release will be in 2025.
I think to get a release before Christmas, late November or early December, the big reveal will have to be next month, June, or the early part of July at the latest. Otherwise, definitely after Christmas and likely closer to March specifically to get away from the Christmas season and January sales.
I really hope for a Christmas release because then I will have something to do in the dreary, dark and dank months of winter. However, if it is closer to spring then so be it.
It would be really cute if the game is out on the DA day (dicember 4) tho I know is not possibile.
"Odin è un nome ispirato alla mitologia nordica, ma in russo vuol dire qualcos'altro... significa uno! Chissà poi perché mi sarò scelto un nome russo?" Uno. PKNA
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Kami Banani ✨ @kami_banani If true, I am so excited for the fans and my former colleagues! They've all worked so hard and considering everything the last few years, I am glad their hard work and efforts will finally be seen. Also little thingy for me, it'll be my first game credits screen so that's fun 🥰
That's not true. What I've said is that I play a singular experience as much as I can get away with buy there have been times where the DA games force you to play as another party member or hamper your own experience. Namely having certain classes being able to do certain things ie unlocking chests or the focus mechanics. It's brief, it's not that big a deal but every single second I'm out of the PCs shoes is a net negative especially since the ME games found ways around these problems.
And given the amount of times I've praised bioware for their companion characters I would think I've implied the opposite, but to be clear I love team dynamics in fiction and agree with you that part of the fun about teams is to have areas that they can complement your character in gameplay, or offer different perspectives in stories.
However in Bioware games specifically and RPGs in general I strongly prefer to be a leader of men and not the men themselves. I'd have no issue having a PC that can't open locks, for instance, as long as I can order them to open the locks for me and not take direct control. Likewise I'd assume some basic competency in combat so if I order them to take that position or attack a target i should have some expectation that they will do just that and I'd work with them for a cohesive tactical approach. If Bioware made shooters or strategy games this wouldn't be an issue but RPGs require a different approach imo.
I get the knee jerk reaction to say that stuff like that is mandatory but it still isn't, it's optional. Mandatory is something you must do in order to progress the critpath. You don't need to open that chest or that door, rebuild that bridge, break down that wall, light that veilfire in order to progress, it's all optional paths that 99% of the time lead only to extra loot that mostly is not better than what you already have or you can get identical or better stuff by other means. Even in optional quests where these mechanics are needed, you can get around them by other means, like exploading a crumbling wall with a powerful spell or lighting veilfire with an already lit torch you're carrying, not needing a mage at all. It's no different than having a different party composition instead of your PC not being a certain class for this stuff. FOMO, at best, means it's annoying but not mandatory.
Locked chests I will say have a small annoyance for me in the sense that Bioware simplified their system here by not allowing lock bashing. I mentioned in the past a few time I would like a lock bashing feature with a risk/reward of if you bash the lock but you can risk breaking someting inside, but that's a more involved system that I understand why, from a design perspective, they'd rather just simplify to if you don't have lockpicking, you can't do it.
I prefer different classes having different non-combat advantages, it makes them feel unique and it's the game's way of telling you to try out different classes for different paths. It's the same as having different character builds and different combat abilities. Class choice is just as much of a choice that matters in your experience of the game as narrative choices, though people don't often think of it as such. Of course you'll have a different experience playing different classes and it should be extended to outside of combat, as well. Having everything being a homogenized mush with no sense of identity undermines the need for a class system. If any class can do anything, why have classes in the first place? But that leads to a much more involved and separate discussion.
Moved some pieces around for clarity of further discussion if needed. One overarching theme: I have NO strong opinion on the topic of PC death ending or not ending the game. I've played both options discussed (and several more besides) and it really has not driven a passion in me either way (though the concept of PC death being necessary for at least some elements of storytelling like in Planescape: Torment or The Witches Wake was cool). My points were
1: Lack of control of Companions is NOT directly linked to PC death = Game Over so you can't simply assume it as a determent. 2: The level of Companion control cannot be assumed from comments from over a year ago based on builds that were even older than that when the comments were made.
And you prove my point 1 right here. This was a conscious design choice by the Mass Effect team. Interestingly enough, we are discussing Dragon Age: Dreadwolf not Mass Effect 4: No, Really, We Won't Screw It Up This Time One team at Bioware went one way with a game that was tailored more to one market segment. The other charted a different course. Both were successful to a point. Interesting thing, all three iterations of Dragon Age came out AFTER the equivalent version of Mass Effect by at least a year or more so implying that IF DA:D contains the Companion control level of Mass Effect, it MUST also include the ME approach to PC death is faulty. If the DA Team wanted it, they would have done it long ago.
I specifically pointed out that I did not join the side of those Players long ago. IIRC, I argued then to wait for more information about the actual implementation before jumping to conclusions (The more things Change, the more the Fandom remains the same ) Again, arguing for PC death not equal Game Over is perfectly fine for me, but the assumption that two unrelated items are irrevocably linked is not.
See above. colfoley probably didn't address it because they are two unrelated aspects of a large, complex system. Correlation (in Mass Effect) does not imply, much less prove causation (in Dragon Age, no less). Further, we have no solid proof that we won't have the same or a similar level of control over Companions based on one (old) leak of an (older) build. It just doesn't hold together for me.
Again, thanks for your time.
1. I am not potraying a hill I want to die on by any means necessary. Implying this by saying that you have no strong opinions, despite the fact you're engaging in discussion, seems a bit dismissive. I am stating preferences and bringing arguments to sustain them and am standing by them. Colfoley is doing the same and you seem to agree with him on some things, so you do have SOME opinion. If you don't want to engage beyond a cerain point, that's fine, but please don't dismiss those who do. 2. I am speaking, just like anyone, on the only pieces of meaty information we've got until now that were also backed by visual proof. Do I truly believe this is still the case? No, of course not, I didn't say anything of the sort and I thought I was clear in my posts by having word choices to speak in hipotheticals (words like "would", "if", "imply"). I have also stated in the past that what we saw of that leak might not be true even as of the moment of the leak itself. You reading anyting else into my opinions that is not on the page is something you need to work on, especially when colefoley (or someone else and he just continued the conversation) is the one who opened up the discussion on this, and I just followed up with rebutalls to what he was saying and expressions of my own preferences in contrast to his. I didn't claim I believe the leaks or I know anything for certain, I always stated what I said was an opinion and preference. 3. I never said you held the same opinion as the people who stated those things about the DAO/DA2 combat. Again, you reading more into my opinions than is on the page is on you. You brought up those statements, however, as a way to further your point on the combat not being to all peoples' preferences and then I shared my opinion as to why it was to my preference and why/how I would rebut the statements of those in opposition to me. That's how discussion works. If you don't want someone to state their opinion on any piece of information you bring forward as an argument or to sustain your argument, you shouldn't bring it forward.
In conclusion, as you say, the more things change the more they stay the same in fandom, regardless of what that fandom might be. This statement applies to you, as well.
I am going to assume the conversation you think is a little far afield is the classless vs class conversation? And I agree.
However though as proposed I certainly don't advocate for getting rid of classes in Dragon Age...anymore...and I believe there have been discussed solutions involving the existing class dynamics to 'solve' this particular problem.
1. You can give your companions orders. This can either be a pop up or just going to toggle what you want that particular companion to do and then press a button and then they will do it automatically. If you want to add an element of risk then you can have a percent change/ failure of it based on attributes or off screen 'dice rolls'.
2. You can borrow from Mass Effect and have the PC do the action but what the PC does is dependent on who is and is not in the party. So if Shepard, for instance, did not have access to the right skills and did not have a companion in the squad that had access to the right skills then they wouldn't be able to decrypt the chests they needed to.
3. You could have, as you mentioned, different classes having their own ways of solving the problem. Like with the above you can introduce a chance for success/ failure or you can introduce some kind of hard cap system...but essentially Rogues lock pick a chest, Warriors bash it open, mages magic it. From a presentation/ Roleplaying perspective this would effectively all result in the same thing, the chest would be able to be opened by any class, but how they go about it would be different based on the class.
4. You could also do more class specialization options ala sort of how Origins did it but...better? Actually no now that I am thinking about it I remember how Origins did it but essentially what I advocate for here is giving a warrior an ability to spec into something like 'thiev's tools' if they want to in order to be able to open chests. Maybe chance for failure, maybe have multiple levels, but again giving the player different options and abilities to vary their roleplay would be great for an RPG and would satisfy the mandatory requirement instead of leaving players holding the bag for illogical reasons.
This Big Bang Reveal will tell us, no? AND, the later in summer this even occurs, higher is the probability the release will be in 2025.
I think to get a release before Christmas, late November or early December, the big reveal will have to be next month, June, or the early part of July at the latest. Otherwise, definitely after Christmas and likely closer to March specifically to get away from the Christmas season and January sales.
I really hope for a Christmas release because then I will have something to do in the dreary, dark and dank months of winter. However, if it is closer to spring then so be it.
They could honestly hold off till August at the latest and still make it theoretically. I'm not sure they will, mainly because there is a derth of other gaming events in August (though maybe that could be part of the point). I mean really based on recent news and trends June even seems a little early other then it being 'the month' for gaming reveals. One of the reasons I do think it could drop this year that is if they do plan on dropping it next year at all, even early, then June would be way too early for that as well and really in that case they might as well wait until November or December for that...and I do believe the Thedas Calls trailer did say 'next summer.'
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I am going to assume the conversation you think is a little far afield is the classless vs class conversation? And I agree.
However though as proposed I certainly don't advocate for getting rid of classes in Dragon Age...anymore...and I believe there have been discussed solutions involving the existing class dynamics to 'solve' this particular problem.
1. You can give your companions orders. This can either be a pop up or just going to toggle what you want that particular companion to do and then press a button and then they will do it automatically. If you want to add an element of risk then you can have a percent change/ failure of it based on attributes or off screen 'dice rolls'.
2. You can borrow from Mass Effect and have the PC do the action but what the PC does is dependent on who is and is not in the party. So if Shepard, for instance, did not have access to the right skills and did not have a companion in the squad that had access to the right skills then they wouldn't be able to decrypt the chests they needed to.
3. You could have, as you mentioned, different classes having their own ways of solving the problem. Like with the above you can introduce a chance for success/ failure or you can introduce some kind of hard cap system...but essentially Rogues lock pick a chest, Warriors bash it open, mages magic it. From a presentation/ Roleplaying perspective this would effectively all result in the same thing, the chest would be able to be opened by any class, but how they go about it would be different based on the class.
4. You could also do more class specialization options ala sort of how Origins did it but...better? Actually no now that I am thinking about it I remember how Origins did it but essentially what I advocate for here is giving a warrior an ability to spec into something like 'thiev's tools' if they want to in order to be able to open chests. Maybe chance for failure, maybe have multiple levels, but again giving the player different options and abilities to vary their roleplay would be great for an RPG and would satisfy the mandatory requirement instead of leaving players holding the bag for illogical reasons.
Precisely, the class vs classless thing could spiral into a whole different mess all of its own and I'm not keen on going down that particular thought experiment road.
1. On this point I guess we'll just not see eye to eye. I prefer having the option of direct control of companions instead of just a few basic orders. If I can do something with my PC, I want to be able to do it with a companion.
2. This is a fair point and it also was something done in both DA2 and DAI, with certain conversation results being available if you had a certain companion with you or if you unlocked a certain perk at the war table. For the DA2 approach, however, it was frustrating at points, because some of the companion specific options weren't always something that Hawke themselves couldn't have come up with/said. So I will add the caveat that if done, it shouldn't be something that your PC can also do, especially if it's done in conversations, i.e. Bethany appealing to a mage as a mage herself - that's good; Aveline looking threatening and giving the stink eye to a random thug - not that good, Hawke can do that too; Aveline laying down the law with a corrupt guardsman, though - that's good. This might work best only in the way it was implemented in ME1 with the Electronics/Decryption skill, as you mentioned.
3. & 4. This is something that you can do in D&D. Characters can investigate an item or location through the lense of their own proficiencies (religion, arcana, nature/survival, medicine etc.) or their backgrounds (as much as the DM allows) and get different pieces of contextual information. And it's also not just rogues who can pick locks or disarm traps or steal, any class can do it. Rogues just have a higher chance of success because they are inherently built with the nimble fingers fantasy but you could also build a meme rogue with 8 DEX for the lulz, I suppose. You could try to bash a door in as a barbarian but, if you have thieves tools, you can certainly attempt a gentle lockpick if the mood strikes. There are even perks you can take at level up to increase your bonuses for different checks or give yourself proficiencies that you lack.
Ashes to ashes, dust to dust Life's a b***h and beer's a must
I do believe the Thedas Calls trailer did say 'next summer.'
Yes, it did and as you say that gives a window from June to August. However, I was working to a rough 5-6 months lead in for the game, which they had said after DAI that they would prefer, which is probably why they have been hanging fire until they could be certain they could deliver to that timescale.
That is why I thought June/early July would lead into a November or early December release date, but late July or August would more likely be ahead of a release in February or March 2025. They definitely promised a release date this summer though, together with lots of other game info.
Post by DragonKingReborn on May 10, 2024 4:27:51 GMT
She's not wrong.
"Kneel before the Lord Dragon, or you will be knelt." 21 Feb 2019 at 6:59am - It has not been forgotten. It will not be forgiven. We've now met seven times... Revenge is ice cream - Serza, April 2020 Also known as Mike, David, Scott or Bruce
I'd love to play again the Mass Effect Trilogy, but EAapp doesn't let me. I can't open the MELE in any way. I've tried for three days now. I guess I'll get a refund from Steam.
"Odin è un nome ispirato alla mitologia nordica, ma in russo vuol dire qualcos'altro... significa uno! Chissà poi perché mi sarò scelto un nome russo?" Uno. PKNA
"Odin is a name ispired by norse mithology. However in russian it means something else... It means one! Why did I choose a russian name, I wonder?" Uno. PKNA
If you play one RPG and like it, you're an RPG fan. You don't need to play every RPG in existence or even like all of them to be a fan. No defense required for her.
Ashes to ashes, dust to dust Life's a b***h and beer's a must
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I'd love to play again the Mass Effect Trilogy, but EAapp doesn't let me. I can't open the MELE in any way. I've tried for three days now. I guess I'll get a refund from Steam.
I have formatted my PC since I last played, but I managed to boot it up fine. If you need help you can DM me and I can see if I can help you fix it (at work at the moment though, so I might be slow).
"He is the most foul, cruel, and bad-tempered rodent you ever set eyes on... He has got huge, sharp -- eh -- he can leap about -- look at the bones!"
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In the r/dragon age discord server there is someone who purports to be involved in the Leaker community, who says that the game has a set release date and has for a while now, that the game is stable and in good shape, and that the majority of the extra dev time they've gotten has been for QA / bug fixes. They also say, of release dates: "Game devs don't want Christmas releases. It's like, the worst time of the year for them lol. Hence why October and November are so stacked."
GeminiFreak posted a quote from this person involved in Leaker circles in this in the Resetera forum thread for DA:D:
"First off, the obligatory warning to take this with a hefty grain of salt, considering the source.
On the r/dragonage Discord, there's an user who is allegedly involved with the whole leaker/insider sphere and had some behind-the-scenes information.
In essence, what they've said is that most of the extra dev time they got (I'm assuming from the originally projected 2023 release to this year) is QA work, and they'd be surprised if it got delayed further (also compared it to Starfield, in the sense that it's categorically not the same kind of situation that befell that one), and also gave a few extra remarks, quoted below:
"The game has been in a pretty solid state for a while, I think the team are fairly confident in the date they've set. I'm not ruling out continued crunch to meet deadlines but to be brutally honest, that is going to happen with every game nowadays It's definitely not a case of them building the game last minute, which in turn eats into their mandated QA time (see: Andromeda and Anthem). I think a good chunk of the work at this point really is just going to be polish and wrapping up some other content I could tell some horror stories about games currently in dev, DA:D is fairly spotless in the grand scheme of things lmao (Just to be clear, that's not saying that fucked shit hasn't happened. EA's handling of the layoffs is appalling and they deserve that lawsuit, but there are bigger problems in the industry rn that I think are going to come to light soon)"
Once again, grain of salt, since even if they're on the up and up, they're not any sort of established leaker/insider."
Someone followed up on it with a comment about how Corinne Busche is pretty anti-crunch. Shinobi, an insider, replied:
"Both the above posts are accurate. They feel good about it. Now we'll hopefully see if everyone likes what they made."
Last Edit: May 10, 2024 13:12:45 GMT by Sandetiger
If any of that is true and I'd like to believe it then I am glad they are bug squashing and polishing. They need a winner and they really need to not get the bad press of a buggy release. I worry though that the EA firings/lay-offs have cramped their ability to test and configure everything as much as they would want too. That is a concern for me.
I'd love to play again the Mass Effect Trilogy, but EAapp doesn't let me. I can't open the MELE in any way. I've tried for three days now. I guess I'll get a refund from Steam.
I have formatted my PC since I last played, but I managed to boot it up fine. If you need help you can DM me and I can see if I can help you fix it (at work at the moment though, so I might be slow).
Thank you, I'll try one thing this evening when I came back from work, than I'll see another reason to prefer console gaming.
"Odin è un nome ispirato alla mitologia nordica, ma in russo vuol dire qualcos'altro... significa uno! Chissà poi perché mi sarò scelto un nome russo?" Uno. PKNA
"Odin is a name ispired by norse mithology. However in russian it means something else... It means one! Why did I choose a russian name, I wonder?" Uno. PKNA
"First off, the obligatory warning to take this with a hefty grain of salt, considering the source.
On the r/dragonage Discord, there's an user who is allegedly involved with the whole leaker/insider sphere and had some behind-the-scenes information.
In essence, what they've said is that most of the extra dev time they got (I'm assuming from the originally projected 2023 release to this year) is QA work, and they'd be surprised if it got delayed further (also compared it to Starfield, in the sense that it's categorically not the same kind of situation that befell that one), and also gave a few extra remarks, quoted below: Once again, grain of salt, since even if they're on the up and up, they're not any sort of established leaker/insider."
If this is true, those tweets (?) - what are Bluesky posts called? - from Patrick and John from a while ago when they were talking about still writing stuff may indeed have been only about rewriting or adding smaller stuff after noticing some things may need more context or shuffling around and adjusting. I still don't dare entertain the idea of future DLC-esque stuff with the main game yet to have its release date announced but at least that idea is reassuring.
Ashes to ashes, dust to dust Life's a b***h and beer's a must