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Post by AlleluiaElizabeth on Sept 10, 2017 2:24:07 GMT
seb hanlon 🔵🗣 @hanlsp Now I’m trying to remember the name of that scenario that we did the first encounter push on. I can _see_ it in my mind’s eye… Mike Laidlaw @mike_Laidlaw The temple. Forget the name, but one of the elven temples. He's talking about the actual game, right? Assuming temple of mythal?
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Post by Kabraxal on Sept 10, 2017 4:58:40 GMT
seb hanlon 🔵🗣 @hanlsp Now I’m trying to remember the name of that scenario that we did the first encounter push on. I can _see_ it in my mind’s eye… Mike Laidlaw @mike_Laidlaw The temple. Forget the name, but one of the elven temples. He's talking about the actual game, right? Assuming temple of mythal? Maybe Dirthamen. Has some variation in combat that Mythal didn't quite have.
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Post by rapscallioness on Sept 10, 2017 8:02:14 GMT
Gamasutra: 5 key lessons from the candid game dev book, Blood, Sweat, and Pixels www.gamasutra.com/view/news/304602/5_key_lessons_from_the_candid_game_dev_book_Blood_Sweat_and_Pixels.php2) BioWare designer Daniel Kading on taking responsibility for fixing bad gameplay systemswww.gamasutra.com/db_area/images/news/304602/DragonAge.jpgPlaytesting on an early build of Dragon Age: Inquisition revealed that the combat system was in shambles. But rather than make sudden overhauls or throw it out and start again, Schreier reports that lead encounter designer Daniel Kading got approval to grab the whole development team once a week for an hour of combat playtesting sessions. For these sessions, he and a group of other designers devised a set of encounters and post-playtest surveys that would help them pinpoint the problems. When surveys came back during the first week of Kading’s experiment, the average rating was a dismal 1.2 (out of 10). Somehow, that was comforting to the Inquisition gameplay team. “Morale took an astonishing turn for the better that very week,” Kading said. “It’s not that we could recognize the problems. It was that we weren’t shirking from them.” The experiment worked. Every week they tweaked the combat systems based on playtest feedback, and every week the rating improved. After four weeks, when the experiment ended, the average rating from the surveys was 8.8. TAKEAWAY: When part of a game isn't coming together, it can do wonders for both team morale (and the game itself) to not only recognize that you have a problem, but also turn your full attention to fixing it. *snip*You knooow, I hate to be a negative nancy, but to the bolded about not shirking from problems with the game and not only recognizing that you have a problem, but turning your full attn to it. Um....yeah, no shit. Lol! I'm sorry, but I don't see how this is a key lesson. Didn't we know this already? Weren't we doing this already? Was this concept not already in place as a guidepost? As a general rule of life, if your thing is effed up, you work to fix it. How is this an epiphany. This is something you learn as a child. Why are we patting ourselves on the back here. Omg. Okay. My apologies, but I'm genuinely bewildered. Playtest feedback. Yeah. You think? Omg. Okay, I'm done. I'll leave now. ...but i'm just saying. Hey, maybe the other four key lessons were more insightful, or something. I haven't read it. Sooo, yeah.
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Post by shinyfirefly on Sept 10, 2017 14:53:16 GMT
The question the team faced wasn't fix the problem vs ignore the problem, it was fix the problem with their existing system vs start all over from scratch. They were tempted to run away from their problems by starting over, but that's expensive, time-consuming and there's no guarantee of a better result. You're just trading one set of known problems for another set of unknown problems. Software devs have been talking about the dangers of this temptation for ages: www.joelonsoftware.com/2000/04/06/things-you-should-never-do-part-i/
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Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by melbella on Sept 10, 2017 15:48:01 GMT
What's interesting is that, the combat system still isn't great (8 skill limit! regurgitated spells) so how bad was it before that they were going the dump the whole thing?
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Post by PapaCharlie9 on Sept 10, 2017 16:59:43 GMT
Um....yeah, no shit. Lol! I'm sorry, but I don't see how this is a key lesson. Didn't we know this already? Weren't we doing this already? Was this concept not already in place as a guidepost? As a general rule of life, if your thing is effed up, you work to fix it. How is this an epiphany. This is something you learn as a child. Why are we patting ourselves on the back here. Omg. Okay. My apologies, but I'm genuinely bewildered. I take it you haven't worked on a lot of large team projects that take 18+ months to complete? Learning from mistakes and having the courage to fix them is rare, in my experience. The opposite is much more common: ship it on time, even if it's crap. Ship it, even if all the customer feedback is negative, because we need to make the quarterly numbers (don't get me started on how illogical that is -- business decisions aren't usually based on logic). Ship it because I say so and I'm the boss. That's why the point about team morale being bad was mentioned. Not that what the article described is perfect either. There's a very thin line between what shinyfirefly mentioned and getting stuck in "sunk cost" mentality. "We already invested 17 months of this 24 month project into the system that everything depends on, and even though all of our own experts and the outside experts we hired all agree the system is broken and can't be fixed without a massive overhaul, WE'VE PUT 17 MONTHS INTO IT! WE CAN'T GIVE UP ON IT NOW!" Sometimes the correct thing to do is accept your losses and start over.
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Post by Hrungr on Sept 10, 2017 17:06:34 GMT
princess. @faunlette @patrickweekes any chance we'd ever see you at dragoncon?
Patrick Weekes @patrickweekes I was there a couple years ago. Would love to go again, ideally someday when I can answer questions with something beyond, "Spoilers!"
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by melbella on Sept 10, 2017 17:21:38 GMT
Or "soon"
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Post by Psychedelic on Sept 10, 2017 18:22:12 GMT
Um....yeah, no shit. Lol! I'm sorry, but I don't see how this is a key lesson. Didn't we know this already? Weren't we doing this already? Was this concept not already in place as a guidepost? As a general rule of life, if your thing is effed up, you work to fix it. How is this an epiphany. This is something you learn as a child. Why are we patting ourselves on the back here. Omg. Okay. My apologies, but I'm genuinely bewildered. I take it you haven't worked on a lot of large team projects that take 18+ months to complete? Learning from mistakes and having the courage to fix them is rare, in my experience. The opposite is much more common: ship it on time, even if it's crap. Ship it, even if all the customer feedback is negative, because we need to make the quarterly numbers (don't get me started on how illogical that is -- business decisions aren't usually based on logic). Ship it because I say so and I'm the boss. That's why the point about team morale being bad was mentioned. Not that what the article described is perfect either. There's a very thin line between what shinyfirefly mentioned and getting stuck in "sunk cost" mentality. "We already invested 17 months of this 24 month project into the system that everything depends on, and even though all of our own experts and the outside experts we hired all agree the system is broken and can't be fixed without a massive overhaul, WE'VE PUT 17 MONTHS INTO IT! WE CAN'T GIVE UP ON IT NOW!" Sometimes the correct thing to do is accept your losses and start over. I don't want to derail the thread any further, but for those interested Extra Credits made a nice video about the whole sunk cost fallacy (and generally a good channel if you want gaming issues explained from a developer's angle).
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Post by rapscallioness on Sept 10, 2017 18:37:15 GMT
Um....yeah, no shit. Lol! I'm sorry, but I don't see how this is a key lesson. Didn't we know this already? Weren't we doing this already? Was this concept not already in place as a guidepost? As a general rule of life, if your thing is effed up, you work to fix it. How is this an epiphany. This is something you learn as a child. Why are we patting ourselves on the back here. Omg. Okay. My apologies, but I'm genuinely bewildered. I take it you haven't worked on a lot of large team projects that take 18+ months to complete? Learning from mistakes and having the courage to fix them is rare, in my experience. The opposite is much more common: ship it on time, even if it's crap. Ship it, even if all the customer feedback is negative, because we need to make the quarterly numbers (don't get me started on how illogical that is -- business decisions aren't usually based on logic). Ship it because I say so and I'm the boss. That's why the point about team morale being bad was mentioned. Not that what the article described is perfect either. There's a very thin line between what shinyfirefly mentioned and getting stuck in "sunk cost" mentality. "We already invested 17 months of this 24 month project into the system that everything depends on, and even though all of our own experts and the outside experts we hired all agree the system is broken and can't be fixed without a massive overhaul, WE'VE PUT 17 MONTHS INTO IT! WE CAN'T GIVE UP ON IT NOW!" Sometimes the correct thing to do is accept your losses and start over. No, I have not worked on alot of large team projects that take 18+ months to complete, but I know this should not be rare. This is the problem. This is what I'm fed up with, these companies shipping me crap while I pay full price, or more, for their product. This is unacceptable regardless of the industry. You don't get to pawn off a lemon to me to meet your quaterly numbers. Their quarterly numbers are not my concern. Getting a fair trade for my money is. If they're having problems meeting their quaterly numbers, or it's taking over a year and half to discern that a core component of their product is broken, then they have deeper issues to address than morale. Something more than their combat system is broken. And it's not just BW/EA. This attitude and acceptance of the idea of ship it to our clients and we'll just patch it later. No. What I expect is a polished finished product. A fair trade. And for thesebosses to show better management of time and resources. The digital industry should not get a free pass for selling its clients a lemon because it's more than illogical. It's a rip off.
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Post by PapaCharlie9 on Sept 10, 2017 18:41:52 GMT
No, I have not worked on alot of large team projects that take 18+ months to complete, but I know this should not be rare. This is the problem. This is what I'm fed up with, these companies shipping me crap while I pay full price, or more, for their product. This is unacceptable regardless of the industry. You don't get to pawn off a lemon to me to meet your quaterly numbers. Their quarterly numbers are not my concern. Getting a fair trade for my money is. If they're having problems meeting their quaterly numbers, or it's taking over a year and half to discern that a core component of their product is broken, then they have deeper issues to address than morale. Something more than their combat system is broken. And it's not just BW/EA. This attitude and acceptance of the idea of ship it to our clients and we'll just patch it later. No. What I expect is a polished finished product. A fair trade. And for thesebosses to show better management of time and resources. The digital industry should not get a free pass for selling its clients a lemon because it's more than illogical. It's a rip off. Amen. I couldn't agree more, but the reality is, this happens more often than not. What BW did in the article is the exception. There are solutions to the problem. Don't hold to inflexible schedules when the unknowns vastly outnumber the knowns. Don't go 18+ months without customer feedback -- release what you have every month or two and listen to what customers say. Connect rewards (bonuses, raises) to quality, not to shipping on time.
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Post by Nightscrawl on Sept 10, 2017 18:57:21 GMT
What's interesting is that, the combat system still isn't great (8 skill limit! regurgitated spells) so how bad was it before that they were going the dump the whole thing? There are things I like and dislike about the combat system. I think that eight skills are too few (12 seems a better number), and it was a shame they pared the mage skill trees down for those that like to have greater variety (DAI skills are great if you like to play an elemental-focused mage). I quite like the way SnS warrior plays. I also like the overall pace of combat, which seems between DAO's sluggishness and DA2's insanity. Sadly, for me, the sacrifice to the slower pace means that I have gone back to disliking the dagger rogue class which I found to be great fun in DA2 (never have played a bow rogue in DA, and have no interest in it in any game). We can't really know why they thought it was bad in the first place and how that related to their gameplay goals. If the end result of all this testing was an average survey rating of 8.8, it seems like they got pretty close to meeting their design goals; some scored higher, and some lower, because everyone has a different perspective on what they consider fun. Some of those goals may conflict with what some players want, but there's nothing to be done about that. Even with the faults in combat, I do like it. However, I'm of the view that it was designed for easy transition over to MP, and I think that hurt the combat for SP play. I'm not a fan of MP, but I get that some like it. I recognize that they can't allow the player to have all the tools in a MP situation, so they have these limits. I'd prefer if they keep those limitations for MP only, and allow SP to have more freedom.
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Post by phoray on Sept 10, 2017 19:01:07 GMT
What's interesting is that, the combat system still isn't great (8 skill limit! regurgitated spells) so how bad was it before that they were going the dump the whole thing? I had this thought too. "But DAI is the worst of the three games! what!" Glad I wasn't the only one.
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Post by midnight tea on Sept 10, 2017 19:03:53 GMT
What's interesting is that, the combat system still isn't great (8 skill limit! regurgitated spells) so how bad was it before that they were going the dump the whole thing? I had this thought too. "But DAI is the worst of the three games! what!" Glad I wasn't the only one. Personal opinion and all. I'm not fond of somewhat clunky and slow DAO combat. I prefer faster, smoother combat systems. 8 skills don't bother me, because I have 4 party members I can spec and control, so I don't suffer from lack of variety.
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Post by Nightscrawl on Sept 10, 2017 19:27:21 GMT
I had this thought too. "But DAI is the worst of the three games! what!" Glad I wasn't the only one. Personal opinion and all. I'm not fond of somewhat clunky and slow DAO combat. I prefer faster, smoother combat systems. 8 skills don't bother me, because I have 4 party members I can spec and control, so I don't suffer from lack of variety. The eight skill limit bothered me because, with any character and build there are always a few core skills that you use. For my SnS warrior, that is six primary skills, but even then I'm leaving a couple off due to necessity. If I add the Anchor ability, it's seven. That only leaves me with one extra slot for some skill. It was frustrating. And I say this as someone who played Guild Wars 1, which also had an eight skill limit and a similar mentality of "prepare your skill bar for the enemy you're going to be fighting," and was even more restrictive in that you could only swap skills while in a town. I'm also used to doing this in Diablo III. Their reasoning behind it was to force the player to think about encounters and adjust skills accordingly, even allowing us the freedom to change skills anywhere outside of combat. But that doesn't make it less frustrating for me. And again I'll say that this seemed like a change put in due to MP, rather than something they thought would make for good SP Dragon Age combat. Maybe that's not the case. I don't know for sure, but it feels that way to me.
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Post by midnight tea on Sept 10, 2017 19:29:30 GMT
Personal opinion and all. I'm not fond of somewhat clunky and slow DAO combat. I prefer faster, smoother combat systems. 8 skills don't bother me, because I have 4 party members I can spec and control, so I don't suffer from lack of variety. The eight skill limit bothered me because, with any character and build there are always a few core skills that you use. For my SnS warrior, that is six primary skills, but even then I'm leaving a couple off due to necessity. If I add the Anchor ability, it's seven. That only leaves me with one extra slot for some skill. It was frustrating. And I say this as someone who played Guild Wars 1, which also had an eight skill limit and a similar mentality of "prepare your skill bar for the enemy you're going to be fighting," and was even more restrictive in that you could only swap skills while in a town. I'm also used to doing this in Diablo III. Their reasoning behind it was to force the player to think about encounters and adjust skills accordingly, even allowing us the freedom to change skills anywhere outside of combat. But that doesn't make it less frustrating for me. And again I'll say that this seemed like a change put in due to MP, rather than something they thought would make for good SP Dragon Age combat. Maybe that's not the case. I don't know for sure, but it feels that way to me. I'm not sure we can put all the blame on MP, or even consoles for that matter. We know that there were many technical issues to overcome when designing the very first RPG on Frostbite.
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Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by melbella on Sept 10, 2017 19:39:25 GMT
And now 8 feels liberating compared to 3 in MEA. For DAI, if they had made the anchor and other focus abilities not one of the 8, it would have been less annoying. I barely even use Mark of the Rift anymore because of it.
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Post by phoray on Sept 10, 2017 20:03:21 GMT
Personal opinion and all. I'm not fond of somewhat clunky and slow DAO combat. I prefer faster, smoother combat systems. 8 skills don't bother me, because I have 4 party members I can spec and control, so I don't suffer from lack of variety. The eight skill limit bothered me because, with any character and build there are always a few core skills that you use. For my SnS warrior, that is six primary skills, but even then I'm leaving a couple off due to necessity. If I add the Anchor ability, it's seven. That only leaves me with one extra slot for some skill. It was frustrating. And I say this as someone who played Guild Wars 1, which also had an eight skill limit and a similar mentality of "prepare your skill bar for the enemy you're going to be fighting," and was even more restrictive in that you could only swap skills while in a town. I'm also used to doing this in Diablo III. For my Rogue, by the time I had all the accrobatics skills to give me freedom of movement, the focus abilities, the backstab... I had no room for poisoned weapons as a skill. And was irritated. Why is it even a skill at that point anyway? It's an application of somethign to my weapons. Should be an item if you're going to limit my skills.
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Post by midnight tea on Sept 10, 2017 20:15:03 GMT
The eight skill limit bothered me because, with any character and build there are always a few core skills that you use. For my SnS warrior, that is six primary skills, but even then I'm leaving a couple off due to necessity. If I add the Anchor ability, it's seven. That only leaves me with one extra slot for some skill. It was frustrating. And I say this as someone who played Guild Wars 1, which also had an eight skill limit and a similar mentality of "prepare your skill bar for the enemy you're going to be fighting," and was even more restrictive in that you could only swap skills while in a town. I'm also used to doing this in Diablo III. For my Rogue, by the time I had all the accrobatics skills to give me freedom of movement, the focus abilities, the backstab... I had no room for poisoned weapons as a skill. And was irritated. Why is it even a skill at that point anyway? It's an application of somethign to my weapons. Should be an item if you're going to limit my skills. Skills aren't necessarily there to be used - they're there to offer build variety. Not all abilities will be useful, even if there's a slot for them. That's sort of the fun of speccing the character - we figure out what works and what doesn't, or what situation or skill combination they will work best and all. Hook and Tackle for example doesn't really work for archer rogues, but it's a pretty great gap-closer for dual-wield, especially dual-wielding Tempests.
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Post by phoray on Sept 10, 2017 20:32:28 GMT
For my Rogue, by the time I had all the accrobatics skills to give me freedom of movement, the focus abilities, the backstab... I had no room for poisoned weapons as a skill. And was irritated. Why is it even a skill at that point anyway? It's an application of somethign to my weapons. Should be an item if you're going to limit my skills. Skills aren't necessarily there to be used - they're there to offer build variety. Not all abilities will be useful, even if there's a slot for them. That's sort of the fun of speccing the character - we figure out what works and what doesn't, or what situation or skill combination they will work best and all. Hook and Tackle for example doesn't really work for archer rogues, but it's a pretty great gap-closer for dual-wield, especially dual-wielding Tempests. That breaks RP for me. for a couple of reasons. --My Warden Surana had a special affinity for Electricity and was rubbish at healing. I avoided whole schools of magic to support that. She can't just LEARN Fire magic to beat the Ice Dragon when she has no affinity for it. --But also, if my character learns a new trick due to their experience in battle, they shouldn't get amnesia about the other skill to learn the new one. That is silly. This whole "exchanging of skills to make you plan for battles" is silly. What it sounds to me is a line they sold to us because getting to keep all our skills unbalanced their battle mechanics, so they limited us to shore up their weak planning and/or saving on resources. The Witcher made you prepare for battles by getting different weapons, armors, and brewing special potions. Things that don't change the nature of who the character is at all. but skills are in you- your blood, your connection to the fade, special exercise regimens. I don't like DAI breaking RP so apart from Game on this matter.
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Post by midnight tea on Sept 10, 2017 21:02:09 GMT
Skills aren't necessarily there to be used - they're there to offer build variety. Not all abilities will be useful, even if there's a slot for them. That's sort of the fun of speccing the character - we figure out what works and what doesn't, or what situation or skill combination they will work best and all. Hook and Tackle for example doesn't really work for archer rogues, but it's a pretty great gap-closer for dual-wield, especially dual-wielding Tempests. That breaks RP for me. for a couple of reasons. --My Warden Surana had a special affinity for Electricity and was rubbish at healing. I avoided whole schools of magic to support that. She can't just LEARN Fire magic to beat the Ice Dragon when she has no affinity for it. --But also, if my character learns a new trick due to their experience in battle, they shouldn't get amnesia about the other skill to learn the new one. That is silly. While story and gameplay don't necessarily have to be at odds, complaining how combat system "breaks RP" is futile. It will always break RP in some ways, because the game can hardly accommodate for all the RP scenarios we have in our heads. After all, what if a character I imagined is a unique dual-wielding mage or doesn't use staff at all? Or what about the fact that since DAO the Templar specialization doesn't come with consequences of chugging lyrium? Or what about the fact that we can fall 50 meters from the bridge and not die? Or what about the everybody in DAO somehow not knowing how to jump? "Ludonarrative dissonance" is a term invented for a reason... Also... I'm fairly sure that both fire and electricity schools are on separate trees, so I don't get the complaint? If you RP that your character has no affinity for fire spells then... don't make her learn it. You have choice not to do so. Case closed. Also - learning a trick doesn't necessarily means that a trick can be performed, hence it can be "forgotten". If a character fights a fire-resistant dragon, the fire spells are useless anyhow - and some spells actually cancel each other or their effects out. Actually, many games limit number of slots because in reality people use a limited number of skills, no matter how many slots they can have for them. They do know it's happening - they have ways to monitor skill usage by players. Also - I assume that you're neither a combat designer or like min-maxing, so please stop with accusations of weak planning or saving resources or unbalanced combat jus because a game chooses to limit number of skills. Being able to use all skills simultaneously doesn't automatically make the combat system or battle mechanics 'balanced'. Dragon's Dogma uses only 6 abilities, doesn't let you control party members (only issue 4 types of commands) and we can't change abilities on the fly when we're out of combat, yet it is one of the most enjoyable and praised combat systems in recent RPGs. .... Nevermind that somehow we can respec and therefore 'forget' skills and abilities too. Also, Wicther is a different game from DA and offers only one class and character - the Witcher.
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Post by phoray on Sept 10, 2017 21:37:11 GMT
midnight tea this is the second time you've attacked me as a person to invalidate my opinion. Discussing any opinion with you always seems to end up unpleasant. I notice this when you talk to other fans too so it's not just all in my 'wee sensitive' little head. Perhaps because you think you're such a better smarter cleverer fan of Dragon Age then me (and others) and want to make any who you speak with know it. But guess what- you are sharing an opinion too. And if you can't do so nicely, people will just block and ignore you and all your typing will be but wasted minutes checking your punctuation and spelling before you hit reply, for no one will read it after they recognize your little white bird teapot avatar or the words Midnight Tea. I wish you no harm, but you make the forum less enjoyable a place to be. I would hope that isn't your end goal. And that's enough Off Topic for the Twitter Thread for me today. I'll excuse myself to another part of the forum now. Sorry again, Hrungr I seem to habitually run off in this thread.
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Post by DragonKingReborn on Sept 10, 2017 21:54:00 GMT
And now 8 feels liberating compared to 3 in MEA. For DAI, if they had made the anchor and other focus abilities not one of the 8, it would have been less annoying. I barely even use Mark of the Rift anymore because of it. I keep Mark of the Rift for big boss/dragon fights. Other than that - yeah - don't use it.
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Post by Nightscrawl on Sept 10, 2017 22:24:10 GMT
And now 8 feels liberating compared to 3 in MEA. For DAI, if they had made the anchor and other focus abilities not one of the 8, it would have been less annoying. I barely even use Mark of the Rift anymore because of it. I keep Mark of the Rift for big boss/dragon fights. Other than that - yeah - don't use it. I'm this way for all of those abilities, even the follower ones. Of course, I also play on casual, so it's normally not worth it to use them on any other occasion.
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Post by Hrungr on Sept 10, 2017 22:25:18 GMT
seb hanlon 🔵🗣 @hanlsp Now I’m trying to remember the name of that scenario that we did the first encounter push on. I can _see_ it in my mind’s eye… Mike Laidlaw @mike_Laidlaw The temple. Forget the name, but one of the elven temples. He's talking about the actual game, right? Assuming temple of mythal? Daniel Kading daniel_Kading Knight's Tomb in Emerald Graves. Mike Laidlaw @mike_LaidlawThere it is And yeah, good discussions, but time to steer this thread back on track...
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