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Post by Deleted on Sept 16, 2017 2:01:45 GMT
it's not a comparison, it's just call it what it is basically, if you don't like it, that's another story. No, your opinion is not fact. Please stop confusing those. None of what you said makes DAI an MMO, online or 'offline'... I guess you didn't played any mmo to say that. No, it's not an opinion, sorry friend to disappoint you, it's a fact, i get you don't like it cause it's your lovely favorite game, but call an opinion to an explaination of how the game works and has been made in terms of content and gameplay, it's pretty basic really. (aside from the combat) it's all i needed to read. For my part, i'm done, if you want to continue, be my guest, but denying what it really is a fact, not an opinion, saying that i'm confusing terms, it's very sad.
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Post by midnight tea on Sept 16, 2017 2:14:53 GMT
No, your opinion is not fact. Please stop confusing those. None of what you said makes DAI an MMO, online or 'offline'... I guess you didn't played any mmo to say that. I actually happen to play MMOs - ESO is basically my 2nd life. So nice of you to disregard my knowledge just because I disagree with what you say and then continue to tout your opinion as fact. Sorry, that's not how it works - and that's all that can be said here, because you're not a person to continue serious discussion with.
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Post by PapaCharlie9 on Sept 16, 2017 2:24:26 GMT
No, your opinion is not fact. Please stop confusing those. None of what you said makes DAI an MMO, online or 'offline'... I guess you didn't played any mmo to say that. No, it's not an opinion, sorry friend to disappoint you, it's a fact, i get you don't like it cause it's your lovely favorite game, but call an opinion to an explaination of how the game works and has been made in terms of content and gameplay, it's pretty basic really. (aside from the combat) it's all i needed to read. For my part, i'm done, if you want to continue, be my guest, but denying what it really is a fact, not an opinion, saying that i'm confusing terms, it's very sad. I went back and read everything you said, and yeah, no, you're confused and your list of reasons why DAI is an MMO fails to explain why the DAI SP campaign isn't massive, multiplayer or online, the three essential characteristics of an MMO, and yet you insist it's evident fact that DAI SP is an MMO. Baldur's Gate had fetch quests and RNG loot drops too, so I guess according to you that makes it an MMO. If you had said DAI had too many fetch quests that you found boring, too much grinding for crafting, and too much RNG loot dropping -- you would have successfully stated an opinion. And not a particularly original one.
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Post by Deleted on Sept 16, 2017 2:27:12 GMT
I guess you didn't played any mmo to say that. I actually happen to play MMOs - ESO is basically my 2nd life. So nice of you to disregard my knowledge just because I disagree with what you say and then continue to tout your opinion as fact. Sorry, that's not how it works - and that's all that can be said here, because you're not a person to continue serious discussion with. Well, for starts, instead of quoting all my entire "opinions" like you called, and answer that, you instead grabbed what better suited you and call it "your opinion it's not a fact", automatically denying common knowledge and what it's clearly a thing, seems like no one remembers in fact that this game was meant to be a mmo, you don't need even common knowledge, you just have to look to the very huge and big the maps are. so yeah, there is nothing much to say, good night.
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Post by PapaCharlie9 on Sept 16, 2017 2:31:01 GMT
I actually happen to play MMOs - ESO is basically my 2nd life. So nice of you to disregard my knowledge just because I disagree with what you say and then continue to tout your opinion as fact. Sorry, that's not how it works - and that's all that can be said here, because you're not a person to continue serious discussion with. Well, for starts, instead of quoting all my entire "opinions" like you called, and answer that, you instead grabbed what better suited you and call it "your opinion it's not a fact", automatically denying common knowledge and what it's clearly a thing, seems like no one remembers in fact that this game was meant to be a mmo, you don't need even common knowledge, you just have to look to the very huge and big the maps are. so yeah, there is nothing much to say, good night. Oh, I forgot. There's a fourth essential characteristic of MMOs you didn't explain -- the monthly subscription fee. Last time I checked, DAI SP didn't have one. So I guess it's a free-to-play MMO with microtransactions? No, wait ...
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Post by Deleted on Sept 16, 2017 2:37:46 GMT
I guess you didn't played any mmo to say that. No, it's not an opinion, sorry friend to disappoint you, it's a fact, i get you don't like it cause it's your lovely favorite game, but call an opinion to an explaination of how the game works and has been made in terms of content and gameplay, it's pretty basic really. (aside from the combat) it's all i needed to read. For my part, i'm done, if you want to continue, be my guest, but denying what it really is a fact, not an opinion, saying that i'm confusing terms, it's very sad. I went back and read everything you said, and yeah, no, you're confused and your list of reasons why DAI is an MMO fails to explain why the DAI SP campaign isn't massive, multiplayer or online, the three essential characteristics of an MMO, and yet you insist it's evident fact that DAI SP is an MMO. Baldur's Gate had fetch quests and RNG loot drops too, so I guess according to you that makes it an MMO. If you had said DAI had too many fetch quests that you found boring, too much grinding for crafting, and too much RNG loot dropping -- you would have successfully stated an opinion. And not a particularly original one. in the majority of rpgs, the loot system it's scripted, clearly it's not in DAI. what is SP? sorry i'm not a native english speaker and i don't know all the net lenguage, i barely know the net lenguage of my native lenguage. if you mean Main Story, you can have clear examples of that with SWTOR, and Final Fantasy XIV: A Realm Reborn, what ironically the core of this games are Main Story. Not only offline games can have a good main story and plot. It's not massive? so their big, huge multiple maps what are? a joke i guess. Well DAI has multiplayer ironically hahaha, but yeah it's not tight to the main content, that call is yours.
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Post by Deleted on Sept 16, 2017 2:38:56 GMT
Well, for starts, instead of quoting all my entire "opinions" like you called, and answer that, you instead grabbed what better suited you and call it "your opinion it's not a fact", automatically denying common knowledge and what it's clearly a thing, seems like no one remembers in fact that this game was meant to be a mmo, you don't need even common knowledge, you just have to look to the very huge and big the maps are. so yeah, there is nothing much to say, good night. Oh, I forgot. There's a fourth essential characteristic of MMOs you didn't explain -- the monthly subscription fee. Last time I checked, DAI SP didn't have one. So I guess it's a free-to-play MMO with microtransactions? No, wait ... Lol hahaha, and what are for the free to play mmo then? the microtransactions are usually for adicts, that want all right now, (instead of,oh yeah, this sounds familiar, farm and grind, craft and gather) it's not obligatory. well ironically, you had to pay to get the real ending of the game, aka Trespasser. And you have two more additional dlc, to pay for. (Completely optional of course, but one of them has a very important plot to call it additional don't you think?) and mainly that is used on mmos to advance in story and content, in fact before the dlc/expansion era came to offline games and become regular practice, this feature was only used in mmos. oh i forgot, even if it's not permanetly, you have to turn on and off, the net if you want to pass previews choices of the previews games, or shape different world states than your main canon, the so called Dragon Age keep, instead of that they should have done what Mass Effect 2 and 3 did, the called Mass Effect: Genesis. anyway, where did you see i called DAI an MMO? I called it Single Player Offline MMO, not MMO, even if you don't see it, it's different (not big tho, but different in the end) and not just only in the name, in the playstyle too.
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Post by Avejajed on Sept 16, 2017 3:16:02 GMT
Why are ya'll arguing about mmos? Did I miss something?
(also DAI is not an mmo. All I ever did in an mmo was run around in circles doing the same group events over and over again. That and getting yelled at for not taking dungeon runs seriously enough.)
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Post by sjsharp2010 on Sept 16, 2017 3:35:11 GMT
I went back and read everything you said, and yeah, no, you're confused and your list of reasons why DAI is an MMO fails to explain why the DAI SP campaign isn't massive, multiplayer or online, the three essential characteristics of an MMO, and yet you insist it's evident fact that DAI SP is an MMO. Baldur's Gate had fetch quests and RNG loot drops too, so I guess according to you that makes it an MMO. If you had said DAI had too many fetch quests that you found boring, too much grinding for crafting, and too much RNG loot dropping -- you would have successfully stated an opinion. And not a particularly original one. in the majority of rpgs, the loot system it's scripted, clearly it's not in DAI. what is SP? sorry i'm not a native english speaker and i don't know all the net lenguage, i barely know the net lenguage of my native lenguage. if you mean Main Story, you can have clear examples of that with SWTOR, and Final Fantasy XIV: A Realm Reborn, what ironically the core of this games are Main Story. Not only offline games can have a good main story and plot. It's not massive? so their big, huge multiple maps what are? a joke i guess. Well DAI has multiplayer ironically hahaha, but yeah it's not tight to the main content, that call is yours. SP is single player meaning you can play the game offline and on your own if you wish. Which is something you can't do with an MMO
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Post by Deleted on Sept 16, 2017 3:39:21 GMT
in the majority of rpgs, the loot system it's scripted, clearly it's not in DAI. what is SP? sorry i'm not a native english speaker and i don't know all the net lenguage, i barely know the net lenguage of my native lenguage. if you mean Main Story, you can have clear examples of that with SWTOR, and Final Fantasy XIV: A Realm Reborn, what ironically the core of this games are Main Story. Not only offline games can have a good main story and plot. It's not massive? so their big, huge multiple maps what are? a joke i guess. Well DAI has multiplayer ironically hahaha, but yeah it's not tight to the main content, that call is yours. SP is single player meaning you can play the game offline and on your own if you wish. Which is something you can't do with an MMO ah okay, thanks for the meaning info.
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Post by smilesja on Sept 16, 2017 3:50:09 GMT
Saying that DAI is an mmo is the laziest criticism you can give.
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Post by luketrevelyan on Sept 16, 2017 4:05:39 GMT
DAI obviously isn't an MMO. But I do think it is fair to say it has MMO style fetch quests. It is really my only major criticism of the game. It is in my top 5 overall despite that.
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Post by Hrungr on Sept 16, 2017 4:07:19 GMT
alybee art @circs86solas aka the #1 tea hater ☕️ #DragonAge @dragonage @patrickweekes i.imgur.com/sjRLBL1.gif Patrick Weekes @patrickweekesAccurate. Janette🌙 @janettekirchner I could forgive Solas for the whole wanting to rip everything asunder, but hating tea?! kirstin carnage @kirstincarnage (it's because patrick hates tea smh) Janette🌙 @janettekirchner What? WHY?! Patrick Weekes @patrickweekesBecause it tastes like water with dirt in it. Patrick Weekes @patrickweekesHey, I KINDA justified it with "Solas doesn't like caffeine, because it makes it harder to enter the Fade." Autumn Witch @dragon_Age_FansEveryone knows Solas prefers to drink..... spirits. Patrick Weekes @patrickweekesHEY NOW and also probably yes Erin @gypsiri There would be discourse between him and @biomarkdarrah, wouldn't there? What would Solas think of his ""seasoned"" teapot? Patrick Weekes @patrickweekesThere would be a comparison to the Blight. Mark Darrah @biomarkdarrah i.imgur.com/WuMrQAu.gif
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Post by Hrungr on Sept 16, 2017 4:48:17 GMT
Patrick Weekes @patrickweekes I'm pretty sure I now reflexively slap, "It's for work," onto stuff just like Solas adds, "...I saw in the Fade."
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Post by Hrungr on Sept 16, 2017 5:10:38 GMT
Mark Darrah @biomarkdarrah Ok let's talk dying / dead AKA why state transitions are where most game bugs lurk Thread I guess Ok so you've reduced a creature to 0 hp. He's dead now right? Not so fast! He needs to playing a death animation, when does he drop loot... Ok great. Let's add a dying state that exists between living and dead. You enter dying when you hit 0 hp and when the animation finished die Oh god what have you done? Now when a dying creature gets hit with something that overrides their animation, they never reach the dead state You didn't put a plot critical item on him did you? OMG this guy got healed while dying. Now he is dead but walking around. Oh BTW dead creatures take no damage so he is unkillable You get the point. It's not just dying. Similar problems with anything that takes multiple frames Polymorph in Jade Empire A big one is entering and leaving UI, or changing game modes Often a tiny window of opportunity where you can interrupt the state change On Sonic the Dark Brotherhood I wrote the ENTIRE stat system to prevent dying / dead bugs. Lessons: transitions suck Many things you think are atomic aren't Even sub frame transitions can be vulnerable God help you if multithreaded The end... Blair Brown @thefiddzz This was a major turning point in the development of @dragonage inquisition. No lie. Patrick Weekes @patrickweekesi.imgur.com/i1AyfCY.gif Allan Schumacher allanschumacher I do love "that Fennec you didn't even know about just got mauled by a bear... right when you entered that zone transition." Boom. - Always enjoy these little insights into game development...
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Post by Andraste_Reborn on Sept 16, 2017 6:20:15 GMT
I once came across a bug like that playing DAI! I somehow managed to get Gatt killed fighting the Vints during Bull's personal quest, and he did not get up again after combat. This lead to Bull and the Inquisitor delivering a bunch of important dialogue to an empty patch of air while Gatt's corpse lay on the ground some distance away.
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Post by AlleluiaElizabeth on Sept 16, 2017 7:28:31 GMT
Mark Darrah @biomarkdarrah Ok let's talk dying / dead AKA why state transitions are where most game bugs lurk Thread I guess Ok so you've reduced a creature to 0 hp. He's dead now right? Not so fast! He needs to playing a death animation, when does he drop loot... Ok great. Let's add a dying state that exists between living and dead. You enter dying when you hit 0 hp and when the animation finished die Oh god what have you done? Now when a dying creature gets hit with something that overrides their animation, they never reach the dead state You didn't put a plot critical item on him did you? OMG this guy got healed while dying. Now he is dead but walking around. Oh BTW dead creatures take no damage so he is unkillable You get the point. It's not just dying. Similar problems with anything that takes multiple frames Polymorph in Jade Empire A big one is entering and leaving UI, or changing game modes Often a tiny window of opportunity where you can interrupt the state change On Sonic the Dark Brotherhood I wrote the ENTIRE stat system to prevent dying / dead bugs. Lessons: transitions suck Many things you think are atomic aren't Even sub frame transitions can be vulnerable God help you if multithreaded The end... Blair Brown @thefiddzz This was a major turning point in the development of @dragonage inquisition. No lie. Patrick Weekes @patrickweekesi.imgur.com/i1AyfCY.gif Allan Schumacher allanschumacher I do love "that Fennec you didn't even know about just got mauled by a bear... right when you entered that zone transition." Boom. - Always enjoy these little insights into game development...
That is some on point gif usage by Patrick, there.
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Post by Gileadan on Sept 16, 2017 8:36:03 GMT
Mark Darrah @biomarkdarrah Ok let's talk dying / dead AKA why state transitions are where most game bugs lurk Thread I guess Ok so you've reduced a creature to 0 hp. He's dead now right? Not so fast! He needs to playing a death animation, when does he drop loot... Ok great. Let's add a dying state that exists between living and dead. You enter dying when you hit 0 hp and when the animation finished die Oh god what have you done? Now when a dying creature gets hit with something that overrides their animation, they never reach the dead state You didn't put a plot critical item on him did you? OMG this guy got healed while dying. Now he is dead but walking around. Oh BTW dead creatures take no damage so he is unkillable You get the point. It's not just dying. Similar problems with anything that takes multiple frames Polymorph in Jade Empire A big one is entering and leaving UI, or changing game modes Often a tiny window of opportunity where you can interrupt the state change On Sonic the Dark Brotherhood I wrote the ENTIRE stat system to prevent dying / dead bugs. Lessons: transitions suck Many things you think are atomic aren't Even sub frame transitions can be vulnerable God help you if multithreaded The end... Blair Brown @thefiddzz This was a major turning point in the development of @dragonage inquisition. No lie. Patrick Weekes @patrickweekesi.imgur.com/i1AyfCY.gif Allan Schumacher allanschumacher I do love "that Fennec you didn't even know about just got mauled by a bear... right when you entered that zone transition." Boom. - Always enjoy these little insights into game development...
A creature is dead/dying when it has less than 1 HP. It gets hit again while playing the death animation? No problem. A dead/dying creature becomes immune to any further status effects. Any status effect must check whether the targeted creature is eligible for its application anyway. Healing? Not happening. No problem, again. No wonder their games get delivered in such a state. These are effing rookie problems.
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Post by DragonKingReborn on Sept 16, 2017 8:37:11 GMT
Patrick Weekes @patrickweekes Shut up, Office Network Restricted Sites Page. I'll have you know that I was searching "Sexy Knife Fights" FOR WORK at first. Pre-order confirmed.
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Post by arvaarad on Sept 16, 2017 8:46:38 GMT
Mark Darrah @biomarkdarrah Ok let's talk dying / dead AKA why state transitions are where most game bugs lurk Thread I guess Ok so you've reduced a creature to 0 hp. He's dead now right? Not so fast! He needs to playing a death animation, when does he drop loot... Ok great. Let's add a dying state that exists between living and dead. You enter dying when you hit 0 hp and when the animation finished die Oh god what have you done? Now when a dying creature gets hit with something that overrides their animation, they never reach the dead state You didn't put a plot critical item on him did you? OMG this guy got healed while dying. Now he is dead but walking around. Oh BTW dead creatures take no damage so he is unkillable You get the point. It's not just dying. Similar problems with anything that takes multiple frames Polymorph in Jade Empire A big one is entering and leaving UI, or changing game modes Often a tiny window of opportunity where you can interrupt the state change On Sonic the Dark Brotherhood I wrote the ENTIRE stat system to prevent dying / dead bugs. Lessons: transitions suck Many things you think are atomic aren't Even sub frame transitions can be vulnerable God help you if multithreaded The end... Very interesting! In non-game software, it would be more typical not to add a transitioning state. Instead, the flag would be immediately flipped to the end state, with the animation playing afterward. More as decoration than to actually indicate the state changing - the state has already changed. That way unit tests (and developers) don't have to think about animations too much. When bugs happen, the animation gets cut short or skipped, but at least the underlying flag is already correct. Of course, there's a key difference: in most software, animations are ultimately optional. By which I mean, a design team will ask for them, but if there are edge cases where the animation is skipped, those bugs are the lowest possible priority, if they're even reported at all. Engineers are usually given a lot of leeway to sacrifice animations, especially for experienced teams that have run into lots of animation-induced bugs in the past. I'm guessing that's not the case for games. If a monster teleports from "standing with 0 hp" to "lootable corpse" instantaneously, that's a little more obvious than if a button or menu skips its animation.
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Post by midnight tea on Sept 16, 2017 8:46:48 GMT
A creature is dead/dying when it has less than 1 HP. It gets hit again while playing the death animation? No problem. A dead/dying creature becomes immune to any further status effects. Any status effect must check whether the targeted creature is eligible for its application anyway. Healing? Not happening. No problem, again. No wonder their games get delivered in such a state. These are effing rookie problems. ...Are they? Are you a programmer familiar with Frostbite or problems that arise when designing first RPGs on it?
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Post by Gileadan on Sept 16, 2017 8:55:11 GMT
A creature is dead/dying when it has less than 1 HP. It gets hit again while playing the death animation? No problem. A dead/dying creature becomes immune to any further status effects. Any status effect must check whether the targeted creature is eligible for its application anyway. Healing? Not happening. No problem, again. No wonder their games get delivered in such a state. These are effing rookie problems. ...Are they? Are you a programmer familiar with Frostbite or problems that arise when designing first RPGs on it? No, I'm not, and I don't have to be, because these are extremely basic problems. Checking whether a creature has exactly 0 HP or any number smaller than 1 is an utterly trivial variable check. If you can check for exactly 0, you can check for smaller than 1 in the same way. And that's what this entire problem is built on. The problem is the idea to check for exactly 0 instead of less than 1, not its execution.
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midnight tea
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Post by midnight tea on Sept 16, 2017 9:11:23 GMT
...Are they? Are you a programmer familiar with Frostbite or problems that arise when designing first RPGs on it? No, I'm not, and I don't have to be, because these are extremely basic problems. Checking whether a creature has exactly 0 HP or any number smaller than 1 is an utterly trivial variable check. If you can check for exactly 0, you can check for smaller than 1 in the same way. And that's what this entire problem is built on. The problem is the idea to check for exactly 0 instead of less than 1, not its execution. Do you actually have any experience creating games or any familiarity with gamin engines to assume that your 'extremely basic problem' actually translates to problem occurring in gamedev?
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Gileadan
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ALoneGretchin
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Post by Gileadan on Sept 16, 2017 9:44:37 GMT
No, I'm not, and I don't have to be, because these are extremely basic problems. Checking whether a creature has exactly 0 HP or any number smaller than 1 is an utterly trivial variable check. If you can check for exactly 0, you can check for smaller than 1 in the same way. And that's what this entire problem is built on. The problem is the idea to check for exactly 0 instead of less than 1, not its execution. Do you actually have any experience creating games or any familiarity with gamin engines to assume that your 'extremely basic problem' actually translates to problem occurring in gamedev? I get it. You like BioWare and you don't like it when they get criticized. But you're reaching for some very thin and short straws here. You completely ignore how I explained that the thinking is the problem here, not the execution, and keep repeating how I need to be a Frostbite expert. Checking and manipulating the contents of variables is the most basic tool of any programming language or engine, including Frostbite. Without that, you practically can't code. Frostbite does it too, as anyone with any PC Frostbite game can check for themselves. Pull up the console and let it spit out a few variables. I suspect that you're probably not actually interested in understanding the problem and merely want to deflect criticism by constantly questioning my competence to make that criticism, but I'll try to explain one last time again. There is a way to check if a creature's hit points are 0. This means there is a way to have the engine report a creature's hit points to the game's code and check that value. Whether the code checks that value for exactly 0 or less than 1 is irrelevant at that point. The flaw is the idea to check for 0 in the first place instead of less than 1. It would be a problem with any coding language and any engine, because the thinking is flawed. And that's why it is a rookie mistake. To give a general example: if you want a car's fuel gauge light up a warning sign when your fuel is low, you don't check whether your fuel is, say, exactly at 20%. You check whether it's 20% or less. This is a simple, obvious logic problem that does not require you to be an engineer or an expert of the car model in question. It applies on a general level.
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Post by Nightscrawl on Sept 16, 2017 10:07:31 GMT
I'd like to point out that Mark Darrah's point with the Twitter thread wasn't to say that it's hard, but only to explain to lay readers/players that there are more steps involved, more going on behind the scenes, than might be expected from something seemingly simple as a creature dying.
For example, I figured there were checks for alive/dead, and that makes sense. Adding a death animation and entering a "dying state" wasn't something I had considered, or that it would cause problems. I always figured that you got a creature's hp to 0 and it died. My thinking was that, even if there is a death animation, the thing is still dead. It seems to work this way in World of Warcraft, since you can loot something as soon as it "dies," even if the animation is still going on. But if they have it in DAI so that you can only loot something once it's fully "dead," after the death animation has played and it's lying there, I can see how that in-between state can cause problems because there are additional checks.
Those were things I had never considered until I read Mark's post.
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