What you miss or don´t like in Dragon Age: Origins
#26
Posté 09 novembre 2009 - 02:13
Though I suppose that doesnt have anything to do with the base game. <_<
#27
Posté 09 novembre 2009 - 02:17
I die a little inside, every time I walk past a chest I cant' open.
#28
Posté 09 novembre 2009 - 02:21
Yeah, I never got to finish the cache quest in there because I thought I could go back in. Oh well, it was free with my DDE so I would have been really annoyed if I had to pay extra for it like some others. :innocent:LenaMarie wrote...
My only real problem with the game is the POS that is Warden's Keep. Blatant False Advirtising. Base of Operations my arse.
Though I suppose that doesnt have anything to do with the base game. <_<
#29
Posté 09 novembre 2009 - 02:33
That and the lack of storage and wasting points on tactics slots.
#30
Posté 09 novembre 2009 - 02:50
2) Stealing is to easy. It succeds or it doesnt, there i no real danger in it to get caught.
3) Poor items in chests, on enemys or in general
4) Sidequest are, well, not real sidequest. Its like wow from time to time you go to a guy with an arrow over his head, get 5 quests. Farm them, go back and get money and exp. boring
5) Bears dropping Chainmails....
6) not enough items. i would liek to see mich more swords, katanas, armors, robes axes etc
#31
Posté 09 novembre 2009 - 02:55
#32
Posté 09 novembre 2009 - 02:58
BackwardCompatibility wrote...
I would say the same as you do, until I realised I kept the same helmet, amulet, ring and belt the whole game: the promo and DLC content. I bet if I had activated the blood armor, I would have kept that one too. It's quite a pity.WildstarGoethe wrote...
...then again, the game isn't really about loot. It's about story and character building.
That's kind of sad.....for you, i was able to replace it all with better stuff.
#33
Posté 09 novembre 2009 - 03:01
The main characters motivation does not seem to be affected by taking everyone into camp and then simply managing satisfaction by gifts. Its too easy to get away with.
#34
Posté 09 novembre 2009 - 03:02
Being able to jump tiny obstacles in the floor
Lots of secret/hidden areas to find
Grid/weight based inventory
Rogues having uses other than lockpicking
Clerics/priests
Chests with non-random loot
Camp storage (Wardens Cheap doesn't really count)
Things I don't like:
Bad AI does really annoying things sometimes
Overpowered mages/spells
Invisible walls
Enemies able to just run past your warriors without a second thought
Buildings I can't enter
Bows underpowered
Lots of pointless little buff items give such small bonuses hardly worth using
Potion spam
Could prob think of a lot more, not to say I don't like the game but this was a negatives thread.
#35
Posté 09 novembre 2009 - 03:06
Shannara13 wrote...
I agree on the loot thing too. I dislike the fact that my characters have been using the same equipment for 10 levels or so.
_______________
It kills the realism to fight a full plated bully mobster and then loot
a deep mushroom. I doesn't feel right at all. That and looting gold
from creatures like shades or wolves. Opening a LOCKED chest with only
an elfroot inside. Plus, I felt like I barely received equipment or
gold. All of those nice weapons and armors... that I could never afford.
Recuperating HP very quickly outside of fights as if it happened miraculously.
Having
magic score useless to the warrior and rogue class and cunning pretty
much the same to the warrior and mage. Why not fuse magic with cunning?
Or benefit from magic as magic resistance and have some warrior and
mage abilities require cunning?
Not having the choice to follow the
main intrigue as a grey warden and being driven by the given story
rather than our motives. For exemple, why not get the choice to side
with the darkspawn? Or to have an alternate route on the way the
darkspawn can be eradicated.
That, and I second people talking about exploration of the map and city of Denerim.
Well i liked this "familiarity with your own equipment. Makes it feel real and not like that Diablo2-crap, where you find the same weapon with 1 point more firedamage and change it.
But i have the same oppinion about the loot. I always hated it in RPG's, where you see enemys in armor with big weapons, but couldnt loot it!
And the money you get and the cost for good items are ridiculously diverging. (The dragonbone axe in the camp for how much? 137 sovereigns??? WTF? )
#36
Posté 09 novembre 2009 - 03:13
GreenMario wrote...
6) not enough items. i would liek to see mich more swords, katanas, armors, robes axes etc
I laughed out loud there.
Only major design flaw I see is a lack of multiplayer, and only in the context that there is a toolset. As far as quest grinders go, reading the codex justifies a reasonable chunk of the grinder sidequests.
#37
Posté 09 novembre 2009 - 03:15
More storage would be good.
#38
Posté 09 novembre 2009 - 03:16
NPC's and the all the party members have yellow teeth thats just wrong. but I suppose dental hygenie wasn't that important in medevial/fanstry times
#39
Posté 09 novembre 2009 - 03:19
Undead Hunter 27 wrote...
Thing i don't like
NPC's and the all the party members have yellow teeth thats just wrong. but I suppose dental hygenie wasn't that important in medevial/fanstry times
In fact there wasnt hygenie in medevial times at all. They where spilling theit **** on the streets from their windows.
#40
Posté 09 novembre 2009 - 03:20
WildstarGoethe wrote...
BackwardCompatibility wrote...
It kills the realism to fight a full plated bully mobster and then loot a deep mushroom.
Ha! That's true. The loot is lacking in this game...then again, the game isn't really about loot. It's about story and character building.
so this kills a realism for you in a game, where you fight with magic against demons, dragons, etc. ?
#41
Posté 09 novembre 2009 - 03:21
fereldon but in a computer generated world for our brains and right now I need to expend sweat and tears on fleshing out my users GUI so he doesn't have to micro so much.
#42
Posté 09 novembre 2009 - 03:22
#43
Posté 09 novembre 2009 - 03:23
I had no idea however, that in game terms, I had been at it a long time until talking to Wynne and she stated how long we had been at it,
I was a little shocked and then miffed.
Because, I would imagine I could contact merchants and say things like,, hey merchant, delivery me ten zillion elf roots next month. I got time, Plus, some lyrium. snail mail is fine! Our PCs impact the story of the world, but they can't manipulate the world.
Like in BG II, you could get home bases and get those guys doing something, like making your wizard items or whatever. If our PCs are gonna be around that long, Or in Fallout 3 you could mildly influence the wandering merchants, generating a little more in terms of inventory.
I like that we can craft consumabes in DA, but, it is still limited in terms of the amount. Yes, I want more healing potion/lyrium potions options. I don't want to have to take Wynne all day, even if she is a smoking hottie.
#44
Posté 09 novembre 2009 - 03:25
Hesinde wrote...
WildstarGoethe wrote...
BackwardCompatibility wrote...
It kills the realism to fight a full plated bully mobster and then loot a deep mushroom.
Ha! That's true. The loot is lacking in this game...then again, the game isn't really about loot. It's about story and character building.
so this kills a realism for you in a game, where you fight with magic against demons, dragons, etc. ?
He says realism, but he means internal consistency. You can suspend disbelief and accept dragons and magic because the world is internally consistent. Dragons that fought you by breathing a Cone of Umbrellas or wolves that were apparently carrying around an axe and a glass bottle can impact consistency.
#45
Posté 09 novembre 2009 - 03:27
Dialog arcs with options that allow someone to switch personalities mid-conversations like a sick psych-ward for the criminally insane patient.
#46
Posté 09 novembre 2009 - 03:31
#47
Posté 09 novembre 2009 - 03:33
Gotta balance your equipment fatigue rating against your stats. All my characters go through that trial.DASockDA wrote...
Stamina potions. I'd really like to see
that, or just reduced costs all around for warriors. I think it's awful
how before I can even kill one creature, I'm out of stamina and have
six others to deal with.
Modifié par ReggarBlane, 09 novembre 2009 - 03:34 .
#48
Posté 09 novembre 2009 - 03:34
- Multiplayer (coop play, even BG had that)
- More items and space to store it
- A better UI (e.g. status display NEXT to each char portrait!)
- More "stats" / descriptions of items
- NO DLC, but regular expansions (DLC is just such a rip off)
- More interaction with environment (e.g. bashing doors and chests)
- REALLY free party choice (not having to stick to certain chars because of the fights)
- A world to walk in (as common in modern CRPGs like Gothic, Risen, 2-Worlds, ...)
- A better sound track (the music is boring)
- A "real" (or lets put it this way: more realistc/believable) world
- Day-business of NPCs (walking around, going to sleep etc.)
That's about it.
Coming to think of it, besides a good story and cool characters DA:O has to offer ... little, really. The graphics were not great either, but for me it did it.
#49
Posté 09 novembre 2009 - 03:40
#50
Posté 09 novembre 2009 - 03:46
The loot stuff doesn't bother me too much, a ton of mods will come out to alleviate some of the loot concerns. Also, I find that there aren't really any good choices for Mage specializations, particularly if you play a primarily Primal/DPS mage.





Retour en haut






