What changes would you like to see in DA:2?
#51
Posté 30 juin 2010 - 04:26
#52
Posté 30 juin 2010 - 09:59
Gaxhung wrote...
DAO is not a dating sim. These characters are fictional.Leather_Rebel90 wrote...
In Dragon Age 2 I'd really like to see some more in-depth romances (including the contiuation of romances which the player began in Origins). The Romances in DAO were very short and could be completed before you even did your first plot quest (I just restarted my game and finished Lothering, Leliana is already in love with my PC at 100 Rating and that is fucking ridiculous).
Thank you, the obvious escaped me. As Zayle79 said, the depth of an RPG's characters and the ability to interact with them in an equally in-depth manner is what makes an RPG an RPG. In Dragon Age the Romances and majority of Companion Quests could all be done farely quickly (There are a few exceptions which I will not post to avoid unwanted spoilers). Like I said, I finished Leliana's Romance within five minutes of finishing Lothering...
*Possible Spoilers Below*
I talked to Leliana as much as I could in Lothering.
When I went to camp she told me she lied about being bard or whatever.
Her old lover's men attacked us.
Killed her old lover in Denerim.
Went back to camp and talked about the stars and then made love.
*No More Spoilers*
That's horrible, absolutely horrible considering I only gave her one gift (The Symbol found in Lothering Chantry). Once the romance is over Leliana has no more real conversations. She has a few comments throughout the game but nothing significant.... And that is what upsets me.
Its quite upsetting to know BioWare put such little time into their characters. The Romances need to be much longer and need to continue after the climax (No Pun Intended). It's getting pretty boring in games that boast diverse characters that basically shut up after you do their quest or romance them.
#53
Posté 01 juillet 2010 - 02:02
aries1001 wrote...
1) Please, please fix the cluttered inventory thing. It is really very difficult to find anything now. I would like to see weapons and armor being split into say a tab for bows and a tab for swords and the same for armor (if it can be done tech wise).
2)
Please try to make less Origin classes this time. 3 (maybe 4) would ne enough, I would say. The reason behind this request is this: I'm not sure I want to play for 8-10 hours (again!) just to get the game going after completing Ostagar - just to see how the Human Noble Origin plays out.
3) Please make the Origins shorter. Players shouldn't have to wait 8-10 hours to begin the real game e.g. Lothering or Redcliffe (after Ostagar). At most maybe 1½-2 or maybe 2½ hours.
4) Please cut out the banter between the party members or reduce it - a lot. I know some people migt like it - but hearing the same linies being spoken the 5th time (or the 10th time) isn't really that great, I find. Please keep the talking our comrades (npcs in the party) at camp. This is a wonderful idea, novel, unique and very creative - and makes sense in the gameworld, especially since it is after a hard day's work at the campfire one would relax and talk to the people in our party.
5) Please fix the leveling system. We're leveling way to fast - for comparasion's sake I'll add that in in BG1, I was only level 2 or 3, I think when I've played the same amount of hours that I played of this game e.g. about 8-10 hours.
6)
The story in this game seems to be abselutely amazing; the lore is very deep as well as intruguing and interesting. The characters, especially Sten and Morrigan are indeed well-made and very well written.
7 and 8)
Please find a way to make the main character e.g. our character speak i.e. to have full voice-acting in the game for all the main characters including the player character. I know, of course, that in order for this to happen, something else need to go. Maybe it will be the game's length that is cut in half e.g. not 120 hours total, but 60 at the most. Maybe it will be some quests that can't be done, because of this. I'm asking this because after playing the Mass effect 2 demo I find it very un-modern (if that's a word? to NOT have the main character (the pc) talk e.g. voice-acted at all.
All origins basically end once you get TO Ostogar so all origins ARE basically only an hour and a half.
#54
Posté 01 juillet 2010 - 02:10
Better armor and weapon models, seriously most of the best armor looks ridiculous, best looking armor for me is the more subtle and subdued, like at the beginning of the game or the legion of the dead armor.
And most important for me is better customization, especially with beards:P no more skeleton faces, allow us to adjust mouth/chin/cheek/jaw and such with a beard. never had clipping problems in all the WWE games(at least it had nothing to do with the facial adjustments) so i am sure if they can do it so can Dragon Age
#55
Guest_DSerpa_*
Posté 01 juillet 2010 - 05:11
Guest_DSerpa_*
#56
Posté 01 juillet 2010 - 06:51
#57
Posté 01 juillet 2010 - 06:57
#58
Posté 01 juillet 2010 - 09:50
The second wish is to add the character's voice to dialogues. When you reply to a NPC "I should go" the character should say the same thing with the voice you selected for it at the character creations session.
The third request is an expansion to the story. If playing from the perspective of a female character you should be able to continue a life with "the heart's desire", refering especially to Alistair. Becoming his queen, ruling beside him, and even making him a child to grow up and become a leader as good as his father (you, the player, being the one who takes care of the child). Same thing would have to happen as when you are playing a male character. Chosing between Leliana or Morrigan. Another addition to the story would be the chance to help others companions find their rest ( at least in the case of Zevren, Sten or Leliana ), helping them take revange (Leliana), escape form an iminent fate (Zevren, if the player have not killed him before reaching to Denerim) or bringing them home to safety (Sten, or at least what remained of him if the player let him in the cage in Lothering). After finishing the game you would be able to keep on playing, finishing side quests, ruling over Ferelden with Alistair or growing up a child. It would be nice if there is a posibility to help your own race somehow : as a human, help at rebuilding what the Darkspawn horde has destroyed during The Blith; as elf, gather and reunite all the Dalish tribes and build a homeland for your kind; as a dwarf, rule over Orzammar and rebuild what the Darkspawn destroyed in Deep Roads. This might not sound very entertaining I assume that anything is better than nothing at the end of a great story. And above all, a political conflict between Ferelden and Orlais, the orlaisians trying to take the control over Fereldent like they did a hundred and fifty years ago until Loghain drove them out. This is a bit far from the game’s story but it still has sense. They overwhelmed Ferelden once even if it had the GreyWardens, the archdeamon slayers, they will try it again. With its forces weakned by the Darkspawn ,with Loghain dead and an airy king on the throne, their job is theoretically much easier.
But they have not met the lastest GreyWaren Comander, king’s best friend/also the queen of Ferelden, yet.
I think this might be a good extension to the story and the universe as well, having the ability of exploring Orlais, Leliana’s homeland.
And so I reach the last request : the travelling system. The graphics and details of Dragon Age are indeed impresive and we know that it would be very hard to create a single universe which you can explore any moment of your (in-game) life, but some area-transfer travelling would be like a cup of hot chocolate in the middle of the winter. An area-transfer travelling system: travelling from place to place until you eventualy arrive at destination. And even side-quests along the road would be even better.
I posted the same thing on a threat which is now long lost... somewhere in the deep sides of the forum...
Modifié par DalishTraveller, 01 juillet 2010 - 10:03 .
#59
Posté 01 juillet 2010 - 11:16
1) Greater interaction between companions. It would be fun to see certain companions form their own relationships within the group i.e. the mages in the group all stick together (not best example i know), or characters build up relationships of their own (like the Nathaniel/Velena in DA:A).
2) Rivalries affecting performance and dialouge. In Origins Alistair made it clear that he hated Morrigan and that she felt similar. So why not have it that if i bring both Alistair and Morrigan in my party it has an affect on their performance, i.e. Morrigan is being attacked by an Ogre but instead Alistair will focus on helping the pc defeat a couple of Genlocks rather than help her. This could also affect dialouge as well, if i was in a relationship with Morrigan, Alistair may not be as open about talking to me about certain things. This could be taken to a greater extent, like when Wynne questions you about your romance or when Sten trys to start a mutiny in Haven. For example when carrying out Morrigans personal quest Alistair may question you as to why he should help or why you are not focusing on the main quest.
3) Customisable/Upgradable party camp. This was kinda of done in DA:A, but it could be improved for the sequel.
However i didint like how big an impact the upgrades had on the ending, i know they must have some use or they would just be pointless, but i believe it would be better if they didint become absolutely essential.
4)More companion variety. There was one elf, one dwarf and one qunari (which is understandable) which seems a little unusual to me. To be honest it think there should be double the number of companions in the sequel to add more variety and choice.
5)Side Quests need improved a little. To be honest they never really came across all that amazing. To be fair some of them were good, however i feel they should make them larger and maybe even develop one of them into a sub plot. The same goes for companion quests, i'll admit i enjoyed them but sometimes they just felt like go hear and talk to that person.
#60
Posté 01 juillet 2010 - 12:32
Modifié par The Hardest Thing In The World, 01 juillet 2010 - 12:33 .
#61
Posté 01 juillet 2010 - 12:40
#62
Guest_kya169_*
Posté 01 juillet 2010 - 12:57
Guest_kya169_*
If none of the characters from DAO carries over into a sequel, then I might not even bother...
It would be really cool if Alistair and the female grey warden were able to conceive a child after all, and have it be part of the plot line, possibly to battle Morrigans child later on or something. The point is to have the option to customize the experience for yourself. I know its a "dark fantasy". But come on...
If your gonna have a romance, might as well be fulfilling, right?
And your character should be able to create a history for themselves. And the characters need to do more when they are in camp.
#63
Guest_kya169_*
Posté 01 juillet 2010 - 01:01
Guest_kya169_*
#64
Posté 01 juillet 2010 - 02:52
Setroth wrote...
1.) Keep no VA for the main character. I would rather not have my dialogue options stifled for the sake of hearing someone read me what I already see on the screen.
2.) "Random encounters" - These are fine, however recycling the same sandbox terrain over, and over kind of breaks the immersion.
3.) More companion vs. companion interaction. Companions in my party should be able to interact with one another on some level without my interference. Companions should be able to become LI, friends, and enemies with one another based on certain events that happen throughout the game.
4.) More consequences. That merchant I stole from shouldn't just vanish after I complete the sidequest. There should be NPCs you see and interact with later based on your decisions.
This. Take the BG2 Aerie romance conflict (A certain party member will fall in love with her as well and that creates some tenson) for example. I, for one, was shocked to see that me going the ultimate evil route (just once) didn't provoke any reaction. Recruiting a certain someone and or having a very beloved character executed should have an impact on morale, approval etc. Less focus on just recruiting allies, please.
#65
Posté 01 juillet 2010 - 04:33
#66
Posté 01 juillet 2010 - 04:51
1. The ability to "see" which recipes and trap plans I own when shopping for new ones, just as with weapons, armor, and such.
2. Ability to sell back any recipes or trap plans I no longer want.
3. Storage chest in camp.
4. At least one location in the game (or one here, one there, as I have noticed so far) with unlimited suppy of all basic recipe ingredients (I may be wrong in this because I haven't yet completed one entire gameplay, but so far I can find almost everything I need in unlimited supply in various locations except Deep Mushroom).
5. We have a dog; why not a cat (could be rogue-like, or a scout), or a wildcat companion?
6. I adore the way personalities reveal themselves through both initiated and random conversations--more of this, and I'd like to have these conversations provide more hints about things we need to play better, such as tactics, locations of enemies or treasures, personalities of impending encounters; essentially more of what it already seems to do.
Thank you for such a fun game!
#67
Posté 01 juillet 2010 - 05:26
I mean yeah - maybe some people do find it boring if you just run through the last 30% of the storyline but to me it always felt like the hard-earned fruits or prior labour.
So my ideal rpg will always be one that is balanced if you behave normally but that lets you be absolutely all-powerfull if you really jump through every crazy hoop. ohhh I remember my half-orc shield tank just plowing through the enemy masses with that uber-hammer.
THat's another thing: the main character could use even a bit more of an advantage over other party members. So to stay with the tank example. A Tank build could function as just that in lets say the first 75% of the game. But towards the end he/she should be just so plain good, that also dps wise all other characters can only watch in awe what he's doing to the enemy hordes. (granted: Baldurs gate had the half-god excuse)
Oh and maybe dialing back the magic a notch might be good too - it's fun but as someone who likes to play mainly rogues or fighters because mages don't quite fit the big fantasy hero stereotype I feel at a disadvantage. I have no problem with needing magic or it being a huge asset but DAO sometimes feels like the most effective party would be mages-only.
edit: oh and the most important thing: the modular storyline thing bioware seems to be using in every game lately is getting a bit boring. Sometimes a linear story just makes more sense and it sure is easier to design dramatically. You can still have sidequests that are as big as the main storyline modules are now though - telling their own story and everything. I'd really enjoy that
Modifié par mrjazzman, 01 juillet 2010 - 05:30 .
#68
Posté 01 juillet 2010 - 06:53
IThe Hardest Thing In The World wrote...
A completely
rework of the classes/specializations, maybe? The Ranger class(I'll
call it that, thanks very much) is pretty useless and not what you'd
call a rogue in a classic sense. Imagine I'm in stealth moment one
second and in the next I'm summoning animals to fight with me.
don't understand why all the hate for rangers, as they are actually
quite awesome. My complaint is just the opposite, I think there should
be more summoning abilities (especially for mages). And I would really
like to see specializations have multiple tiers, so you can choose to
have say, 4 level-1 specializations, 2 level-2 specializations, or 1
level-3 specialization and a level-1 specialization.
I have to disagree sort of. The character should get insanely powerful if 1) it fits the story and setting of the game, and 2) if it doesn't eliminate the difficult of the game.mrjazzman wrote...
One thing and one thing only. If I think about BG2, my favorite game ever, the thing I remember most is that if you really went through all the effort to kill even the most powerfull foes and found some secret stuff and visited some blacksmiths etc you got your hands on gear that -yes- did make you godlike. I know nowadays it's all about balancing and so on but sometimes I really miss that.
I mean yeah - maybe some people do find it boring if you just run through the last 30% of the storyline but to me it always felt like the hard-earned fruits or prior labour.
So my ideal rpg will always be one that is balanced if you behave normally but that lets you be absolutely all-powerfull if you really jump through every crazy hoop. ohhh I remember my half-orc shield tank just plowing through the enemy masses with that uber-hammer.
THat's another thing: the main character could use even a bit more of an advantage over other party members. So to stay with the tank example. A Tank build could function as just that in lets say the first 75% of the game. But towards the end he/she should be just so plain good, that also dps wise all other characters can only watch in awe what he's doing to the enemy hordes. (granted: Baldurs gate had the half-god excuse)
Oh and maybe dialing back the magic a notch might be good too - it's fun but as someone who likes to play mainly rogues or fighters because mages don't quite fit the big fantasy hero stereotype I feel at a disadvantage. I have no problem with needing magic or it being a huge asset but DAO sometimes feels like the most effective party would be mages-only.
The story bit is really quite simple; In some RPG's it really makes sense that the character would go from wimp to death incarnate. In others however, it just doesn't make any sense. Why is it that commander shepard hasn't trained in anything despite being decorated soldier at the begining of mass effect? Hell if I know, but the hero of Knights of the old republic has damn good reason for gradually gaining abilities. Dragon age could easily play with the concept of the taint and it's properties to help explain a little of the growth, although even just mentioning the change from newbie to hardened veteran at some point would help a bit.
As for 2) it can be done. The best example I can think of is advent rising, where the enemies are much tougher and nastier than you at the begining, but by the end, can kill them with your bare hands, blow up ships with your mind, and wipe out small armies with a wave of your hand. It's awesome, but the difficulty goes up not down, because while the enmies stay at the same level, they send more and more of them, and back them up with things like tanks and dropships. You're rewarded, you feel powerful, and yet it seems plausible (they take you more seriously and get more desperate as you become a bigger threat) and most importantly, the game never get's boring or repetetive.
As for outdoing party members, that is ok if it's only a bit, but after a while it either breaks the game, feels implauble, or makes them seem useless. However, the more usable items you get that can permanently enhance characters, the more opportunities you can have to beef up your PC, so that would be fair middle ground. Options are good.
As for magic, it should be awesome. It's magic. That's what it's there for. The problem here is that the other guys aren't useful enough. Rogues don't help combat in any particular way beyond taking care of traps and summoning animals if you have a ranger. Warriors are necessary but don't do anything interesting. More special abilities would fix that. If rogues had basic first aid and a lot more buff and debuff abilities, and warriors got more crowd control abilities for example, it would take some of the burden off the mages and make the other guys more fun,
#69
Posté 01 juillet 2010 - 07:05
Modifié par Kira Knightlee, 01 juillet 2010 - 07:05 .
#70
Posté 01 juillet 2010 - 07:06
DSerpa wrote...
At least one of the voices in the game, be it a PC voice or a companion, needs to yell "It's a trap!" Admiral Ackbar style when detecting traps.
How about atleast one voice set that has admiral ackbar yelling IT'S A TRAP! everytime they see a trap?
#71
Posté 01 juillet 2010 - 08:24
More classes and specializations
Better interaction of party with enviroment
Improved interaction between npcs amd party memebers
More random encounters
More options in dialogue
More non-quest specific areas to explore
Open world in fashion of Baldur's Gate 1 (more exits in each map, each of them leads to a different area)
Well-desined equipment for mages
Group of 5 adventurers to control (including pc)
Less "fetch X items" quests
Quests that their solution is far away from quest-giver
Modifié par Kira Knightlee, 01 juillet 2010 - 08:57 .
#72
Posté 01 juillet 2010 - 08:53
#73
Posté 01 juillet 2010 - 09:00
Kira Knightlee wrote...
More non-quest specific areas to explore
Open world in fashion of Baldur's Gate 1 (more exits in each map, each of them leads to a different area)
Quests that their solution is far away from quest-giver
Oh yes. Also when we're talking non-quest specific areas I'd also like bigger areas (whole towns?) not related to any main quest with lots of side-quests in them. And one or two times in the storyline when i'd make sense to explore them (someone is deciphering something and that takes time. There's nothing else to do meanwhile so off one goes adventuring)
#74
Posté 01 juillet 2010 - 09:15
And why does the Dwarven Massive gear make everyone outside dwarves look fat o.o
#75
Guest_KproTM_*
Posté 01 juillet 2010 - 09:28
Guest_KproTM_*
-New races, locations, enemies,
-Alot more spells, *Elemental(like Air, Water, ect) *Demonic(summoning demons, demonic powers & possible transformations like Shapeshifting) *Blood Magic & Dark Arts(And what I mean by that, I mean think of better Blood spells... seriously, the Blood Magic spells were pathetic)
-Improved Graphics, Physics and Game Engine overall
-Alot more fluid, connecting and satisfying battle animations/finishes
-A skill where you can fight more than 1 opponent *From 2 to 3, and when your character is fighting it shows
-Diversity and variety in Armor and Weapons
-Not too many new Origins, like maybe 2 or 3 is sufficient, *4 if you're creative and it fits well in the game
-In Awakening you had a side quest of bringing materials to Wade so he can construct items like armor and weapons for you, *more of this
- Mini-games, *like games with mounts
-Similar quests like the one revolving on upgrading the Normandy, or in this case upgrading the Fort
- Choices have strong consequences and radifications *to your surrounding world and the people with you and around
-Alot more outcome positions for your character *like actually becoming a King, a Tyrant, a warlord, a legendary warrior, ect.
-Alot more happening on screen, more action, more characters on screen
-More quests for Aftermath *Meaning after you complete the game and finished the Main Storyline, some quests can be unlocked only after you completed the game
-In-Depth characters and emotional connetions to them
-Remember the final battle at the end, when you had armies at your disposal *More of that, much larger and dynamic





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