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Elements from DA:O that hopefully won't be in DA II


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#51
kingjezza

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Please god no Rune crafting like we got in Awakening.

#52
Vandrayke

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I agree with the other guy who hated the cutscene-forced horrible tactical positions. Very irritating.

#53
ImoenBaby

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How about less camp, more inn? After a long day of pride demons and lyrium wolves, I want a bed with four walls and a roof. And ale. Lots of ale. Though ale might explain lyrium wolves in the first place.



Speaking of BG1 and wolves, anyone else remember running for their lives just outside Beregost? Think level 2-3 party with one magic weapon, no entangling roots spell, and a wolf pack lead by a couple of vampiric lupines. Holy ****e.

#54
Harcken

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I hope the dev team makes models a focus this time as a huge disappointment for me was fighting only darkspawn and humans the entire game, over and over and over, the same bands, again and again and again. This also goes along with more enemy types that I guess the creative team needs to come up with. I know Bioware wants to keep the DA setting somewhat "real," I guess (don't really know how to say it), but from a gameplay point of view; I really really don't want to go through DA2 simply fighting more darkspawn and more humans, then repeat.

#55
Vandrayke

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ImoenBaby wrote...

How about less camp, more inn? After a long day of pride demons and lyrium wolves, I want a bed with four walls and a roof. And ale. Lots of ale. Though ale might explain lyrium wolves in the first place.

Speaking of BG1 and wolves, anyone else remember running for their lives just outside Beregost? Think level 2-3 party with one magic weapon, no entangling roots spell, and a wolf pack lead by a couple of vampiric lupines. Holy ****e.


lol I disagree with the inns.  Inns in the fantasy world are tired and beat up at this point :o

#56
Chuvvy

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ImoenBaby wrote...

How about less camp, more inn? After a long day of pride demons and lyrium wolves, I want a bed with four walls and a roof. And ale. Lots of ale. Though ale might explain lyrium wolves in the first place.
 


I'm okay with this. A stop at an inn instead of a camp every once and awhile. Switch it up.

#57
JHByrne

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From a player's point of view, I would like to see less cutscene-forced tactical encounters. One of the significant issues I had was that the only encounters I could 'control' by tactical placement of party-members or traps were the ones that were against weak enemies. Strong enemies, by definition, had forced cutscenes. I could not even 'pre-charge' my party member's spells/abilities, as many of them automatically switched 'off' for a cutscene, and deprived me of that ability during the fight.



I agree that I'd like to see more inns. I really liked the Dwarven Inn in Orzammar, complete w/ a drunken Dwarf singing some forgotten ballad. Very atmospheric!

If I'm going to 'drink', though, why not have the effects of drinking? Surely the game visuals could blur a bit, my controls get a bit wonky, after that third or fourth Dwarven ale?



I really did not mind that the game focused on humanoid models throughout. It is NOT a failure of drawing, but of storyline here. For instance, the Dalish Elves would be a much more threatening encounter if they had the ability to hide in surrounding bushes, etc, as you would expect of them. In other words, it is not necessary to have different creature mods, if the various humanoids interact differently in tactical situations.

#58
Rzepik2

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ImoenBaby wrote...

How about less camp, more inn? After a long day of pride demons and lyrium wolves, I want a bed with four walls and a roof. And ale. Lots of ale. Though ale might explain lyrium wolves in the first place.

IRL I'm an avatar of alcohol abstinence, but I support drinking after adventuring in cRPGs.
It's an essential part of being fantasy hero! :wizard:

(In BG II Cernd after transformation is able to drink 50 beers. Still waters run deep, heh.)

Modifié par Rzepik2, 26 juillet 2010 - 03:05 .


#59
Sol Nox

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Underwear (and sex scene choreography) that makes me embarrassed for the characters involved.

#60
AlainNagel

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Hopefully not in DA2: battle music at twice the normal volume and no way to adjust this. Playing DAO in the evening/at night on speakers made me twitch for pause+volume-knob more times than when I had that demonic possesion-episode.

#61
ankuu

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NO spiders.....and NO friking UGLY mage robes >< or hats!!! Burn them!

#62
ImoenBaby

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Vandrayke wrote...

lol I disagree with the inns.  Inns in the fantasy world are tired and beat up at this point :o


Know who else is tired and beat up? ME! After a day with the lyrium wolves! I NEED SHELTER, I NEED AN INN, I NEED ALE! :D

And Vandrayke, the first round is on me.

#63
Tinxa

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I would also like more to go on in inns. I always entered an inn in DAO with such hopes expecting loads of sidequests, an interesting fight, gossip from the innkeeper... and was always disappointed. In every inn there was just 1 person you could talk to and the guy with the chest of that mercenary company.

I hope we get an inn more like the Copper coronet from BG2 again: lots of sidequests, interesting NPCs and the inn itself had a sidequest of it's own.

#64
Saibh

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ImoenBaby wrote...

Vandrayke wrote...

lol I disagree with the inns.  Inns in the fantasy world are tired and beat up at this point :o


Know who else is tired and beat up? ME! After a day with the lyrium wolves! I NEED SHELTER, I NEED AN INN, I NEED ALE! :D


...I lol'd.

:lol:

I think an inn would be cool if you get options in it, and things to do, rather than just paying for the priveledge of a screen blacking out while inside a room with a bed.

I liked how you could get drunk in ME2--it'd be even better if you could get your companions drunk, too. Have drunken "I love you, man" conversations.

#65
Majin Paul

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No DA: O style Fade visits.

#66
Celticon

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If there are NPCs that will turn hostile when you approach them (i.e. Harrowmont fanatics/thugs) you should be allowed to attack preemptively - fire the first spell or ranged spell at them. It's pointless making them invulnerable until you approach or talk to them.



Skills need to be reworked. Whenever enemies use Curse of Mortality on your party, its devastating, but COM is not worth using most of the time since enemies generally don't receive massive heals. Skills like Crushing Prison and fireball on enemies - seriously? Those should only appear in hard/nightmare seeing as how easily they can turn a fight. It's also interesting seeing how enemy lightning skills do much more damage/stamina drain, yet lightning skills don't seem to do much against the enemy.




#67
KalDurenik

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Rogue: There is a trap infront of me!

*rogue runs into the trap*



Me: ...

#68
Sylvius the Mad

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Running away. That we couldn't run away in DAO was lunacy. No reasonable person, upon finding himself in a fight he knows he can't win, would continue to stand there and slug it out.

I want to be able to flee combat encounters.

#69
the_one_54321

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Sylvius the Mad wrote...
I want to be able to flee combat encounters.

Um, I did this more than once in DA:O. Why didn't it work for you? 

#70
Sylvius the Mad

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the_one_54321 wrote...

Sylvius the Mad wrote...
I want to be able to flee combat encounters.

Um, I did this more than once in DA:O. Why didn't it work for you? 

Sometimes it did.  But how often did the door lock behind you for no reason?

#71
Loc'n'lol

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Underwear sex scenes. If you can't show nudity then don't show it, but don't hide it behind silly underwear.

#72
Guest_distinguetraces_*

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paulsmyname wrote...
What I do mind is that the wolves have surrounded me with traps (yes, the kind of traps used to capture wolves), and that they all were carrying lyirum potions. I don't know where the story is going with lyrium-infused, magic wielding, trap-setting wolves, but there must be a very dark and sinister conspiracy going on somewhere.


Nonsensical loot snaps my disbelief-suspenders like nothing else. Animals should drop pelts and meat, and humans should drop the gear they wear equipped with when they were alive.

#73
the_one_54321

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Sylvius the Mad wrote...

the_one_54321 wrote...

Sylvius the Mad wrote...
I want to be able to flee combat encounters.

Um, I did this more than once in DA:O. Why didn't it work for you? 

Sometimes it did.  But how often did the door lock behind you for no reason?

I don't know. I never ran into a locked door while trying to run.

#74
lizzbee

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No more of the Deep Roads.  No more Fade.  No boss fights with recharge abilities like the dragon in the Blackmarsh or the Desire demon in Redcliffe's version of the Fade.  No unnecessary soloing if you don't want to.  No hooker-ish mage robes and duncecaps.

Modifié par lizzbee, 26 juillet 2010 - 10:02 .


#75
lizzbee

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Sylvius the Mad wrote...

Running away. That we couldn't run away in DAO was lunacy. No reasonable person, upon finding himself in a fight he knows he can't win, would continue to stand there and slug it out.
I want to be able to flee combat encounters.


I agree.  I yanked my party across half the map to flee a red ogre once in the Deep Roads.  He wouldn't leave me alone, and I couldn't outrun him with my weapons drawn.  **sigh**