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


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#76
nuclearpengu1nn

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i hope the loot systems is like FALLOUT 3s loot system you get everything from the dead body

no more random encounter

and no more circles around our feet when we're fighting enemies

#77
the_one_54321

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Do you expect it to be easy to run away from something that's chasing you?

#78
lizzbee

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the_one_54321 wrote...

Do you expect it to be easy to run away from something that's chasing you?


I expect you to be able to flee at normal speeds, rather than the half-speed "running" you're allowed to do with your weapons out.  That may just be me, though.  And it may just be me that expects fleeing to be a standard survival tactic in this RPG, as it has been in RPGs since the beginning of time.

Also, it might be nice to be able to sheath your weapons via your own control when the monster on your map is several rooms or cave-twists away.

#79
Kandid001

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1. Sorry I can't help you.

2. [PURCHASE PREMIUM CONTENT] Okay, I'll help you.

#80
Legbiter

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Elves.

#81
Rogue Unit

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Dwarves

#82
Faust1979

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less loot to worry about. Just have us find old artifacts or money that we can take to a vendor so we can buy what we want and not have to worry about sifting through tons of stuff we don't want. That way I can keep the flow of the game and move onto things I would rather be doing

#83
Legbiter

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Rogue Unit wrote...

Dwarves


Orzammar still stands!

#84
yasuraka.hakkyou

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Ekas wrote...

Spell effects need to be turned off during cutscenes. It's quite jarring to see my characters have a chat when they're burning,


Oh god yes. Also, some of the VFX from sustainables and such get annoying. We have a status bar, we can tell if we're debuffed, we don't need to look like blood-spattered Teletubbies or whatever. I know and have the mods, but I think Bioware needs to either tone it down in the first place or make it toggle-able.

I can understand frustration at "ambushed by conversation" fights.

If possible, have where we rest change a little bit with where we are in the world. For instance, in Origins, it would have been cool to see the tower from camp if you rested nearby, or to have snow caves and such if camping by Haven, etc.

For me, the Fade in Broken Circle was annoying only because we have to backtrack a good bit. The Deep Roads section is just looooong, and on top of doing all the Orzammar crap beforehand? good grief.

Celticon has a point about skills. Crushing Prison really can turn a fight in seconds. and really, chain overwhelms / ogre grabs or rams, etc are F--king. Bullsh-t. There's a difference between difficulty, and smashing quickload for the twenty-second f--king time because you see one f--king floating word and can instantly f--king tell that you're f--ked (*exhale* I'm good).

and to those who said elves and dwarves, your "wish" is already granted in that we don't get to play as them. and I'm fairly sure you're just trollin'.

#85
Rogue Unit

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yasuraka.hakkyou wrote...

Ekas wrote...

Spell effects need to be turned off during cutscenes. It's quite jarring to see my characters have a chat when they're burning,


Oh god yes. Also, some of the VFX from sustainables and such get annoying. We have a status bar, we can tell if we're debuffed, we don't need to look like blood-spattered Teletubbies or whatever. I know and have the mods, but I think Bioware needs to either tone it down in the first place or make it toggle-able.

I can understand frustration at "ambushed by conversation" fights.

If possible, have where we rest change a little bit with where we are in the world. For instance, in Origins, it would have been cool to see the tower from camp if you rested nearby, or to have snow caves and such if camping by Haven, etc.

For me, the Fade in Broken Circle was annoying only because we have to backtrack a good bit. The Deep Roads section is just looooong, and on top of doing all the Orzammar crap beforehand? good grief.

Celticon has a point about skills. Crushing Prison really can turn a fight in seconds. and really, chain overwhelms / ogre grabs or rams, etc are F--king. Bullsh-t. There's a difference between difficulty, and smashing quickload for the twenty-second f--king time because you see one f--king floating word and can instantly f--king tell that you're f--ked (*exhale* I'm good).

and to those who said elves and dwarves, your "wish" is already granted in that we don't get to play as them. and I'm fairly sure you're just trollin'.


My post was just a joke.:mellow:

Plus the narrator has already has said to be dwarven...

#86
HopHazzard

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No more trips into the fade.

#87
Legbiter

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yasuraka.hakkyou wrote...

and to those who said elves and dwarves, your "wish" is already granted in that we don't get to play as them. and I'm fairly sure you're just trollin'.


I was just being flippant. Of course elves will be in DA 2. 

After all someone has to clean & cook, mind the baggage and be available whenever my Hawke has...urges. Posted Image

#88
LovelyLittleLeprechauns

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I hope that there will not be any more fights like the one in Redcliffe village. The endless amount of zombies that, just when you thought you were done and nothing was happening for like two minutes, more would come. I almost hated that part of the game more than the deep roads.

#89
Sylvius the Mad

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the_one_54321 wrote...

Do you expect it to be easy to run away from something that's chasing you?

You did need to get very far away before combat would end and you could return the world's normal rules.  The Deep Roads were especially bad for this - fleeing an enemy seemed to judge distance in a straight line, so if you were running away following a twisty corridor it was basically impossible.

During development, Georg told me that "-in-combat" was a state that existed when you had a line-of-sight to an enemy.  And that is mostly how combat starts, but combat certainly doesn't end when that line-of-sight goes away.  And it should.

#90
Sylvius the Mad

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lizzbee wrote...

No more of the Deep Roads.  No more Fade.

Those were my favourite parts of the game.

#91
NvVanity

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Not really a fan of the area design. Everything felt too linear on the map. More exploration would be nice.

#92
ImoenBaby

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Saibh wrote...

 Have drunken "I love you, man" conversations.


I so want this banter.

#93
KingNazo

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less random bear traps

#94
lazuli

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Rzepik2 wrote...

Old spells (& abilities) system.
Replace cooldown with the "spells per encounter". Add new spells.

Maybe this will fix strategic wannabe combat.


I'm tired of dependence on consumable items.  Let me explain.  I almost never use them, but I don't like that they're there at all.  Rather than rely on "spells per encounter," I prefer healing and energy management to be tied to skills the characters acquire, and keep cooldowns*.  Potion hoarding is declassé and should be removed.  Energy management is one of many ways to add depth to the combat.

Not to derail the thread, but here are some examples of energy management skills from Guild Wars to better illustrate my point.

Glyph of Energy
Power Drain
Offering of Blood
Spirit Channeling
Energy Tap


*For me, cooldowns only become annoying as a game feature when your character must be married to one or two skills to be effective, a la Diablo 2 or Titan Quest, leaving you twiddling your thumbs while your main guns recharge.

#95
Wynne

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paulsmyname wrote...

I was sneaking around thinking "I am so clever, I am going to surprise everyone". And then, "oh, no. I'd rather go out of my shadows, walk slowly up to you and have you insult me before you whoop my arse."

God, I hated that. I know the reasons for it but I still hate it. There's gotta be a better way to do that. Same with talking to someone who is on fire.

soteria wrote...

Another feature: the difficulties in
general. Some players felt like normal was too hard. Others felt like
nightmare was too easy. Obviously something needs to be done about the
skill level of certain players.

Precisely. Easy should be for beginners. Normal should challenge the average casual gamer. Hard should be challenging for veterans. Nightmare should LIVE UP TO THE NAME--it should be so insane that even people who made Extra-Super-Ultimate-Nightmare-Mode mods for DAO are crying for their mommies. If you think it's unwinnable, it's perfect, because there are always those clever buggers who are so damned good that almost nothing you throw at them will phase them.

Behindyounow wrote...

Random encounters that are just combat, need to die.

I'm crossing my fingers that the way DA2 is set up--with narrators telling you the interesting stuff Hawke did--there will be no lame filler encounters. Those were one of the less stellar parts of DAO, the stuff even below minor quests--the annoying, inconvenient random encounters with darkspawn. I think what they should've done is make icons pop up in those spots and give the player the option to investigate now or later.

#96
wwwwowwww

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Elanareon wrote...

Behindyounow wrote...

Random encounters that are just combat, need to die.


This is a no... Random encounters are fun... Adds to the realism of the game, realism of being in a fantasy adventure world that is... Just not too much and not scripted encounters :D


There was only one random encounter I enjoyed in the game and that was the one with the Bandits setting an ambush, where you had the option to skirt around or Ambush them.

The rest of them were just boring and silly if you ask me. Yes the wolves who magically avoided all the traps set for them while mauling you, and they all had lyrium potions? wtf.

Some had potential like the mages traveling to redcliff to support you fighting the darkspawn, but there were only 3 mages, 2 of which died half the time and in the end the guy is saying he's taking them to help you. Taking who? they are dead!

Really in this game most of the random encounters should have involved your party members some how, people hunting Sten for what he did, Crows after Zevran, Templars after Morrigan, things like that.

#97
Jacks Smirking Revenge

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Isole

Jowan

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Mage Robes



I don't think I could handle all four again

#98
Reubs1982

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elearon1 wrote...

The thing about transitions while stealthed needs to be fixed. If I'm sneaking my way through an area with my rogue it means I am trying to avoid combat, not be forced into it; I am *using my skills* in a way that doesn't directly involve attacking people. It got to the point where I'd just use the "kill hostiles" command to clear an area of creatures so I could use the door while sneaking.


The big problem I see here is what people are expecting from these games and what they want to play. I want the same thing a game thats playable the way you want to play it. Something that really lets you use you character they way you want to. The problem with that is there not make that type of game. DA:O was a little that way linea story line the only options you really had was is dialog. DA 2 seems even more restrictive. It will be a game full of follow Point A to point B fight these badies using skill sets A, B or C. I feel its going to be a game full of Cut scenes with some button pressing in between. I think BW are forgetting there roots and why gamers liked them so much.

#99
asaiasai

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Quite a few of the points raised here are reasonable requests while some are the players choice.

Difficulty if you are playing DAO, complaining that it is too easy but you are running around in tier 7 warden commanders plate waving starfang you are not trying hard enough. Strip off all the buffed gear, replace it with non buffed gear, then come back. I will conceed that the alternatives to the buffed gear is weak and some of it looks like you rolled Oscar the Grouch. You have equipped the Galvanized Steel Trash Can of Ass Kicking. That IS something Bioware should address. Either allow the player customize the armor in the game, color, cut, fit etc on the fly or Bioware needs to allow a toolset so that we can do it,  or Bioware needs to invest in some more item designers turning them loose.

Looting is something that the party should do automaticly either allow me to assign a party member to always be the loot ****, or do something similar to the auto loot mod curently avaliable.  It is something i noticed today as i am working through ME2 i have Tali in my party the tech specialist yet as a soldier class i am the one who has to do the hacks and bypasses, seems a bit strange. The oddity about the loot mod is that you never really know what areas the party are going to try and loot so, how about making it a AoE type cast like Inferno. Instead of casting a fire storm though you use the overlay to designate the area to be looted. 

Crafting, while i liked the ability to craft potions and runes the unnecessary hoops and hurdles that must be negotiated in order to craft should be streamlined. I think the easiest way for both the player and Bioware is to have a crafting chest avaliable anywhere the player camps. There is 2 ways to do this and it should be a changable option selectable at the crafting chest. Option one is the player must load the chest with the materials to make the items the player selects from a menu. While at camp once the selection is made and the materials are in the chest any character who has the skill to make the requested craft item walks over and makes them. OR the player can just select the items to be made allowing the character who has the skill to shop the materials whenever the party is close to a vendor who supplies the materials in question. Once the NPC has collected the required materials to craft the requested items upon return to camp option one would kick in. If nothing else at least there should be a menu that will calculate the required shopping list for the number of craft items the player wants made. I should be able to select an item like Paragon Hale rune, the game would then calculate taking into account what is in inventory how many materials i need to purchase in order to make the item(s).  I should not have to get out a calculator to crunch the numbers to make an item. Or at least the ability to send the not in use party members to track down the supplies while the PC's party in use does game type stuff.


I really like the idea as suggested by some others for being able to set up camp in an Inn. I do not even mind paying for the priviledge to do so. I also think there should be activities for the player and the party to do while in the Inn based entirely upon the personality of the character. Oghren should be drunk or engaged in a drinking contest, Zeveran should be scamming the crowd for his next lay, etc etc.

I also feel who is in the party while doing missions should have an impact on the NPC character relationships. If Allistair tanks Flemeth when you do Morrigan's quest it should tone down Morrigan's dislike for Allistair, she should not be so hostile towards him afterwards. If you send Morrigan into the fade to battle the demon in Redcliffe Allistair should develop some respect for Morrigan. If you bring Allistair to rescue Anora it should be easier to convince them to marry, quite possibly he or she may broach the subject instead of the warden having to work it out. In ME2 i took Jack to do Miranda's loyalty mission, and i took Miranda to do Jack's, because of this the whole cat fight in Miranda's office should not happen. Those two characters should develop some respect for each other because of the way i made things work out. Same thing with Tali and Legion. This is a lost opportunity for the player to shape the world and the characters around thier choices. There are plenty of opportunities that are not taken into account that would add more depth to the game as far as character development and party interaction goes.

In combat i understand the whole pause the action idea but sometimes it is not necessary and sometimes it really blows the immersion. Instead how about 2 or 3 boxes under the portrait of each party member while in party mode. These boxes could be preloaded with spells or talents that the player can just select while the action is going on. The most useful example of this in practice i can come up with is warrior taunt. In one of those little boxes under Allistair's portrait i drag and drop taunt, so that while the fight is going on i need Allistair to taunt, instead of pausing the action changing characters i just select the taunt icon under his portrait and Allistair taunts. Fluidity in the fight.

As far as the locations like the Deep Roads, The Fade, i really found nothing wrong with those areas because both of them needed the appearance of a slog because the atmosphere demands it. The Fade is a trap, is supposed to be confusing, should require backtracking, and it should be a lonely experience that is how the sense of urgency is created. To a degree it should be annoying, being trapped in the fade would be annoying. As for the Deep Roads this again is part of the atmosphere as the Deep Roads should be a vast underground wasteland, my only issue in that respect is that i could not set up a limited party camp in the Deep Roads, like at Ruck's campsite.


Asai

Modifié par asaiasai, 28 juillet 2010 - 03:01 .


#100
Akka le Vil

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What I hope I do NOT see in DA2 ?
- NO F*****G LEVEL SCALING ! This stuff ruins the games.
- No more idiotic ambushes. I'm okay with good ambushed, but simply being put in the middle of traps (how it happens I didn't activate them when walking through them to reach the central position, BTW ?) and unable to retreat just because there is an invisible wall and a stupid "you have no reason to go back this way" is really annoying.
- No level scaling.
- Less cramped maps. DAO was big, but due to the very restricted maps, it felt small. Weird, but that's how I felt.
- No level scaling.
- Awful leather armors that look more like S&M disguise than actual armors. This prevented me from being able to play a rogue, in all honesty :x
- No level scaling.
- No more Oghren or Oghren-like character, thanks. He was not funny, he was not interesting, he was just annoying.
- Not any level scaling.
- No more stupid random loot that make no sense. If I killed people in chain mail and waving longsword, I'd like to actually find such things on them, no the same "herbs and crappy gem" on every single mob in the game...
- And finally, no level scaling. Please.

Modifié par Akka le Vil, 27 juillet 2010 - 02:36 .