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


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#101
Rzepik2

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lazuli wrote...

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.


Huh, good point. Removing mana potions would make willpower useful for mages, energy management can add tactical depth... BUT consumable items worked out nicely in the infinity engine games. Actually, pretty much in every game where 99 health potions wasn't something natural.

lizzbee wrote...
No more of the Deep Roads. No more Fade. 

This or good mechanics.
Srsly, what the hell were they thinking? If they are unable to make good system, just don't make combat oriented game like DA:O.

Modifié par Rzepik2, 27 juillet 2010 - 08:57 .


#102
Gerudan

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Akka le Vil wrote...


- No more Oghren or Oghren-like character, thanks. He was not funny, he was not interesting, he was just annoying.


Yeah, Oghren as a character was about as deep as a piece of paper...a very thin piece of paper...but a lot of people liked him, so they even brought him back for Awakening. 

#103
paulsmyname

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A lot of good points here. I am particularly concerned with issues that are related to internal consistency (and so ruining the make-believe experience) and not what I personally like or don't like about DA:O.

As pointed out, the "you have no reason to go this way" message. "Really? I have a rampaging ogre coming after me; that seems like a good reason".

People standing in small locked rooms. Fortunately, the key is in another room down the hall (some not-so-clever guard put it there, I guess). I honestly expect a little gratitude sometimes for helping them out.

The overly helpful pointers to locations. Like when my character came to Denerim for the first time. "Now, where can this Genetivi live? Oh...it is in the brochure? Thank you, tourist information."

The approval rating simplicity. First, the fact that it is transparent how much a character likes you. And secondly, that a little gift goes a very, very long way. Zevran: "you killed them, I hate you". Me: "here, have these stinky old boots." Zevran: "I love you, wanna make out?"

The lack of importance to roles. For all her nagging, Wynne didn't seem to mind dabbling in blood magic; nor did Alistair complain about sucking the life from his dead victims. I know it is a consequence for having the jobs more as just strategic choices, which is fine, but not if what they say about it comes at an expense of consistency with their personalities.

As a side issue on that point, I remember when I got "Bard". Happy as a pig in mud I made ready to sing my tune of how fantastic me and my crew was. My character, at a seeming loss for words, thought it better to just scream. I couldn't stop laughing.

Modifié par paulsmyname, 27 juillet 2010 - 10:19 .


#104
Celticon

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Rzepik2 wrote...

lazuli wrote...

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.


Huh, good point. Removing mana potions would make willpower useful for mages, energy management can add tactical depth... BUT consumable items worked out nicely in the infinity engine games. Actually, pretty much in every game where 99 health potions wasn't something natural.

lizzbee wrote...
No more of the Deep Roads. No more Fade. 

This or good mechanics.
Srsly, what the hell were they thinking? If they are unable to make good system, just don't make combat oriented game like DA:O.


Willpower was underpowered in DA:O, so making it significantly stronger should happen before they nerf potions. On a side note, constitution was also a waste of attribute points. WILL and CON should provide higher bonuses to physical/mental resistances and ST/MP/HP.

#105
RJRoupe

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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,


I just wish they would give the option to always have them off for both DAO and DA2. I see the icons in the corner telling me I have Rock Armor on, I don't need to see rocks falling off of me all over my body. Yeah they are nice and I'm sure it took some work to do them, but if my game is going to run better without seeing them, I would rather not see them.

It got to the point for me that my game would freeze everytime I had my party all buffed up (Momentum, master spider has effects on it, Aim, Suppressing Fire, Song of Courage, Rock Armor, Rally, Cleansing Aura, Shield Defense and Threaten, I think that was all) so I had to stop using some of them in order to continue playing. It would freeze durring fights when all of those effects are on the party (Song of Courage adds smoke clouds to every party member including the spider) on top of the fireballs, ice balls, heals, Mark of Death on party members and darkspawn, spider webs from the spider and I don't even know what all else was going on.

Modifié par RJRoupe, 27 juillet 2010 - 11:26 .


#106
Pedrak

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As much as I loved DAO, I could have used less filler combat in some sections of the game (specifically the Deep Roads and the Brecilian Ruins). I play RPGs more for character interactions, choices and interesting story than for combat, and in some parts of DAO the latter was overwhelming the other aspects.

Modifié par Pedrak, 27 juillet 2010 - 02:11 .


#107
Apex Sammoth

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Few things I like to see in DOA2

1. A Game that works at release. No CTD's, 100% Processor issues, Memory Leaks etc.
2. A Continuing Story.
3. I am not likeing the new Art Stye at all. I will wait and see this one oout.
4. NO Pregenerated Toons. I want to make my toon not have one made for me.
 5. Open World. No Reason not to have this in this day and age.

Modifié par Apex Sammoth, 27 juillet 2010 - 02:36 .


#108
Chuvvy

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Gerudan wrote...

Akka le Vil wrote...


- No more Oghren or Oghren-like character, thanks. He was not funny, he was not interesting, he was just annoying.


Yeah, Oghren as a character was about as deep as a piece of paper...a very thin piece of paper...but a lot of people liked him, so they even brought him back for Awakening. 


You clearly never brought Oghren to the Fade with you. That poor fools life was ****. He's a bro. On that note no Wynne. I don't need a den mother, I handle my problems like a man by slowly and methodically poisoning my self with alcohol.

#109
sonsonthebia07

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The weapons displaying flaming/electric whatever effects either naturally or with runes really ruins cutscenes for me. I purposely avoid using any weapons with the glowing effects - I want it to be optional or removed. Along these lines, visual passive spells are also very annoying to me during cutscenes. It would be great if they were removed during them.



The Fade needs to be vastly improved (or even not a location in DA2 - I wouldn't mind) or something. It is very dull to me. I can't quite put my finger on what is wrong with it but I almost dread going there.



I wish more emphasis was put on skills like trap making and that stealing was also vastly improved if it is in DA2. You should be able to steal useful items more often instead of gold, gold, and more gold.



DAO had way too many bugs and issues than I cared to tolerate with. I could go on and on about them but I will just say improvement is needed there.



I still loved DAO (mostly for the personalities and characters ingame, the combat is average) and am hoping for the best with DA2.

#110
soteria

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the_one_54321 wrote...

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


While fighting Jarvia, Caladrian (mage in alienage), Caladrian's elf buddy at the entrance, Branka (though that area was probably big enough). I'm sure it was intentional in those cases to disallow "cheap" tactics, but those situations are fairly common.

asaiasai wrote...

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.


If I have to intentionally gimp myself to get a challenge on the hardest difficulty, something is wrong. It's not just certain gear that makes the game easy--it's a lot of factors.

#111
ARC-421

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Hands that are disproportionately large on the character models.



Arl Eamon's hobo beard.

#112
Lord Gremlin

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ARC-421 wrote...

Arl Eamon's hobo beard.

This made me laugh for a solid minute. So true.

#113
lazuli

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Poorly balanced spells.

#114
bzombo

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elearon1 wrote...

In table top rpgs - at least the good ones - it is typically understood that every fight should add something to the story, even if what it adds is a sense that "this area is dangerous". Thus I would like to see fights that mean more. I loved the Dwarven portion of the game, and thought the Deep Roads had some great story material, but the endless slog fest to get through them made the experience tedious. I think one good fight shortly after you entered, then the chance to skirt other fights if you were careful would have worked just as well for creating mood - though it would have reduced playtime by a few hours.

Point being, if a fight doesn't *need* to be there, then it really shouldn't.

this complaint about orzammar i don't get. you enter the deep roads there. this is where the darkspawn live. you think that there aren't going to be a lot of fights there? the fact you're in the deep roads makes the fights matter just because of the simple fact you've walked into their home. do you expect a being that can sense you to just let you stroll around and never fight you at all? the circle tower i could understand more since there's a lot of fighting in the fade, it's visually uncomfortable, and you're forced into the fade without a way out.

#115
Jonathan Seagull

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paulsmyname wrote...


The lack of importance to roles. For all her nagging, Wynne didn't seem to mind dabbling in blood magic; nor did Alistair complain about sucking the life from his dead victims. I know it is a consequence for having the jobs more as just strategic choices, which is fine, but not if what they say about it comes at an expense of consistency with their personalities.

Yes, definitely.  In fact, I just gave Alistair the Reaver specialization last night.  I justified it because my PC is a Reaver and has influence over him, but it would be nice if stuff like that affected a change, or was only possible BY affecting a change, in their personality.  So yeah, I think the specialization system could be worked out a bit better.

#116
bzombo

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one thing from origins i don't want in da2 is so much fade. the way the fade was handled in awakening was much better imo than in origins. the fade in origins was a bit annoying.

#117
AllThatJazz

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Jonathan Seagull wrote...

paulsmyname wrote...


The lack of importance to roles. For all her nagging, Wynne didn't seem to mind dabbling in blood magic; nor did Alistair complain about sucking the life from his dead victims. I know it is a consequence for having the jobs more as just strategic choices, which is fine, but not if what they say about it comes at an expense of consistency with their personalities.

Yes, definitely.  In fact, I just gave Alistair the Reaver specialization last night.  I justified it because my PC is a Reaver and has influence over him, but it would be nice if stuff like that affected a change, or was only possible BY affecting a change, in their personality.  So yeah, I think the specialization system could be worked out a bit better.



Also agreed. Some specialisations should remain locked for certain characters, based on their personalities and world view. If you are given the opportunity to influence and change their views, and eventually succeed, then those specialisations could unlock. I hated that Wynne could be made a blood mage, despite her contempt for blood magic, and it wasn't as though you could sway her point of view to justify it or anything. 

#118
Sylvius the Mad

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edit: You know what, I didn't think that point through before I posted it.

Modifié par Sylvius the Mad, 27 juillet 2010 - 07:46 .


#119
Tsuga C

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Static zombie kittens. They need to be mauling training dummies or large balls of yarn.

#120
lizzbee

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bzombo wrote...

elearon1 wrote...

In table top rpgs - at least the good ones - it is typically understood that every fight should add something to the story, even if what it adds is a sense that "this area is dangerous". Thus I would like to see fights that mean more. I loved the Dwarven portion of the game, and thought the Deep Roads had some great story material, but the endless slog fest to get through them made the experience tedious. I think one good fight shortly after you entered, then the chance to skirt other fights if you were careful would have worked just as well for creating mood - though it would have reduced playtime by a few hours.

Point being, if a fight doesn't *need* to be there, then it really shouldn't.

this complaint about orzammar i don't get. you enter the deep roads there. this is where the darkspawn live. you think that there aren't going to be a lot of fights there? the fact you're in the deep roads makes the fights matter just because of the simple fact you've walked into their home. do you expect a being that can sense you to just let you stroll around and never fight you at all? the circle tower i could understand more since there's a lot of fighting in the fade, it's visually uncomfortable, and you're forced into the fade without a way out.


If you look at Kal Hirol in Awakening, even though it's set in the (dull boring endless) Deep Roads, you see the story of what happened to the dwarves there.  Some sort of story-enhancing mechanism of any kind might have made the Deep Roads in Origins something more than the endless, dull, meaningless slog that it was.  Turning up a few codex entries on the Legion of the Dead doesn't really make for true story enhancement.  My least favorite part of Origins is that first endless double-room in Cairidin's Cross, where you clear out the darkspawn and think you can finally leave, only to be ambushed by a whole roomful more who apparently materialized out of thin air.  It's a cheap mechanism to extend playtime, nothing more.  The rest of Cairidin's cross felt the same way, and the Ortan Thaig was the same.  You have all of these intact buildings that you might be able to explore to learn about the dwarves, or to see their early architecture, but you're stuck outside, getting ambushed by spiders.

Modifié par lizzbee, 27 juillet 2010 - 10:12 .


#121
Reacher Gilt

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Giant cups.



That is all.

#122
CalJones

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1) The Fade

2) The Deep Roads



I hope we do not have to venture into either this game. That is all.

#123
Wishpig

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I wanted DA:O to change the art style. Amazing game, and on a nice PC the graphics were pretty damn good, but god damn they could be so boreing! The artstyle was so cliche' it could never hold my intrest. It really looked no diffrent then NWN 2.

DA:A was able to make some legit creepy areas and creatures, so that was a step in the right direction.

Now DA:2 is totally revamping the graphics, something I'm all for. I really dig the new style, I just think the graphics atm seem lacking somehow.

Oh and leave the elves in the dust. They ruin every game.

Modifié par Wishpig, 28 juillet 2010 - 05:12 .


#124
Gaxhung

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Labeled codex entries this time? whats with 1810, 1811 ... ?

#125
Guest_Puddi III_*

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I would like the Fade to be more surreal, and the Deep Roads to be creepier and less of a mindless dungeon crawl. (preferably pitch black, so you need torches or a mage, or both)