- No items transferable between characters unless within proximity to each other
- Armor not mutually exchangeable between genders (also factors such as size etc should be considered)
- Mass effect so that a player cannot simply kill one NPC at a time while others nearby seem oblivious
- Dead bodies should remain and items worn by them should be avilable to player
- Severely limit items that can be carried by main character and each of his companions so it is realistic and forces them to choose certain items versus hoarding them all. If they decide to carry beyond a certain amount then it should impact endurance, speed etc.
- If NPC finds a dead body then an alert should be triggered where NPC start searching an area etc - forcing player to be careful etc. Searching/patrolling should be a crucial part of NPC ai.
- Activity and sound created by player should play a crucial role in NPC detection of player. Heavy armor is louder more easier to detect where lighter armor is more quiet etc.
- Increase detection range of NPC and make it more dependent on visual and sound versus proximity (i.e NPC
detects you just cause you are in the next room even though there is no line of sight nor any sound emanating from you. - Teleportation of characters triggered by movie scenes can really mess a players strategic
deployment. This problem is exasperated when a fight ensues right after movie scene. My suggestion is only teleport characters crucial to the movie scene (need to be there) so the player still has others strategically placed. - Endurance, health and even mana potions should have a long term negative consequence. Think of it like drugs.. you can use it and it can help you short term but longer term use will have adverse effects
- More dynamism in battles - specifically hit and run tactics should play a larger role. Currently the game confines the player to a certain region and the amount of guerilla style tactics that can be used is limited.
- Allow companions and even opposing NPC to flee due to low moral. If a companion doesn't like you, doesn't trust you then in the middle of battle make it so that they can abandon you. I still to this day remember in Romance of the Three Kingdoms how Lu Bu would always betray me and switch sides.
- Following up on the previous point, if your companions keep falling in battle under your command then it should have a consequence. At the very least their relations with you should drop making them more likely to quit the field (unless of course they love having near death experiences).
- Having scores of companions but only using certain ones should cause a drop in loyalty of the ones you don't use. In addition their combat readiness and perhaps bonuses should be lessened etc. The more you fight along side them the better they know you and thus more effective in battle.
- There is something inherently enjoyable about jumping in real life and even in games. I really think letting players do this in game, making it relevant to fighting etc would greatly enhance the battles.
- The system of how players make money and acquire weapons/armor should be revamped. Want gold? Then break into a vault or rob someone rich. Want awesome gear? Take down a great warrior or break into an armory. In addition a trading system should be implemented whereby the player has to map out trade routes (escort missions etc).
I while ago I read this great write up on why scary games are never scary and in it the writer made some very good points. I know Dragon Age is not a horror oriented game but nonetheless some of the points can be applied to it - here is my favorite one:
- You can’t die. Not permanently, anyway: The awful finality of death, and the terrifying unknown of what lies on the other side, is the only reason anything in life is scary. If all we had to do to survive is hit the reset button or wait through a quick load time, we would fear absolutely nothing... with the possible exception of boredom.
Modifié par Professional Trader, 31 juillet 2010 - 09:19 .





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