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Suggestions for DA II


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13 réponses à ce sujet

#1
Professional Trader

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 Summary of suggestions:
  • 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).
Last point - one of the biggest problems with games is that there are very little consequences when the player does something wrong.  A simple loading of a previous save and the person has a 'fresh start' minus some time he/she has lost.  What if though - some events that took place in the game had a permanent impact on the character even for saves that took place before the event took place?  Example - you or your companions die cause you are a terrible commander and even though you go back to a save game your leadership rating still suffers.  If the player messes up enough times then eventually the character he is playing becomes useless - because none of your companions would follow you!  Solution? Start a new character and be careful!

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.
http://www.gamesradar.com/f/why-scary-games-are-never-scary/a-2008102810212853076

 

Modifié par Professional Trader, 31 juillet 2010 - 09:19 .


#2
Tooneyman

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I figured I would be the first to comment on your thread just for the heck of it. You know what I want to suggest to bioware for DA 2. Its really easy. MAke the game fun damnit!

#3
KLUME777

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Your suggestions sound a lot like Fallout 3. I dont think those ideas would fit Dragon Age

#4
zuhalter187

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thats a lot of suggestions.....it sounds like you wish they would make stright up hardcore game, and I can Agree with you on most of them but you gotta remember they are trying to make money so thier going to try and appeal to the biggest demograph which probably isn't hardcore gamers like you.

#5
SirOccam

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Some of those suggestions are really good, but I do not like 1, 2, or 5 one bit. It feels like adding realism for the sake of realism, without regard for fun. Sometimes more realism is good, but only when it adds to the fun. Stuff like #1 especially just seem like annoyances. #s 2 and 5 would just exacerbate the problem DA:O already has; namely, that inventory management is a huge pain in the ass and isn't fun.

#6
lv12medic

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So you want Dragon Mass Metalgear Supreme Splinter Cell Commander Solid Effect Age? :P

In all seriousness though, if you add to much realism to a game... it hampers the effect of it being a game for enjoyment and becomes :blush::blink::pinched::sick:.
It would be like playing Monopoly and you actually had to build a house from scratch if you wanted to put a house on Park Place or something.

#7
Maverick827

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1. I don't even understand what this attempts to accomplish.  How often does this come up?

2. Why?  If you wish to bring logic into this, then logically, one could simply have an item reforged to fit a larger or smaller character.  So now BioWare has to, again according to logic, implement a reforging mechanic, all so that a piece of gear can scale down to a dwarf, which it does already.

3. What?

4. While I agree that skeletons laying on the ground is not the best solution, dead bodies are simply more things to draw on the screen.  As far as all items being lootable: sure, why not?  Though that is a pain in the ass on the NPC creation team.

5. The mage casts a spell that does something to make carrying things easier.  Realistic for a game with magic.  Also, if you want to limit what a player can carry, why do you want every NPC dropping every mundane item they wear?  Don't those two things contradict one another?

6. Patrolling would be interesting, but single player games will never reach the danger levels of MMORPGs to the point where they are an interesting mechanic.  It's dangerous when someone accidentally pulls all of the trash before Lady Deathwhisper along with her (showing some of my gaming affiliations, I expect to be hunted down on these forums now), but a couple of groups of Darkspawn will likely fall just as easily to a Mage / Mage/ Rogue /Warrior team, or really anyone with working knowledge of line-of-sight maneuvering.  Also, Cone of Cold.

7. Detection?  Through what, walls?  That's not very realistic in many cases.  I was just running through Jarvia's hideout a little while ago, and those walls are made of solid stone.

8. This already happens to some degree when you set off a trap.

9.  I completely agree.

10. I wouldn't agree with long term negative consequences, but I wouldn't object to more conservative potion mechanisms.  Though I do like to run solo or without a healer, which often relies on being able to chug potions.

11. This is too generic to comment on.

12. DAO does this well enough.  It should be done sparingly and at key points, not randomly.  Otherwise it will simply be an annoying mechanic that requires you to reload an older save and give the companion some gifts so that they don't leave.

13. I wouldn't agree with "consequences," either.  It would be fun if each character could keep a running tally and comment on their treatments, but I wouldn't want it to negatively affect anything.  By definition, certain roles are going to die more than others, most notably the main tank.  This, again, would simply boil down to reloading before an otherwise successful fight because "Alastair died again and he's probably going to leave now."

14. I would rather have better hand-waving of your inactive companions by having them more active at the camp/base of operations.

15. I can't really see how jumping can ever be relevant to combat in these types of games.  I wouldn't argue, but would instead likely find myself continuously jumping from place to place occasionally.

16. Why is stealing the only method of acquiring gold?  I quite liked dealing with the Lyrium trade, though smuggling is not so much different than stealing.  You have an argument to do away with the looting dynamic, though again does this not conflict with your number 4?  If every guard dropped every piece of scale armor, would that not soon become your primary source of income?

I would like some more "big score" locations, though.

Your last point would never work.  People would still metagame and always make the decisions they want.
It just seems like you want everything to be so unnecessarily difficult.  I've never really understood masochistic gaming myself, but then again there's the entire JRPG market thriving for you.

Modifié par Maverick827, 31 juillet 2010 - 06:16 .


#8
andar91

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A lot of your suggestions sound extremely un-fun to me. There's a difference between a video game and reality and I don't think super-ultra-realism in games would be fun. It ends up being a chore. If I wanted that much realism, I'd go outside and adventure around my city.

#9
Aradace

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Ya know, I was actually expecting this thread to be another whiny b**** and moan fest but I am glad to see I was very mistaken. I dont agree with the suggestions though because like someone else said... It sounds way too much like Fallout 3...And if I wanted to play Fallout, Id' play Fallout.

#10
Behindyounow

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Professional Trader wrote...


[*]Dead bodies should remain and items worn by them should be avilable to player

 



This is the one thing you said I agree with. It always pisses me off when I kill someone and they don't drop what they are obviously wearing. I mean, what the hell?!

#11
BLazerules

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 lol ur obsesed with stealth or something well detection is good coz if thats the case enemys will run to me not i will run at the enemys coz stealth?BAH id rather kill everyone coz kill first ask questions later

#12
L33TDAWG

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You just defeated the purpose of even saving a game. Also, just because YOU love Fallout and want your party members to abandon you, and are also wanting them to hate you for you preferring a certain party style that works for you is just preposterous.

#13
Reacher Gilt

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The two things in DA2 that would simply make my day...



a) No bottomless 'pack' where you're carrying around 80 suits of full plate armour. ME2 did a pretty good job of remedying this stupid bloody DnD trope.



B) Leaving most of your party back at camp... why? WHY!? Though the 10 year timespan of DA2 is a possible solution.

#14
Blessed Silence

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My one suggestion is this.  If anyone here played NWN2 and you had a rogue in the party (and made sure the option in the settings was checked) if you main character could not open a chest or door or dismantle a trap when clicked on, the rogue automatically ran up and took care of it.

Simple enough, right?

Or we could always have Sigrun say this to us all the time when we try.


Modifié par Blessed Silence, 01 août 2010 - 04:16 .