Things from DA:O you DON'T want to see in DA2
#1
Posté 06 septembre 2010 - 12:03
* REDICOLOUS MATERIAL SYSTEM.
Let's face it, it sucks. You've got 7 (SEVEN!!!) different material, each superior i EVERY way to the one before. It makes no sense - it's like using bronze, iron and steel weapons at the same time. And history thought us, that weaker materials get phased out. The difference here might be a bit less, but it's still SEVEN materials.
A setup like this alos offers no tactical choice. Dragonbone of Silverite? It's a no-brainer. It shouldn't be.
My suggestion - less mateirals, more diversity is their stats. Not to mean oyu shouldn't have better an worse materials, but have it in tiers. Let's say veridium and steel are the lower tier and silverite and dragonboe higher tier. This way you still get choice, and the credibility of hte world gets vuffed.
* LVL REQUIREMENTS (or attribute requirements that don't make much sense)
No item should ever, EVER require you to be a certain levle. They should only require you to be capable of using it...within bounds of logic. Why does a armor made of lighter material require more STR than a armor made of heavier material???? Becase logic is inverted in DAO?
* NON-INTUITIVE ATTRIBUTE SYSTEM.
DA:O system of attributes is wonky. You supposedly start as a averge-to-above-average warrior/mage. As a warior, you are a exceptionaly fit individual...yet starting with 16 STR, it appears you're a weak baby..as you can get that stat up to 60+
If 15-16 is above average, what the hell is 60? Why do the attributes change that much anyway? If you're already physicly fit, you won't change drasticly from that point on.
Less attribute points, less frequent changes, lesser changes...kinda like in Balduris Gate.
* HP INFLATION
HitPoints should be determined only by your CON attribute. Nothing else. Player power should be based on skills and abilities, and the players own knowledge of enemies and his own experience
#2
Posté 06 septembre 2010 - 12:05
#3
Posté 06 septembre 2010 - 12:06
#4
Posté 06 septembre 2010 - 12:08
#5
Posté 06 septembre 2010 - 12:10
#6
Posté 06 septembre 2010 - 12:11
nightcobra8928 wrote...
No more retextures on armors, give us more different armor models that actually look like they are made from different materials instead of just a recoloring.
This.
#7
Guest_Aburrido Burrito_*
Posté 06 septembre 2010 - 12:16
Guest_Aburrido Burrito_*
#8
Posté 06 septembre 2010 - 12:18
#9
Posté 06 septembre 2010 - 12:19
#10
Posté 06 septembre 2010 - 12:19
#11
Posté 06 septembre 2010 - 12:21
#12
Posté 06 septembre 2010 - 12:59
#13
Posté 06 septembre 2010 - 01:01
Modifié par Rogue Unit, 06 septembre 2010 - 01:02 .
#14
Posté 06 septembre 2010 - 01:02
nightcobra8928 wrote...
no more retextures on armors, give us more different armor models that actually look like they are made from different materials instead of just a recoloring.
I'm fine with one or two retextures per type as long as we get more base types.
Actually I'd be fine with fewer armors overall. Maybe double the number of base types and only use 2 reskins per type?
And have the best armors be totally unique with no reskins at all.
#15
Posté 06 septembre 2010 - 01:04
I've said before that I think that instead of increasing HP, you should increase mitigation as your character grows more powerful, but if in the end you get hit 15 times and die anyways, what is the real difference in combat? There isn't one, so stuff like that should be put on the back burner imo.
#16
Posté 06 septembre 2010 - 01:05
#17
Posté 06 septembre 2010 - 01:05
Who didnt think it was retarded to see your party members run, stop, run, stop, run, stop, when you are walking?
Modifié par Shiroukai, 06 septembre 2010 - 01:09 .
#18
Posté 06 septembre 2010 - 01:07
#19
Posté 06 septembre 2010 - 01:12
#20
Posté 06 septembre 2010 - 01:13
Behindyounow wrote...
No more 'Collect twenty bear asses' sidequests.
^I lol'd
*ahem* Some of the animations in DAO did make me facepalm slightly.
Example from the Human Noble beginning, when Duncan finds you near the end, and he kneels down. His lower body is going with the flow, its supopsed to be kneeling; upper body is about as lively as a brick wall and his arms are completely rigid by his sides.
So, non-jerky/stiff animation.
#21
Posté 06 septembre 2010 - 01:14
I'd be in favor of largely scrapping companion leveling in order to flesh out Hawke's. It makes sense if the hero goes to the fade and gains attribute points as part of a "magical dream world" sequence. It makes sense if the hero learns skills from NPCs here and there that allow him to fight better. It makes sense that after a year of traveling and fighting, he gets in better condition and gets a little stronger. If character progression could be tied to sidequests and story elements instead of to killing X enemies, that would be pretty cool.
#22
Posté 06 septembre 2010 - 01:15
Vandrayke wrote...
I agree that some of the gameplay mechanics that the OP mentions are tired and could stand to be replaced but I think most of those are superficial more than anything.
I've said before that I think that instead of increasing HP, you should increase mitigation as your character grows more powerful, but if in the end you get hit 15 times and die anyways, what is the real difference in combat? There isn't one, so stuff like that should be put on the back burner imo.
What do oyu mean there is no difference? Of course there is. for one, your CON attribute matters more.
Also, balancing is easier, since HP-wise, there will be little difference betwee na starting character and top-lvl character. Which makes all enemies deadly, even late game. F'course, by end game you have all sorts of skill and abilities that make 1 vs. 1 combat a lot easier.
The difference is big.
#23
Posté 06 septembre 2010 - 01:22
Lotion Soronnar wrote...
Vandrayke wrote...
I agree that some of the gameplay mechanics that the OP mentions are tired and could stand to be replaced but I think most of those are superficial more than anything.
I've said before that I think that instead of increasing HP, you should increase mitigation as your character grows more powerful, but if in the end you get hit 15 times and die anyways, what is the real difference in combat? There isn't one, so stuff like that should be put on the back burner imo.
What do oyu mean there is no difference? Of course there is. for one, your CON attribute matters more.
Also, balancing is easier, since HP-wise, there will be little difference betwee na starting character and top-lvl character. Which makes all enemies deadly, even late game. F'course, by end game you have all sorts of skill and abilities that make 1 vs. 1 combat a lot easier.
The difference is big.
I mean that the attributes are symbolic so it doesn't really matter what you call them as long as the effect in combat remains the same. So if you have 100 HP and the enemy hits for 50, it hits you twice and you die. If you have 100 HP and the enemy hits for 100 but you have armor that reduces it to 50, it hits you twice and you die. If you have 1000 HP and the enemy hits for 500, it hits you twice and you die.
See what I mean? It's not all that important how you get there. Although I do agree that conceptually, I don't like HP increasing at every level because it doesn't make sense.
#24
Posté 06 septembre 2010 - 01:22
Leliana singing at the camp was a pleasant surprise. Would be a lot more pleasant if not for the horrible mouth.
#25
Posté 06 septembre 2010 - 01:25





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