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Things from DA:O you DON'T want to see in DA2


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#151
NamelessLight

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sorry if i talked out of topic, but we need cooler animals to summon or change it!..i want drakes haha!.. or familiars for mages one that we can tweak attributes or attacks, using runes or sumthin... can we? seriously my bear's butt is soo big i cant see an angry dwarf even party mambers, aaaand i support the crossbow is annoying and we need runes for bows! or crafting runed powered arrows, or arrows slot has permanent rune slot that we can change in inventory...

#152
Niarviel

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NamelessLight wrote...

sorry if i talked out of topic, but we need cooler animals to summon or change it!..i want drakes haha!.. or familiars for mages one that we can tweak attributes or attacks, using runes or sumthin... can we? seriously my bear's butt is soo big i cant see an angry dwarf even party mambers, aaaand i support the crossbow is annoying and we need runes for bows! or crafting runed powered arrows, or arrows slot has permanent rune slot that we can change in inventory...


I agree! I always thought the summoning of pets was more a mage talent anyway. I also agree that the ranger bow people could use more elemental love, i never liked the limited Fire Arrows and such. I would love it if archers were more...dynamic.

In my own little world the skill tree would be something along the line of focusing on 1 weapon/spell branch except really long. Rogues would have DW/Archery, Warriors have S&S/2H and Mages can have their AW/Spells. But thats just in my personal lil world...

#153
Hollingdale

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4arch system+the blight; and the dull story that follows. Boring enemies, darkspawn that are not scary because you slaughter them like dront birds. Boring music with no atmospheric tracks. Ugly corridorlike enviroments.

Modifié par Hollingdale, 07 septembre 2010 - 05:59 .


#154
Killjoy Cutter

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NoPhainNoGhain wrote...

I don't know how possible this is, but I really really don't want to see any trace of DA1's simply awful combat system.

DA1's combat system was a pure WoW rip-off. All it was was select enemy then press buttons 1, 3, 7, oh 1 again! 2, 8 etc. with the player just staring at the cooldowns instead of at the action.

Even KOTOR had better combat, with the important interface stuff IN THE MIDDLE OF THE SCREEN, and more importantly in the middle of the action, so players don't need to keep staring at the bottom left of the screen.

Also, try having enemy types which actually require different approaches. Instead, in DA1 all you have to do, no matter what enemy type is infront of you, is press the exact same buttons in the exact same order, EVERY single fight. This is especially true for non-mage characters.

If they want to go towards it being more action oriented, I say go for it! Adopt Mass Effect's combat system completely, or go back to KOTOR's system. But leave no trace of the rubbish MMO style number pressing combat.


I'm not sure we were actually playing the same game here, despite both thinking it was DA:O.  It felt and looked nothing like WoW to me, and I've played WoW for years. 

And it certainly doesn't seem that every fight was the same sequence of attacks, what worked depended on what was in front of you, in the DA:O that I've been playing. 

#155
Celtic Latino

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-Anything remotely similar to The Fade...one of the main bothers of doing new playthroughs (I've done six complete, working on my seventh and boy was it a chore to do that again)

-Having only one available tank (Alistair), healer (Wynne) and lockpicking rogue (Leliana). Either allow the player to choose how the companion levels or offer re-spec tomes. (So next time I want a lockpicking rogue I'll take Zevran, or Morrigan as healer, and Sten/Oghren to tank).

-Bad gameplay for 2handers and archers, both were less engaging than sword-shield, dual wielders, and mages.

-Low starting constitution for warriors...I mean 13 for Sten (a big guy), Oghren (dwarves are supposed to be tanks) and even Alistair? Come on now, higher starting constitution so tanks can begin to tank and warriors take more damage (which is their purpose).

-Leading male companions that whine and talk about feelings. No Carths, no Kaidens, no Alistairs please.

-On that same note, no leading female companions with a b*tchy, superiority complex either. No Mirandas, Bastilas, Morrigans either.

#156
Hurbster

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Having just lost all my Wardens items in the Silverite mines I'd say I like to see the back of the bugs. Or at least some half-decent bug-testing. Or some bug-testing at all.

#157
NoPhainNoGhain

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Killjoy Cutter wrote...

NoPhainNoGhain wrote...

I don't know how possible this is, but I really really don't want to see any trace of DA1's simply awful combat system.

DA1's combat system was a pure WoW rip-off. All it was was select enemy then press buttons 1, 3, 7, oh 1 again! 2, 8 etc. with the player just staring at the cooldowns instead of at the action.

Even KOTOR had better combat, with the important interface stuff IN THE MIDDLE OF THE SCREEN, and more importantly in the middle of the action, so players don't need to keep staring at the bottom left of the screen.

Also, try having enemy types which actually require different approaches. Instead, in DA1 all you have to do, no matter what enemy type is infront of you, is press the exact same buttons in the exact same order, EVERY single fight. This is especially true for non-mage characters.

If they want to go towards it being more action oriented, I say go for it! Adopt Mass Effect's combat system completely, or go back to KOTOR's system. But leave no trace of the rubbish MMO style number pressing combat.


I'm not sure we were actually playing the same game here, despite both thinking it was DA:O.  It felt and looked nothing like WoW to me, and I've played WoW for years. 

And it certainly doesn't seem that every fight was the same sequence of attacks, what worked depended on what was in front of you, in the DA:O that I've been playing. 


Maybe its my fault for playing on normal, which was easier than Farmville. By the 50th identical darkspawn mob, it was clear that the combat wasn't going anywhere interesting. What works for one group of humanoids tends to work for other humanoids.

Except the big dragon  fights,  those had some variety and movement to them.  But seriously, take away the pause (which is rarely needed on normal) and can't you see how close it is to typical MMO combat?

#158
Killjoy Cutter

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NoPhainNoGhain wrote...

Killjoy Cutter wrote...

NoPhainNoGhain wrote...

I don't know how possible this is, but I really really don't want to see any trace of DA1's simply awful combat system.

DA1's combat system was a pure WoW rip-off. All it was was select enemy then press buttons 1, 3, 7, oh 1 again! 2, 8 etc. with the player just staring at the cooldowns instead of at the action.

Even KOTOR had better combat, with the important interface stuff IN THE MIDDLE OF THE SCREEN, and more importantly in the middle of the action, so players don't need to keep staring at the bottom left of the screen.

Also, try having enemy types which actually require different approaches. Instead, in DA1 all you have to do, no matter what enemy type is infront of you, is press the exact same buttons in the exact same order, EVERY single fight. This is especially true for non-mage characters.

If they want to go towards it being more action oriented, I say go for it! Adopt Mass Effect's combat system completely, or go back to KOTOR's system. But leave no trace of the rubbish MMO style number pressing combat.


I'm not sure we were actually playing the same game here, despite both thinking it was DA:O.  It felt and looked nothing like WoW to me, and I've played WoW for years. 

And it certainly doesn't seem that every fight was the same sequence of attacks, what worked depended on what was in front of you, in the DA:O that I've been playing. 


Maybe its my fault for playing on normal, which was easier than Farmville. By the 50th identical darkspawn mob, it was clear that the combat wasn't going anywhere interesting. What works for one group of humanoids tends to work for other humanoids.

Except the big dragon  fights,  those had some variety and movement to them.  But seriously, take away the pause (which is rarely needed on normal) and can't you see how close it is to typical MMO combat?


Maybe it's because I don't use hotkeys/shortcuts, and pause all the time even on Normal to set up combos and enhanced spells, and stuff.  But to me, it feels nothing like WoW, and I've wasted enough time on WoW to finish my novel.

#159
NoPhainNoGhain

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I liked that the advanced spell combinations were there, but was there ever any point in using them? After a certain point in the game your party gets so powerful that you can pretty much plough through anything thats not a dragon.

#160
Kerilus

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Lotion Soronnar wrote...

Yes, this PLEASE. Learn one thing already Bioware - zweihanders are NOT slow, clumsy weapons. They are the weapons of the elite, exceptionally lethal and versatile (and expensive).
If you need to balance them, follow Real Life and make htem difficult to master (either by haivng the best skills unlock late, or having to take some other things before one can start getting two-handed sword skills)


EDIT: Also, keep looting down. Massive, epic LOOTZ is not what makes a game great. Some might disagree, but there have been plenty of sucesfull games with little to NO LOOT. It's not the point of the game. Keep it rare and keep it special.

After all ,you dont' exactly read how Aragorn thre away the Improved Sword of Fire to maek room for the Superior Sword of Inferno? A player sticking with a weapon should gt some kind of bonus...like +1 to attack and damage for every 100 enemies killed with that weapon?

Yes, I concur. Having a somewhat life-long weapon adds to character building and immension.

#161
Karma

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I don't know if this has been said yet, but I'm going to say it - how the male players run needs to change. Elbows should be more tucked in, not flapping about, and the toes should be pointed forward, not slightly to the side. They're trained fighters; they should know how to run in proper form.

#162
Sylvius the Mad

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I don't want to see class restrictions on equipment. The item doesn't know who's using it. Just as a Rogue could carry a shield in DAO even though he couldn't learn to use it, I see no reason why a Warrior shouldn't be able to wear a Mage hat or weild a melee staff.

#163
Tsuga C

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Lotion Soronnar wrote...

Yes, this PLEASE. Learn one thing already Bioware - zweihanders are NOT slow, clumsy weapons. They are the weapons of the elite, exceptionally lethal and versatile (and expensive).  If you need to balance them, follow Real Life and make them difficult to master (either by having the best skills unlock late, or having to take some other things before one can start getting two-handed sword skills)

EDIT: Also, keep looting down. Massive, epic LOOTZ is not what makes a game great. Some might disagree, but there have been plenty of sucesfull games with little to NO LOOT. It's not the point of the game. Keep it rare and keep it special.


And having some of the loot drops or chests keyed to the nature of your PC helps make the loot actually mean something other than more crap that needs to be transported back to town to be sold.

#164
Sylvius the Mad

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Tsuga C wrote...

And having some of the loot drops or chests keyed to the nature of your PC helps make the loot actually mean something other than more crap that needs to be transported back to town to be sold.

That would work better if you were just outfitting one character (like the chest at the bottom of the prison in the NWN OC that held a +1 weapon of the type in which you'd taken Weapon Focus).  But if you're outfitting a whole party, giving us equipment to suit the PC would be kind of annoying.

#165
Tsuga C

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Not to worry, Sylvius. I'm sure they'll throw all kinds of crapola at the party so that no companion will be without a level-appropriate weapon and such. Keying the loot more often to the active party might be a better option--limits the deluge of gear meant only for re-sale, gives us what we need.

Modifié par Tsuga C, 07 septembre 2010 - 10:41 .


#166
RyuAzai

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I agree with the OP on the different metals.



I enjoyed them, but if I agree with the logic.



Now if they worked different it'd be fun. Say Red Steel is better against piercing or arrows, and silverette is lighter and etc. Some can obviously be better, but make them more unique\\.

#167
Ryllen Laerth Kriel

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I saw no reason why a rogue couldn't learn to use a shield more effectively in DA:O. I also saw no reason why each character class couldn't learn to sneak or pick locks. Rogues are my favorite character class in most games, they should be unique outside of just being the stealth, utility class. Maybe make the rogues the only class with active combat stealth (fourth tier) or make them the best lockpicks but the classes become nonsensical when you restrict basic skills from being learned. More cross class customization would be nice too. I enjoyed specializations and the story elements behind them being learned but they weren't covering all the creative bases that could of been covered. In fact, some of the specializations were pretty redundant.

Modifié par Ryllen Laerth Kriel, 07 septembre 2010 - 10:42 .


#168
zahra

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No more "fetch" side-quests please. Hawke isn't a lowly errand boy after all, so hopefully, unlike the Warden who had to suffer the indignity of gouging out corpse galls from the undead for a few sovereigns, he/she will receive action-oriented quests befitting his/her stature as a person who can use pointy/magicky sticks well.



The side-quests should require a certain level of intelligence/ability. Hawke =/= Mabari pup to fetch your thingies for you.

#169
sharkfinblues

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1. The dodgy quick slots that give you quick access to only 6 skills and make the other 30 a total PITA to ever use.

2. All the bugs and glitches.

3. The less-than-stellar, over-priced DLC.

#170
Derengard

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Another Alistair-like character. Sorry, Alistair might be an alright guy, and a great character in the line of Joss Whedon-dialogue (although I never wholly caught up to the fascination), but the uncanny resemblance between Anders and Alistair was one of the reasons why I didn't buy Awakening (and because it just didn't seem a big deal). I'm trying to like this franchise, but the reptition of standard characters is in my eyes a weakness, and really hard to overlook, especially if the character's way of talking is drawing all attention to itself.

Modifié par Derengard, 07 septembre 2010 - 11:16 .


#171
Stillwater

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Yeah, I think the fade was awesome. It was lots of fighting, only you got to play as a golem, spirit, or burning man - with some cool spells/abilities - it made you fight in very different ways to your usual tactics - what's not to like about that? And the rewards were greater than almost anywhere else - by the time you came out of it you'd accumulated so many stats that it was like being a few levels higher. I don't see why so many people hated it. It was a little too long, perhaps, but the core features of it were great.

Modifié par Stillwater, 08 septembre 2010 - 07:35 .


#172
Behindyounow

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Stillwater wrote...

 I don't see why so many people hated it. It was a little too long, perhaps, but the core features of it were great.


Because it added nothing to the plot. It was just pointless filler to stretch out the circle quest.

#173
Knight Templar_

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Behindyounow wrote...

Stillwater wrote...

 I don't see why so many people hated it. It was a little too long, perhaps, but the core features of it were great.


Because it added nothing to the plot. It was just pointless filler to stretch out the circle quest.


So a challange that must be overcome to move forward is not part of the plot?
Is nothing but dialog plot to you?

#174
Behindyounow

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Knight Templar wrote...

Behindyounow wrote...

Stillwater wrote...

 I don't see why so many people hated it. It was a little too long, perhaps, but the core features of it were great.


Because it added nothing to the plot. It was just pointless filler to stretch out the circle quest.


So a challange that must be overcome to move forward is not part of the plot?
Is nothing but dialog plot to you?


Just think about it like this. You remove the Deep roads part of the game, there are some significant plot holes. The same can't be said for removing the fade sequence.

#175
Chuvvy

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A cluster**** of sub par DLC.