Things from DA:O you DON'T want to see in DA2
#151
Posté 07 septembre 2010 - 05:00
#152
Posté 07 septembre 2010 - 05:46
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
Posté 07 septembre 2010 - 05:57
Modifié par Hollingdale, 07 septembre 2010 - 05:59 .
#154
Posté 07 septembre 2010 - 07:52
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
Posté 07 septembre 2010 - 08:07
-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
Posté 07 septembre 2010 - 08:09
#157
Posté 07 septembre 2010 - 08:12
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
Posté 07 septembre 2010 - 08:14
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
Posté 07 septembre 2010 - 08:22
#160
Posté 07 septembre 2010 - 08:45
Yes, I concur. Having a somewhat life-long weapon adds to character building and immension.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?
#161
Posté 07 septembre 2010 - 08:47
#162
Posté 07 septembre 2010 - 09:53
#163
Posté 07 septembre 2010 - 10:09
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
Posté 07 septembre 2010 - 10:11
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.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.
#165
Posté 07 septembre 2010 - 10:20
Modifié par Tsuga C, 07 septembre 2010 - 10:41 .
#166
Posté 07 septembre 2010 - 10:32
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
Posté 07 septembre 2010 - 10:41
Modifié par Ryllen Laerth Kriel, 07 septembre 2010 - 10:42 .
#168
Posté 07 septembre 2010 - 10:57
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
Posté 07 septembre 2010 - 10:58
2. All the bugs and glitches.
3. The less-than-stellar, over-priced DLC.
#170
Posté 07 septembre 2010 - 11:12
Modifié par Derengard, 07 septembre 2010 - 11:16 .
#171
Posté 08 septembre 2010 - 07:34
Modifié par Stillwater, 08 septembre 2010 - 07:35 .
#172
Posté 08 septembre 2010 - 07:43
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
Posté 08 septembre 2010 - 08:32
So a challange that must be overcome to move forward is not part of the plot?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.
Is nothing but dialog plot to you?
#174
Posté 08 septembre 2010 - 09:17
Knight Templar wrote...
So a challange that must be overcome to move forward is not part of the plot?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.
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
Posté 08 septembre 2010 - 09:25





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