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The list of "I want!"


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#76
Knight Terror

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- Capes and hooded cloaks please



(I seem to make this request for EVERY RPG released since Morrowind, and sadly, it is never implemented).



I am dead serious, give me capes and hooded cloaks and I'll never bother anyone again.



The ability to customize your armor's color style (similar to Fable 2) would be nice.

#77
Guest_Acharnae_*

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edit: woops, I wrote something but it already exists in DAO.

Modifié par Acharnae, 30 septembre 2010 - 09:47 .


#78
namedforthemoon

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I want this game to be out in time for christmas 2010. (But I already know that ain't happenin'. I can hope.)

#79
Anarya

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namedforthemoon wrote...

I want this game to be out in time for christmas 2010. (But I already know that ain't happenin'. I can hope.)


Oh I wish.

Let's just cryogenically freeze ourselves until March. Who's with me??

#80
HopHazzard

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I want bowstrings.

#81
Norskatt

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I want prettier head gear! It was soo ugly in DA:O!

#82
Dave of Canada

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Anarya wrote...

Let's just cryogenically freeze ourselves until March. Who's with me??


I'll bury you under the snow and leave you there until March, don't freak out should you wake up in the future.

#83
KJandrew

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A puppy and a bike and cake

Modifié par KJandrew, 01 octobre 2010 - 04:24 .


#84
lv12medic

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I want nothing.  :innocent:

Therefore I should get everything, cause I'm not being selfish.  :D

As for what I would really like in DA2... I'd go with more varriation of locations and environments.  Especially if we get some neat vista views here and there.

#85
mousestalker

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Norskatt wrote...

I want prettier head gear! It was soo ugly in DA:O!


Endorsed!

#86
IndigoWolfe

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I want a pony.

#87
IndigoWolfe

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Well, what I would really like is a smoother transition between static area music and area combat music. In DAO, when the last enemy was killed, the combat music stopped in a very jarring way with I felt detracted from the musical experience. If at all possible, I'd like to see the combat music ease back into the static theme for the specific area in a more graceful manner than simply stopping on a note.

#88
Sylvius the Mad

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A combat log.

No more floating damage numbers.

The option to disable the PC voice.

The option to see full dialogue text when choosing it.

#89
Guest_slimgrin_*

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Sylvius the Mad wrote...

A combat log.
No more floating damage numbers.
The option to disable the PC voice.
The option to see full dialogue text when choosing it.


While I wouldn't disable vo's and floating damage numbers, I think making all the things Sylvius lists as optional makes perfect sense. Is it that hard to do? I've often wondered why more rpg's don't make these things optional. 
 

#90
sw33t nothings

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Sylvius the Mad wrote...

No more floating damage numbers.


You can already disable the damage numbers. At least you can, on my Xbox version, it's right in the options menu along with ambient gore, and a few other things.

Modifié par sw33t nothings, 01 octobre 2010 - 06:11 .


#91
David Gaider

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slimgrin wrote...
While I wouldn't disable vo's and floating damage numbers, I think making all the things Sylvius lists as optional makes perfect sense. Is it that hard to do? I've often wondered why more rpg's don't make these things optional. 


Because, as I've often said, the answer to every design issue is not a toggle.

Sure, it is on the forums where the answer to every disagreement on two features is to give everybody both. That way we all get along! But in reality that would still mean we'd not only have to do the work to implement both features but support both features as well-- if it's something that can officially be set, that means we have to test it and account for having that feature on/off works in every condition.

Is a toggle thus never the answer? Not at all-- sometimes features are worthwhile even if you must implement two versions of them. "Worthwhile" in this context must answer three basic questions:

1) Is there enough people who would use it to justify the work?

2) Does it actually make their game better?

3) Is the game still played the way we intend for it to be played?

If all three are "yes" then you get a toggle. Fair enough?

#92
ErichHartmann

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sw33t nothings wrote...

Sylvius the Mad wrote...

No more floating damage numbers.


You can already disable the damage numbers. At least you can, on my Xbox version, it's right in the options menu along with ambient gore, and a few other things.


Same with the PC. 

#93
Guest_slimgrin_*

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David Gaider wrote...

slimgrin wrote...
While I wouldn't disable vo's and floating damage numbers, I think making all the things Sylvius lists as optional makes perfect sense. Is it that hard to do? I've often wondered why more rpg's don't make these things optional. 


Because, as I've often said, the answer to every design issue is not a toggle.

Sure, it is on the forums where the answer to every disagreement on two features is to give everybody both. That way we all get along! But in reality that would still mean we'd not only have to do the work to implement both features but support both features as well-- if it's something that can officially be set, that means we have to test it and account for having that feature on/off works in every condition.

Is a toggle thus never the answer? Not at all-- sometimes features are worthwhile even if you must implement two versions of them. "Worthwhile" in this context must answer three basic questions:

1) Is there enough people who would use it to justify the work?

2) Does it actually make their game better?

3) Is the game still played the way we intend for it to be played?

If all three are "yes" then you get a toggle. Fair enough?


Fair enough. I'll admit I'm rather obsessed with customization and options when it comes to video games, but toggling damage info and text isn't going to be a game breaker for me.

#94
Brockololly

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A helmet toggle! Yes, a toggle!

#95
MuseMajora

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Public executions.

#96
Sylvius the Mad

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David Gaider wrote...

2) Does it actually make their game better?

Only the player can determine this.  You're not allowed to read our minds, remember?

3) Is the game still played the way we intend for it to be played?

Why do you even have gameplay objectives?  Does it matter how we play it?

ErichHartmann wrote...

sw33t nothings wrote...

You can already disable the damage numbers. At least you can, on my Xbox version, it's right in the options menu along with ambient gore, and a few other things.

Same with the PC.

Good point; we can already do this.

But if we do we then have no quantifiable combat feedback, though making the combat log even more necessary.

#97
David Gaider

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Sylvius the Mad wrote...
Only the player can determine this.  You're not allowed to read our minds, remember?


But we can imagine if there's an audience for whom that feature would actually be beneficial. The point is that it actually does something beneficial, not makes the game actively worse.

Sure, there's always going to be some people who will say they'd like a feature. In a given group of people you'll find a few who will claim they want almost any feature. But in this case we have to make an educated assessment based on what we know about the game, not what they think they know about it.

Why do you even have gameplay objectives?  Does it matter how we play it?


Absolutely. If it's meant to be an action-focused game, we can't make provide an option to not make it action-focused. If they don't want RPG elements, we can't just turn those off. We have a vision for the game and we're not going to provide options to turn it into an entirely different game just because there's people who like options for the sake of options.

We have to support and test those features, like I said-- not just implement them. And thus we're only going to focus on the features that make the sort of game we intend for people to play. That doesn't mean that people aren't going to be able to play the game in various ways-- some people like games harder, some people like to tweak their options, some people like to take the persuasive route while others the action-first route and so on. But you still have to play it within the parameters we provide. We're not making a "dream-your-own-RPG". You play in our sandbox or you don't play. Period. As with any game.

Modifié par David Gaider, 02 octobre 2010 - 05:51 .


#98
Icinix

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...







Griffons?



Please?






#99
Talogrungi

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Purely from an aesthetic, immersion point of view .. I want NPCs that interact with the environment and aren't just standing around waiting for my Hawke to either kill them, talk to them, or buy something from them.

Lots of squad banter and humour. I know that humour doesn't really "fit" in a dark fantasy game, but if there's one thing that I've learned about the human race is that we can always find something to giggle about regardless of how dire a situation we're in. Be nice if the companions had relationships too; companion A might not like companion B, get on well with companion C or be romantically interested in companion D and react with jealousy should my Hawke step on his toes.

Also, I'd like to either have less "vendor trash" loot or a much more spacious inventory. I'm cool with visiting a merchant between missions/quests, but I hate getting a full inventory mid-way through a mission.

#100
the_one_54321

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David Gaider wrote...
 If it's meant to be an action-focused game, we can't make provide an option to not make it action-focused. If they don't want RPG elements, we can't just turn those off. We have a vision for the game and we're not going to provide options to turn it into an entirely different game just because there's people who like options for the sake of options.

But what about those of us that don't want more options and just don't want it to be an action oriented game?

Hypothetical speaking to follow.

Speaking specifically of DA, I liked it because action was not a focus. Or if it was, it sure didn't seem like it. I've played Baldurs Gate: Dark Aliance I&II, and all the LotR movie games, and Devil May Cry, and so on and so forth. But I've also played DA:O and Baldurs Gate I&II and Valkyria Chronicles and KotOR. And I don't want DA][ to be another action game. So lets say, again hypothetically, that your focus on DA][ is action. By not providing that option you're designating a select group of potential buyers and saying "they're going to hate this and we're going to live without their sale." Is that such a common occurance in "the biz?" 

edit:
Just as a side note for my own personal input. I can't speak for anyone else, but I know darn well that I have zero interest in DA going down the route of action games. RPG or otherwise. Not a "he says it, be we know better what he'll spend his money on through sales statistics." No, there is no uncertainty or confusion or a lack of understanding of my own preferences here. There are a million action games out there from developers that have been doing them for years and from all indications (ME and ME2) do them better. I know that I like them, and I know that I like them bettter from the other developers. If you guys are going to action games, I'm leaving. I want RPGs from you. End of story.

Modifié par the_one_54321, 02 octobre 2010 - 06:49 .