The list of "I want!"
#126
Posté 02 octobre 2010 - 08:52
I understand that hair models may be an issue with these, David Gaider may cringe a bit when I suggest this, but why not implement a toggle to make non-helm headgear invisible if better head coverings cannot be done?
#127
Guest_Acharnae_*
Posté 02 octobre 2010 - 08:53
Guest_Acharnae_*
Although I think this is an issue only with mages. Soldiers look ok with helmets.
Modifié par Acharnae, 02 octobre 2010 - 08:54 .
#128
Posté 02 octobre 2010 - 09:02
#129
Guest_Acharnae_*
Posté 02 octobre 2010 - 09:10
Guest_Acharnae_*
#130
Posté 02 octobre 2010 - 09:11
#131
Posté 02 octobre 2010 - 09:29
Modifié par Ray_x3, 02 octobre 2010 - 09:34 .
#132
Posté 02 octobre 2010 - 09:29
The abominations in DA: Origins were a bit simple. They ran up to you and smacked you with your claws, and afterwards they exploded into a fireball if they were one of the weaker mooks.
I thought all abominations had access to magic, which is partly why demons love to possess mages. But of all the abominations in the game, only Connor, the Sloth Abomination and Uldred displayed any magical abilities.
I realize that the Circle of Magi tower was designed to be one of the first places you visit and therefore a bit easier to get through, but abominations should be a bit tougher to take down. I expect werewolves to be limited to CLAW/CLAW/BITE tactics, but not demon-possessed mages.
Something that ugly should really be harder to kill.
Modifié par Face of Evil, 02 octobre 2010 - 09:33 .
#133
Posté 02 octobre 2010 - 10:01
I want no dogs barking or nugs squeaking when Hawke is engaged in a conversation.
I want no enemies repeatedly saying certain phrases over and over like Harbinger in Mass Effect 2 or the many enemies in Mass Effect 1.
No bonfires deep inside caves. I do wonder how darkspawn and the dwarfs do not choke to death from the smoke when in the deep roads.
The inside of buildings/homes to look at least something like what it would base on the appearance outside. Flemeth's hut comes to mind as a place that makes no sense.
Magical Glowing Crystals as a replacement for torches.
#134
Posté 02 octobre 2010 - 10:43
That would be terrific.Sutamina wrote...
a separate combat music volume slider bar
I play at a fairly low volume, but I keep having to adjust it whenever I enter or leave combat because the music volume is so different.
#135
Guest_FaintlyAlarmed_*
Posté 03 octobre 2010 - 01:58
Guest_FaintlyAlarmed_*
Basiritz wrote...
I'll be happy so long as I can get some pants.
And being able to talk to your companions about plot events like Wulfram suggested would be really cool - it would feel more like they were people who were actually interested in your quest and the what you were doing and less like "Oh, we just like to kill ****. The fact that we happen to live in your camp and follow you around sometimes is complete coincidence."
#136
Posté 03 octobre 2010 - 09:52
#137
Posté 06 octobre 2010 - 05:40
#138
Guest_Acharnae_*
Posté 06 octobre 2010 - 05:44
Guest_Acharnae_*
You had to go where you left them and pick them up again or go to the coroner's tavern (iirc that was the name)
Wouldn't be realistic if you could change them at any time, unless they were following you or something
I actually found even the camp a too easy way to change them
Modifié par Acharnae, 06 octobre 2010 - 05:46 .
#139
Posté 06 octobre 2010 - 05:45
Martanek wrote...
I would love to see more proper quests, not just a series of simple tasks masked as a quest. Bioware should note that finding something along the way and delivering it somewhere or to someone does not count as a quest but it is merely a task. I wish Bioware would finally be able to tell the difference.
This is an age old difficulty with rpgs that give expereince for various things. It is difficult to make full blown quests (and everyone has a different defitnion of a quest.) There is a need to flesh out games with tasks that give out exp so that combat alone is not the only wo gain exp and also to make sure that level gain is more of a smooth gain than a big whallop at the end of big quests.
Every single RPG I have ever played including the 'beacons of rpgdom' such as PST had fetch tasks. BioWare is by no means alone in this area.
#140
Posté 06 octobre 2010 - 06:34
Acharnae wrote...
Well that's not true.
You had to go where you left them and pick them up again or go to the coroner's tavern (iirc that was the name)
Wouldn't be realistic if you could change them at any time, unless they were following you or something![]()
I actually found even the camp a too easy way to change them![]()
I was talking about npcs *already* in your party, and in places where you couldn't change your party. Like on the Deep Roads, where Oghren joins. I already had Sten, Alistair, and Wynne in my party, and had to exchange Wynn for Oghren, which put him at the very back behind all the bigger npcs. I would have liked to have been able to put Sten at the back, and Oghren towards the front.
#141
Guest_Acharnae_*
Posté 06 octobre 2010 - 06:38
Guest_Acharnae_*
schalafi wrote...
Acharnae wrote...
Well that's not true.
You had to go where you left them and pick them up again or go to the coroner's tavern (iirc that was the name)
Wouldn't be realistic if you could change them at any time, unless they were following you or something![]()
I actually found even the camp a too easy way to change them![]()
I was talking about npcs *already* in your party, and in places where you couldn't change your party. Like on the Deep Roads, where Oghren joins. I already had Sten, Alistair, and Wynne in my party, and had to exchange Wynn for Oghren, which put him at the very back behind all the bigger npcs. I would have liked to have been able to put Sten at the back, and Oghren towards the front.
Oh ok. I see now. Well yes, that would be a nice idea. You can still change the order of your party (click your fighter then select all and your fighter will be first nomatter if he's last at the portaits). But sure a more easy to use/permanent way of party order would be welcomed. I'd like that too.
Modifié par Acharnae, 06 octobre 2010 - 06:57 .





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