[quote][*]Outdated visuals. The graphics are a bit on the old side. Okay for DAO, not for it's sequel[/quote]
Try to keep the same style while using textures with a higher resolution as done in quite a few user mods and add a few atmospheric graphic effects e.g. more grass, swarms of birds flying around, sunflare etc...I would not have changed a lot as I really liked the graphics and they do not matter too much to me - Bioware never had the best graphics and, most likely, will not have them with DA 2 either (that's a good thing though, not everyone has a 3000$ PC).
[quote]
[*]Lack of a distinct art style. People see screenshots but don't know immediatly it's dragon age. SOmething needs to be done.[/quote]
Hmmmm, I tend to disagree here. Dragon Age had a certain style and I guess I'd be able to recognize screenshots taken from the game, but then again, I spent more than 200 hours on that game. The question is: does the game need a certain art style that makes it stand out among other games? A game should not be remembered for its art style, especially not a RPG.
[quote]
[*]Combat is sluggish, slow and crude. [/quote]
I don't know why so many people complained about the combat - overall, it worked pretty well, even the tactics system. Minor adjustments could be automatic ranged behavior if equipped with ranged weapons, no automatic friendly fire, no waste of mana etc. but in general, it worked. If people want a fast, easy combat system, let them go play some Diablo or Dynasty Warriors. If you play a RPG, expect some serious tactical combat. Again, minor adjustments on how the combat went would be necessary - it's ridiculous when a character stays in melee range with a bow or needs to slowly turn around to hit an enemy. To fix this, you'd need some AI improvements and e.g. more skills with a charge mechanic.
[quote]
[*]A lot of people didn't finish the game, due to length or uniformity[/quote]
And nothing of value was lost. Seriously, this is not Bioware's fault, not at all. When people buy a RPG and expect it to be finished in less than 20 hours, then tell them to go buy some FPS crap that you finish in <5 hours or some Ritalin, either way. RPGs are meant to be long and when I buy a RPG I want it to last for at least 30-50 hours...without sidequests.
[quote]
[*]The controls for the console versions are far behind the PC version[/quote]
DA2 is PC only

Seriously though, that was to be expected - compare the number of keys on a keyboard to the number of buttons on a controller pad. Then again, I'd like someone to tell me why it was more complicated (no joke or sth, I really do not know!) because I don't know why. You can pause the game at any time and you could easily bind certain skills to certain buttons - let's face it, in DA:O on the PC, I did not use more than 6 skills per character, passives left aside.
[quote]
[*]Some people felt it was too easy, some too difficult[/quote][/list]Way too easy actually. I already made a veeery long post about the difficulty, gimme a second...got it.
[quote]FellowerOfOdin wrote...
[quote]Chris Priestly wrote...
Once everyone comes to an agreement on what is or is not difficult*, we will adjust our game design accordingly. Until then, we will continue to put it differing levels of difficulty to let players adjust the difficulty as they see fit.
[/quote]
I think we can go with "Cheese" here!
Anyway, first of all, thanks for the post of course. Secondly, having different levels of difficulty is cool and allows every player to pick either a very easy game or a challenging time, but that was the problem in Awakening and DA:Origins: the highest available difficulty level was neither difficult nor challenging for experienced players - and shouldn't that be the point of the hardest difficulty? [smilie]http://social.bioware.com/images/forum/emoticons/wink.png[/smilie]
To all complaining about so-called "cheap deaths" - that's your personal view and maybe, you simply did not grow up with the games of the past that were, for most parts, a lot more difficult and required a lot more strategy, tactics and meta-game knowledge. Hey, imagine a time without internet where you had to write everything down on your own and there was nothing like Gamefaqs telling you exactly what to do...that was core gaming as its best.
As to the "cheap" - those weren't cheap. At all. In the contrary, they were fair. Enemies could roll a critical hit and deal the same damage with a normal hero. They get a critical hit, they kill you. That's not unfair, that's the most fair design a game can get, granting your enemies the same chance as yourself.
Furthermore, you knew what you were getting. You knew that you could get ambushed at night and you knew that your enemies could easily land a critical hit as well. Cheap? Fair. We stil lhad different difficulties of course where enemies dealt less damage, could not score critical hits, etc., but if you played by the rules, you had a very fair game that was challenging yet extremely rewarding at the same time.
I know that most players nowadays are used to very easy games, that's just how the market works right now, but there still are core gamers who want a real challenge and having one difficulty level that's really challenging for those players would be really fair. If you aren't man enough to make it - choose another difficulty!
Now, what exactly is it that makes a game challenging, or rather, what made Dragon Age so easy?
[quote]i.) Enemies did not have enough hitpoints / armor: Even on nightmare, a tank could still kill the generic enemies with a few hits and archers usually needed a single Split Shot to reduce the health of nearby enemies by 25%.[/quote]
[quote]ii.) Enemies did not deal enough damage: Tanks were almost immune to physical damage at a very early point because of the combination of high armor + shield and a high dexterity, allowing them to either dodge or block enemy damage. Even at the end of Origins, Elite mobs and higher dealt ~10 damage or less to tanks, normal enemies did not deal
any damage at all. [/quote]
[quote]iii.) Enemies did not make use of their skills / did not have enough skills: Most of the time, even on Nightmare, enemies usually resorted to auto-attacking and rarely used skills against allies, sometimes even wasting their stamina on useless skills e.g. Below the Belt instead of effective ones.[/quote]
[quote]vi.) The aggro system was flawed: To sum it up, it did not work at all. A tank usually had to run in, use Taunt and he was able to maintain aggro for the rest of the fight assuming that you play it smart and do not use any cone spells. This is a very big flaw as it resulted in fights being extremely easy and no challenge at all.[/quote]
[quote]v.) Enemies did not have a (working?) priority system: Most of the time, when the enemy had casters, they used their CC to affect the first target who gets in sight and that's, you guessed it, the tank who wants to get hit anyway. Enemies did not play it smart, rogues e.g. usually did the same instead of immediately going invisible to kite mages or other targets with low armor in order to cause maximum havoc.[/quote]
[quote]vi.) Too much CC: Every class had several ways to CC the enemy and every class had at least 1 AoE CC skill - that's quite an overkill here as it allowed you to permanently keep the enemies down while you slash them without mercy.[/quote]
[quote]vii.) Too effective healing: Healing is always good yet it's a extremely difficult factor to balance - and in my opinion, healing was not balanced well. Every mage had access to 2 healing skills (only including party heal skills here, not e.g. Life Drain) and Spirit Healers got 3 more, resulting in a total of 5 healing skills. The primary heal that everyone had access to had a very low cooldown paired with very low mana cost thus allowing everyone to spam it like there was no tomorrow - and just imagine the +healing items would have actually worked [smilie]http://social.bioware.com/images/forum/emoticons/wink.png[/smilie][/quote]
[quote]viii.) Overpowered mages: Mages were by far the best class in Dragon Age - they had everything. Lots of AoE damage, more CC than someone would have ever imagined and even healing...whew.[/quote]
[quote]ix.) Overpowered talents: Mostly Awakening where warriors get their AoE-instagib, auto crits, etc. - almost all Top 4 talents were downright overpowered.[/quote]
[quote]x.) Too predictable enemies: That's a very vital point, enemies were just too predictable! Similar to what I stated above, enemies usually auto-attacked and attacked the first target they see. Rogues go in stealth just to appear at the exact same spot, archer did not focus weak targets and worst of all: most of the time, you had the classical JRPG positioning: you and the enemies face each other and the battle begins.[/quote]
******************************************************************************************************************************
Now, what could be done to actually improve the situation (gotta be constructive at least!)?
[quote]i.) Drastically increase the enemies' armor, hitpoints and resistance, making them tougher to kill while...[/quote]
[quote]ii.) ...also making them a bigger threat by increasing their damage output both physical and magical, forcing the player to very carefully pick the targets or be devastated. [/quote]
Note: Nightmare plus took that approach and increased HP / damage by enemies...and it was awesome![quote]iii.) Give the enemies the same or equally strong skills as the player group and let them use them at free will. When the Mage gets stunned or disabled all the time and thus cannot heal or CC himself, you actually have to position your squad in a careful and intelligent way.[/quote]
[quote]iv.) Heavily reduce the amount of aggro gained by AoE aggro skills and increase the aggro produced by healing, magic damage and attack damage (in this order) as it will lead to a higher threat for your DDs and mages - the guys with the low armor who are most dangerous.[/quote]
[quote]v.) That's the most difficult part I guess, the AI. I can only imagine that it's incredibly hard to code a AI especially with features such a smart target choosing (weak targets first, kite targets, stun people who try to stop you from killing them etc.) so basically, it's hard to say what's actually possible or not.[/quote]
[quote]vi.) Heavily, heavily decrease CC. Limit it to 1 single-target skill for Fighters / Rogues and 1 AoE +2-3 Single Target skills for mages. Battles aren't hard when you can basically stun the entire enemy team...[/quote]
[quote]vii.) Less healing spells, all of them only available for designated healers and at least +100% cooldown while increasing aggro (see above) to weaken spam healing and encourage effective healing.[/quote]
[quote]viii.) Drastically nerf mages, making them less of an allrounder class and more of a extremely fragile class with various specializations...with a lot less CC.[/quote]
[quote]ix.) Can't say much here as it's about balance alone and that's something nobody can truly master. Then again, instagib spells / skills (especially AoE!) can easily turn out to be cheap and in the end, it all boils down to playtesting and community feedback [smilie]http://social.bioware.com/images/forum/emoticons/happy.png[/smilie][/quote]
[quote]x.) Have more ambushes with enemies attacking from all sides, enemies at hard to reach positions, have a squad trying to fall in your back, etc., more variation would be awesome, just having them placed right in your face gets boring after a while and makes fights very easy (especially with stuff like open door => close door => Cast Tempest / Inferno).[/quote]
Phew[smilie]http://social.bioware.com/images/forum/emoticons/surprised.png[/smilie]
This is not meant to be a "LOL BIOWARE THAT'S HOW YOU CODE A GAME LOL NOOBZ" thread or reply, I am in no position to give any sort of order to anyone in the team and I am fully aware of the fact that Bioware DOES know how to balance stuff (Baldur's Gate series
rawr!), it's just one opinion from one guy who played Dragon Age and felt being massively unchallenged even on Nightmare.
As Chris already stated, there will never be a consensus on what "difficulty" really means yet I tried to give a short glimpse at why I think that Dragon Age was too easy and not challenging. It's one thing to say that the game was too say but it's something else when you tell people
why!
So, I guess most people did not read that monster of a post anyway, but thanks to all who did!
Best regards,
Fellower of Odin
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Modifié par FellowerOfOdin, 08 novembre 2010 - 11:02 .