Nighteye2 wrote...
Sir JK wrote...
Outdated visuals. The graphics are a bit on the old side. Okay for DAO, not for it's sequel
Use higher res textures, tesselation and other DX11 effects to make it look more real. The consoles haven't changed since DA:O, so the same old graphics will work for them.
Sir JK wrote...
Lack of a distinct art style. People see screenshots but don't know immediatly it's dragon age. SOmething needs to be done.
Just increase the number of screenshots with darkspawn - they're distinctive enough already.
Sir JK wrote...
Combat is sluggish, slow and crude.
Add a combat speed slider that increases the combat animation speed - that should satisfy both those who want it faster and those who enjoyed the combat speed of DA:O.
Sir JK wrote...
A lot of people didn't finish the game, due to length or uniformity
Make a shorter critical path for those who want to rush it, with lots of optional content for those who enjoy exploring and taking their time.
Sir JK wrote...
The controls for the console versions are far behind the PC version
It's a hardware limitation of the consoles, and can't be helped without harming the PC version. cRPGs just don't work well with console controls. Maybe team up with a hardware manufacturer to bring mouse and keyboard to the consoles?
Sir JK wrote...
Some people felt it was too easy, some too difficult
Provide a bigger spread between difficulty levels, added more monsters and perhaps giving monsters a bit higher hp on higher difficulty settings to keep more monsters alive longer.
It's not that hard, really, and can be done relatively cheaply - freeing up the devs to concentrate on content and an awesome story. 
You input regarding graphics are completely off, have you played many Bioware 3d rpg's? Their issues are basic, they are simply bad at graphics, and technology wont help them, in fact it tends to cripple them further because they become fixated with just the sort of things you mentioned rather than what really matters (creating an in all aspects immersive living breathing world).
A combat speed slider ruins immersion, the main issue with combat speed was the fact that you can't strike an enemy while moving or at anything but a very specific distance. For concoles the lack of a real pause button kinda sucked to though. Both theese issues will be fixed.
You idea regarding lenght is basically to make a sandbox game instead, which first of all: Is obviously not going to happen, and second: would be a bad idea even if development on Dragon Age 2 hadn't even begun yet. Looking at Dragon Age 2 with it's voiced protagonist and action packed combat I'm very much inclined to think that it will be more similar to ME2 in lenght than it's predecessor. Which unfortunately sucks for most fans. Kudos for not ranting about casuals or console kiddies and that their opinions ''shouldn't'' matter as if what a small group of hardcore fans deems ethically has any real effect on what more casual people want in a game.
The controls for consoles are only partly a hardware issue (if the lack of buttons on a controller can be called that). For example the lack of a genuine pause buttons on consoles (you have to hold down a button to pause because if you select click to pause then the game will unpause after every selected action losing you precious time unless you instantly reclick which is more frustrating than holding a button down in the first place anyway) is inexcusable and the result of sheer incompetence imo. As is the small number of hotkeys when the controllers do allow for at least twice the amount. The pausing issue will hopefully be fixed. As regards the hotkeys, I think not.
I think you onto something with the HP, despite the combat being pausable I think the issue for a lot of novices was that they died too quick; indeed incoming damage can sometimes be a little too uneven, especially on normal and easy. Another problem is that Bioware often tend to lead the player into a series of very easy fights only to suddenly have them encounter a very hard one. Theese two things seriously suck for those who are new to the genre and know not to expect them.
The issue with the higher difficulties is as usual that while enemies gain HP and DMG their AI remains pretty much the same (maybe there are differences, I didn't really feel them going from normal to nightmare though), this predictability in regards to enemy behaviour means that even on nightmare you rarely have to think twice about what to do, you just have to pull it off a bit tighter and if things start going bad you can resort to some cheap tactics to lure the enemy. Sadly you really do have to metagame or fail in order for the game to be challenging.
Modifié par Hollingdale, 10 novembre 2010 - 10:08 .