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Dragon Age II World Update: The Deep Roads


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#26
ladyofpayne

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The Deep Roads?! AGAIN?! I was so tired in DA from long and boring paths with so much monsters that my mouse tired as I am.

Modifié par ladyofpayne, 25 décembre 2010 - 06:24 .


#27
stwu

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rodgerage wrote...

I dont mind the deep roads just as long as there isnt anything where you go into the fade again seven playthroughs on DAO you knd of start hating it.



I couldn't agree more!

#28
Curll

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So the dwarven city ruins will be included, I hope there would be more traditional dwarven lore nad adventure! Cant' wait.

#29
PsychoBlonde

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zidercol wrote...

mmm...trying to sell one stuff for 2 times...


Heh, yeah, my first reaction on seeing it was "this is an update?"

I hope we have a bizarre reason for entering the Deep Roads this time (one that doesn't involve the Darkspawn except maybe as an obstacle).  Heck even "Kirkwall is about to sink into the ground and we need you to take this magic Concrete Generator deep underground and turn it on" would qualify.

#30
PsychoBlonde

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SnakeStrike8 wrote...

So I guess this confirms that the Deep Roads will at least have some part in the game.
Meaning the darkspawn will as well, because why else would some human wander around there if he's not already a nut job to begin with?
Meaning the Grey Wardens will too, because them and Darkspawn go hand in hand.
Anyone taking bets on the Architect's status?


I'm hoping there will be a hilarious anticlimax regarding darkspawn in the deep roads, along the lines of having this big buildup "we have to go down there, but it's full of Darkspawn OH NO" and everyone agreeing "OH NO" and saying "I CAN'T GO DOWN THERE I'M TOO PRETTY TO DIE!" and then you get there and it's EMPTY.  

Then the roof falls on you.  Something like that. 

#31
Kurzan

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Thank you so much for letting us dwarf maniacs go back to The Deep Roads!

Modifié par Kurzan, 27 décembre 2010 - 05:54 .


#32
Half_Moon

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The deep roads were quite a grind, especially the dead trenches where you had to trek through seemingly endless tunnels whilst listening to the ravings of a mad dwarf. It did have atmosphere though.



At least the Fade was an interesting puzzle of sorts, though it did feel grindy, especially when you're trying to pick up every stat boost.

#33
Johnny20

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It's the mystery of the Deep Roads that gets me. There are all sorts of strange things down there, lost things. Knowledge unknown even to Dwarves.



From Cadash to Amgarrak, the lore is amazing.

#34
Guest_simfamUP_*

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I have faith in Bioware, they WILL not make a other dungeon crawl, they will make something as awesome as the Underdark in BGII (you MUST re-create that story-line thingy again).

#35
Kurzan

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I genuinely cannot understand why people did not like the Deep Roads, in my opinion it was by far the best part of Dragon Age: Origins, along side all of the other awesome Dwarf stuff.

#36
SnigelKotten

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The only thing I thought was fun with deep roads was when I finally was through with that place and got back up on the surface. But as most people say it's alot more fun than the fade in the broken circle.



Am looking forward to those city envoirements that we see in the trailer tho :)

#37
SammyJB17

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In Origins, it was okay and the Broodmother battle was awesome. In Awakening, I actually liked it better. Except of course, for the "just pull the lever and they'll die" bit. So I'm excited for Round 3 in the Deep Roads!

#38
Guest_fibchopkin_*

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Kurzan wrote...

I genuinely cannot understand why people did not like the Deep Roads, in my opinion it was by far the best part of Dragon Age: Origins...


This.

I'm a total cliche of a hum/nob fangirl, but the deep roads gave me a more visceral reaction than any other environment in the game.  I mean- all the history and forgotton lore combined with all sorts of known and unknown dangers, plus the knowledge that your pc is basically touring her own tomb- even if it was a bit of a dungeon crawl, it was a good one.

#39
Memeplex

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Hated the Deep and Boring Roads......zzzzzzz. The only thing making it worthwhile was that you had the wonderful Oghren in your party.

I agree that the Evil Fade was far worse.....if I never see another mousehole in my life.... Although, it was quite funny how the spirit form chappie would cast his forearm in front of his face and roll off, as if on wheels, kinda vampiric-like.

Modifié par Memeplex, 04 janvier 2011 - 02:29 .


#40
Sidney

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Kurzan wrote...

I genuinely cannot understand why people did not like the Deep Roads, in my opinion it was by far the best part of Dragon Age: Origins, along side all of the other awesome Dwarf stuff.


It was a grind, nothing more. If each area had been 1/2 as big it wouldn't have felt like such a chore. Couple raw length with the vendor trash style of looting and the need to return to unload and the fun evaporated quickly for me. There were some great moments in the Roads but they were buried underneath a lot of grindage.

#41
Face of Evil

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YES.



I love trekking through the Deep Roads.

#42
Lord_Saulot

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Kurzan wrote...

I genuinely cannot understand why people did not like the Deep Roads, in my opinion it was by far the best part of Dragon Age: Origins, along side all of the other awesome Dwarf stuff.


I don't get it either.  I see people complaining about "grinds," but dungeon crawls have always been part of this genre.  I think some people like these games only for the story, but are not too interested in the genre's gameplay aspects.  Which is fine, of course, but I hope Bioware will continue to include those aspects for those of us who appreciate them.  If anything, DAO suffered a little because most areas other than the Deep Roads were a little too short and straightforward.

#43
redzin

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ahuevocabron wrote...

Again??? Really??? I hope its not as long, tedious, and time consuming as Orzammar was. Then again, I'm not a fan of dwarves.


I wasn't too keen on it either, untill I got there. I'm not a dwarf-type either, but I really liked the deeproads. Especially when you got further away from Orzammar.

#44
Conor of the gray wardens

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I hope they make the deep roads a bit less dull, I didn't really enjoy it in DAO

#45
Micro_Chip

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I'm hoping that your decisions regarding the Architect at the end of DA:A will have some effect pn the Deeproads such as darkspawn numbers etc...

#46
Stevie 402

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Since he is the hero of Kirkwall, maybe at some point the citizens need to take refuge in the deep roads under Kirkwall or something. Kind of like the Glittering cave at Helms Deep in the Two Towers. Our hero needs to " secure" a section to act as a shelter for war weary citizens of Kirkwall, or to act as an Apostate Mage base of sorts or something.

#47
huwie

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For me the trouble with the Deep Roads was that you only need to go there to get the Grey Warden treaties rubber-stamped -- I find that it feels like a big, compulsory side quest. The same applies to the Nature of the Beast quest.



From a developer/project-management perspective I can see why it's done this way, but the parts of the game I enjoyed most were those that were truly part of the main plot through-line.


#48
Giga Drill BREAKER

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Wasn't a fan of the deep roads, but i'd take it any day over the fade i hated it, is the fade gonna be in 2 does anyone know?

#49
Furtled

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Thoroughly enjoyed the Deep Roads myself and it makes sense to go back timeline wise, especially if you make certain choices in Awakenings that mean the dwarves have probably expanded out and reclaimed more territory. But I could be biased due to loving the whole dwarf origins :)

#50
Toxic666TylerO

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I was just doing one last run through before dragon age 2 and just came out of the deep roads, and i'm pretty glad to be going back there. I loved all the lore hidden in there! I bet we'll be seeing our good friend the harvester in their! ;P