- Mobs magically appearing around you as though they have been beamed in Star Trek style by Scotty. This is a cheap and cheerless way to implement an ambush. At least design the area so that there are logical places for them to come out of hiding from, such as a high ledge, cracks or holes in walls etc and have them be seen to emerge from there.
- Somewhat of a subjective thing but does anyone think the dwarves in this game look AND sound rather uninspired? Quite how you can go from a superbly inspired and gravvely-voiced dwarven character vision such as Khelgar in NWN2 to those seen in this game is beyond me

The "I'm Not a Fan of..." thread
#1
Posté 14 novembre 2009 - 01:18
#2
Posté 14 novembre 2009 - 01:20
A big thing I am not a fan of is the forums in general, but thats personal preference ;-) (the group discussion boards are a different matter - more signal, less noise)
#3
Posté 14 novembre 2009 - 01:20
#4
Posté 14 novembre 2009 - 01:25
carlosjuero wrote...
I agree about the ambushes, I would love it if they actually came running out of somewhere :/. Another thing that can be irritating (but overcome-able) is the huge zerg masses of critters (take wolves for example) that just stream at you.
A big thing I am not a fan of is the forums in general, but thats personal preference ;-) (the group discussion boards are a different matter - more signal, less noise)
Although I do like the odd mass attack, which lets your Mage and their AOE (Are of Effect) spells come into their own, I do agree it can get a little too frequent.
#5
Posté 14 novembre 2009 - 01:25
On the dwarfs, well, dwarfs in Fereldin aren't the same thing as dwarfs in the Forgotten Realms, for many reasons.
#6
Posté 14 novembre 2009 - 01:27
#7
Posté 14 novembre 2009 - 01:27
#8
Posté 14 novembre 2009 - 01:28
Meshuganah wrote...
I'm not a fan of the gazillion different random junk loot that is spewed all over the place and fills up your inventory, and how this is all that compromises dropped loot and loot from chests. Its very Oblivion-esque.
You know, I've only just noticed this exact same thing about 10 minutes ago. The loot drops are somewhat uninspired. Game developers whose titles have a loot system should take tips from Blizzard and their games on how to make looting less dull
Modifié par darrenecm, 14 novembre 2009 - 01:28 .
#9
Posté 14 novembre 2009 - 01:29
#10
Posté 14 novembre 2009 - 01:33
outlaworacle wrote...
It does actually mention in the game that Darkspawn are known for popping out of the ground from basically nowhere. It's a conversation in the Kocari Wilds, OH MY GOD THIS ISN'T THE SPOILER FORUM WHAT HAVE I DONE I JUST RUINED THE WHOLE EFFING GAME FOR A MILLION PEOPLE GOD I AM SUCH A HUGE, HUGE DICK.
True but the mob ambush that prompted my thread consisted of small dragonlings. Besides, it would have been good attention to detail to have any mobs that attack from underground have an animation that shows them emerging from there. Blizzard's WoW expansion, Wrath of the Lich King, did this rather well with the Death Knight's pet Ghoul being summoned from the ground when cast.
#11
Posté 14 novembre 2009 - 01:35
carlosjuero wrote...
Darkspawn popping out of the ground I expect (I remember the conversation), but random peasants and critters? Not so much. Not a game breaker at all though. (I know in the NWN toolset you could preclude the 'pop in' by setting the spawn point in a non LoS location, thats mainly what I would love to see more of but not enough to make me get all crazy)
Spawning out of line of sight would be a good compromise. Far better than seeing creatures magically transport in from the Enterprise a a couple of feet from you
#12
Posté 14 novembre 2009 - 01:35
Circe The Sorceress wrote...
If the dwarfs had a more dwarfish voice I would have probably felt more connected with them. I am doing the dwarf part now as I saved it for last. and its hard for me not to go to sleep. It is very boring. I've read the golum city is fun but all the questing and talking to all the americanized dwarfs to get to that point is pretty lame. This is my only complaint.
I find this odd. Not sure what a dwarvish voice is, because I don't think I've ever actually spoken with a fantasy dwarf. What are the fictional characters supposed to sound like? I personally find it rather refreshing that the dwarves here are a different take from the preconcieved notion of how the these imaginary people are "supposed" to speak. I don't think everything should be a copy of what someone has done before.
As far as annoyances I suppose, I hate defeating a boss-type with a massive axe and wicked looking armour to find out he apparantly was only carrying around a chunk of quartz in his pocket. Same with so many of the locked chests...sometimes useful stuff in them, but usually it's junk. Of course, junk=money, so I suppose it's not entirely useless.
Modifié par DJoker35, 14 novembre 2009 - 01:39 .
#13
Posté 14 novembre 2009 - 01:38
#14
Posté 14 novembre 2009 - 01:39
- When you alt-tab out of the game either manually, or by the game taking you out to view your Online Profile, please don't have Dragon Age continuing to guzzle up CPU time in the background. It makes other Windows apps like your browser slow to a crawl. There's no need for the game to be running at top speed when it's minimised and not in view so throttle back the CPU useage.
Modifié par darrenecm, 14 novembre 2009 - 01:39 .
#15
Posté 14 novembre 2009 - 01:43
Circe The Sorceress wrote...
...
As far as annoyances I suppose, I hate defeating a boss-type with a massive axe and wicked looking armour to find out he apparantly was only carrying around a chunk of quartz in his pocket. Same with so many of the locked chests...sometimes useful stuff in them, but usually it's junk. Of course, junk=money, so I suppose it's not entirely useless.
How did I miss that one? You're absoluetly right. Attention to detail not applied on that too. Maybe at least have their weapons and armor on their bodies but damaged to the point of being junk to sell? But then again we'd probably all start complaning about lack of inventory space
Modifié par darrenecm, 14 novembre 2009 - 02:16 .
#16
Posté 14 novembre 2009 - 01:46
I would prefer most battles be 4 on 1 , 1 especially strong creature/person but still 4 on 1
Would make for less getting killed thats for sure
#17
Posté 14 novembre 2009 - 01:51
DJoker35 wrote...
Circe The Sorceress wrote...
If the dwarfs had a more dwarfish voice I would have probably felt more connected with them. I am doing the dwarf part now as I saved it for last. and its hard for me not to go to sleep. It is very boring. I've read the golum city is fun but all the questing and talking to all the americanized dwarfs to get to that point is pretty lame. This is my only complaint.
I find this odd. Not sure what a dwarvish voice is, because I don't think I've ever actually spoken with a fantasy dwarf. What are the fictional characters supposed to sound like? I personally find it rather refreshing that the dwarves here are a different take from the preconcieved notion of how the these imaginary people are "supposed" to speak. I don't think everything should be a copy of what someone has done before.
As far as annoyances I suppose, I hate defeating a boss-type with a massive axe and wicked looking armour to find out he apparantly was only carrying around a chunk of quartz in his pocket. Same with so many of the locked chests...sometimes useful stuff in them, but usually it's junk. Of course, junk=money, so I suppose it's not entirely useless.
You have a point in it possibly being a little cliche to have dwarves having similar visual look and manner of speech from other sourcfes such as films, but it's become ingrained into the psyche of fantasy for them to have this certain look and mannerism, it adds to the otherworldy character viewpoint you have of them. As it stands, dwarves in this game look more like overweight Hobbits and sound like everyday characters from real life. So if the devs were going for a refreshing change they missed the mark entirely
#18
Posté 14 novembre 2009 - 01:53
No accounting for taste, though.
#19
Posté 14 novembre 2009 - 01:58
The fact that Party interactions can repeat. As far as I'm concerned if "member A" has already initiated "interaction X" with "member B" already in the game at some point, then "interaction X" should never be repeated. Silence is better. - the interactions I'm talking about here are the background conversations between your party members, while you're walking around.
The fact that in some conversations you can mis-read or mis-interperate the meaning of one of your dialog options & it will completely spin out of line with what you meant without being able to do some conversational back tracking, you're just left with re-loading. There were many times where I thought to myself, "That's not what I meant by that at all". In some dialogs you can recover from those slips - many you can't.
Those are my main gripes / things I'm not a fan of. I absolutely love the game though.
Modifié par Seahorses_4ever, 14 novembre 2009 - 01:59 .
#20
Posté 14 novembre 2009 - 01:59
Although cutscene ambushes suck too, since they tend to put all your chars together, despite warping into the zone, and seeing all these non-hostile, Shady Thugs, standing around a guy that you know ripped some people off, so you know it's going to go badly, and set up your anti-ambush ambush, only to have a cutscene put all your chars in the fireball.
#21
Posté 14 novembre 2009 - 02:06
Tonya777 wrote...
I'm not a fan of 99% of all battles being 10+ on 4 or (In the fade) 5 on 1
I would prefer most battles be 4 on 1 , 1 especially strong creature/person but still 4 on 1
Would make for less getting killed thats for sure
I had that problem early on until I started making more use of my caster's Area of Effect and 'cone zone' spells. I suspect it's an intentional effort to introduce the mechanic of 'Crowd Control', also allowing spellcasters with area of effect spells to come into their own.
I especially enjoy Morrigan's 'Cone of Cold', which I frequently follow up with powerful blows that shatter them while leaving others immbile so I can focus on those that are still moving. I guess that's why Spell Combinations are in the Codex. That said it can get a little tiresome to have encounters like this one after the other. I guess the pacing needs to be imrpoved so that you have a mixture of mass mob attacks with ones of fewer opponent.
As I've said in other conversations with friends and my time writing reviews for magazines concerning games. Gameplay mechanics should "always be a challenge, not a chore"
#22
Posté 14 novembre 2009 - 02:14
robertthebard wrote...
The forums.
Although cutscene ambushes suck too, since they tend to put all your chars together, despite warping into the zone, and seeing all these non-hostile, Shady Thugs, standing around a guy that you know ripped some people off, so you know it's going to go badly, and set up your anti-ambush ambush, only to have a cutscene put all your chars in the fireball.
That raises the same issue that used to bug me to hell in Neverwinter Nights. After cut scenes, as you have mentioned, your main character is often the one at the front when the scene ends and combat has started. More often than not this means your main is one of the first to be attacked and if you are a cloth-wearing caster, this can get really annoying.
That said, this problem is nowhere near as annoying as it was in Neverwinter Nights. I do believe most mobs in DA:O will automatically target the most heavily armed of your group first and I've also found that Alastair's 'Threaten' ability generally pulls my casters' butts out of the fire more often than not
I think there are other character abilities similar to 'Threaten' that serve to help draw attackers off your weaker party members too, so make sure you use those too.
Modifié par darrenecm, 14 novembre 2009 - 02:14 .
#23
Posté 14 novembre 2009 - 02:27
Some fights have been lenghty and parts of, e.g. the deep roads would've been better with a little less and more varied encounters. I've found the deep... whatever that vernim was called... simply annoying.
Leliana, an otherwise absolutely adorable character, almost ruined all her credibility with one performance... a matter of taste, maybe, it made me cringe and cower in pain.
Oh, and animals dropping chainmails or weapons is totally wrong.
Other than that, wonderful game.
Modifié par casadechrisso, 14 novembre 2009 - 02:31 .
#24
Posté 14 novembre 2009 - 02:33
darrenecm wrote...
robertthebard wrote...
The forums.
Although cutscene ambushes suck too, since they tend to put all your chars together, despite warping into the zone, and seeing all these non-hostile, Shady Thugs, standing around a guy that you know ripped some people off, so you know it's going to go badly, and set up your anti-ambush ambush, only to have a cutscene put all your chars in the fireball.
That raises the same issue that used to bug me to hell in Neverwinter Nights. After cut scenes, as you have mentioned, your main character is often the one at the front when the scene ends and combat has started. More often than not this means your main is one of the first to be attacked and if you are a cloth-wearing caster, this can get really annoying.
That said, this problem is nowhere near as annoying as it was in Neverwinter Nights. I do believe most mobs in DA:O will automatically target the most heavily armed of your group first and I've also found that Alastair's 'Threaten' ability generally pulls my casters' butts out of the fire more often than not![]()
I think there are other character abilities similar to 'Threaten' that serve to help draw attackers off your weaker party members too, so make sure you use those too.
Yeah, that fireball throwing mage might throw that fireball at Alistar, but when I have him set in one place before the cutscene, and he's standing right in the middle of the squishies after, all the work beforehand to attempt to prevent being nuked was kinda wasted.
The script call for a cutscene should get the char that entered the trigger, not get the party.
#25
Posté 14 novembre 2009 - 02:41





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