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Origins things you hope DA2 lacks


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#126
Emperor Mars

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The Deep Roads


Oh wait.<_<




Gathering quests. Go collect 12 scrolls of this guy, 15 of this poison and 10 dirty letters.

It as okay once or twice but there are just way to many in origins.

Modifié par Emperor Mars, 30 janvier 2011 - 05:07 .


#127
Guest_Puddi III_*

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Puzzles have a long tradition of working their way into games of every genre, a tradition I celebrate and encourage game developers to carry on.

#128
emile_the_devil

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filaminstrel wrote...

Puzzles have a long tradition of working their way into games of every genre, a tradition I celebrate and encourage game developers to carry on.


I love puzzles, and the different forms were pretty clever. I just hated that I'd have to go halfway through an area and then reach something I couldn't go past, have to go all the way back and then guess which area might have the power I needed.

#129
Harcken

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Boring enemies. Darkspawn, darkspawn, darkspawn, human, human, spider, spider, spider. The enemy variety was so boring, hope there are some cool new creatures.

#130
Guest_Puddi III_*

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Well don't blame puzzles for that then, just the tedious level design. :P Which I agree. Though you can get all three powers in any order, so you don't really have to guess. Just get all three and then go back through each level...

#131
NightmarezAbound

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Sandal... if I hear him say that word again, I am going to take a knife and jab it in my ears.

#132
Vearsin

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The random stat boosters in the fade, not that wasn't cool but it was annoying wandering around trying to find them all. also the sex scenes. they dont need to be graphic but i could do with more relaism and less generic undergarments.

#133
Redhawkdown

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The sex scenes were terrible i ussually just skip them.

#134
KBomb

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-Sustained abilities
-The monotony of the Fade
-The Monotony of the Deep Roads
-The ability to live without pimping out my boyfriend to a witchy woman.Posted Image

#135
Celtic Latino

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Over-reliance on certain party members. In Origins if you needed a lock picking rogue you had to take Leliana along, if you weren't a mage you practically needed Morrigan AND Wynne. That made characters like Sten, Oghren, Zevran more useless as the game went on. Basically make ALL party members useful from the start and either let the player allocate their starting stats OR make their stat point distrubition worthwhile. Alistair was a terrible tank that got constantly creamed until end game in Origins, for example. Shapeshifter, being a relatively useless specialization, Morrigan had one or two points in that meaning thats two less useful spells in the game. Either have a respec mod for party members or allow party members to be built accordingly. Meaning Fenris can be built as a tank, or Merrill as a healer, etc...



Also...mismatched family members (I know they are going to take care of that with the presets or what not)...it was very odd having a black/asian or even different hair colored character in Origins with family members that looked nothing like him or her. That's relatively minor but I would like to see my character HAVE a family instead of them just being placemats in the game.



Bad archery. Yes, Origins archery was pretty bad...please make it good and worthwhile in DA2 (hoping for archery finishers).



And finally...I'm going with everyone else on the overly elongated dungeons. While I do love the gameplay, I also love story and decisions. Dungeons can be long but not dragged out (Deep Roads).

#136
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...The weird underwear. *shudders*

#137
ninnisinni97

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The Fade, without a doubt the most boring part of Origins.

#138
xxSgt_Reed_24xx

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THE STUPID FADE QUESTS....



go here, find a form, go through a bajillion doors, find another form, take forever... etc. So annoying....



A CHARACTER THAT DOESN'T TALK.



really, does it not seem stupid to anyone else when your character just stands there being a mute, while everyone else talks and moves?

#139
Marco_Alberts

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Marathon dungeons inside marathon dungeons. I'm looking at you Deep Roads and Fade. I swear, the first time I played through the Deep Roads, I forgot I was supposed to be looking for Branka, because of all the damn boss encounters. By the time I killed the Brood Mother, I had nearly forgotten that the whole point of going down there was to find Branka...and then the quest kept going...



As for the Fade, well, if the design hadn't been so tedious I suppose the section might have been more enjoyable.



I'd also list Alistair here, though I suppose it will be a bit difficult for a corpse to make an appearance.

#140
ladydesire

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xxSgt_Reed_24xx wrote...


really, does it not seem stupid to anyone else when your character just stands there being a mute, while everyone else talks and moves?


For a lot of us, it's going to be annoying that our characters do talk, especially if what they say isn't what we expect (or want) them to say.

#141
xxSgt_Reed_24xx

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ladydesire wrote...

xxSgt_Reed_24xx wrote...


really, does it not seem stupid to anyone else when your character just stands there being a mute, while everyone else talks and moves?


For a lot of us, it's going to be annoying that our characters do talk, especially if what they say isn't what we expect (or want) them to say.


I, for one, prefer the way Mass Effect 1 and 2 handles dialogue... you choose what you want to your shepard to say and he/she says something to that effect. Sure it's not great all the time or what you want it to say (I'm looking at you shepard on horizon) ... but, to me, it's 100 times better than a character who stands there, never moves, hardly blinks, and never says a word. Talk about unbelievable .... that breaks the coveted "immersion" IMO.

#142
Killroyomega

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First, the Fade.

It was fun the first time, the gimmick was interesting. Every single other time it became a hassle to go through it collecting all of the stat upgrades. The companion nightmares were interesting, and if expanded could have made the entire section an amazing thing. You start in Weisshaupt as normal, breaking through your own. You then move on to Niall's nightmare, fighting your way towards him. He acts super-emo as always talking about how he is lost. Then you fight your way into your companions nightmares, STRAIGHT INTO THEM. A straight passage filled with whatever haunts their dreams. At the end of each you come to them and confront their darkest fears, saving them and gaining them to fight through the others. Finally you end at the Sloth demon and kill him. Then you exit the fade. That would have been an actually fun part that you would WANT to play through multiple times to see the other companion's dreams.

Second, condom mage hats.

Seriously, those are some ODD hats. Some of them even have teeth on them for some reason. If that was explained in lore, then that would be fine, but it isn't. Personally, I prefer the classic cowl style of hat with various style of ornamentation tacked on. That's more of an art choice, however, and depends on the overall style. I don't think it really fit too well, personally.

Third, the Deep Roads.

Now, I get that they go on nearly endlessly across almost all of Thedas, but we DO NOT NEED TO WALK ACROSS IT. We get how big it is. The huge map areas did not do the game justice, especially since the darkspawn horde was incredibly lacking. Even when you came across a battalion of the Legion of the Dead at the bridge, it was a hilariously small horde in front of you. When you have mages capable of setting a giant area on fire with their mind, you NEED to utilize at least a few huge battles. Even if most of the enemies are incredibly weak and go down with a single hit, that works. The sheer numbers would give it that epic feeling, as if you are actually in a war.

Also a problem with the Deep Roads was the monotonousness of it. You ran around an environment of endless stone roads and open caves. There was no point in going through most of these caves, they were unrelated to your mission and it seemed that you were basically just wandering aimlessly until you came across something of interest. What would have made it much more enjoyable is to create multiple smaller maps with just a few important things there, that you can easily traverse through. Each would be connected by the 'map' system that was implemented, but there would be more exits and entrances so as to create an actual 'road' system.

Finally, we have the huge amount of most useless low level loot.

It didn't make ANY sense to have this, not from a gameplay perspective or a lore perspective. The level two daggers and level three armor clogged your inventory, and had no place in being where it was. Take for example the Ancient Ruins in the Breccilian Forest. Why was there common iron instruments there? That is an ancient ruin filled with werewolves, it should have epic armor and magical equipment. The closest thing it had to that was the Juggernaut armor, which was good, and the Ancient Elven Armor, which was implemented terribly and glitched. Also, why would the Ruins in the Dalish origin have such low level things? I get that it is the beginning of the game, but it is a ruin that humans, elves, and dwarves haven't set foot in for hundreds of years.

Sandal was awesome, however. DA2 needs more Sandal.

Modifié par Killroyomega, 30 janvier 2011 - 06:47 .


#143
Melness

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Am I the only one who liked BOTH fade sequences?



:(

#144
xxSgt_Reed_24xx

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Melness wrote...

Am I the only one who liked BOTH fade sequences?

:(


The fade in the mage origin was rather fun ... if short.

However, the one in the tower... not at all.

#145
Voidlight

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Over-reliance on potions and other consumables.

#146
Noilly Prat

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Killroyomega wrote...


Second, condom mage hats.


Ah, yes, absolutely.  I had nearly forgotten.   I always just opted out of the benefits granted by hats for my mages, because they looked so ridiculous.

Also, regarding feminine ape-walking vs. hip swinging: Lionhead similarly overcompensated in this category when moving from Fable II to Fable III.  I hope BioWare doesn't fall into this trap with DAII.

#147
Razored1313

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If we go back to the fade, I Want a more believable dream world, like if your at home with your family, your home LOOKS like your home, not the generic fade background(until you discover your in the fade of course)

#148
Sylvius the Mad

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Ninotchka wrote...

Perhaps, but often (especially in Redcliffe Castle and in the ruins of the Lair of the Werewolves) when I'm playing my melee character and one of the other companions just stands there, stuck, blocking all access to the mobs, or becomes stuck behind an open door :o:pinched: and when the get stuck they freeze up and do nada, nothing, nix....healz plz Wynne?!

If you want your characters to do something in particular, control them yourself.

#149
DamnThoseDisplayNames

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TAB EVERYTHING quests
Bring 10 something quests
Tell, not show aka present game setting by two thousand seventy two codex entries sorted into little numbered slots
Tier 6 and 7 items avaible from DLCs
Tires 6 and 7 items avaible from merchants
Сrude APPROVE/DISSAPROVE system where you can measure your realtionships by looking into numbers that are supposed to be within the game
List-like inventory obstruct with items you will never ever use
Squeezed Orange NPC and party member syndrome - when they are 100% loyal (or their quests are all done) and will never have to say anything after or play any role in the plot
Worthless loot
Drinking potions like I drink vodka

Modifié par DamnThoseDisplayNames, 30 janvier 2011 - 11:37 .


#150
blothulfur

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I quite liked the long slog through the deep roads, felt like a real expedition into the dark heart of the dwarven tragedy though I will admit there were points that I could see needed improving such as the fact that you were never forced to run from the darkspawn hordes or fight a real hard pitched battle at some point where everything depends on holding some gate or strategic point.

But the broodmother ending made up for any wrong doing anyway, a real stay with you moment that brought home the true horror of the darkspawn and the blight.