Origins things you hope DA2 lacks
#151
Posté 31 janvier 2011 - 12:07
gathering x of pointless thingy quests.
manuscripts, vellums, and private documents.
And the mage tower fade. Awakening fade was fine because there was an actual story and characters within the fade.
Ridiculous hats.
#152
Posté 31 janvier 2011 - 12:14
Edit to point out that this means I would rather not have a dragged-out series of slogging like the Deep Roads in DA2. My first trip through the Fade was awful because I went the wrong direction. I ended up going around three times in total to get all of the doors and stat boosts. Once I figured out what I'd done wrong it went much faster and became a lot more fun (except those rooms with the mages that slaughter you in .3 seconds if you enter the room wrong).
Modifié par legbamel, 31 janvier 2011 - 12:17 .
#153
Posté 31 janvier 2011 - 12:43
Fadook wrote...
Constitution being so useless.
This. When I first played, I gave like all of my skill points to willpower and constituion and died in practically every fight I had: and I was playing on easy.
#154
Posté 31 janvier 2011 - 12:48
Wikal wrote...
creepy sex sequences.
gathering x of pointless thingy quests.
manuscripts, vellums, and private documents.
And the mage tower fade. Awakening fade was fine because there was an actual story and characters within the fade.
Ridiculous hats.
I won't miss any of these elements.
#155
Posté 31 janvier 2011 - 12:51
Celtic Latino wrote...
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...
It's my understanding that the companions will be blank slats with the exception of their unique skill trees; personally I would rather they had kept the DAO system that most everyone seems to hate.
#156
Posté 31 janvier 2011 - 12:54
Also the Whedon-isms. Those work when the setting is a modern culture inured to various tropes and concepts, with characters who would be aware of and plausibly play to them. In DA:O like 30% of Alistair's dialogue was just retarded.
#157
Posté 31 janvier 2011 - 12:56
And get rid of the underwear sex.
Modifié par slimgrin, 31 janvier 2011 - 12:56 .
#158
Posté 31 janvier 2011 - 12:59
#159
Posté 31 janvier 2011 - 01:04
- Less or same amount of Revenants (touch philactory = Monster appears)
- Less or same Random Encounters (found it annoying that there was only one random encounter per travel an mostly only happened when on LONG travels)
- Less or same amount of monsters in general (in DAO's first war scene, there was WAY MORE darkspawn than the player actually fought & killed)
- Lack of Defensive Combat (DAO's one minor flaw was that NO ONE blocked or parried an attack, everything & everyone automatically hit. There Should be "Miss", "Quick Sidestep/Dodge", "Block (why do we have shields?)", and "Parry/Deflect" in DA2)
- Less or Same amount of freedom as in DAO (I was sad that I could not just simply attack someone like in Bioware's previous games like Icewind Dale & Baldur's Gate, but instead I had to wait for them to attack me, unless they are hostile towards me)
- Lack of Player Character Voice & Voice Options (Mass Effect 1 & 2 has Sheppard with voices, why not DA? And since we can edit our character's looks & whatever, it would be awesome if we could pick the voice actor for our character in DA2 and actually talk instead of being a silent character that only talks when a fight erupts)
Yeah I know, I pulled a reverse on the subject, but if anything that I hope it actually lacks is EASY character recruitment like "Wow you are a good fighter, I'm gonna join you, risk my life for you, no questions asked, even though I don't have any clue of what your actual intentions are, hell I don't even know you, but I trust you. I wanna join you, can I?" That is the only thing I didn't like about DAO.
#160
Posté 31 janvier 2011 - 01:04
KBomb wrote...
-The ability to live without pimping out my boyfriend to a witchy woman.
Can I have an amen? Lol I am pretty sure 90% of female players agree with this
#161
Posté 31 janvier 2011 - 01:09
#162
Posté 31 janvier 2011 - 02:02
Sandal - Let. It. Die.
Potions being largely useless. I play on Nightmare and end up with a massive surplus of consumables I almost never have occasion to use.
Perfect outcomes, i.e. Connor. There should be some kind of consequence for trying to save everyone all the time. Something should have gone wrong while the abomination was upstairs and you went off to the tower.
The Fade as it was done in Origins. Should have been more like it was in The Calling, more focus on the companions with fully depicted settings for the dreams.
#163
Posté 31 janvier 2011 - 02:28
AMEN!Thief-of-Hearts wrote...
KBomb wrote...
-The ability to live without pimping out my boyfriend to a witchy woman.
Can I have an amen? Lol I am pretty sure 90% of female players agree with this
I don't want an ending that requires painful compromise. I understand if some people like that stuff. I don't. I'd like to save the day AND get the boy (or girl, depending on your gender and preference), and not have to unleash a demon child onto the world in order to do it. Is that too much to ask?
One thing I don't want to see is another broodmother. I'm okay with occasional dark elements, but I'm not big on the horror genre and that skewed a little too close to it for me.
#164
Posté 31 janvier 2011 - 02:45
#165
Posté 31 janvier 2011 - 02:59
#166
Posté 31 janvier 2011 - 03:13
#167
Posté 31 janvier 2011 - 03:18
saj791 wrote...
inability to end romances
it is possible to end romances
#168
Posté 31 janvier 2011 - 03:33
The Deep Roads before Bownammar is a prime example--it's just huge areas with hundreds of enemies whose soul existance is to just pad out the game.
Poorly designed combat.
Starting combat with your party surrounded by opponents who happen to have overwhelm, who simply target your mage over and over to kill them. And let's not forget the bandits who happily chained together scattershot to leave your bunched party stunned to the point where you have to reload because your party was eaten alive. I mean, sheesh, should've just marched those bandits out to off the Archdemon.
#169
Posté 31 janvier 2011 - 03:53
#170
Posté 31 janvier 2011 - 05:19
slimgrin wrote...
Hint: all they have to do is improve combat and the deeproads wont be pointless.
That would make them suck less, but if you don't like dungeon crawls, even if the combat system/encounter design is good you'd want them cut.
#171
Posté 31 janvier 2011 - 05:22





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