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Dragon Age 2 Demo feedback thread


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#5726
PureSlayer

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I tried playing as archer. Most boring...Abilities are put from DA:O to DA2 using copypaste. I know, there are similarities with other classes too but not so much as ranger.



But maybe archer will be better in the end? I didn't see any good sides while playing demo.

#5727
SeanAuditore

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1. I could not find the auto level up function (if it exists)



2. Two-handed should be slower / do more damage / more armor penetration



3. I noticed unlike the demonstration in the live demo with mike, the walking problem is still present. If you walk, your party members will not walk with you, instead they run after you and stop repeatedly.



4. Cooldown on mage spells (especially healing) are somewhat way too long, the auto-attack should be slowed and spell cooldowns reduced



5. Archers are much more useful, and that is a great improvement.



6. Graphics are much better and more distinctive art style.



7. UI was bad to me with undistinctive icons



8. Should allow players to view the Hit Points of enemies so that we can judge the effectiveness of an ability



In addition, I hope only one specialization is available for each character, having more than one just did not make sense as 'specialization' and also such as wynne being a spirit healer and blood mage at the same time




#5728
didymos1120

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Zepheera wrote...
I just don't really care for the wheel itself. I would rather have the wheel's options (even the little hints it gives) pop up like the responses in DA:O did with numbered options so that I can choose it with my number pad instead of having to use the mouse to continue the dialogue.

Please note, I am not saying I want Hawke's responses spelled out word for word what s/he's going to say. I like everything about the dialogue wheel EXCEPT the wheel itself.


Well, I have good news for you  then. The wheel is actually a stealth numbered list:

1 = Upper Right  
2 = Middle Right (this includes "Return") 
3 = Lower Right
4 = Upper Left
5 = Middle Left (this includes "Investigate")
6 = Lower Left

Bad news: not sure how to get it working with the number pad.

Modifié par didymos1120, 25 février 2011 - 08:24 .


#5729
didymos1120

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r2dr wrote...

didymos1120 wrote...

And people did ridiculous things in "regular" combat all the time.  Like rogues being able to turn into smoke right in front of the enemy whaling on them, at which point said enemy suddenly finds something else to do.  Or tossing a tiny flask which can wreck squads of enemies entire.  How 'bout all the crazy leaping finishers?  How realistic were those?  Or completely "regular" arrows that somehow pin fully armored opponents in place for prolonged periods of time?  Etc., etc., etc., ad nauseum.


These were all within what's reasonable. Slightly unrealistic, yes, but not like causing 15 enemies to explode with a single sword-slash, or jumping several meters across the room at an enemy, or swinging a 20 kg sword like it was made of styrofoam.


In what universe are any of those things I listed within reason?  There's no "slightly" about them.  They're just plain not realistic.  Now if you'll excuse me, I must go summon a forest/plains-dwelling blight wolf out of nowhere while wandering the Deep Roads....

Modifié par didymos1120, 25 février 2011 - 08:37 .


#5730
NeoXterra

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kublakhan42 wrote...

I was staying away from DA2 coverage because I was afraid of the direction the game was going in. Unfortuntately, the demo has confirmed all my fears. Bioware used to be a producer of quality RPGs. But this game clearly is a mixture of an action game with some sort of interactive fiction, where both parts are designed BADLY.

Combat in the demo is so mindless that I couldn't even finish the thing. Click on a target to attack, spam some abilities if you like. The style is completely over-the-top: exploding enemies, a backstab ability that makes you disappear and pop up behind your target. Paradoxically, this 'fast-paced' and 'furious' combat style is implemented in such a fashion that taking down a single low-level enemy takes ages, i.e. your attacks do much too little damage in comparison to the average enemy's health, dragging out fights interminably. (The ogre was even worse. After my party and all other enemies had gone down, I spent a minute watching my character and the ogre slug it out.)

The cutscenes were uninspired, badly acted, and even (astonishingly for Bioware) badly written. The dialogue choice wheel just doesn't work for me. You can alternate between paragon and madman like a schizophreniac, without notable consequences.

So, judging from the demo, the game will be an alternating sequence of 'fast-paced' fighting in corridors and watching cut scenes advancing some supposedly 'epic' plot, with 'fast-paced' and 'epic' apparently being euphemisms for 'over-the-top in style and mindless in execution' and 'badly written and acted as well as horribly clichéd', respectively.

For most of your concerns/complaints, feel free to read the article about this game compared to Mass Effect. It goes into detail about one person's opinion about the pros and cons between the two games:

http://www.ripten.co...fect”-assuaged/

Did you read it? If not, here's a simpler version specific about the whole "Paragon/Renegade" confusion:

RipTen Video Game Blog wrote...


My absolute favorite theme within Dragon Age has always been the fact that there is no black or white. Every experience you have is morally gray. The reactions to your actions aren’t graded with positive or negative points towards your outstanding karma, they merely affect how your allies and various NPCs view you. They judge you; just like you might judge other people in everyday life for the things they do or say.

Ever since we’d seen trailers depicting three statements with large dialogue icons beside them, and were told it was being overhauled for “simplicity’s sake,” I had been slightly panicked over the change, worried it was becoming too much like Mass Effect’s paragon, renegade and neutral dialogue gameplay.

Well, for one, the options are now indeed shorter and simplified, whereas your character now (thankfully) has a spoken voice, and expands on the option you select.  Secondly, the dialogue tree may look  stylized like its futuristic sister, but the icons represent the tone in which your character speaks them. No paragon. No renegade.

For example, an olive branch represents that your character will speak in peace, whereas the drama mask signifies your character will respond with a sarcastic or lighthearted tone.
There will be around ten to fifteen different icons from what I was told by the BioWare rep who I played with.

Yes, Dragon Age II's Demo wasn't perfect, but it was in fact a Demo. A small glimpse into the game's potential. You can't judge a game by the Demo's code. Because they're written differently, and the story flows differently. As for the combat, many people before pointed out how this was mainly a combat example for the game's engine. Hack&Slash. Hack&Slash. That's how you test the physics of the fighting in-game. If it were a dialog demo we'd suffer an agonizing hour of trying different conversation options without any game-play to enjoy. Would that make it a bad game? No. Just a bad demo, which this was, and thankfully (hopefully) the game won't be.

I'm sick of people saying "all my worst fears are realized". Certainly, I wasn't pleased with many things in the Demo, but I guess as an optimist I was able to at least appreciate the fact that the full game will be much better.

So before complaining about how "everything I loved is ruined"...step back, and take a glance at this game with fresh eyes. Enjoy the game for the concept behind it, not the small example the Demo offered us. You say you stayed away from "DA2 coverage". Next time, don't. You would be surprised about all the GOOD things you'd learn about this game that the Demo simply can NOT show us with all it's simplicity and basic coverage of game-play mechanics. There is a lot to love about this game...granted, if you look for it hard enough first.

Modifié par NeoXterra, 25 février 2011 - 08:38 .


#5731
The_11thDoctor

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hakwea wrote...

deathhawk2 wrote...
Its not actually poor business, if they wanted to make a demo using the final build, we wouldn't actually of had anything to play prior to release in that case. The demo was probably also made on the last build they had prior to the finalized build for release.


If they don't have the game in a final build by now, then they aren't doing it right. March 8th is about a week and a half away. They don't just make and ship copies around the world in a matter of hours. Your logic also isn't sound, why couldn't we have played the prologue with a release version? It would have just required them to create a off of that build instead of a different one. I can't imagine the demo released 2 weeks before the actual game would have taken that long to do. The final version should have been done way before now with only "bug fixing" being done.


You're not a game designer so you wouldnt understand. There is a lot of work that goes into making a demo. The real full game expects certain perameters to be met everytime the game is built and tested and looks for certain files to be in their place to work without crashing. You have to lock off files, abilities, items, characters, every object that wont be in the world and areas and tell the game to continue to certain events that werent originally there etc. Everytime they make or change something to make only part of the game, something can poteintially go wrong. You have to decide what it is you want the player to be able to access, what the game engine should and shouldnt let you do and what it should and shouldn't look for when the engine boots up. After you get the game to a certain point, you decide if it's in a state that people could play it and test the crap out of it. Once you find all potintial game breaking bugs you finalize that build. It takes a lot of testing to get to a point users get it and they have to test it on multiple machines and their environments whether PC, Mac, PS3, 360 and make sure it runs on all versions of their OS with or without updates to all those systems. It takes time. Then let's say they get the game in the shape of sellable/perfect. They have to make sure the entire game never crashes and no bugs are in that or no game breaking bugs. There will always be bugs cause games are huge and there are million of senerios that can cause a bug and can't humanly be tested by a small group who's part of the team that dev the game. So it's in perfect shape and then instead of making sure you definately got no critical bugs or bugs that can be fixed that are minor and ensuring quality, you decide to make another build for the demo just to satisfy a few people? The demo is to get a gist of what's doing in the game and NEVER a final representation of the game. I can assure you, they know what they are doing. This is just the light version of what they have to do without all the decisions and meeting on what goes in etc and without all the technical details.

Between demo and no demo, I choose Bioware's decision. Demo. So what it's not the final build? They're taking their time to give us quality and add all they can before release. Game disk actually get pressed very late/ close to release time. They have places dedicated to spitting out a crapload of disk in a short amount of time. You'd be suprised when some games go gold.

Modifié par aang001, 25 février 2011 - 08:41 .


#5732
RhinoCSS

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 Just played the demo for PC. And I am preparing to be dissapointed, but trying to stay optimistic about it. Here are my thoughts, positive and negative

The Good

-Graphical improvments are nice. The textures seemed a little "bland" at times but I am sure that is just in the demo (or at least I'm hopeing).
-The lip syncing seems to be ALOT better than Origins
-The leveling system is awesome

The Bad

-The combat system. I feel Bioware made WAY TOO MANY changes to apeal to console gamers. I thoroughly enjoyed the combat system in Origins. You actually had to use tactics and plan out your strategies. In the demo I don't think I paused once, or even (since I played as a Rogue male) moved into backstab position. STICK TO YOUR ROOTS BIOWARE! PC GAMEING ISN'T DEAD YET!
-Too many changes. I mean, seriously? Look at flemmeth. If this demo is taking place during the same time as when we were in Lothering in Origins, why does flemeth look completely different, the changes to Flemmeth kind of ruined her character. Oh, and why is lothering a complete wasteland when in Origins it was vast and lively?
-Last but not least ( this is more of a warning, and pre-complaint ), I HOPE TO GOD YOU DO SOMETHING COOL AND INTERESTING WITH MORRIGAN, AND NOT RUIN HER CHARACTER LIKE FLEMMETH. Morrigan is part of what made Origins awesome. 

As you can see, so far I am kind of dissapointed. So far is feels like a totally different game. Not the Dragon Age ( my favorite RPG to date) I love.

#5733
The_11thDoctor

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Mongerty2 wrote...

Gimme H wrote...

right now bioware are getting paid,
they are happy and rich and succesful,
stop defending them for christsake,
they sucked EA dick,
there's no debate to be had,
i don't blame them for it,
but i do think it's sad that some of you think this game is their vision,
and that some of you even think that EA is not a factor at all,
hollywood movies are governed by producers, pretty much exclusively,
why would games now be any different?

Had it ever occured to you that people here actually like the new Dragon Age more? That maybe they are not protecting Bioware, but they are in fact genuinely impressed by the demo?

Christ, the DA forums are turning into the Mass Effect forums..



I know several people that are satified with the demo and plan to get
the game, but they are too lazy to get on the forums, make a account and
give their feed back. Some people even think it's beneath them to do
so, but they expect Bioware to turn out perfect games each game without
their feedback. It's idiotic, but that's people for you.

Modifié par aang001, 25 février 2011 - 08:49 .


#5734
Brimleydower

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DarkShamrock27 wrote...

Zu Long wrote...

DJBare wrote...

Zu Long wrote...

A FANTASY game that does not strictly adhere to what is possible in the real world? It's madness, madness I say!

I think the point is, that while a game can embelish on the real world(there is always some suspension of disbelief required), taking something like a 2h and making it look and feel like a feather surpasses suspension of belief, a 2h power is in it's weight.


I just think it's humorous to see people complaining about how much a sword appears to weigh, while in the next breath talking about people hurling fireballs at dragons like THOSE things are perfectly reasonable. It's a fantasy game. What does making the sword have a realistic swing speed really achieve, besides just arbitrarily slowing down combat? Is that really all it takes to make a game feel grittily realistic for you? Because I have to say, of all the things I remember liking about Dragon Age, it's "realism" never occured to me as a selling point.



I guess theyve forgotten about jumping 15 feet up in the air landing on a "dragon" cradle it and stab it in the back of the head all while wearing armor and keeping balance as the "dragon" tosses its head about in origins.

its a demo so im not going to complain until ive played the actual game


I think the problem for most people stems from the divide between what kind of genre they're playing and what kind of combat techniques are being unleashed.  Ninja flips and feather weight "Buster swords" aren't typically included in these types of high fantasy games.

#5735
The_11thDoctor

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Sferzar wrote...

- The menu. It looks too sterile for a fantasy game. It might work for a sci-fi game but not for a "dark fantasy" game. It just looks rushed.


I was thinking that too. Not that it was rushed, but it didnt fit DA at all. I thought that menu looked like it was for the Flash game on facebook or something. I expected the menus to look aged and made of woods and metals like they were crafted and forged. It works dont get me wrong. It does it's funtion, but I wander about the design choice.

#5736
RhinoCSS

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aang001 wrote...

Sferzar wrote...

- The menu. It looks too sterile for a fantasy game. It might work for a sci-fi game but not for a "dark fantasy" game. It just looks rushed.


I was thinking that too. Not that it was rushed, but it didnt fit DA at all. I thought that menu looked like it was for the Flash game on facebook or something. I expected the menus to look aged and made of woods and metals like they were crafted and forged. It works dont get me wrong. It does it's funtion, but I wander about the design choice.


I'm pretty that was only for the demo. 

#5737
Timon44

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Very pleased with the overall experience... but WHY don't bows have strings?

#5738
DonniexxDarko

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For the 'tapping' combat system - to be honest I wish it was in the options to turn it off or on (off being the old auto-attack), I felt it was slightly distracting me from actually pressing my ability buttons.

I suspect I'll become very bored and annoyed with the 'tap tap tap tap tap tap tap tap tap' of it all in the full game.

Other than that the combat is more fluid and overall better, especially for rogues and warriors.

Some of the mages spells are pathetically less detailed than they were in origins (like crushing prison) - in origins the problem was they seemed to focus more on mages than any other class, now it seems to be the other way around - they have focused so much on improving the melee and perhaps forgotten the mage along the way.

But I could be wrong, this is the general feeling I got from the demo. Also the UI is rather ugly. :?

Modifié par DonniexxDarko, 25 février 2011 - 09:02 .


#5739
RhinoCSS

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Timon44 wrote...

Very pleased with the overall experience... but WHY don't bows have strings?


Good question...not

#5740
Riceyy-

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one of the main reasons i play RPGs is because you can basically live a life in another world, as a different character. if you see your character doing flips like ninja jesus and weilding a 20kg sword like its paper it just doesnt have the realism feel to it that most RPG combat systems (that i like) do

#5741
Romudeth

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Shameless plug time: Check out my impressions of the demo here:

http://coolstufftheb...mo-impressions/

Here's the short version:

The demo was amazing. Everything that I had a problem with in DAO, the slowness of combat and the terrible to mediocre graphics have been completely overhauled. Based off the demo I am already naming this as a serious contender for game of the year. Remember that Mass effect 3 and Uncharted 3 are also coming out this year.

Thank you Bioware for listening to your (sane) fans and fixing the issues that hampered the original game. I can't wait to play Dragon Age 2! It's going to be completely awesome!

Modifié par Romudeth, 25 février 2011 - 09:05 .


#5742
RhinoCSS

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Riceyy- wrote...

one of the main reasons i play RPGs is because you can basically live a life in another world, as a different character. if you see your character doing flips like ninja jesus and weilding a 20kg sword like its paper it just doesnt have the realism feel to it that most RPG combat systems (that i like) do


I agree. It seems Bioware is moving more towards console gamers. and "how cool and attractive can we make this game look".

#5743
Graunt

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RhinoCSS wrote...
-The combat system. I feel Bioware made WAY TOO MANY changes to apeal to console gamers. I thoroughly enjoyed the combat system in Origins. You actually had to use tactics and plan out your strategies. In the demo I don't think I paused once, or even (since I played as a Rogue male) moved into backstab position. STICK TO YOUR ROOTS BIOWARE! PC GAMEING ISN'T DEAD YET!


Why anyone persists to say that DA:O was "tactical" and required any kind of planning other than "H" so that your Mage doesn't nuke your entire party is beyond me.  The game was not in any way tactical.  Having to pause to control your characters in any semblance of a non chaotic nature does not equal tactics.  The combat in both games are almost as equally awful.  At least in DA2 it's over with faster.

Maybe in this day and age, focus firing and taking out high priority targets or a bunch of trash enemies before engaging the "real" target are considered tactical.  I consider it common sense.

Modifié par Graunt, 25 février 2011 - 09:10 .


#5744
huwie

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didymos1120 wrote...

r2dr wrote...

didymos1120 wrote...

And people did ridiculous things in "regular" combat all the time.  Like rogues being able to turn into smoke right in front of the enemy whaling on them, at which point said enemy suddenly finds something else to do.  Or tossing a tiny flask which can wreck squads of enemies entire.  How 'bout all the crazy leaping finishers?  How realistic were those?  Or completely "regular" arrows that somehow pin fully armored opponents in place for prolonged periods of time?  Etc., etc., etc., ad nauseum.


These were all within what's reasonable. Slightly unrealistic, yes, but not like causing 15 enemies to explode with a single sword-slash, or jumping several meters across the room at an enemy, or swinging a 20 kg sword like it was made of styrofoam.


In what universe are any of those things I listed within reason?  There's no "slightly" about them.  They're just plain not realistic.  Now if you'll excuse me, I must go summon a forest/plains-dwelling blight wolf out of nowhere while wandering the Deep Roads....


The fact that fantasy games include things that are not "within reason" (which they do by definition) doesn't mean that anything goes. Every genre has its codes and conventions, and transplanting codes and conventions from a different genre makes it harder to suspend disbelief. Not impossible; more difficult. Whether it works or not depends on the overall delivery, which cannot be judged without playing the game.

#5745
Romudeth

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Riceyy- wrote...

one of the main reasons i play RPGs is because you can basically live a life in another world, as a different character. if you see your character doing flips like ninja jesus and weilding a 20kg sword like its paper it just doesnt have the realism feel to it that most RPG combat systems (that i like) do


Are you serious? Dragons, Dwarves, Elves, Demons, magic, all of these things are fine but a person wielding a giant sword or doing ninja flips doesn't work for you? Are you insane? RPGs are supposed to be about being taken to a fantasy realm where things that can't happen in real life do.

Modifié par Romudeth, 25 février 2011 - 09:12 .


#5746
Riceyy-

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Romudeth wrote...

Riceyy- wrote...

one of the main reasons i play RPGs is because you can basically live a life in another world, as a different character. if you see your character doing flips like ninja jesus and weilding a 20kg sword like its paper it just doesnt have the realism feel to it that most RPG combat systems (that i like) do


Are you serious? Dragons, Dwarves, Elves, Demons, magic, all of these things are fine but a person wielding a giant sword or doing ninja flips doesn't work for you? Are you insane? RPGs are supposed to be about being taken to a fantasy realm where things that can't happen in real life do.


yeah thats all well and good but that what makes RPGs so appealing, its so different to real life. i just think theyve gone over they top with the new combat system. as a rogue you can jump a solid five meters in and out of combat..just doesnt fit in with the whole fantasy settings of normal people (some who can use magic obviously) fighting against these crazy monsters

#5747
Espada_Andy_2

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Flemeth MILF

Thats my feedback

#5748
Riceyy-

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Espada_Andy_2 wrote...

Flemeth MILF
Thats my feedback


GILF..? if morrigan had your kid in DAO..

#5749
Romudeth

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Riceyy- wrote...

Romudeth wrote...

Riceyy- wrote...

one of the main reasons i play RPGs is because you can basically live a life in another world, as a different character. if you see your character doing flips like ninja jesus and weilding a 20kg sword like its paper it just doesnt have the realism feel to it that most RPG combat systems (that i like) do


Are you serious? Dragons, Dwarves, Elves, Demons, magic, all of these things are fine but a person wielding a giant sword or doing ninja flips doesn't work for you? Are you insane? RPGs are supposed to be about being taken to a fantasy realm where things that can't happen in real life do.


yeah thats all well and good but that what makes RPGs so appealing, its so different to real life. i just think theyve gone over they top with the new combat system. as a rogue you can jump a solid five meters in and out of combat..just doesnt fit in with the whole fantasy settings of normal people (some who can use magic obviously) fighting against these crazy monsters


I think I understand where you are coming from but if I am playing a game that takes place in a world where every few hundred years a freakin' dragon comes out of the ground with an army of monsters to kill everything,  I'm gonna forgive little things like human characters jumping too far. It's a fantasy realm. Who is to say that they are built like people from our world are? When I saw the flipping that the rogue does I didn't think "that's just unrealistic" I thought "THAT'S ****ing awesome!". It's a video game. It's not supposed to be realistic. It's supposed to be fun and over the top. This is why I hate fps. It's realistic. BORING. Give me aliens and wizards please.

#5750
RhinoCSS

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Espada_Andy_2 wrote...

Flemeth MILF
Thats my feedback


you sick bastard:mellow: