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The Big List: What I'd like to see improved or patched in DA:O


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#76
chizow

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Skemte wrote...

This basically covers my gripes with the game that could make it better.. The only thing I would disagree with is a flat out stamina potion.. As it stands you can run out of stamina fast and chugging potiosn every 10 seconds is not fun.. Maybe a buff potion that last for 5 to 10 minutes that gives a bonus to stamina regen?

  Don't think you mentioned this (I just may have missed it) but combat training skill.. As it stands for rogue or warrior you must get this skill.. It opens up the weapon skill teirs.. Meaning to have weapon skill tier 4 abilities you need to have maxed out combat training.. The mage has none such problem with this.. So if you make a warrior and rogue you automatically have to put 4 points into a skill because you have no choice around it.

Yeah I think Stamina pots would just be the easiest means to help out physical damage classes without fundamentally changing the game's attribute system.  There's already a few modders working on a Stamina pot or Deep Mushroom mod, its not quite as easy as it sounds to just change the amount of stamina gained from a Deep Mushroom since the values are hardcoded in a read-only script.  I'll keep those interested updated on any progress.

I agree about the combat skill concerns to some degree, but really, those abilities are somewhat limited in usefulness to begin with.  The only real gripe I have is that those skills don't carry over to your main character if your other party members also have the skill, for example, I know there are some mods that address stealing, but I find it pretty annoying to have to switch to a character just to steal, it'd be much nicer from a usability standpoint if I could just click on a steal icon on my main PC's hotbar and then the appropriate character performed that request.  Similarly, if a quest thread required some obscure skill, say "survival" for instance, the game could just assume my NPC group member was just as willing or capable to have a look rather than require me to spend points in survival.  Another nice bonus casters get from combat training is mana regen at Tier 2, while melee don't get a similar bonus to stamina regen.

Modifié par chizow, 17 novembre 2009 - 07:13 .


#77
chizow

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Blue Soul wrote...

Wow, that is a big list, and many good points.
I’d also like to add to the list (if not in there already):
Camera:
1) Remove the “J-camera”, because the setting I want it in is in the area where the camera keeps switching between top-down and 3rd-person view. Have a single camera, with all the options of rotation and zoom, with a toggle of locked on selected character or not locked on a character. How about using MMB (click the mouse wheel button) to lock/unlock camera on a character?
2) The ability to zoom the camera in until 1st person view. Why can’t we see the impressive monsters in the game as seen in screenshots of this game? It’s sad that we cannot fully appreciate the work of the artists of this game.
3) Making the camera rotate should be based on how long RMB is held down, not a dx, dy threshold. Sometimes I just want to rotate the camera slightly, but I have to jerk the mouse in order to “unsnap” the camera’s view.
During battle:
1) The ability to see the list of debuffs placed on the selected enemy. Trying to see the zzz (sleep effect) on the enemies are really hard when lots of spells are flying about (and again, the camera doesn’t help to see it).
2) Cancel current action. If implementing queuing actions is infeasible in this game, then the ability to stop the current action would be nice (especially when you accidentally move a character, and don’t want to move).
3) Button on the screen to enable/disable all tactics on everyone like in its successor. Sometimes I use the tactics, sometimes I don’t.
Cutscene:
1) LMB to skip cutscene dialogue. Why is escape the only key that skips it?
2) The ability to view previous dialogue on the cutscene, via the mouse wheel and/or click an up/down button during a cutscene (during the part where you choose the PC’s choice of dialogue).
3) Cutscene dialogue subtitles on the bottom of the screen. Why go against what everyone else has done?

Nice list!  Particularly agree with the bolded portions.  The target icon particularly would've been nice mainly for status debuffs as you mentioned. 

As for some of the camera concerns, #1 I agree I would've preferred MMB to just toggle free look on/off rather than having to hold it down + move to move around freely.  Mainly because my G9 has a pretty bad MMB that requires far too much force to press and hold down. 

Camera #2 I'd like to see also, but only if I could toggle to it quickly with a preset viewcam position.  I'd be too lazy to scroll in each time hoping to see some thing cool I guess.  Camera #3 - I didn't really have any problems with this other than my originally noted problem of having to zoom in slightly, then use RMB + dy to change viewplane.  I can do a full 360 rotation with only about....2 inches of actual movement on my mouse while holding RMB + either direction.  I'm actually pretty happy with the RMB+steering and camera control responsivenesss.

Modifié par chizow, 17 novembre 2009 - 07:37 .


#78
chizow

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Erasculio wrote...

  • 13. Increased quick bar. Allow us to either increase the quick bar vertically or to rotate between a few ones.
  • 14. Hold position command for each character. Right now we can tell the entire party to stand still, but often I would like the mage to hold position while allowing the warrior to move freely. Having the ability to tell a single character to stay in position would be rather nice.
  • 3. Add a Tactics for after the battle is over. It's annoying to manually have to turn off modes after each battle when that could have been set automatically.
  • 4. Add more conditions. We need a "Enemy under 'ability'" condition, with, for example, "Enemy Petridied", "Enemy hexed with Horror", "Enemy under Force Field", etc. 

I've glanced over a few of the other wishlists and noticed increased quick bar popping up quite a few times.  Just wanted to make sure, you guys do know you can extend the size of the quickbar by holding and dragging the end and extending it right?  

It doesn't address the concerns some want for more rows, but I think Bioware probably did this for more aesthetic reasons than any.  Rows and additional hotkey binds are certainly standard expecation for MMOs where you can bind 1-0, along with alt, shift, and ctrl for more flexibility, but honestly in this game, there's really no hurry to get those commands in as you can simply pause everything. 

Plus there's so many abilities that memorizing keybind locations just really isn't necessary, so going through that point and click icon recognition abstract layer just isn't a big deal imo.  That's why I ultimately thought pop-up radial wheels in the 3D viewport would've been a more elegant/convenient solution, as you could basically have your favorite 8 commands pop up either over your main target (defensive spells) and another 8 commands over the target you want to cast a spell/ability on (offensive spells). 

Anyways, agree with the bolded portions the most, thanks for the list, I think many have mentioned a desire to see a Hold/Defend Position or Attack from this Position similar to RTS games.  I'd also agree that a simple tactic condition like "in-combat" or "exploration" for singular tactics or to initiate/differentiate entire tactics sets would make sense, especially since both states are already clearly defined in the game engine.

#79
chizow

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Statue wrote...

A good list here.

I'd add the following to it:

1) More specific numerical information in spell and equipment descriptions and tooltips (i.e. replace "moderate damage" with "4d6 damage" or "4-24 damage", replace "you are receiving a bonus for wearing set items" with specific values that the set conveys, etc).

2) Camera could use a more zoomed out view and could be set so it can be moved further away from characters. Currently, in the top down view, I often find I can be engaged at range by enemies without being able to scroll away from my party enough to view and select the attackers. That essentially translates to enemies having an artifically created ranged advantage due to restrictive camera movement. It should be possible to move the camera far enough to cover the maximum ranged attack distance. In the exploration (3rd person) camera view, I can see far enough to select any enemy attacking me at range - it is counter-intuitive that in the tactical (top-down) camera view, I cannot move the camera to see or select the same enemy at that same range.

I'd also put combat log window in bold, underlined, capital letters, cos I so miss having one ;)

(btw I've set up polls to measure desire for combat log windows and specific stats, to vote in them click on my name and from my profile page select polls - so far the results indicate overwhelming support for the addition of both a combat log window and more specific numerical information for equipment and spells; glad I'm not alone, and hope Bioware will consider feedback such as that and threads like this )

Ya I think #1 is something many have complained about and ID'd as an area of improvement, probably more vocally advocated than combat log actually.  There seems to be a vocal minority of anti-combat log apologists that somehow think its an unnecessary/extraneous demand stemming from the MMO/WoW generation, when that couldn't be further from the truth.

Anyways, I agree about more detailed tooltips, but the lead designer has stated on numerous occasions tooltips are buggy/wrong/inadequate/underwhelming because strings were locked down early for localization.  Localization concerns are understandable for actual dialogue and such...but last I checked, numbers and simple formulas don't need to go through localization, most *gasp* MMOs handle this by just pulling the relevant numerical strings so that they don't need to go through localization.

#80
chizow

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Zibon wrote...

I definitely think it's kind of silly that stamina functions exactly like mana.  There's really no reason to call them by different names.  It would make sense for Stamina to be determined by Constitution.  Also something in the options to view detailed descriptions (so that you can see numbers) would be nice.

Anyway I just want bug fixes for now
1. Fix ranger pets
2. Fix item set bonuses not reapplying for party members
3. Fix quests with missing rewards

I agree about ranger pets needing a lot of fixes, I kind of skipped over them however, as a pet is already amazingly effective (essentially doubling a Rogue's DPS) and found there were numerous other areas needing more attention.  Very valid points though, I'd like to see them fixed so they don't despawn on zone, or at the very least have their respawn timer reset if that occurs.  Also would like to see their tactics perpetuate between summoned instances.  Lastly, their abilities don't seem to show up correctly on the hotbar, even though they can be selected and assigned in the tactics menu (and work).  This is actually pretty easily fixed I think when I was poking around in the .xls files.  Its just a default setting for quickbars that would need those abilities added for the summoned pets.

Blue_dodo wrote...

I'd like to see blood sacrifice work properly with those enimies that are under the effects of blood control, I also would like to see the shape shifting splls not have to take so long to caste (or at least be a bit faster)

on regards about mages being too powerful consider the fact that they do need a decent constitution , I died so many times because my charicters health was so low, also other then arcane warrior ,which yes is really overpowered, mages can't really use  any form of armor which means they are as shale say, squishy , and tend to get splattered against the ground.

Here's a nice mod for you with regard to shape shifting speed  Its an official, unofficial mod from the lead designer, I wouldn't worry too much about shapeshifting as a whole, they've already said they're going to give it a second pass and make wholesale changes to make it a viable alternative to burning/freezing/CC'ing a massive swath through Ferelden (good luck with that!).

As for mages needing CON, I'd completely disagree with that.  1 point of CON only equates to 5 points of HP, so +20 CON = 100 HP on a tank-type.  Mages really aren't squishy considering you can wear the heaviest armor in the game by simply investing spec'ing AW and putting 1 point in combat magic, but even without AW, you can simply toggle defensive sustained abilities like Rock Armor (+Armor), Arcane Shield (+Defense).  And that's not even including the numerous forms of CC in every spell branch that would directly prevent enemies from getting close to you to begin with, or stopping them cold in their tracks if they do get to you.  Pretty much the only way you're going to be in trouble is if you get 1 shot, you're afk, or all your CC/heals/pots are on cooldown timers.

#81
Xidri

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I feel a Tab-Targetting function or an easier method of targetting MOBs should be implemented. Trying to click past your melee party even with the Tab function to highlight the MOBs names is aggravating, especially as a ranged class.

Modifié par Xidri, 17 novembre 2009 - 08:08 .


#82
chizow

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TSAdmiral wrote...

Chizow, that's precisely what I mean. Buff the base amount of stamina restored with the Deep Mushrooms and then apply a bonus attribute modifier tied to STR. Although I wonder if there is a potential problem with this, namely the supply of these mushrooms. These things are used in crafting quite a few other items. I don't do a lot of crafting, so can anyone who does do it care to comment on whether liberal use of Deep Mushrooms is possible when crafting and consuming?

Ya I understand what you meant and I'd agree with that approach if wholesale changes were made with STR and Stamina, but if you were only going to change the value regained from Deep Mushrooms, might as well just make it a higher arbitrary number rather than bother with coding in the various STR related modifiers from scratch. 

Supply wouldn't be a concern, they're available in infinite amounts in Orzammar and similar in price to other base crafting reagents like Lyrium Dust or Elfroot. 

I actually did some poking around and have a feeler thread over in the Toolset Subforum, its definitely not as easy as just changing a few fields as the ability scripts are hardcoded and read-only.  There's some folks working on it though and its definitely possible from what I've read, so looking forward to possible updates with regard to Stamina pots.

#83
chizow

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Great lists Perpetual Sin and Solo80, agree with most of your points.



The bow/arrow disparities mentioned by Solo80 are certainly a big reason ranged builds are inferior to melee builds, which in turn, are inferior to magic builds. The socketing issue is apparently a technical issue according to the lead designer, but the door has been left open for a possible fix in the future. I'd imagine the lack of elemental buffs from sustained magic toggles is a similar problem of coding +elemental damage to arrows. Similar with the disposable arrows, its just far too expensive right now to be a viable alternative, especially when melee gets those benefits for a one-time lump-sum expenditure with runes. I'd like to see a single non-disposable ammo item or perhaps cheaper craftable or NPC supply option.



Mage hats lol, ya I think many people aren't happy with the selection or appearance of the available options here. I'd settle for a hide helmet option here for mages.



Very detailed and thorough list from Perpetual Sin, I think I came across nearly every item on your list at some point and felt the same way that they could be improved upon. The stealing issue I believe is being addressed in a few mods, I prefer official fixes as well, but it definitely shows you're not alone. Also strongly agree about the lack of lock/door picking alternatives lol, its gotta be one of the most annoying design/game mechanic decisions in use today...the unopenable door or chest in plain sight! lol.



Oh and for Console players, sorry if I'm kinda ignoring your issues/problems, I'm just not expecting any miracles, trying to keep this to workable and realistic solutions and fixes.

;)

#84
chizow

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Xidri wrote...

I feel a Tab-Targetting function or an easier method of targetting MOBs should be implemented. Trying to click past your melee party even with the Tab function to highlight the MOBs names is aggravating, especially as a ranged class.

Yep good point, I've also seen this suggested before, its particuarly annoying with some viewing angles or in tight quarters. 

To add to this, one of my initial complaints was the consistency in which abilities are executed after initiated.  For example some spells or abilities require you to have an enemy target selected before you hit the ability.  Others bring up a reticle and require you to select the target again, even if you have an enemy target selected already.  Just some consistency would be good here, bring up a selection reticle if no enemy is selected.  Always initiate spell if an enemy is already selected.  Or always require a reticle and selection no matter what.  Current implementation is all over the place and somewhere inbetween.

#85
Meatball3000

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vyvexthorne wrote...

on the xbox version it would be nice if the codex remained highlighted until you clicked a button or something after you read it. Since it's in list form and there is no way to scroll down the screen without scrolling over the new entries it's easy to miss things. Sometimes I don't want to read something I just picked up right away... but later on I have no idea what new things I've picked up.



I agree.
Plus, it would be nice if I could reduce the HUD's intensity (like in the PS3 version of Fallout 3), or to have to option to turn it off completely when not in battle.
Dragon Age is the only game in my library that forces me to run my year-old plasma TV's burn-in reduction modes every single time I stop playing. The map and character pictures get imprinted, even after gaming sessions of less than an hour. :(

#86
Kolaris8472

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I agree with every single point in the OP. Great list.



I have my own solutions to some of those problems, but the important thing is that I agree they should be addressed by BioWare.

#87
TSAdmiral

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On the subject of issues addressed by Bioware, the company has in the past few years been rather lackluster on the part of PC support. The PC ports of their console games have not received anywhere near the amount of support that Neverwinter Nights had. I'm not necessarily asking for the extensive support commitment shown for that game, but it's certainly a nice bar to look up to. It is more than obvious that quite a few of the issues pointed out here will not be addressed by Bioware, and not because they are unreasonable, but rather because they are no small change.



But simultaneously, many glaring issues can be resolved or tweaked by simply changing numbers on Bioware's end. Take for example the dexterity hotfix, which came out relatively quickly, if in unofficial form. Of course, the problem with fixing anything on the player's end is that it also fixes it for mobs as well. Hopefully, they find a reasonable way to balance that. I'm not in agreement with their current attitude towards simply upping difficult in hard and nightmare with the fix. Harder is one thing, but making it hard because of cheap numbers is not ideal. The difficulty in the game varies too much as is.



So, the last truly PC oriented game Bioware released was Neverwinter Nights, which received great support. I'm hoping this means that PC-centric games get PC-quality support. We shall see whether this is the case.

#88
Solo80

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Well, overall, for a huge RPG like this, there are very few (no?) game-breaking bugs - quite rare for a game this size. It's good to see that even in the first couple of weeks after launch, the problems we bring up are mainly balancing and aesthetic ones, for a change. Definitely seems like Bioware takes their QA seriously - let's hope for the same dedication when it comes to post-launch support.

#89
Statue

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chizow wrote...
Ya I think #1 is something many have complained about and ID'd as an area of improvement, probably more vocally advocated than combat log actually.  There seems to be a vocal minority of anti-combat log apologists that somehow think its an unnecessary/extraneous demand stemming from the MMO/WoW generation, when that couldn't be further from the truth.

Anyways, I agree about more detailed tooltips, but the lead designer has stated on numerous occasions tooltips are buggy/wrong/inadequate/underwhelming because strings were locked down early for localization.  Localization concerns are understandable for actual dialogue and such...but last I checked, numbers and simple formulas don't need to go through localization, most *gasp* MMOs handle this by just pulling the relevant numerical strings so that they don't need to go through localization.


Hmm. Not come across that - do you have a linky to where the designer discusses those tooltips? I'm interested to see if there's anything stated that indicates that we can look forward to equipment/skill descriptions/tooltips that provide specifics or if we're stuck with them as is.

#90
Lotion Soronarr

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You make some nice points chizow.



Recently I started making my own list of chagnes..In fact, I made a group for discussing changing nad re-balancing hte game:

http://social.bioware.com/group/692/

#91
MadMaligor

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Chizow, before you gloss over the quick bar, remember that not everyone has a high end system/large monitor and can run at higher resolutions. Some people are limited to 16/20 slots. For a mage that gets used up in the mid teens. Having to pause and constantly hit "P" then scroll down the list to see what you want gets old, fast.



If you have more than one mage in the group, you start talking to yourself, pulling on the quick bar up and down with your mouse even though you know its not going to make another row, and the Dog starts looking more and more sexy by the minute.

#92
Erasculio

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chizow wrote...
I've glanced over a few of the other wishlists and noticed increased quick bar popping up quite a few times.  Just wanted to make sure, you guys do know you can extend the size of the quickbar by holding and dragging the end and extending it right?

True, and for warriors and rogues that's likely more than enough, but for a mage character I didn't have enough space. By the end of the game, my character had 25 spells, more than I could fit even stretching the bar all the way to the end of the screen. Same for my two mage NPCs.

I agree that allowing us to have two rows would have been bad for aesthetic purposes, as it would hide more of the screen. Maybe this could have been fixed by allowing us to rotate between two rolls of quickbars? It would not take more space than the current bar does, but we would have twice as many slots.

#93
Minxie

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Something I'd hope to see fixed by a patch at some point is the various ending bugs. Don't wanna give away spoilers in this forum so I'll just say that there are apparently strange bugs where the things that happen in the end of the game don't reflect the decisions you make. I hope they can fine tune that.



I strongly agree about the Strength, Willpower and Stamina issue :).

#94
hannahb

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What I'd like to see:

Multiplay.

This game is dying already .. a flash in the pan without multiplay.

#95
LadyRae9

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I'd like to find Gorim. Especially have him continue his friendship with the former Lady Aeducan.

#96
seeker of 7

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Gorim is there. he even tels you where to lok for him when you are in yail. (pm for spoiler)



OT quick bar on low res for mages is realy not enough. and although my graphica and monitor can support higher res, everything is just to small



ranger pets: i haven even noticed the have aditional abilities until i red about it. you can only go to their tactics screen when you sumon them, afther that you have to resummon them again



i would like to se origins to have a larger influence on events later in the game. more sideqests, more areas not tied to main quest, just for fun of exploration. larger areas, larger cities (denerim compared to cities in bg 1&2), more open areas like kochari wilds



more out of combat abilites (charm-dominate spells to use in dialogue, interaction with animalf for rangers-shifters. morigan even tells you animals percieve her as an animal when she is in the animal form, bards singing and performing in public). invisibility/travel spells



more dragons and more fade