Constructive Criticism
#2701
Posté 24 août 2011 - 03:43
running - its kind of a annoying how much of a 'wiggle' lady hawke has kind of detracts a little from the whole mighty warrior angle while i like the difference of movement between genders is great perhaps it could be toned down a bit
#2702
Posté 24 août 2011 - 04:20
element eater wrote...
im just going to add something which i didnt realise how much they annoyed me in game until i went back to dao
running - its kind of a annoying how much of a 'wiggle' lady hawke has kind of detracts a little from the whole mighty warrior angle while i like the difference of movement between genders is great perhaps it could be toned down a bit
This exact feature, the Lady Hawke more 'feminine' walk was added because of fan feedback to the devs, iirc. Many people wanted to a more natural fluid walk for their Lady Hawke, so she wasn't just a carbon copy of male Hawke, including, but not limited to how she walks.
#2703
Posté 24 août 2011 - 06:49
#2704
Posté 24 août 2011 - 11:19
Some of the story elements just felt too forced as well. Like having a valuable companion suddenly taken away in the middle of the game and there's nothing you can do about it.
#2705
Posté 25 août 2011 - 01:55
aries1001 wrote...
This exact feature, the Lady Hawke more 'feminine' walk was added because of fan feedback to the devs, iirc. Many people wanted to a more natural fluid walk for their Lady Hawke, so she wasn't just a carbon copy of male Hawke, including, but not limited to how she walks.
i have no doubt your right, my issue isnt that there is differance between genders (actualy i am very much in favour). Like i say i would like it to be toned down abit.
poor queenpurplescrap you see bioware this feature isnt just hurting the game but also your fans lol it needs to change:lol:
Modifié par element eater, 25 août 2011 - 02:14 .
#2706
Posté 25 août 2011 - 10:10
I agree. Keep the walk, rework the run. And please apply the walk to NPCs as well - most NPC women in cutscenes walk quite differently from LadyHawke. It isn't particularly a problem per se I suppose, but it creates some odd distinction that shows graphically that LadyHawke is different from the inhabitants in the world. Like they're functionally different.QueenPurpleScrap wrote...
I understand what you're saying. I am glad that there is a difference between the way men and women move, that's more natural. I have seem some women walk the way Lady Hawke walks. However, I have NEVER seen a woman run the way Lady Hawke runs. I'm a woman and sometimes I get a backache in sympathy LOL. Less lateral movement while running would make sense, and it should be possible to do and still be distinguishable from a male's run.
#2707
Posté 26 août 2011 - 05:54
Please provide an option in a future patch or DA3 to completely turn off sustained effects.
It really does nothing for immersion or gameplay, instead some effects just seem to obscure things visually.
Modifié par Dubya75, 26 août 2011 - 05:56 .
#2708
Posté 26 août 2011 - 05:56
You could just not use them.
#2709
Posté 26 août 2011 - 05:57
esper wrote...
@Dubya74.
You could just not use them.
How is that a solution? I want the benefits of the effects, I just don't want to see it.
#2710
Posté 26 août 2011 - 05:59
Dubya75 wrote...
esper wrote...
@Dubya74.
You could just not use them.
How is that a solution? I want the benefits of the effects, I just don't want to see it.
That's... not really realistic. Just be glad that the sustained abilities is only in combat now. Thinks back to Origin and some of the weird conversation, because the warden forgot to remove a sustained ability.
#2711
Posté 26 août 2011 - 06:01
esper wrote...
Dubya75 wrote...
esper wrote...
@Dubya74.
You could just not use them.
How is that a solution? I want the benefits of the effects, I just don't want to see it.
That's... not really realistic. Just be glad that the sustained abilities is only in combat now. Thinks back to Origin and some of the weird conversation, because the warden forgot to remove a sustained ability.
I respect your opinion, but I don't see the harm in requesting the ability to turn this off in the UI. There are already so many things we have control over, why not this as well?
#2712
Posté 26 août 2011 - 08:08
@Dubya74.
You could just not use them.
Dubya75 wrote...
How is that a solution? I want the benefits of the effects, I just don't want to see it.
esper wrote...
That's... not really realistic. Just be glad that the sustained abilities is only in combat now. Thinks back to Origin and some of the weird conversation, because the warden forgot to remove a sustained ability.
Dubya75 wrote...
I respect your opinion, but I don't see the harm in requesting the ability to turn this off in the UI. There are already so many things we have control over, why not this as well?"
I kind of like the special effects, but I also agree that some of them definitely make it hard to see. What I wouldn't mind is to see the whole effect appear when you turn it on or off, but in between maybe all the swirling of something like arcane shield could be at my feet.
Modifié par QueenPurpleScrap, 26 août 2011 - 08:09 .
#2713
Posté 26 août 2011 - 09:35
On another, yet related note, I do also find the friendship/rivalry line hard to see; by that I mean it is difficult to see where friendship goes over in rivalry and for example when rivalry is more than 50% (over 50% of the rivalry line). An idea could maybe be having two lines....or to use numbers. I, as colourblind, would appreciate it - and maybe others would too,,,
#2714
Posté 27 août 2011 - 01:55
It's incredible how vastly superior I find the first game, compared to the second game and "sequel".
Here's to hoping lessons are learned and *IF* there's to be a third DA game released, a back to basics approach is taken, with some considerable focus towards what made Origins such a great game. That and that it's a project worth spending sufficient time and resources producing.
#2715
Posté 27 août 2011 - 01:57
But the one things that bothered me the most out of DA2 (after all the obvious and already much complained about design flaws) is a design that I'm not sure if anyone else has a problem with.
Or if they do, they're not talking about it.
I hate the new way that armor and resistances work.
Mostly because having +654984164 fire resistance is meaningless.... Do you know if that's good or not? Because I sure don't!
And having ridiculous amounts of armor (11004... really!?) that also doesn't mean anything directly... is bad. (in my opinion anyways)
I would much rather have the old system where items tell me that they give me +X% resistance... and reasonable amounts of AC..... that doesn't worsen as I level.
Because I can look at something that says +40% cold resistance and say, "wow! That's really good resistance!" immediately... without having to think through a lot of LEVEL DEPENDANT algorithms to see if it's worth equiping.
And with AC, if 20 turns out to be a large AC in the game and I find some armor that I can equip with 20AC... It shouldn't become equivalent to 10AC in three levels.
I think the fact that armor gets infinitely worse as I level.... Not because enemies are dealing more damage, that should always be the case. This IS an RPG, afterall!
But because armor offers less and less protection as you gain levels... AND enemies deal more and more damage as you level.... is bad design.
Is it any wonder that there are a million million mods out there that adds the "improves with level-up" effect to EVERYTHING??
Now evolving weapons... that's just neat, and not a neccessity because there are always high level items. (sure you might want to keep the Staff of Parthalan for sentimentality... or the Hawke's Key.....)
But the game doesn't PUNISH you for your weapons not evolving.... but it DOES punish you for not having the best of the best of the best of the best armor in the game.
Now, and I realize this, with the item packs and all their armors.... my point becomes kind of moot because it's highly unlikely that you will be left without optimal armor for whatever level you are.
HOWEVER, in the vanilla game.... I can remember quite frequently how I would gain one or two levels and then suddenly notice that my health was dropping hella fast! (this would most often happen at around the beginning-middle of each act, you know, BEFORE I was able to get any of the 3 armor set pieces for that act)
And I don't think it's right to have to practically depend on item packs to get the neccessary armors to work within this ridiculous system...
I think this system of devolving armor and resistances should be done away with. (that is not to say that the evolving effect should be done away with... but I think it should be executed a little better... why doesn't the Hawke's Key evolve?? Considering because of the augments it's locked in your inventory... it really should have.)
Sorry for the large post... but if the designers will listen to us, I would at least like to tell them this.... even if they disregard it.
#2716
Posté 27 août 2011 - 03:31
I headed off the gallows...very interesting, especially two or three fights along the way. The fight with the pride demon, the bloodmage and the shaded took a long time, but was worth it. However, no explanation was given as to why they suddenly were there. They just were. Along the way I also ran into some abominations. Quickly dealt with them. Not a problem. Again, however, why are there just there?
Then the fight with templars ended. And the the fight with Orsino who (and people have said this before, and I didn't believe them, but so it is) suddenly decided that's enough is enough. And goes both mental and has a mental breakdown. The fight itself was challenging except I did not expect to fight him two times.
#2717
Posté 28 août 2011 - 12:18
1) I'll start with the item that made me stop playing, so the number one criticism. The plot. For 2 chapters I felt that Hawke had at least some agency in the plot. It was fairly tenuous in places, but it was there. Chapter 3 stopped that. Avoiding spoilers I'll just say that I can only see one class having seeing any point in staying in the city, the others would just take their gold and leave, so I left the game.
2) The paraphrasing for conversations just didn't work. The writers cannot tap directly into my brain to make the same inferences that I make. This made me make several decisions in-game that turned out not to mean what I thought they meant. The worst culprit was the beginning of Chapter 3 where I chose not to back either of two choices, except apparently I did according to the speech straight after I clicked the button. This was made doubly rubbish because I couldn't go back to this conversation without re-doing the whole of the end of Chapter 2 (which I couldn't face - see pt 6).
3) Companions. The companions were not likable characters, except Varric and Aveline. I had high hopes from the people who brought us all the great DAO companions, but they couldn't scale those heights again. The party banter was in places fantastic, especially the ones including Merrill, but the conversations with Hawke generally left me disappointed, although some of that may be due to the aforementioned paraphrasing. The worst was Anders. Not a likable character in Awakening, but worse here. A lot of the game highlights how much all Fereldan refugees worship the Gray Wardens, but now you want me to befriend someone who has betrayed them? No. I understand his actions became even worse, but I didn't get to that part. My choice of Mage companions are an Apostate, a Blood Mage and an Abomination? I didn't want any of them.
4) The look. The quality of the graphics with the high texture pack ramped up to max was amazing. Looked fantastic. However the landscapes were generally too empty and lifeless, Especially Kirkwall itself. And reused far too much. We saw what could be done with reused areas for the Exiled Prince, why couldn't that re-skinning have been done for other areas?
5) Area design. Has gone back to linear tunnels. Even the outdoor areas were keep-to-the-path tunnels. At least give us the illusion this isn't happening. DAO managed it with the Kokari Wilds, the way DA2 does it just looks like minimal effort. Even if I don't have a choice of where I go, at least give me the illusion of it.
6) "Boss" fights. I've never been a big fan of one big enemy, but these took the biscuit. Dull and at times stupidly difficult unless you indulged in kiting. I hate kiting, the cheesiest mechanic going. The best end-scene fight in DAO was Redcliffe Village. Not a single "boss" in sight, but difficult the first time through, requiring thought and tactics.
7) Other fights. The teleporting enemies meant the only tactic was to run out of the encounter area and get them to follow you. You couldn't prepare or use terrain to your advantage, or deprive the enemy of their reinforcements by clever manouvering. It was rubbish. Also the level of gore was stupidly OTT, leave it to the occasional critical blow please.
8) Skill trees. Looked great. I much prefer this to the linear boxes of DAO. Shame about the abilities you put in them. Stealth is time limited? Give me a break. Far too many combo moves. I want to play a RPG not Street Fighter. I can't remember all the the problems I had with the abilities, but they were numerous.
9) The Dalish "accent". Use Irish or Welsh please, not both (preferably Welsh). It's very jarring to hear people from the same tiny group speaking with such differing accents, even the Irish accents were all over the place. There are quite a few Welsh actors and it's not an accent that's difficult to fake.
#2718
Posté 28 août 2011 - 01:20
To me it just seems to rob me of any decisions I make as a player because I'm playing another character's version of my character's story. Playing as another character's flashback just seems to take out a lot of the emotional connection when I'm reminded at various points that this has already happened and the player character is 'wherever' and this game's furry chested version of R2D2 is telling the story.
Also, I'd just like to add about boss fights. They're the wrong place to suddenly, without warning, introduce more action game features as oppossed to actual RPG features such as the Rock Wraith boss in the first act where you have to hide behind pillars then attack him whilst he's regenerating. It seems like such a simple thing, but it's so out of place in an RPG (but not an action RPG like Legend of Zelda, which DA2 clearly isn't).
Modifié par Reidbynature, 28 août 2011 - 01:24 .
#2719
Posté 29 août 2011 - 01:30
Hold seems to be borked most of the time and the party doesn't stay where you put them like in DA:O.
Rogues seem more like skirmishers than rogues as they did in DA:O.
You can't switch in and out of combat mode.
While nice that 2H warriors can hit others with a swing, it seems like they took a heavy gimping in the damage area.
Ninja's leaping out of nowhere all the time. That's really annoying.
Combat numbers...what happened to them?
I liked the old style markers that showed flanking position, though I guess it doesn't matter much on DA2 with the ninja poofing.
#2720
Posté 29 août 2011 - 09:29
Sometimes, but not all the time, Aveline, Hawke, etc. just either do nothing or swing at the air. And sometimes they have psychic powers, knowing when a rogue enemy will appear....
It would be nice if this could get fixed
#2721
Posté 30 août 2011 - 04:47
#2722
Posté 30 août 2011 - 09:42
In DA:O I loved the character, feel of the game, story development (A bit linear but enjoyable for
more than 6 playthroughs), appearance of the characters ETC...Thats why when i bought DA:2 I was shocked to discover the elves now looked like pink skinned NA'VI the Qunari had turned into DEMONS and little of my DA:O choices mattered in any respect:
1. I played as dalish, so at the end the elves have a home to the south of ferelden but in DA:2 My exact clan has mysteriously decided to not stay and Merril the clan second has now deserted her clan and everyone she knew to follow Hawke.
2. I killed flemeths mortal body ensuring she wouldn't be able to hurt my best friend Morrigan and right at the beggining of da:2 hawke brings her back. That was like giving me the middle fingers.
3. The Blight stopped, Alistair King & Mages Tower Saved....
Aswell as the oversimplified combat system (MASH: A A A A), you then restricted me into playing only a human which was when i was seriously thinking about asking for a refund because i really liked playing my elven character.
The RPG genre is about letting a person build a character through an epic world filled with stuff from you guys from Bioware's extensive imagination...If you're main worry was the lack of a voiced protagonist then look at Bethesda for pete's sake...none of their games have a voiced protagonist and their success speaks for itself. Both Yourselves and Bethesda are leading RPG makers and can create stunning games and settings for rich characters but DA for me is about the character progressing.
DA:2's story is very involving with the mages vs chantry but its the stuff i would expect of a large expansion similar to Awakening and with Mass Effect 3 just round the corner you guys and gals have a lot of breathing room for the next title, IMO i would take it slow work out the storyline and preferably for me anyways give us back the Warden and trash any stuff you would even think of importing from DA:2 into the 3rd Game. Basically...forget you even made it! (Apart from the choice of mages or chantry)
Also the dialogue system in DA:O was fine DA:2 seems like an attempt to 'Mass Effect' it. I mean c'mon even the wheel is the same. @.@
I know that this is unlikely to happen so i will cover my eyes with dread until details of DA:3 come out showing what you guys have done.
#2723
Posté 31 août 2011 - 08:28
Dubya75 wrote...
esper wrote...
Dubya75 wrote...
esper wrote...
@Dubya74.
You could just not use them.
How is that a solution? I want the benefits of the effects, I just don't want to see it.
That's... not really realistic. Just be glad that the sustained abilities is only in combat now. Thinks back to Origin and some of the weird conversation, because the warden forgot to remove a sustained ability.
I respect your opinion, but I don't see the harm in requesting the ability to turn this off in the UI. There are already so many things we have control over, why not this as well?
i would have liked to turn off earth armor. i don't like having my mage wear rocks in combat.
truly, i prefer DA2 to DA:O in a big way. i think the one thing i did not care for was the quest All That Remains. without giving too many spoilers: i found that for all the many ways that hawke could lose her/his siblings, this was just a sledgehammer in the game. it was like dumping a more modern noir plot into an otherwise unrelentingly medieval story. it just didn't fit. plus, there was no subtlety to how it played out.
the 'breaking point' at the end of the game was similar. i saw it coming a mile away thanks to the Justice quest items, so that made it hurt less than the archdemon revelation of da:o. still, there's something a little jarring about the fact that it happens.
i really love the way the siblings story can play out: always a little tragic, but you can pick your path of poison there. same with the qunari, for example. but the mom's story and the ending force you into one path of tragedy with no way to color it. that sort of bothered me. i would have liked a few more options as to how that could play out. it would have made the game feel much more open, even if the overall effect was the same.
and dang, this is a hard topic to answer when avoiding spoilers.
Modifié par sagequeen, 31 août 2011 - 08:50 .
#2724
Posté 01 septembre 2011 - 05:17
#2725
Posté 02 septembre 2011 - 04:41
Better yet don't make another sequel, you probabally destroyed the franchise with that last game. Worst 50-60$ game I have ever played in my entire life.





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