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Constructive Criticism


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#351
Shakes McQueen

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These thoughts at Rock, Paper, Shotgun sum up a lot of my complaints:http://www.rockpapershotgun.com/2011/03/14/wit-the-opening-hours-of-dragon-age-ii/

To expand a bit:

1) The Story
I thought the story was alright, if a bit weak, right up until the massive plot point that launches the final gauntlet.  Everything from that point onward is nonsense.  To expand much further would require spoilers, but the game has no closure whatsoever.  It almost feels like deadline constraints just forced them to suddenly halt the story, and bring everything to a hasty conclusion.

2) Re-used environments

Again, this goes without saying.  Seeing the same warehouse or cave for the 10th time, really bludgeoned the excitement out of me, and made me feel like I was playing a budget title - not the sequel to my favourite game of 2009, and one of the most geographically expansive games in a long while.  Running through the same handful of areas in Kirkwall also got repetitive, for that matter.  60% of your time is spent in Hightown, Lowtown, Darktown, and the Viscount's Keep.  35% is spent in the cookie cutter caves and alleys.  The remaining 5% is spent in the bar, the brothel, or someone's house.  Denerim alone in DA:O, had more unique environemtns than the whole of Dragon Age 2.  Or at least, it really starts to feel that way.

3) Waves of enemies

Having enemies materialize out of thin air and attack in waves, essentially throws management of potions and skills out the window.  You are simply reduced to button mashing, and waiting for talent cooldowns to expire.  And having waves of enemies falling out of the sky really wrecks any sense of immersion.

4) Simplistic conversation wheel.

Another disappointing change from DA:O.  Nine times out of ten, your responses are limited to Paragon, Snarky, or Jerk.  And responses to push the relationship mechanics forward have a big heart next to them!

5) Meaningless quests

Over and over you'll pick up random little items that you can't exame more closely, yet will somehow activate Hawke's internal GPS, and direct you to a seemingly random citizen to return what was apparently their property.  They will respond with one sentence, usually along the lines of "Oh, thanks!" and give you a sovereign.  This might have been a nice addition if they added anything to the overall lore, but they don't.

6) Only being able to talk to your party members in certain specific areas of the city.

I was told I needed to talk to Aveline/Varric/Whoever, but they wouldn't talk to me until I walked into their office/room/house, when suddenly an arrow appeared above their head and they acted as though they hadn't seen me in ages.

Most of the gameplay flaws could have been forgotten, if the story was satisfying - but it isn't.  It doesn't become clear until the credits roll, and you realize that the story doesn't really conclude - it just abruptly stops.  There is no resolution of any sort to the conflict the Seeker references at the beginning of the game, and even the future of your hero and party is quickly scuttled away in a resolution-free sentence or two.  Even the final boss battle is against an enemy you're given no particularly strong, overarching reason to despise throughout the game - indeed, you even spend time completing quests for them.  And as I said earlier, the plot turn that sets up the finale of the game, comes completely out of nowhere, and begs a ton of questions.

I pre-ordered this game, despite the widespread pre-release "dumbing down" concerns, based purely on Bioware's reputation and my own reverence for their games.  However, I will definitely be looking before I leap when it comes to the next game in the series.  Dragon Age 2 is a decent game, but I was expecting much more than that from such a rich established universe, and such a good developer.

- Scott

Modifié par Shakes McQueen, 16 mars 2011 - 12:05 .


#352
ACDimps

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I'm going to focus on two things- the models/animations, and the combat

1.) combat- get rid of stun locking.  it really ruins Nightmare mode.
2.) the models are terrible, no offense. the hands, the way the character's necks meet their bodies...ugh, merril's "love" scene was disguisting when we saw her naked.
    As for animations- WAY too stiff (convo animations here). All I ever see move are people's hands...or maybe the "dramatic turn with your shoulders" thing characters do. Everyone is way too stiff.  look at a recent Machinma post where they show a fan-made DAO movie. THOSE characters move around realistically in convos.


thanks for listening

#353
moilami

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Subv3rsi0n wrote...

  • Waves of enemies materializing out of thin air feels out of place and breaks immersion. Experiment with enemies spawning from doors or other logical places; complimented with unique animations it would allow for an even better experience.  Alternatively, go back to the style used in Origins – once a wave was eliminated, doors opened and a new wave of enemies would take its place.


Good idea, but pls try to keep it sensible. No meat feeding but fights and battles what make sense.

- at night while exploring low city or something the gang would jump on you by assassins ambushing you out of blind (and of course trying to pulverize your mage first). After that assassins would vanish and the door in nearby house open and melee mobs + mage attack. After that assassins would suddenly attack your rogue if tank has not taunted and rogue has not vanished.)

- If you begin to kite mobs you would get "trapped" meaning another bigger spawn would come from some logical place and attack you. Now you would have two groups after you. They could also spawn from direction you are running to. For that implement LoS and make spawns behind the corner.

Lol, I could have so very much fun designing special encounters and mechanics that people would want to kill me after they played the game.

#354
Frumyfrenzy

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 A few days after my first playthrough (as Marian Hawke, Warrior, 45 hours) a few things come to mind. I'll try to keep it short. For the record, I rate DA2 8/10 (slightly above 80%) and DA:O 9/10 (slightly above 90%) in comparison. 

Combat
Fights in Act 2 and especially in Act 3 usually end after a few seconds with all enemies exploding all around me. I really prefer the more serious casual decapitations we had in Origins (go and play Origins to have a comparison afterwards!). The only tactic I used in most fights is simple: identify caster, kill caster as quickly as possible, finish off the rest. 90% of the fights happen this way and this was on hard. Those short fights feel like no fight at all and I don't perceive the enemies as characters anymore, just meaty stuff which is going to explode very soon. What I really didn't like was the waves aof spawning enemies out of nowhere. Positioning before a fight and setting up traps at chookepoints always was an important thing for me, but out of nowhere spawning waves of enemies take the fun out of that. The overall speed of combat bothered me a bit, because ordering your party to do stuff really requires you to pause the game every few seconds in boss fights. Pause and give orders becomces a pain if combat is too fast. Lastly, after starting Origins, I really miss the isometric view. In a nutshell: speed of combat should be somewhere between Origins and DA2, enemies shouldn't explode, fights should take significantly longer and have fewer enemies, enemies shouldn't spawn out of nowhere, bring back the isometric view.

User Interface
I never considered myself as a person interested in an UI, so I am suprised myself. I started Origins yesterday, just to see how the game feels after DA2. The beautiful UI in Origins immediately caught my eye. It adds so much more to the immersion, if the UI is designed as a part of the world and the character you are playing and immersion is one key factor in a RPG. Having a questlog designed as a journal written on paper, having a quickbar designed to be more than simple and functional, it really opened my eyes. I'd like the developers to go and check DA:O. Further, when reading letters in my estate or getting a message, they don't look like a letter or a crumpled note and this includes an appropriate font. Again, it would add so much more to the Immersion, a key factor...  So the lesson I've learned about my own preferences:The UI should be part of the character and world, no immersion breakers here.
(As a side note,  the best way a UI was integrated into a game recently was in Dead Space. I was surprised, that a UI can be fun itself.)

World Design
Recycling of maps, I guess Bioware got the point by now. :devil: This was really a no go. Aside from that  the linearity of the map design itself, the corridors and paths are way too narrow and there are too few (or no) open spaces. If there is only a narrow path and ony way or two narrow paths, then there is no sense of exploration. Exploring a world at my own will, not because the narrow paths force me a certain way, is one of the most immersive things you can do in a RPG. I'm not talking about a sandbox, just think of the way Baldurs Gate handled this. This isn't criticism specifically directed at DA2, but Bioware's games in general. 

Companions
There are two things DA:O was better at. You could equip your companions the way you liked it and alter their appearance in doing so. Not having this possibility just feels like a step backwards. The other thing is the way conversations are handled. I enjoyed them, as I was expecting, but I didn't like the lacking option to go and talk to them when I wanted to. Both points have one thing in common, the freedom of the player to decide what they want and when they want it for themselfes. I want to decide what they wear and I want to talk to them whenever I like it.

Quest Design
DA2 was a step in the right direction at certain times by having quests which don't end after the usual 'go there, kill everything and get reward'. Short sidequests never felt right, those are more like things on a checklist for a player. Long sidequests result in a connection with the NPCs involved. Long quest chains they are deeper, more immersive and more satisfying kind of experience. After some really good long sidequest, I wonder (from a design point of view) why do shorties (go-to, kill, collect reward) anyway? Nothing prevents you from developing three or four seperately starting questchains and tying them all or some oh them together late in the game. In a nutshell: Get rid of short side-quests completely, go for fewer but really long quest chains as optional content instead (i.e. not necessary to finish the game). 

Those are the things from the top of my head. Again, I advise everyone to go and play DA:O after finishing DA2, to have a good comparison.

thx for reading

Modifié par Frumyfrenzy, 17 mars 2011 - 12:33 .


#355
Kasper Finknottle

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annaray1 wrote...

Well

DAO (1) was fantastic with a "beautiful" team behind it; I have a hunch  they were reassigned for a next project which was NOT DAO 2. A beta team maybe was? One or two of the old gang?  Instead of using a lot of the mechanics (already invented and coded) which provided freedom to the player, they were omitted! For instance armor for the rest of the team, changing runes without destroying, but most importantly giving the team members the order to stay put while active team member could explore and lure enemy. Why omitted for the PC version? What happened with the higher over view? All sacrificed for lesser play on outdated consoles?
Player graphics are a level higher, voice over for main character is fantastic  a la ME , however out town context graphics are more simple, nature looks barren ( almost no trees, no grass at at all, no foliage to remember, back to graphics of 4 years ago.
An yes the unrealistic re use of smaps is insulting.

I will not buy DAO3 in blind faith as I did with DAO2 , but carefully read the better reviews first
 


I would have to second this motion also. Also, the start of a grand adventure should...not be boring.

It's a staple in these games that someone dies at the start, but shouldn't you care at least a little for them? It worked in ME1 and KOTOR.... but in DA2 it felt...meh who was that person again?

#356
Inujade

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Quick criticism: I don't mind the dialogue wheel. I don't love it, but it doesn't offend me. But PLEASE, remove the heart icon! It takes all the thrill away from a romance when you're just handed a "press this for sex" button.

Part of the thrill of romances in Origins was not knowing what attracted the LI's. Not knowing who your character might end up with until they started getting responses. Now you can just go "let's see, I pick Anders!' and spam the heart icon. It's underwhelming, to say the least.

#357
KennethAFTopp

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This is probably redundant and I am still early in Dragon Age 2 but I feel that the Hawke dialgoue is somewhat lacking, Nicholas Boulton does a commendable job, but it seems that instead of giving us interesting choices, there's almost only one path, now this has always been the danger of a voices character but it was never something that Occurred in something like Mass Effect.
The handling of a voiced character seems incredibly unsure and narrow with choices, like they weren't really sure what they were supposed to do with it.
Now I must say that the Companion dialogue in between the Companions is lovely, I think I am falling in love with Merrill, she's the new Liara.

#358
JeeWeeJ

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Lurchibles wrote...
...lots of words..


I totally agree, ofcourse there are personal preferences (i dont like the new artstyle for example) but thats all in the eye of the beholder.

However, my biggest issue with DA2 is that it is NOT a proper sequel to Origins and should (in my honest opinion) not be sold as such. Do i think DA2 is a bad game, no, it has some serious flaws but it is not a sequel to Origins - gameplaywise and storywise. Just saying that it's "dumbed down" or "steamlined" is too easy, i personally like the term  "masseffectificazion".

Now is this a bad thing? No, it doesnt have to be! But you have to keep in mind that there (MASSIVE generalization here but i'll use them anyway for this example. dont want to start a flame war here) are two kinds of RPG gamers:

- olskool RGP gamers who grew up with classics like Baldurs Gate, Fallout and the other classics and who mostly play these games on PC,
- the  "new generation" casual RGP gamers who love their masseffects etc, more action packed but less depth.

Now DA:O was clearly focussed on the first group and was developed with the PC in mind (and this had its impact on the console port, which was poorly done). However, i think i can safely say that even though it had its flaws, we loved it anyway. (partly because to me, it felt like the revival of the genre! Oblivion and such just dont cut it for me..)

Then comes DA2, the highly praised  sequel to DA:O, only to find out that its not really a sequel!
My warden -gone-
The (slow?) DA:O playstyle -gone-
The epic darkspawn/warden storyline -gone- (mostly)
And the list goes on...

Everything Baldurs Gate 2 did right as a sequel, DA2 didnt. (yes, dinosaur talking here)


Now on the other had, when you look at DA2 from a "casual RPG gamer" point of view, DA2 isnt bad at all! Cool story, nice characters, quick and flashy combat.. But to quote a friend of mine who has DA:O on the xbox360 and watched me play DA2: "this isnt Origins 2.."

No...it isnt... And i think thats what a lot of us expected..

Modifié par JeeWeeJ, 16 mars 2011 - 12:53 .


#359
misterdde

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I just had on thing on my mind since the last time I played.

Bioware should creat a fresh new game with the da2 spirit..but settle it in a whole new univers.
da2 just doesn't really fit with the " origin spirit ". The deepth of the game is missing and became an ( good nontheless ) hack'n'slash. I'm ( and i'm pretty damn sure i'm not the only one ) miss the original style of the game. give us an origin 3. i'm not talking of a copycat from the first, but an improved version with the strenght of both origin and da2. I'm certain that this way, not only you would be able to reconcialte yourself with the deceived community, but could alors create a brand new one and have nearly all of your actual customer's happy.

EDIT : add all of the post above mine :)

Modifié par misterdde, 16 mars 2011 - 12:59 .


#360
hawat333

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Addition:
We would heavily benefit with a change weapon button, like we had in DA:O for Rogues and Warriors who have both weapon specs talented.

I'd also like to see more talent variety, especially for the companions. Having a rogue with only Archery is ok, why couldn't he use daggers too?
Having a warrior with two-handed or shield-longsword is also ok, but why wouldn't he/she use two weapons at once?
It would be beneficial, especially on subsequent playthroughs.
I think the companion armors were mentioned enough times already, while I understand the concept behind their unique/individual armors, we should be able to have at least four or five options to choose from for each of them. Hm, coming to think of it, I've already mentioned Aveline as an example.

#361
ryantreb

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Things done well:
- A voice for Hawke; love it.
- Overall graphics, much prettier than origins
- Fast pace of combat
- Combat animations
- Better armor models than origins and awakening
- I like the political aspect of the story
- I like the helmet toggle
- New art style for the different races, it really sets them apart!
- Did I mention combat animations? They rock!

Things that could be improved:
- Bugs here and there
- I would like a larger scope to the story. I understand that the focus of this game is Kirkwall and that Bioware wanted to capitalize on the success of Origins quickly, but now that you know DA is a success take some time and tell us a bigger story.
- Along with a bigger, more epic story I would like to see more places in the world of DA. I was in awe when I first stepped into Orzammar and I loved the Dalish forests. Kirkwall is gorgeous, but mix it up a little bit.
- The game can be modded without a toolset, but it does make it much easier and improves the replayability. Toolset please!
- Toggle for friendly fire because I like to play with 4 dpsers, two of whom are AOE mages. Image IPB

I believe I'm tapped out on suggestions. Overall, I love the game. I believe a larger story and a bigger game would make things even better than they are. Thanks for listening.

#362
Kasper Finknottle

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thesilverlinedviking wrote...

bluecapsule6 wrote...

Another negative:

Day 1 DLC that isn't free: $7 for a day 1 companion when the game only ships with 5 companions (none of whom can use bows)? At least ME2 and DAO had the decency to make the DLC characters free with new game purchases. This kind of greed alienates fans and is one of the reason why DA2 getting a lot of hate.


They gave it out for free with the signature. The only thing to blame is your own lack of foresight/attentiveness, not BioWare/EA.


..but the signature edition costs more.. so it isn't free, but it is cheaper I guess.

#363
KennethAFTopp

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Color me weird, but I actually miss the silenced protag, I've plenty ideas on how to make that kind of PC more immersive.

Secondly yes, there's a sore lack of the ability to change weapon sets as in DA: O

Thirdly, I feel that the GUI while not bad, is not as pleasing as the GUI in DA:O.

I find myself thinking that DA:O battles was actually much more exciting that in DA II when one runs into a boss character, there the fast paced character of it mixed with the drawn out boss battles, it becomes a strange sense of Dichotomy at work.

I would also pay alot of money for a DLC that strictly concerns some new Specialisations, ones that much cross class such as a Skill tree for the warriors so that they can Dual Wield, would that require a new set of animations, why yes it would, would it be worth it? I am certain it would.

Modifié par KennethAFTopp, 16 mars 2011 - 01:21 .


#364
FeelThePaint

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I enjoyed this game as well as Origins, but theyre not epic games, not for me at least.

Theres still all these shortcuts made, DA2 worse in some aspects than origins. And i dont want to pay you guys more, or go play a stupid facebook game to get the items i expect to be found in the actual game. Seriously. If the game was loaded with items allready, then sure, make all the extra gear you want. But the game itself feels stripped.

And these junk items feels stupid. Sure, at least theyre put into a category which tells you this is basically junk. but whats the point spending time on adding junk? how many hours did you spend adding junk to the game? read that out loud to yourselves along with the answer, please....

A big hurray for this game though is how mages got warped from boring to awesome. I love mages again in this game. I always played Sorcerer (dragon diciple <3) first in games like NWN, BG series etc. I couldnt bring myself past the origins story before putting mage away in Origins :S

I remember in earlier games you made, and you got to a dragon, you thought to yourself; awesome its a dragon, this gonna drop some good stuff. You killed the dragon, and what happened? Good stuff dropped. where did that go? Now dragons are mostly a dissapointment :/ Theyre still cool to fight though, sure. At least this wasnt true for Origins. Its called dragon age guys. Where are the immensly challenging ones wich actually lived long enough to get a nice big pile of loot? seems to me they sit ontop some unreachable mountain sending lesser minions to tempt us :P

PS! Did anyone else register DAO and ME2 and didnt get the Blood Dragon Armor?

#365
TalathTheTrue

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I really liked the game, on my second playthrough now. My biggest complaint is there seems to have been a lot of bugs that should have been squashed before release. Magically disappearing weapons, chests becoming suddenly non-interactive, etc. The combat I thought was lots of fun; the spawns from the sky were not. The beginning made sense when you could see what approaches the darkspawn could take, there were generally only a couple of ways they could come at you. That's fine. Enemies falling from the sky or jumping out of the floor is not fine. It's impossible to tactically position your party when enemies can appear literally anywhere. More customization for the companions would have also been nice; if I want Aveline to swing a 2-hander she should be able to. Locking your companions into one role limited their usefulness, and only having one healer for a majority of the game is just plain silly.

#366
Lellandra

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It was mentioned before and this is what broke my immersion from the beginning.

The story should have been very different for me since I was playing a mage. But I guess there wasn't enough time to come up with changes? The whole last act of the story is mages vs templars and there is nothing meaningful there. I don't know how to present a fix, except for longer time in developing the game.

I thought we were playing 10 years in Hawke's life, as all the BW people were telling me, only to find out the 3 years between your last fight and Varric brought in for interrogation counts. I cringed when I read this. I have the feeling you cut the game short to add a DLC faster.

The ending lacked any kind of closure. I wish I could have controlled Hawke one more time before the end game.

I want to have more dialogue with each companion. That's what makes BW games great! Even with my family. We could have had some" remember when" conversations so I could get to know them better. I know I'm supposed to have lived with them all my life but the way it was set up I just didn't care much.

Those little examine buttons in the house were great. You could have also added more things from quests or even a vendor that sells furniture. Like those model ships you can buy in ME2.

#367
Lumikki

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Combat waves

In general this isn't bad idea, but how it was done did not work well. There is one rule what should never be broken. Never ever drop enemies from no-where next to players character or even area where player is.

There is nothing wrong to have wave of enemies, but they need to come from somewhere else than where player is. Also it's not so good to have waves in every battle. Player needs also battles what can be planed, not allways end with waves of enemies.

Good example how it should have been done, was in DAO tower in Ostagar. Remember how opening door and going in to room for battle also cause so that few other rooms doors opened and more enemies did come. That's the way it make sense and works well. Little like noise of the battle cause others to come, from some other area near by.

Modifié par Lumikki, 16 mars 2011 - 02:50 .


#368
Dubya75

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Here is my contribution to constructive criticism.
I know this has been mentioned a million times but...the recycled maps! *facepalm*
It is VERY noticeable that areas have been used again and again...and again.
This really cheapens the experience of an otherwise fantastic game.
Going places like the "sewers" for example one would not expect it to look like a warehouse with dry ground underfoot.
The game has really been let down by this excessive overuse of areas. In some cases it seems like no effort was even made to dress up the area a bit to make it more distinct.
This is especially disappointing in the light of the great visual quality of the existing areas. It's like getting a broken watch for christmas. It should be really nice, but it isn't.

The second thing that is a real eye-sore for me graphics wise are the hands.
How hard can it be to make hands look like hands instead of cheese sticks suck into a bread roll?

Bioware, attention to small details makes a HUGE difference!

Modifié par Dubya75, 16 mars 2011 - 02:25 .


#369
Lux

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@man giraffedog

I'm sure EA/BioWare thanks you for each copy you'll need to buy to continue spamming here.

#370
Raoune

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Inujade wrote...

Quick criticism: I don't mind the dialogue wheel. I don't love it, but it doesn't offend me. But PLEASE, remove the heart icon! It takes all the thrill away from a romance when you're just handed a "press this for sex" button.

Part of the thrill of romances in Origins was not knowing what attracted the LI's. Not knowing who your character might end up with until they started getting responses. Now you can just go "let's see, I pick Anders!' and spam the heart icon. It's underwhelming, to say the least.


This.

Also the naming of it. I think it being officially Dragon Age 2 sullys what is actually a tremendous achievement in its own right. Comparing it with Origins is asking for trouble. Dragon Age Origins was the epic tale of a hero over roughly a year of his/her life. DA2 is a slow-burning chronicle of policital unrest, taking ten years to unravel (beautifully, I think) the consequences of taking power in a dangerous and volitile age.

In my mind, it's "Dragon Age: Origins", "Dragon Age: Awakening" and "Dragon Age: The Free Marches". 

#371
blueyedsoul

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 It's a good start on this list, and I don't agree with all of the points, but I would like to add something that has been bugging me about the story. That's tough to do without posting spoilers, and there are other discussions about this elsewhere on the forums, but all the gameplay changes aside I thought it was BioWare's intention to adhere strictly to the lore that was set up in DA:O. My feeling is that during the third act, this continuity is broken in order to escalate a sense of conflict and danger. During these scenes, there is a group that repeatedly acts in ways that go against pre-established lore, given everything we're shown in the story, although there remains the possibility that this is just a plot hole and there's something we're not being told. Either way, not good. These should have been the most compelling scenes in the entire game as they are leading up to the final conflict, but all I could think was "I wish they would bring back the (villains from Act 2)."

#372
Quasit

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Somethings that come to my mind:

- I played as a mage and would liked to play more as a behind the curtains type. ( If you've read Asoiaf books think Littlefinger ) because Hawke is apostate in city full of Templars. He cant go blasting away every foe that he comes across. Think about how long will Hawke be Alive / Free when he just comes to Kirkwall and then blasts couple guys in Gallows, I'd bet it takes couple minutes for Templars to smack his ass to Circle / Grave. More dialogue and options to work things around without direct violence. Ofc there's option to just hack 'n slash your way though the game if you want so that wont scare some potential buyers out.

- More political maneuvering. Just watched Pacific and Hawke reminds me of the Sergeant who gets Medal of Honor and goes to States to sell war obligations. People know him, but he doesnt have any real "power" aside the martial prowess. You should be able to work yourself to lead Mercenary gang / Smuggler group or something like that. Running your own Fedex company isnt enough.

- NPC reaction. For example guard walking the street sees Hawke , Aveline and others fighting and just walks off. I'd think he'd come to help out fellow guard. Or civilian sees Hawke casting spells or fighting.Options: Runs away / Gets guards / Gets Templars there / Helps Hawke out

- Bigger areas. Not just narrow paths. Like forest were in BG and NWN. If not possible then like those were in DAO, but a bit bigger.

- I like the new combat except the exploding bodies and enemies appearing out of nowhere. There could be less enemies, but with more health so fights are a bit longer. Liked boss fights.

- Character interaction. It was great in DAO. You should be able to speak to companions whenever you want. I used hours to speak to them in DAO. in DA2 not so much.

- I liked the upgrade on Mages. Some elves looked a bit too fishy to me so they should be upgraded again.

- I'd like to see companion armor outlook change with the upgrades.

- There's lots of other things I'd liked to see upgraded but other ppl have mentioned those already and im too tired to write.

Overall the game was good enought to pass some time.I play this when I dont have anything better to do. With DAO I played it until 4-6 am and took days off from work so i could finish the story. I'd rate this around 7/10. 8/10 if this was made by any other company than Bioware cos i have bigger expectations for you.

#373
Elhanan

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Small initial observed nuggett, but this looks like a nice place to place it.

Could the Character Creator have incremental slides instead of the smooth sliding bars currently on the options? Due to some minor nerve damage, as well as major age gripping my fingers, it is a little difficult to place the slider on the option this one desires. Maybe I am not the only one.

Cannot begin to describe how close my version of Garrett came to look like Moe from The Three Stooges. Still intimidating, but.....

#374
vigna

vigna
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They do need to bring back auto attack, they need to lose the junk treasure (that was just insulting), and they also need to add some kind of customization for NPC outfits. I don't mind they are stuck with one look as long as I could change up the color schemes. I miss being able to customize the look of my NPCs. If I can dabble with hawk I should be able to do the same for the party--that goes for Mass effect as well. I just can't see how it would be that difficult to change Aveline's armor from red highlights to green, or from a silver base to dark grey....??

That would make me happy and feel like I'm getting multiple armor choices when it is just a palette change.

#375
Amaror

Amaror
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I won't say anything that is in the first post, but this points annoy me too. (Very bad englisch, i know.)
So what else is wrong:

- Too many Enemies. It just doesn't feels like i am fighting against a group of Warriors. It feels like i am fighting against three kinds of Enemies.
1. The Junk Enemies are the very, very weak enemies. One - Hit with two handed weapon and they're dead. Bioware this doesn't make me feel heroic or great, it's just silly.
2.The normal enemies are, well, just normal enemies.
3. The Boss.
Just the mass of Enemies is too high. It doesn't matter where i put my mages, because there will be another enemy spawning behind them, just in about 2 seconds. It ruins some tactics. And the Enemies die that fast, that taunt is useless. After i used it, there is just another wave of enemies, who instantly attack my mages.

- Said allready, but why can't i talk with my companions when i want to.

- Some Companions are just too stupid in the third chapter. Some examples follow.


SPOILER SPOILER SPOILER !!!

"I don't know what to do. Maybe i should summon a demon. It's not like i have fought against thousands of examples where that turned out just terrible. Wait, i have. Well, i will do in anyway."

"I am angry at those templar bastards! I have to fight back. I have two options: I can either destroy the Church with thousands of innocent people in it, or i can destroy the Temply headquarter, killing those who are against me. I will take the Church Option."