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Constructive Criticism


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#426
Guest_Brodyaha_*

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I loved the story and most of the characters. It was interesting to play a game that did not focus on some arcane evil that only Hawke can fix. Rather, it focused on a political struggle/civil war within a city state, and Hawke gets caught up in it.
I've only played the Anders romance so far, and I must say I really enjoyed it.

It was also great to see actual friendships and rivalries develop between characters. My squadmates visited me at my house! Other squadmates visited other squadmates, or were seen talking to them! I loved it. There was so much banter! It made the game feel more alive.

I also liked how there were quests to talk to my characters. It gave me an indication of when to see them for information. Very helpful.

I did not like the technical difficulties I had--I expected some glitches. But I did not expect cinematic animations to skip on me. Very jarring.

I also didn't like the reused environments. I didn't expect Kirkwall to change dramatically, and I actually like the city. But caves in the Wounded Coast were identical to those in Sundermount, which were almost identical to ones seen in the Bone Pit. Reusing the same cave structure in three different areas....I think that's taking it a bit far in the recycling department.

Mansions were identical too.

But I loved the colour scheme. Especially in the Deep Roads.

#427
ruttunenn

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Rocambole4 wrote...
My impression about healing here is not exactly that. I feel that they chose to make heals matter, so you cannot chain heal and your tank doesn't die in 3s without healing too.

It allows your healer to keep mana so it won't chew on pots, and also the CD time mean having non-healing spells is actually an option. My anders was a healer/Dispell/CC guy.

To me Anders have a fair amount of healing, specially if you also take imp. force field to keep people alive while heals are in CD.

The problem is, the "healing" tree is only realistic if you add Anders special tree (or make your char a spirit healer). The baseline heal tree NEED heal, group heal (or a second heal so you can heal 2 targets - regenerate from DA:O would be OK) and rez at least if we're supposed to be able to NOT use Anders all the time.

I like Anders. But having one less group slot to choose is kinda boring.


Well having tanks not die in 3s is nice actually but there is a fine balance between durable tanks and tanks needing healing.
- Having 1 or 2 actual healing spells just feels meh
- And conserving potions in DA2 well to me it feels like I am drinking more healing pots in DA2 than in DA:O because of these changes to healers
- Also in DA:O the potions actually cost a lot of money so you could not just drink a health or mana pot every chance you got. 
- Sure it conserves mana to do more but then do I want my healer to be just another fireball smacking explode o rama dps mage with that one heal. It just makes me feel that healing is pretty much underplayed factor when the heal just pretty much works as an extra healing potion between the tank using them. 
- As you said something like regenerate would have been an nice addition
- Also like someone said at least in nightmare & hard mode it just does not feel enough sometimes.
- Maybe it also has a lot to do with the downplaying of the tactical element , so the element of fighting has gone from carefully tactically battling out moment by moment to one fast paced hack & slash with little to no emphasis on tanking , healing and CC.

Also DA:O had talents to regenerate mana while in combat like spellbloom that helped out in longer fights with your healers. 

All in all I just feel like there is no "healer" in DA2 its more of an having an mage with the option to help you between your healing potion CD every now and then. :mellow:

#428
Erode_The_Soul

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Apologies if this has been mentioned before; this thread is pretty hefty and a lot of the points have sort of merged together in my head. I agree with a vast majority of the points brought up but one of my biggest criticisms of the game has got to be the Intro/Character Creation part.

I love the idea of the unreliable narrator screwing around with the audience and making things up. That was a fantastic idea. The problem comes when you make that scenario mandatory for each and every new game that's started. It becomes an even bigger problem when character creation follows that unskippable, mandatory scene. I have about half a dozen games that never made it past Lothering because my custom Hawke ended up looking funny; in Origins, that was just a simple restart, remake, lets play! Now it's a restart, cutscene, battle, dialogue, battle, mini-scene, battle, cutscene, cutscene, remake, let's play! I've got to say, I got pretty tired of that "legend" scene during the demo, and forcing it's repetition on me each time my custom Hawke looks screwy has done little to endear it to me.

For the CC itself, there are only a few minor issues I have. First, there are a few sliders absent that would be super helpful in the future - mainly the cheek shallow/full slider and the mouth width slider. Also, an undo button and arrow buttons for the sliders would be fantastic.

#429
Seival

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Already posted most noticeable advantages/disadvantages in other topic, but not sure developers noticed the topic itself.

Since this topic is about disadvantages, and developers are actually reading it, I want to duplicate disadvantages part of my feedback here:

Some game locations used in game too often. I do not mean day-night usage. I mean the same rooms for different houses for example. But this can be fixed by using only new unique locations in future DLCs. Just do not use old locations in DLCs for DA2 and the problem may be called fixed for entire game.

Some reinforcements' apearing on map is not logical enough. For example, in some encounters heavy-armored human reinforcements can jump to your group from building's second floor or just appear from nowhere. It's logical enough for rogues, but not for heavy-plate-armor swordmen. Such reinforcements better appear without "jumping in" and near logical places (decorative doors, cave entrances, from behind the tree, and so on). This problem should be fixed in main game and evoided in level design of DLCs For DA2.

NPC do not react on combat between player and hostile mobs. Only few guards can assist you in combat against some criminals in night town, all others just stay and watch. Civilians just pass through the battlefield or stay and watch like nothing happens, while they should run in fear and do not return till battle is over. I think this issue is not hard to fix in future patches for DA2.

Trash items are common in RPGs, but calling them all “Trash”, adding them all the same icon and making them completely useless was a little bit out of line. This can be fixed by renaming “Trash” to “Miscellaneous” and giving such items different icons and some purpose. The purpose can be the following. “Miscellaneous” can be “opened” with some chance to drop something valuable or drop nothing. For example, some old and used envelope can drop few coins (25%) or recipe (10%). Once used, “Miscellaneous” item cannot be used again and can be sold only with 50% price penalty (compared to unused “Miscellaneous” item).

Game slows down (to 1 FPS for 5-10 seconds, then back to normal) and crashes sometimes. I’m playing DA2 on PC (more than 22 hours of gameplay already). Slowdowns already happened 5 times (both in usual game and dialogue scenes), and crashes – 2 times (only during dialogues). This should be fixed. And I think it will be nice if developers add auto-save before any cut scene and dialogue scene.


P.S. Please make also an option to turn off auto-targeting for AOE abilities.

P.P.S If you really want to nerf rogue enemies, then PLEASE do not nerf them for nightmare difficulty.

Modifié par Seival, 16 mars 2011 - 08:02 .


#430
Hawke123

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My 2 major gripes:

Re-used maps (as previously said):
Seriously? The same cave layout used for like 20 apparently different caves?
Can I ask, why BioWare thought that was a good idea?
And can I ask how on Earth, they thought they could get away with it, without major backlash?
( would really like an answer)

The loss of travel:
I understand that BioWare said right at the start, 'the game will take place in Kirkwall'. However, I didn't think it would ALL take place in Kirkwall.

Origins, I travelled from the Heights of the Mountain of Sacred Ashes to the depths of the terrors of the Ancient Thaigs to the forgotten forests of Ferelden.
DA2, I need to go to Kirkwall lowtown. I need to go to Kirkwall Hightown. I need to go to Kirkwall Darktown............ -____-

Modifié par Hawke123, 16 mars 2011 - 08:02 .


#431
Noodlewidagun

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the biggest complaint i have at this particular moment, while playing my rogue on nightmare... is that it's ridiculously aggravating thinking i'll have to dump points into stat just to keep from spending the entirety of my time out of stealth stumbling around like a moron going "ow... ow.... ow.... ow... ow... ow... ow.... ow.. ow..." when every enemy so much as SNEEZES in my general direction.. anyone else?

#432
MIB-2

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I just remembered one major thing I hated in DA2 - enemies that got commonised (is that even a word?). Anyway, let me elaborate:

Remember DA:O? A single Revenant or Arcane Horror was an encounter you feared, prepared yourself for and felt great after finally pulling it off. I mean, the whole game had 6 Revenants, and each of them was akin to a boss (especially Gaxkang, who was honestly harder then the Archdemon himself). In DA2 we are killing them in dozens like they are some helpless kittens. Same thing happened with Ogres, all kinds of dragons (well, High Dragon aside, that was actually not unlike an Origins encounter) Pride Demons (Rage got overbuffed though, I mean they are supposed to be the weakest, way weaker than sloth (present in the form of shades), and yet this is not the case).

My point in short: rare, almost legendary by canon creatures that were a real challenge in the past got turned into totally generic encounters posing no challenge whatsoever.

#433
Matt125

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Just completed the game. Took me about 33 hours. I tried to do everything I could, but some quests were bugged. One quest in the last act required me to go to the Wounded Coast to rescue a person, but there was no sign of that person anywhere. Also, an important companion quest for Merrill was messed up. Basically the last cutscene played out of sequence, I actually had it before I got any of the preceding quests and it just ruined the whole thing.

I thought the ending was simply terrible, but it could have been because of my choices. I'm about to start a second playthrough and I will take some different routes to see if it improves, but right now I have to say Dragon Age II is nowhere near as good as Origins.

It just seemed like Bioware wanted to fix something that wasn't broken, and in doing so they created a whole lot of new problems. Origins had a lot of diverse environments, DA II is repetitive. Origins let you decide where to go, while DA II is linear. And Origins had you as the center of the story, while in DA II the story seems to have a mind of its own and you only make minor decisions along the way.

One good thing was Anders. I thought he was a much better character in this than in Awakening. The Ser Pounce-A-Lot stuff just pissed me off. Also, from all the preview stuff I didn't like Varric, but he really grew on me in the game, and by the end he was the sole character besides Aveline who was always in my team. Talking of Aveline, I was disappointed there wasn't a romance option for her. I flirted with her a few times but nothing came of it, and I thought she was a more interesting NPC than Merrill and Isabella because she stayed loyal throughout the whole game.

So, my suggestions for improvement for DA III:

Make the setting more akin to Origins than DA II. By this I mean pick a country like Orlais or Anderfels and let you travel around it to different cities and locations. Have the choices of previous games weigh in more on the progression of the story. Bring back the origin stories of the first game (unless you want us to play the Warden-Commander or Hawke again) and show us how the character began. Take the effort to diversify caves and hideouts instead of them being just the same map repeated over and over. As for the story itself, I actually liked the more low key aspect of DA II, so I don't expect a 'save the world' thing, but try to make it so what you are doing feels like it will have a very big effect. Also, the combat needs to return to EXACTLY how it was in Origins.

How can you do this? Easy, take all the time you need. Don't try to rush it out like you did with DA II. Put some years into the development, like you did with Origins. We can wait; we'll have Mass Effect 3 and The Old Republic to keep us busy.

Modifié par Matthias Silverblade, 16 mars 2011 - 08:17 .


#434
Alodar

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I love so many things about this game. Updated graphics, characters, banter, gameplay -- I'm only finishing the first act and I've already sunk about 25 hours into the game. The story is great, the characters are funny I love it.

One technical thing I would like to see changed is directional voices. Sometimes when your party members engage in banter, you can't hear what they are saying until your character turns around and faces them. I miss the start of a lot of coversations that way.

I would love to see pausable cut scenes. My life style is such that  unfortunately even when I'm gaming there are interuptions a plenty.

The thing I like least about the game, is a disconect from what I should think of as my character.
The opening exaggeration scene forces me to play 5 minutes as not my character.
I get to pick my first name but I've yet to see it referenced.  I understand it can't be referenced in voiced dialogue but all notes are to Hawke, the name that appears above my head is Hawke.

Another thing that separates me from my character is the paraphrase. I've tried to keep an open mind and I hoped the intent icons would be enough. But honestly, not knowing the words I'm going to say has furthered the feeling of lack of ownership of the protagonist. The sarcastic option is sometime dowright rude and innapropriate and I wouldn't pick those dialogue options if I knew that's what Hawke was about to say.

I find I'm playing as sarcastic Hawke -- not my character. I'll probably play again as noble Hawke, and maybe angry Hawke but I would love to play as my character, I just don't feel the ownership.

I know there are a ton of folks who have no issues with these things, but I can only give feed back for what is important to me.

Changes I would make -- first three are pretty low cost.
1) Put  the face creator before the opening exaggeration -- not the stat assigner or spell chooser, just the facial creator. Barring that let me skip the opening exaggeration after the first time.
2) Have the name I chose appear above my head.
3) Have at least some notes and letters use my chosen name.

The last suggestion I would have, and I hate to use the t word, would be to have a toggle that allows me to right click on dialogue to see what I'm about to say.  The text files already exist because of sub-titles so it wouldn't take any zots to input them, just GUI zots and testing zots.

One of DAO's biggest strenghts was the ability to create diverse player characters that I could call my own, my biggest complaint about DA II is I just don't feel that connection with Hawke.

I am loving DA II, it's a lot of fun to play and I think the entire team has done an excellent job crafting, on what's turning out so far,  to be a fine adventure.


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Modifié par Alodar, 16 mars 2011 - 08:20 .


#435
RvrNdUK

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Pandur77 wrote...

Overall I have to say I was disappointed by DA2, I'm going to go so far as to say that DA2 is the worst game Bioware has made ever. I'll list the biggest issues I have with the game:

- Reused maps. I can understand if I get the same map a few times for a random encounter like in DA1. Also I expect to go back to the same place if I get a new quest for the same place. But in DA2 this is done completely wrong. Using the same map(s) over and over and just blocking off certain passages to create an illusion of being in different places just fails. By the time I got to act 3 I was almost ready to just stop playing there and then because it felt like I was watching the 10th rerun of some old tv serie.

- No armor customization for companions. This is an integral part of rpgs to me. So the easy solution in DA2 is disappointing. I prefer the DA1 system. One thing I like with the new system is that armors have two stat reqs instead of just one as in DA1. This encourages you to make a bit more rounded characters. At least it's positive that you didn't just throw the whole gear system out the window like in ME2. Now that was a big slap in the face. It also feels really lame that 2 out of 3 vendors are selling gear you can't use for Hawke. Might as well just have one armor vendor and have him/her sell only gear for your class.

- Dialogue wheel. The comment you think you're going to say judging by the short text shown in the wheel is often misleading. In the end I just ended up picking what I'm saying from the emotion icon instead of trying to guess what the text would translate into.

- Lack of an epic story. There's no main story on DA2 except for just being Hawke. Most of the game seems to consist of finding all the questgivers and performing all their tasks and see what shows up next. Then you suddenly find yourself in the middle of some "big" event that's just forced on you for no specific reason. DA2 feels like the old saying about trilogy movies. The second movie is always just a filler and that pretty much sums up my feelings for DA2. The cutscene at the end of the game was the most interesting part. The best story being told in the whole game is the cutscenes with Varric and the seeker.

- This deserves a point for itself: Why do almost every single mage in the game that runs into the slightest problem become an abomination? Seriously? During Act 3 I half expected to find a mage turned abomination because he got a splinter in his finger.

- Waves of mobs. This works in some situations. I like the encounters in Kirkwall during nighttime when reinforcements come rapelling down from the surrounding houses and so on. But in other situations it breaks the immersion when mobs just appear out of thin air. And when almost every fight have waves it gets old. I believe it would be better if the waves are the surprise instead of the norm.

- class specialisations: Seems logical to me that picking Templar or Blood Mage specialisations would at least have some impact ingame.

- Junk items. Why bother? Just give me the gold if all I can do with it is drag it off to a vendor and sell it anyway. Meaningless inventory fillers is meaningless. Junk items are only interesting if they at least have some description or can be used for fun. I mean how many bottles of potent moonshine do I have to find before I can drag Isabela off to my house and have a real party? ;-)

- Inventory. Where did the all category go?

I believe this concludes my attempt at constructive criticism.


Absolutely nailed it.

To summarise the negatives....

The Story to me felt like the writers sort of struggled and aimlessly stumbled from one act to the next desperately looking for something to call a connection. No "epic" feel like in DA:O. Abrupt ending. I Loved the end sequence to DA:O, the ability to deploy groups of fighters and different times of the final battle.  I was expecting something equally intuitive this time round. Sadly disappointed.

The game world felt tiny, re-used, predictable. Not immersive at all.

Lack of companion armour customisation is such a big point.

The library of items in the game again seemed tiny, and autoclassifying things as "junk" was a kick in the teeth. We as the people playing this ROLE PLAYING GAME should choose what is junk and what we can use. Give everything that is dropped a possible use!

Combat was good, enjoyable.

The character design was good! However we don't ever get the chance to delve deeper into the characters. When deciding whether or not to engage in romance with a party member the only criteria i felt like i had available to me was who has the biggest bra size.

Also the customization of the characters, aside from the armour/item library issue, in terms of skills felt more restricted than in DA:O

Now, as a game. DA2 is still a bloody good game and stands up fairly well with other RPGs out at this time. But considering how good the original was, it's a massive disappointed. for a sequel you  would expect the best parts of the original to be kept and expanded upon instead of restricted or removed :(

I'll leave "probable" reasons for this failure to be discussed somewhere else....

#436
bushidobonkai

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So far, the feel of DA2 is much closer to Awakenings than to Origins. It lacks the wide-open feel Origins had. When you combine that with the endless recycling of maps, it makes the adventure feel even smaller. The narrative may tell you that three years has elapsed, but the feel is exactly the same as it was before. The tale within a tale format is interesting from a narrative perspective, but it comes at the cost of the global urgency that was present in Origins from the very beginning. To exploit the narrative structure, the game needs to open up significantly.

#437
d4rkspike

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 I'm sure theres nothing i could say that hasn't been said already.

But I would like to emphasize that I felt like i spent ~28 hours leveling for absolutely no reason. 

What I mean by that is, I beat the game, and now I can't go anywhere or do anything with my character, he just sits in his house waiting for DLC to come out some day. I spent all of that time playing, killing, shmoozing, for what? To get a less epic story from a game half as long as the original? Don't get me wrong, I love what you did with the combat. Hell, if you put in some kind of arena with endless waves of enemies for gold or something, i'd be in there all the time. Thats how much fun I had with the combat. But no, I get to sit in my mansion with my dog and wait, or start over.

Doesn't seem very fair. 

#438
Sherana

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I didn't much like the ending for forcing in the brand of morality it hand. It reads like it was ATTEMPTING to go with "shades of gray", but all it ended up being was black and black morality. Support the Templars? Hooray, you're supporting the systematic slaughter of an entire group of people. Support the mages? Hooray, 99% of them are horrific abominations. There's no ground where one of your choices is at least some good, some bad, it's just all bad, no matter what.

#439
ipolee

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just finnished the game

my points are the same as allrady told

teh dungeons ...cmn
bossfight balance , like arishok hard to win meridith like easy
companions , why i cant just go up on them and stard a lil chat like in da:o
cant equip conpanions
NOT ENOUGH INFLUENCE FROM ORIGINS
the combat , if i want to play a hack n slay ill go for diablo 3
skill trees , i missed the skills like speach

and alot of other stuff ppls complain about .
pre ordering dragon age 3 ? dont think so ....

p.s sry for my bad english

#440
Valus

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Most of this stuff was obvious to the developers before they shipped the game. They chose to ship a broken product. They made a conscious decision and said "yeah...we know this quest line is broken but we'll just deal with it later"

All in all this thread makes no sense. The developers have a far better idea of what they did wrong then we could ever hope to because they knew in advance they were doing it. I'm not saying they wanted the game to suck, but they surely viewed such cut corners as acceptable losses.

At best all this thread is doing is giving them a better idea of what infractions were more distinctly recognized than the others so they know what they can get away with next time around. At it's worst it offers a venue to constructively vent our frustrations and let us think the developers care to ship good products which, if they did, we wouldn't even be having this conversation.

#441
nightlordv

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Rogues with as much health as an enemy warrior and doing just as much if not more damage is just...not right. I can understand them being elite or whatever but when they are harder to kill then templars with a sword and shield it just seems out of place.

There really isn't much more for me to say that i haven't said or that has been said otherwise.

Lack of changing companion armor

the lack luster plot line

feeling like no matter what choice you made did little difference

the distasteful way that Isabella was portrayed as a **** who could have been a great character otherwise. This really irked me on my second playthrough as I had her in my party more. Does Bioware actually think that we are all just some hard up teenage kids or something? It is rather insulting.

mind numbing waves of boring mobs that really do just appear from thin air.

The bland use of cut and paste enviroments and the fact they look pretty ugly

Darkspawn now look like Skeletor from he-man

Music...what music? Only good piece I noticed was during one of the side quests that involved a dalish elf. Had some nice and moving folk guitar that was awesome.

High resolution texture pack...why couldn't this just be put into the game upon release? Even then it doesn't change how good the game looks much.

Some good things though is the combat, it is better but I think a happy medium between Origins and DA2 would have been best. Keep over view tactic camera, tone down some of the flashiness so it doesn't look like Anime, and that would have been really nice.

The talent trees are pretty cool and I didn't mind them. Having the companion loyalty perk abilities was a nice touch.

But then when a game is rushed, what can one expect.

#442
Rocambole4

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Zan Mura wrote...
...
Not sure if this thread is for debating or just declaring our own views. If not, then I apologize. As to the poster above: I agree with almost all you said except for those two comments where I'm almost of the opposite opinion. But I think that reflects well on how the difficulty completely changes the experience in DA2. For both good and bad.
...


I completely agree here. The game is obviously balanced around the (very easy) normal dificulty.

I played on hard myself, so the AoE was neither brutal or abysmal, but was very useful to clean thrash. Rogues, on the other hard, where not that useful, since KINDA hard mobs (like enemy mages) could be destroyed by Dispell - Petrify (with Dissecate) - Mighty Blow (CCC with brittle) - Chain Lightning  (CCC with Staggered). Pretty much what destroyed everything else.

On hard, mage's CC is absurdly better than anything other classes have to offer. Their supperior AoE and the fact that ONLY THEY can heal (bar pots) made 3 mage the best - AGAIN. My Hawke as a general purpose mage (elemental + force), Anders whas the healer with dispell and some CC and Merryl was the CC and debuffer from hell (full Entropy).

That said, the group COULD work without Merryl... hell, it could work without Hawke. But if I wanted to remove Anders, I'd be forced to make Hawke the healer. That made me feel forced to use Anders more than I'd like.

#443
Byth

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Other than the over-used maps I have one criticism I have to talk about:

Friendship/Rivalry: For the most part it works wonders(I love what it did to Merrill's storyline), but why does being a jerk to someone grant Rivalry and being nice grants Friendship? It would've been better if the only thing that effected the bar was your choices and views.

Ok, that's all for now.

#444
Noodlewidagun

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MIB-2 wrote...

I just remembered one major thing I hated in DA2 - enemies that got commonised (is that even a word?). Anyway, let me elaborate:

Remember DA:O? A single Revenant or Arcane Horror was an encounter you feared, prepared yourself for and felt great after finally pulling it off. I mean, the whole game had 6 Revenants, and each of them was akin to a boss (especially Gaxkang, who was honestly harder then the Archdemon himself). In DA2 we are killing them in dozens like they are some helpless kittens. Same thing happened with Ogres, all kinds of dragons (well, High Dragon aside, that was actually not unlike an Origins encounter) Pride Demons (Rage got overbuffed though, I mean they are supposed to be the weakest, way weaker than sloth (present in the form of shades), and yet this is not the case).

My point in short: rare, almost legendary by canon creatures that were a real challenge in the past got turned into totally generic encounters posing no challenge whatsoever.



You're absolutely right.. i remember cringing every time i saw one of those vials laying around, and went into my inventory, tactics, everything just to make sure i had everything set up the way i needed it to be so i could actually kill the thing... and i also remember sometimes STILL getting my backside handed to me.. repeatedly. now i see a revenant and i want to pet it. "awwww, who's a cute little revenant? you are! yes you are!" -shivs-

#445
Ecf1

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Voiceovers

Did Hawke really NEED to have a voice? Don't get me wrong, the actor for the male Hawke did an amazing job ( have not played the female version and probably won't.) I've heard that voice actors can be quite expensive, and with the amount of dialog Hawke involves himself in is massive. If the budget for doing a main character voiceover could be used elsewhere, such as more dungeon designs, I would happily trade that in.

Paraphrasing what Hawke says

This is my biggest gripe with Dragon Age 2. I like to think I am the main character, so I want to know exactly what Hawke would say, instead of being forced to choose something that might be what I want to say.

#446
Rocambole4

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Byth wrote...

Other than the over-used maps I have one criticism I have to talk about:

Friendship/Rivalry: For the most part it works wonders(I love what it did to Merrill's storyline), but why does being a jerk to someone grant Rivalry and being nice grants Friendship? It would've been better if the only thing that effected the bar was your choices and views.

Ok, that's all for now.


Ah about this, I'd also like a "grey" bonus. You must be either a complete jerk or angelic to someone, otherwise they'll not have bonuses. What about that? I must BECOME other char or HATE them? If it changes the decisions I'd take, it's not working as intended. Don't takem e wrong, it IS better than the DA:O system and the grey morale of DA is much better than good and evil morale. But it still need some work.

#447
Guest_PurebredCorn_*

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I loved the new look of the game too. The environments were beautiful and I even liked the new look of the elves. Qunari were amazing too.

#448
someon7x

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JRPG-style psuedo choices.

I didn't enjoy when the game offered me a choice of refusing a quest and then assigned me the quest after I refused it.

I didn't enjoy when NPCs I chose to help or hinder continued on predetermined character arcs.

I didn't enjoy when the game prompted me for character reactions to scripted story events instead of prompting me for character actions to drive one of the next possible story events.

#449
TEWR

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Amaror wrote...


"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."


if the first one is Merrill, she's portrayed as stupidly and innocently naive. Plus she knew the risks so she asked Hawke to go with her just incase. If she had done it on her own though, then she'd be beyond stupid.

The second point you made, well think of destroying the Chantry as a symbol (this is going to sound like V for Vendetta). The Chantry controls the Templars, so destroying the Templars is like cutting off a man's arm. He's wounded yes, but he'll survive. The Chantry is the man's head (in this case the head of the belief in the Maker spread out far and wide). By destroying the head, the man itself will slump to the ground and slowly start to rot. Symbols are given power by the people. But show the people they can stand up to the symbol, and it is no longer a symbol. Just a meaningless thing.

Still, he didn't have to kill Elthina.

#450
Cowhunta

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The game doesn't feel like an RPG at all. Origins felt more complex, more realistic combat animations (I prefer clunky animations over the super-ninja-hentai style swinging heavy 2-handers in nanoseconds).

Origins was better written with more depth to the dialogue. There was a clear overarching purpose to drive the main character's actions. Playing Origins, at times I got so immersed that I actually felt like the character I was playing.

The user interface is stripped down, an obvious port from console to PC. It might seem like a small thing but it actually detracts from the immersion, much like Deus Ex: Invisible War felt less like an RPG because it had a different inventory system than Deus Ex.

I played the DA2 demo before purchasing it, believing that the actual game would be a lot better. Now I've played for like 2-3 hours and can't seem to get into it.

I'm not a hater, but for crying out loud, Origins was universally praised, GOTY 2009. It's on my top 3 of all time along with Deus Ex and Mass Effect. I'm really, really sad to see the sequel turning into a simplified console port.

EA/Bioware: Either make a console game, or make a PC game. Audiences want different things. Trying to please both will result in a mediocre product. Peace