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Constructive Criticism


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#826
jjwiltfong

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Admittedly this might be a bit of a spoiler, but WHY if your character isn't a mage, is there only one healer that really sticks with you throughout the entire story?  It'd be nice to be able to mix and match my party a bit more without feeling that if I do not have THAT particular person, I won't be able to take on the challenges of the boss fights.




At least, not without a HECK of a lot of potions.

#827
Glegnus

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I have the standard gripes from almost everyone:
- Reuse of maps ( ME2 didnt have this problem, or at least they hid the map reusage better on that)
- Poor quality control of release
- City feels empty, npc dont react to your actions (dont run if they see combat ect.)

Another thing that bothered me, is that the city was supposed to change and evolve over the course of the 10 years, however it stays pretty much the same and i think it contributes to the issue of the reuse of maps, sure you move from the hovel to the mansion and they build an statue in your honor, but thats not enough imo.

I hoped to see at least something reminescent of what you see in Ocarina of Time, were while the maps and zones remain pretty much the same over the 7 year time travel, it still has small changes and details that make you feel like time has actually passed.

Overall good game, but subpar to previous standards achieved.

#828
Veinslay

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jjwiltfong wrote...

Admittedly this might be a bit of a spoiler, but WHY if your character isn't a mage, is there only one healer that really sticks with you throughout the entire story?  It'd be nice to be able to mix and match my party a bit more without feeling that if I do not have THAT particular person, I won't be able to take on the challenges of the boss fights.




At least, not without a HECK of a lot of potions.


Obviously the game wants us to kite on higher difficulties - sad enough
But that way you won`t need a healer at all...

I take this as:
Boss battles are poorly designed. 
-> Not challeging just annoying most of the time

Glegnus wrote...
Another thing that bothered me, is that the city was supposed to change and evolve over the course of the 10 years, however it stays pretty much the same and i think it contributes to the issue of the reuse of maps, sure you move from the hovel to the mansion and they build an statue in your honor, but thats not enough imo.

I hoped to see at least something reminescent of what you see in Ocarina of Time, were while the maps and zones remain pretty much the same over the 7 year time travel, it still has small changes and details that make you feel like time has actually passed.



True!
You kill like whole battalions of raiders, slavers..still the population of the city is not extinct.

Looks like Kirkwall only has scoundrels immigrating since there are no new NPCs comparing Act 1 and Act 3.
Not even talking about possible changes in architecture or new areas to explore.

Modifié par Veinslay, 19 mars 2011 - 08:07 .


#829
ZoMbIEx23x

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I'd disagree on this linearity deal people seem to be having. It's not like DA:O was anything like oblivion in that you could do anything you want when you felt like it. DA:O was still a pretty straight forward game. after you get past the first part of the game and in to doing your grey warden thing you've got 3 options and then it becomes like a To-do list. In my opinion DA:O is just as linear as this game is. The game doesn't feel as big as origins because it's not. It's about 1 man and his journey, not about the grey wardens and a doomed Fereldin and having to unite the races under one banner. There's just not as much going on in DA2 so you can't expect it to be as big as Origins. It's not like that's a big surprise.

A lot of people have complained about not being able to equip anything and everything on their companions and I don't see this as big a deal seeing as how the ability trees provide plenty of bonuses to specialize in particular things.

Combat can be unbalanced at times but I've really only noticed this in nightmare mode. It really hurts when every attack against you knocks you back but that probably has to do with the low strength of Mage and Rogue classes that i've played so far.

Throwing enemies in without logical means doesn't help the balancing of the combat too much.

#830
Soilborn88

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 - Redundant quests. Most of the additional quests are the same quests over and over. Even many of the main plot quests feel pointless.

- Lack of companion customization. I found a lot of pointless unique armor in the game and it was a shame I had to NPC all of them off once I found better and I couldn't make good use with it for my companions at least.

- Terrible item system. I could find "unique" random items like armor or accessories only to find them being exactly identical with vanilla items stat and visual wise. I went through the entire game withe the same looking armors. Plate Armor in act 1, Armor of the Fallen act 2, STonehammer in Act 3 and torwards the end was using Champions armor. All the items LOOK THE SAME. Ring of the XXX - 3% crit rate, 4% crit damage VS Normal Ring - 3% Crit rate, 4% crit damage. This was Biowares pathetic attempt at trying to create item depth.

- More emphasis on combat and action instead of strategy and tactics. Constantly swarming enemies make it nearly impossible to forumlate strategy and tactics especially with Iso cam gone you can no longer target parts of the battlefield as you use to or examine the battlefield, and hell whats the point when on Hard diff I can run into a mob of enemies and destroy them all with 1 skill? Tactics really don't matter that much. Even though people swear up and down that it does on Nightmare I just find it highly unlikely. I don't see the point in my giving Nightmare a chance since I hated so much other things about the game.

- No more skills. WHY DID THEY TAKE OUT SKILLS? I for one liking having some unique perks to each of my characters. No more speech checks, no more trap making, no more tactics perks, no more survival, and no more combat training.

- Companion interaction is garbage. In Origins you can develop your relationships with companions at any time in the game. You can talk to them at any time and accesss their opinion on the situtation, among other things. You can longer have additional converstaions with companions with out it being part of the main story, or when you do so much of the main story that it unlocks "companion" quests. Those are the only opportunities to engage in converstaion with your companions. That sucks.

- Recycled maps over and over and over and over and over and over and over and over. Man THAT WAS BORING. To be stuck in 1 city the entire game with limited areas to explore and to repeat the same maps constantly was the nail in the coffin for me as far as replay value goes.

- Lack of detail. Again to be stuck in a city that's suppose to be overflowing with refugee Fereldans not to mention the cities citizens on a giving map you're lucky to see more than 15npcs.

- Finally, the story just wasn't that great. I felt like I was just a poor schmuck in a lifeless city doing jobs and as if I was on a quest to be the most popular citizen in Kirkwall. This story isn't even close to the story of Origins, and Origins even had much better music and cut scenes.

Taken from my Closing Comments post.

#831
Quionic

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Soilborn88 wrote...

 - Redundant quests. Most of the additional quests are the same quests over and over. Even many of the main plot quests feel pointless.

- Lack of companion customization. I found a lot of pointless unique armor in the game and it was a shame I had to NPC all of them off once I found better and I couldn't make good use with it for my companions at least.

- Terrible item system. I could find "unique" random items like armor or accessories only to find them being exactly identical with vanilla items stat and visual wise. I went through the entire game withe the same looking armors. Plate Armor in act 1, Armor of the Fallen act 2, STonehammer in Act 3 and torwards the end was using Champions armor. All the items LOOK THE SAME. Ring of the XXX - 3% crit rate, 4% crit damage VS Normal Ring - 3% Crit rate, 4% crit damage. This was Biowares pathetic attempt at trying to create item depth.

- More emphasis on combat and action instead of strategy and tactics. Constantly swarming enemies make it nearly impossible to forumlate strategy and tactics especially with Iso cam gone you can no longer target parts of the battlefield as you use to or examine the battlefield, and hell whats the point when on Hard diff I can run into a mob of enemies and destroy them all with 1 skill? Tactics really don't matter that much. Even though people swear up and down that it does on Nightmare I just find it highly unlikely. I don't see the point in my giving Nightmare a chance since I hated so much other things about the game.

- No more skills. WHY DID THEY TAKE OUT SKILLS? I for one liking having some unique perks to each of my characters. No more speech checks, no more trap making, no more tactics perks, no more survival, and no more combat training.

- Companion interaction is garbage. In Origins you can develop your relationships with companions at any time in the game. You can talk to them at any time and accesss their opinion on the situtation, among other things. You can longer have additional converstaions with companions with out it being part of the main story, or when you do so much of the main story that it unlocks "companion" quests. Those are the only opportunities to engage in converstaion with your companions. That sucks.

- Recycled maps over and over and over and over and over and over and over and over. Man THAT WAS BORING. To be stuck in 1 city the entire game with limited areas to explore and to repeat the same maps constantly was the nail in the coffin for me as far as replay value goes.

- Lack of detail. Again to be stuck in a city that's suppose to be overflowing with refugee Fereldans not to mention the cities citizens on a giving map you're lucky to see more than 15npcs.

- Finally, the story just wasn't that great. I felt like I was just a poor schmuck in a lifeless city doing jobs and as if I was on a quest to be the most popular citizen in Kirkwall. This story isn't even close to the story of Origins, and Origins even had much better music and cut scenes.

Taken from my Closing Comments post.



This.
Except I enjoy the story (maybe not as much as Origins, but still.)
And I would like to add

-Text, we should have an optional text font.
-the Origins menue style, it looked more fantasy.

#832
Mezinger

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To add to the OP.

Difficulty Scaling

The difficulty scaling in DA2 is way more bland than in DAO. In DAO you'd actually encounter ogres and what not earlier on in the game, in DA2 it's just more of the same monsters, give the same monsters more Hit Points etc. It's pretty weak.

Boss Fights

Let's remove the un-needed I want to be a platformer boss fights... was the ancient rock wraith really necessary? It adds nothing to my experience, or understanding of the world...

These are just two of my new ideas... all the old stuff about the new art direction, missing auto attack on consoles, and crack speed combat animations still stand and I think the OP already nailed them anyway.

Modifié par Mezinger, 19 mars 2011 - 08:31 .


#833
Aesdriel

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Veinslay wrote...

Obviously the game wants us to kite on higher difficulties - sad enough
But that way you won`t need a healer at all...

I take this as:
Boss battles are poorly designed. 
-> Not challeging just annoying most of the time

Yeah it's really annoying since it does not compel you to try the game on a higher level. It ruins the replayability too. 

Out of the subject:
I just wanted to say, how amazed i am by the quality of this community. I mean, most of us are more or less disapointed by this game but the feedback is really constructive and should warn Bioware on the errors they should not do again if they want to keep their more hardcore fanbase (for the lack of a better word).

#834
Eternal Dust

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The overwhelming amount of sidequests really detracted from the main plot, so much so that the main plot eventually started to feel like a sidequest of its own.

I wanted deeper political intrigue, not just the fact that everyone ended up being possessed. I wanted actual, sensible political ambitions. I guess this is where Loghain and Anora really excelled.

There is just something about the way the conversation system is this time around that makes the companions feel much more empty than in Origins. The game determines when you can talk to them, making it feel like more of a to-do list than if you can just go up and talk to them on your own. Even when you visit them at their base, clicking on them only elicits one sentence. It just feels so disconnected. In Origins, I could talk to Leliana in camp and ask her at any time to retell her stories. In DA2, once something is discussed it never comes up again unless it's part of a quest.

Also, I don't feel like the romances evolved at all. Once again, it just feels like everything comes to a screeching halt after the "sex." At least in Origins, there were subtle nuances from Leliana after you've romanced her. She giggles when you click on her portrait and there's actually an indication that you're in a relationship when she addresses you with fondness.

Sigh. In the end I still like DA2 for what it is, but it just feels like after nearly 50 hours of playing it built up to a big, fat nothing. It felt like half a game, and right where it was supposed to start it ends abruptly.

#835
Morroian

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I liked the quest structure, I prefer many, smaller quests than long drawn out quests where you're not really doing much except fighting over and over again to reach the end goal.

I haven't finished the game but clearly the biggest problem is the re-use of areas but I will say I prefer that than having less content.

I like the changes to all the gameplay mechanics, combat is better, I like the was crafting is done. ability progression is better. Hawke is a more vivid character for me that any of my wardens were due to the combination of writing, VA and new conversation mechanics.

A minor complaints so far is that I do think the restriction on abilities for companions is OTT. Sure don't give them specs Hawke can get but then to restrict main trees? For instance I wanted to make Anders a pure controller/supporter and give him the entropy tree which I couldn't do.

#836
Cybermortis

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Morroian wrote...

I liked the quest structure, I prefer many, smaller quests than long drawn out quests where you're not really doing much except fighting over and over again to reach the end goal.

I haven't finished the game but clearly the biggest problem is the re-use of areas but I will say I prefer that than having less content.


I don't want 200 near identical quests, or 100 of the 'find random item and instantly know that it is worth something to a random NPC you've never heard of' quests.

I want quality - logical, challenging or fun quests that I can often finish in multiple ways. 'Popcorn' questing is fun for maybe an hour or so, but we have 1/3rd of the game revolving around them. DAO could have done with a few more of the 'popcorn' quests at times, but you always felt that ignoring them was no major problem. Here you are more or less required to keep doing the {profanity} things from the start. 

In ME, ME2 and DAO the sidequests were exactly that - things you could do or not do as you so choose (maybe the companion quests aside, if you wanted to do well at the end in ME2). Here the 'side quests' have to be done in act 1 just to progress.

Its lazy, so so lazy.

#837
habitat 67

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Hey look! There's something in that barrel.
Oh, a moth eaten scarf.
Too bad I don't know what it looks like.

Does it serve a purpose? Can I put it on my doorstep? Can I mod 10,000 of them to bury Anders when he's a jerk? Nope.

Seriously, there's no point having odd or mundane items at this stage of the game if you can't at least see it, hold it, throw it on the ground or at least have an interesting descriptive paragraph about it.

#838
Savantz

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Here is my opinion on the game so far.  Over all I am enjoying the game.  I am playing on Hard and the difficulty seems about right.  I like the change in pace of the combat, maybe a tiny bit too fast but I'm not sure. 

I'm not too keen on the rogue combat animations for normal attacks.  It's too choppy/jerky.  I'd like a smoother looking animation for transition between swings.  I'm also not sure how I feel about the teleport-like abilities.  Though they do seem to fit nicely into the combat system.  I would almost rather see the rogue dart behind the mob to backstab instead of disappearing. 

As has been mentioned, the item system seems a bit awkward.  I can have a 1 star ring and a 4 star ring, both with exactly the same stats on them.  Seems to be going towards a more diabloesque item system.  I like the old item system from DA:O better.  There's also too much going on in the new items for my taste.  +69 attack +48 hit, +3% crit damage, +4% crit chance, +2% damge, + ,+ ,+.  

Obviously the copy-paste maps are dubious.

Tactics:, I like the new options for tactics.  I'd like some more added.  For Anders Panacia/Vengeance ailities it would be nice to have some additions.  All of the group health options seem to be below 50%.  I would like 'at least # group members below 75%/90% to set up a trigger for panacea, or even more % options.  I would also like a greater than option for group health to trigger Vengeance, unless I am missing something.  Right now I have it set up, if partymember1>90% then if partymember2>90%, then if partymember3>90% then turn on vengeance.  This way I have to remember to change the tactics for Anders every time I swap members, and it takes up 3 spots.

I would also like a tactic for 'when combat is over do ___'. 

An option to shift all tactics at point # and lower down one slot would be nice if one wants to insert a tactic earlier in order to have priority.

More Item sets, less random Items.


Character Stats:  It works pretty well for what you are going for.  lessens the need for rogues, in particular, to spread their stats thinly.  It's not my preferred system however as it doesn't mesh well with my next suggestion and stat req's for weapons. 

Combat styles:  I get the whole thought that you want to differentiate classes.  But I would rather there be a more open system.  If My rogue wants to wield a rapier/dagger, or a sabre/no weapon if offhand, I think they should be able to.  If a warrior wants to go dual wield or sword/openhand, then I think they should too.  Just don't have there be set skills for each weapon type, instead have class skills (which can be seperated between ranged/melee) then have modifiers on them based on choice of weapon choices.  This way you can have a dual wield rogue that feels different than a dual wield fighter.

Melee options besides dual wield for rogues. 

Friendship/Rivalry- awsome concept in theory.  Not shure how it pans out as I'm in act 2.  I am playing a sympathetic rogue with questionable morality when it comes to some things.  If I'm getting rivalry points with someone because of my actions, then I talk with them later and act sympathetic to their plight then that cancels out much of my progress.  I still feel like I'm playing consistantly but the only rivalry that's working out is Fenris. 

And that is my constructive criticism as of now.

#839
TEWR

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Blessed Silence wrote...

captain.subtle wrote...

Also QUIT WITH THE OVERDONE ROMANCES! Its an action RPG for chirst's sake. We want more mature themed philosophical dialogues (like in Deus Ex, Planescape) than twilight rehashes.


I will comment a bit on this.

I watched the romances mainly on You Tube and decided to do Anders' first.  I am a bit .. disappointed.  Here's why.

1.  Some of the dialogue doens't match with what my character says.  It's too .. wooden.  If someone flirts with you act like you're affected!  Even Sebby did that!  Anders just said his line like he wasn't phased at all.

2.  Though I understand Anders is emotional .. the actual scenes were too tame companred to the others.  Yes the kiss he did was nice, but really ... Fenris and Isabella's were better from what I saw.  Though I wouldn't give up Anders for anything.

*sighs happily hugging Anders*

And well, doing Sebby's romance .. if one could call it that .. now.


The only problem I had with my Male Hawke's lines so far was when he was romancing Merrill (specifically just this instance I had a problem with) Merrill comes to his house and gets all embarassed like usual, and my Hawke says

"I don't mind. You're adorable when you're flustered." -- The charming option

The line itself I don't mind, but the way it was said and what Hawke looked like made me laugh. Hawke said it in such a very..... uninteresting and abnormal way, and Hawke also had the look of a rapist on him.

#840
Xaenn

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Something I wouldn't mind seeing is Hawk actually having casual conversations with his companions, unless the goal in DA:O is to make the lead character generally stoic. I understand why they haven't and why they may not, but it would be fun to have in the game.

Oh. One thing I love, probably biggest thing about DA:2. Sandel, people may hate him or love him, but that guy has brought tears of laughter and and 'what the hell!?' moments to my eyes.

Not sure why but I laugh every time when he uses the paragraph about the salamanders.

Modifié par Xaenn, 19 mars 2011 - 11:47 .


#841
Furtled

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People have mentioned the recycled maps, junk (especially quest rewards being junk), exploding people, the UI and depth of characterisation (random conversations opposed to conversation quests), so I'll leave that; but the one that really got me was the third act, it felt ...lacking somehow, whole thing seemed to zip by and suddenly boom - end game.

With all the hints dropped at the start of the act it felt like there were plans to allow certain paths that were removed for reasons unknown, also the moral complexity of the quests seemed to change, it felt like my character was being forced to take certain paths that went against what had been built on before by not having other options.

For example: During the second main quest (trying to avoid spoilers) there's only one available course of action  - re-started those quests half a dozen times before realising it wasn't me going wrong but the game very obviously forcing me down a set path. Bringing back that complexity, or at least acknowledging the possibility in future, would be very much appreciated.

DA2 was enjoyable, the combat's fun if a bit one button spammy sometimes, the characters are likeable, the unreliable narrative thing is a ******, graphics are lovely, the story's well done and the twist was quite literally gobsmacking; so kudos to all involved for that.

Modifié par Furtled, 20 mars 2011 - 03:38 .


#842
Havokk7

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I would like my "well trained" Mabari hound to actually stay when I say stay (by hitting the "H" key) rather than accompany my stealthed rogue and attack the mobs while I'm trying to remove traps.

Additionally, I understand removing the dog when the party transitions from one area to another, but why does the countdown not reset? There are several battles immediately after a transition, battles where it is therefore impossible to use the dog (for 30 seconds, anyway, or about the duration of half my fights).

I'd also like to know *why* Merril gained +5 rivalry.

#843
DariusKalera

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Hmm...well, I guess it's my turn.

DA2 on PC.

Let's start from the beginning.

It took me an hour to even get the game to run right.  Had to scrounge through the internet to find bug fixes and work arounds before I could even start.

Personally, I found it off putting to find myself in a fight from the very beginning with the default Hawke.  I think Bioware should have allowed players to create their own character before that fight so they could connect with it more.

Yes, this is still a little nitpick but it helped to break my immersion before the game ever really got started.

I never connected with my "family" in their run from Lothering.  Not really sure why, it's just they never clicked for me and I honestly did not care about them dying or not.

When I hit Kirkwall, this is where I started having issues with the game.

First thing I noticed after hitting up a vendor was that I could not outfit my companions as I saw fit.  I, seriously, almost turned off the game then and uninstalled it because the removal of that choice irked me in ME2 to no end and was one of the aspects of that game I really hated.

In one of the interviews, it was said this was done so that each companion would be memorable.  However, I could switch out the armors on my companions in DA:O and I remember them quite well more so than the ones from DA2.  This, to me, was because their characters were fleshed out and interesting.  You had a connection to them that was more than just the visual aspects, you had the cerebral ones as well which make a far longer lasting impression.

To go along with this was the fact that my companions were locked into the roles that the Devs wanted them to play and not the roles I wanted them to play.  I got tired of having to drag Aveline, Anders, and Isabela every where I went because those were chocies to fill those roles.  (The one +lockpicking item I found could only be used by Isabela and not Varric)

I remedied this personally by downloading a mod that opened up thier talents so I could have Fenris tank or Merrill heal if i wanted them to.  (Apperently, 4000 other people downloaded that mod as well)

After I noticed that issue with my companion's armor, I noticed that Bioware also decided what amors my main should wear and what stats I needed to use.  I could no longer outfit my toon in medium armors to keep his aggro down nor could I allocate his stat points as I saw fit. 

It was "Must have "X" strength and "Y" constitution to wear".  Sorry, but I had more freedom in DA:O in deciding how my toon was going to be played.  A two handed warrior does not need 31 constitution.

By removing these choices, you are removing the way I think I should play my toon and replacing it with the way that you think I should play him.

The comabt was a joke and really broke immerison for me.  The exploding bodies, over the top combat animations, and the "raining men" waves of cannon fodder enemies just bored me after the 20th time.  The animations from DA:O were far grittier and interesting.

Others have already mentioned the reused dungeons enough.

As for the story, there were some interesting parts to it.  Though no real motivations are given for why Hawke is doing things, he is just doing them.  I never understood why Hawke and his family never just went home once he got that 50 gold.  The Fereldan Templars were apperently far less strict than the ones from Kirkwall and 50g would have been a good sum of money in a land that was recovering from the Blight.

The find and deliver quests were annoying.  No information is given on how you know who to turn them into, you just do. 

Kirkwall, as a whole, just left a lot to be desired.  There was, in my opinion, no real depth to the city and I think Bioware missed a golden opprotunity by not giving it some.

I was very disappointed in this game and expected more from its developer.

The other day I was asked by someone if they should buy this game.  I told them to either skip it entirely or, if they really wanted it, to wait till the price drops.  It's not worth $60.

6/10

#844
TEWR

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there is one thing I really dislike.....



Having to kill Mabari. I realize it's a game and they're not a real species of dog (unfortunately), but having to kill Mabari leaves a very bad taste in my mouth.


edit: unrelated to this post, but I found it funny that Isabella said in banter to Aveline regarding *ahem* how good Donnic is, "shank your Jory."


Nice one bioware, acting all chill with the Origins stuffImage IPB

Modifié par The Ethereal Writer Redux, 20 mars 2011 - 01:38 .


#845
Jenova65

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Mezinger wrote...

To add to the OP.

Difficulty Scaling

The difficulty scaling in DA2 is way more bland than in DAO. In DAO you'd actually encounter ogres and what not earlier on in the game, in DA2 it's just more of the same monsters, give the same monsters more Hit Points etc. It's pretty weak.

Boss Fights

Let's remove the un-needed I want to be a platformer boss fights... was the ancient rock wraith really necessary? It adds nothing to my experience, or understanding of the world...

These are just two of my new ideas... all the old stuff about the new art direction, missing auto attack on consoles, and crack speed combat animations still stand and I think the OP already nailed them anyway.

Totally agree! My lack of ability to dodge at the right moment is what stops me playing quite a few games and I literally hate the tediom of even watching platform type bosses let alone actually fight them myself......... -_-

#846
Jenova65

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The Ethereal Writer Redux wrote...

there is one thing I really dislike.....



Having to kill Mabari. I realize it's a game and they're not a real species of dog (unfortunately), but having to kill Mabari leaves a very bad taste in my mouth.

Agree with this too, the whimpering when you hit them/kill them is just too bad :crying: 

#847
TEWR

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Jenova65 wrote...

The Ethereal Writer Redux wrote...

there is one thing I really dislike.....



Having to kill Mabari. I realize it's a game and they're not a real species of dog (unfortunately), but having to kill Mabari leaves a very bad taste in my mouth.

Agree with this too, the whimpering when you hit them/kill them is just too bad :crying: 


I wanna cry when I see an enemy Mabari. I was almost sobbing when I went to The Wounded Coast and all the enemies were Mabari packs. Just Mabari. Why did they have to fight me? Image IPBImage IPBImage IPB

#848
Tomomi

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Here are a few major game breaker for me:

- Re-used maps: It feels repetitive, come on, Dragon Age is better than average so-called RPGs.

- Companion customization restrictions: Although I revel at the unique skill tree for each companion, I just do not like Merrill lacking any heal spell at all, or Isabella can't use a bow.

- Also on companion: WHY can't we customize their clothing/armor? It is unreal and boring to have them wear the same old thing all the time.

- Restriction on skills/no weapon sets: It was Dragon Age's highlight. Now it's gone. Why a seasoned 2h swordman cannot wield a 1h sword and shield? Of course if he is expert in 2h weapons, he wouldn't be as good with a shield. Agreed! But let us make that decision and have that option. Fenris wouldn't be anywhere as good with sword and shield as Aveline, but that does not mean I don't want him to wear a shield, say, when Aveline fell, or when Fenris is in retreat, a shield with raw added armor and defense would make sense.

- Shallow universe: We are given an amazing looking city. Yet there is not too much we can do with it. The point of having good graphics is for look. We want to look around and explore, not just stick ourselves to the story line. Can't we get on that high bridge in Lowtown to watch the sunset? Or at least a better window looking out from Hawke estate, if not a balcony? Maybe the ability to somehow decorate the estate instead of just making it look like another place in the game?

- Shallow personalities: Honestly, DA:O characters are still way far better than DA2. It is not to say DA2 doesn't carry the recipe, but ... how do I put this? We overall do not seem to care as much about them. There is not a whole lot of character development.

Over all, I feel that DA2, while given that it was designed to be different than Origins, does lean alot toward action than RPG. I do welcome the great graphics, I do welcome the exciting combat animations, they are very well done. But on top of that, the reason most of us willing to lay down $60 in such harsh economic time (mainly in US), we are expecting more than a standard game you find at the store. DA2 is sending us the message that BioWare are trying to appease the mainstream action games on game consoles while just fill in the RPG elements traditional to DA:O as "fillers", as just to make sure it is there, to be "OK" and mediocre.

Read this: Dragon Age sieries is already above and beyond those mainstream console games. Trying to become one of them, while overlooking the things that make Dragon Age great and unique is quite a shame. There are games that we play to pass the time, and there are games that we play because we really want to be a part of its universe. On business perspective, making great games also bring great exposure, and great business opportunity. Does Bioware want to be known as the company who made such a game that went down history, or as a company making OEM games just to pay the bills?

P/S: This is tiny, but, the run animation for female... I don't mind it to be more feminine, or sexy, or even ****ty (since sex sells). But that is just ... ridiculously unreal and laughable.  One sad story in gaming animation history! 

Modifié par Tomomi, 20 mars 2011 - 01:53 .


#849
Jenova65

Jenova65
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The Ethereal Writer Redux wrote...

Jenova65 wrote...

The Ethereal Writer Redux wrote...

there is one thing I really dislike.....



Having to kill Mabari. I realize it's a game and they're not a real species of dog (unfortunately), but having to kill Mabari leaves a very bad taste in my mouth.

Agree with this too, the whimpering when you hit them/kill them is just too bad :crying: 


I wanna cry when I see an enemy Mabari. I was almost sobbing when I went to The Wounded Coast and all the enemies were Mabari packs. Just Mabari. Why did they have to fight me? Image IPBImage IPBImage IPB

There was a thread months ago talking about this kind of thing and I think I said way back then that the Ranger skill for rogues could have some sort of bonus that enemy dogs and bears could be placated by rangers so that they recognise you as a friend to animals and XP could be awarded for using it rather than fighting if that is the way you want to play.
I want to kill darkspawn and mercenaries not dogs....Even if it meant I lost out on the XP it is a skill I would use and for everyone who wants to chop up dogs can just not activate the skill............ Simple really.

#850
Cybermortis

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So...it is fine to murder a Templar by turning him an expanding red ball of body-parts, even though he is just doing his job. But its not OK to make a feral dog, who is trying to eat you, whimper?