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Constructive Criticism


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#1376
Jenova65

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I also think the choice between Templars and mages is a bit too much - rock + hard place = sad gamer. I mean Meredith a b**** but those mages with their blood magic...
You should have been able to talk one of them down depending on earlier choices in the game, even if it only makes the final battle a bit different (like talking Saren down in Mass Effect)

#1377
Vuokseniska

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You know what i miss in DA2?

factions. You get those nightly menaces in teh town like the slave hunters. but it would be cool to actually join one of those factions and do some missions. maybe have like 2 rogue factions duking out and you can side with one to take hold of the town.

I hope something like that will be in DA3... would be a bit more immersive

#1378
DragonRageGT

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Nice OP and I agree with most of it. I waited until I finish my first playthrough to post and I took my time, 67 hours in Nightmare... Unlike my usual 100 hours in Origins when I don't want to reach the game end, I couldn't wait to finish II but I still aimed to be as completionist as I usually did in over 20 Origins runs.

I am really disappointed that the Killing Animations are not part of the gameplay anymore and were made into some cinematics and not even with an open camera but full of edition like an action movie where it took some 5 cameras and many takes to make it and I always feel that the hero in the scene didn't do it... it's an edition trick and prolly with a stuntman.

When I fist saw the Killing Animation in Origins I was astonished. And I made the very first of my about 150 movies about Origins on YouTube because of it. And there are many others who started with those animations because they are impressive, amazing, and we have full control of the camera, could hide the interface or not, could zoom out for a wide view or not. It was an unique feature of Origins and I certainly expected to have it in sequels of the same IP.

Also, the lack of a tactical camera is a big loss for the game. And I keep my opinion about the Interface/Char Screen/Skills screen/Inventory. Origins was detailed and unique in its art, like it was made by someone really inspired who got into that world. DA2 looks cold, impersonal, rushed. And the icons and names for the items couldn't have been more uninspired.

And the Bow strings... Even Gothic 1 in 2001 had them. Even Neverwinter Nights had them, made by the Community in one of the CEP's. It's really unbelievable that DA and DA2 do not!

The rest is mentioned in the OP and if it was a petition for changes, I would have sighned. Oh yeah, thath's noth a typoh. It'sh myh viewh on theh "Elvhen" someone invented. "Lasta Lalaitamin" *listen to my laughter* in good old Sindarin.

#1379
ZeroDotZero

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Have a less human party. By that I don't mean just humans, I mean elves (the skinny, short, pointy eared humans) and dwarves (the short, kinda fat humans) too. In DA:O, we had Shale, who is humanoid, but distinctly non-human looking. The Mass Effect games (2 in particular) have a cast consisting of nearly all the species in the universe, and they all look wildly different. A Qunari would have been a good addition, as they have horns, a different skin colour, the tattoos, and a different body build - they are quite a substantial departure from humans when compared to elves and dwarves. How about the Profane? They are radically different from humans. Maybe a demon, like the one we met in the fade. It had a name, and it could talk and interact with mortals. With the plot featuring such a focus on blood magic, a demon would have made sense as a party member. The party needed an extra member of a more 'alien' species to add a little bit more spice and variety. The lack of a secret companion was disappointing.

Also, the illusion of choice. The formula for having a major choice at the end of the story missions in DA:O made perfect sense, and it made for great replayability. Now every choice made is meaningless. If siding with the Templars made Orsino into the final boss whilst Meredith survives, it would have meant that we would have visible consequences for our actions already. Instead, they both die and the game always ends in the same way.

I also love the new combat. The enemies spawning in the air never distracted me too much, but it does seem a little rough around the edges. It would make more sense for them to climb down from the rooves (some enemies already do this) or up from ledges below (think Husks on the Derelict Reaper).

#1380
InfinitePaths

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Jenova65 wrote...

I also think the choice between Templars and mages is a bit too much - rock + hard place = sad gamer. I mean Meredith a b**** but those mages with their blood magic...
You should have been able to talk one of them down depending on earlier choices in the game, even if it only makes the final battle a bit different (like talking Saren down in Mass Effect)

Totaly agree,i loved the game(ACT I AND ACT II).But Act III was junk,seriusly bioware,you make an incredable game and destroy the experience with act III and stupid ending.My option game is 9/10,just becouse of act III and the ending ,beacouse of that origins is better,but still dragon age 2 is my second favourte game and Origins 1.st.I totaly agree with Jenova65 meredith is a crazy ***** and most templars.And all mages in DA2 are blood mages(exept bethany and aders).In origins the circle was filed with good mages,and with good templars.But in DA2:(

#1381
ShinesmanOW

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Suggestions:

1. Eliminate all of the blatant cameos, use the time to better develop characters important to the main plot.

2. Acknowledge that some of the members of the party are not plot critical and spend the "screen time' and budget for their personal quests on events that are important to the plot. Brooding elf guy, for example, hates mages in general but he has very little invested in the conflict at hand. If the target completion time for the game is 20 hours, at least 50% of the screen time should be involved somehow with the main plot. DA2 has so many subplots, many of them absolutely random and unrelated to the main events, that it's somewhere around 15%.

3. Include more reactions from your party members to the events of the game. There was an attempt at this with mommy, but honestly Hawke doesn't seem to be bothered greatly by the event, certainly not to the point of further investigation when there's evidence the guy wasn't working alone. That no one more than bats an eyelash at *ahem* going out of control and brutally murdering that nice little girl is really jarring.

4. If you're going to recycle an area, at least change the minimap so that navigation isn't confusing and it's clear what areas you can go in.

#1382
The_11thDoctor

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Just a thought for Bioware for the future. Just so we never have this issue of only 3 maps for dungeons, Why not make a random map generator for DA? This would save you having to model a ton of maps. Look at Nippon Ichi software and how they did it for Disgaea 1-2, Makai Kingdom etc. It's in all their games and you never see a map twice. There are thousands of maps in the game. Basically you make parameters that the map has to be size wise from smallest to largest, model things that can be placed at random on the map weither trees, grass, lakes, buildings etc, what types of enemies can spawn there, what type of environment it is: Jungle, city, etc and the generator will make the dungeons for you. You set an start and end point at opposite sides of the map( that would generate automatically based on the map generated. It would know to place the end at the opposite side of where player started.) This way recycled dungeons will stay in the past where it belongs.

This is tested and proven since 2004 or so with Nippon Ichi(PS2 games) and it works amazingly. Not sure how long it'd take your programmers to do so, but you might want to do that from now on. Once you create your version of the Map generator, you can devote more time into the rest of the game and never have this issue again. Recyled maps was one of the top 3 worst offenses of DA2.

Recycled Maps, no customizing party, Freezing all the time...

Modifié par aang001, 27 mars 2011 - 03:07 .


#1383
cruzajc

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The combat interface bother me the most. Much less strategical than Origins.
It feels like a button-mashing kid game.
I don't feel a connection to the characters like I did for Origins.
And the world seems so much smaller and linear. Really dislike this.
Origins was so completely engaging compared to 2.
I'm surprised that Bioware digressed from the very core characteristics that made Origins so enjoyable.
Some things don't need fixing. 
If the criticisms are not addressed in DA3, then I'll pass.

#1384
Cybermortis

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At this point I'd say to Bioware;

1; Talk about and address the consistent problems people have been having - not specifically the bugs. Do so in a clear way and don't even try to make excuses if you have clearly missed the mark. Too many interviews and comments passed so far seem to be blaming the games problems on the players, and this isn't going over well. It would be like a car company selling a car with defective brakes blaming drivers for crashing.

2; Silence is not a reply. It is true that just about everything Bioware has said so far has...well shall we just say it hasn't helped and leave it at that. But silence just gives the impression you only care about the money (and yes, you do care about the money since you are a business. But no business that gives the impression of caring only about the money survives long).

3; You need to do something to win back some respect at this point. Whatever you do needs to be something fairly major. You have people trading the game in after some two weeks, others returning the game for refunds and more stating that pre-orders are not going to happen - even for Mass Effect 3 which is probably one of the most looked forward to games of the year. This should be viewed with horror and spur you to go out of your way to make (or appear to try and make) amends.
Even releasing a tool kit so players could tinker with the game might help somewhat, it might help even more if you would be willing to allow the more useful/popular mods to be converted to the consoles and available as free downloads. Sure, you'd get some complaints about the fans having to complete the game for you. But at least they will be holding onto the game and playing it, which might allow them to see the better parts of the game currently hidden under the mess. (I'd also add that the mods being used will give you a very good idea as to the problems and changes the game needed. Something that you might be able to use to justify things to the marketing/account departments).

4; Never again release a game that is clearly unfinished, no matter what the bosses may want. Point out that Bioware is at best on parole, and another rushed release is going to finish off the company.

#1385
Jaldaen

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Having read many complaints about how companion armor is handled in this game (although I don't mind it myself)... I was wondering if there was a compromise between Mike's desire for "unique visuals" and player's desires for customizing armor. Here are a couple options:

1) Unique Visuals, but with Item Bonuses: Allow players to equip armor, helmets, boots, gloves for their item bonuses, but have no effect on the unique visuals of the companions. Essentially, equiping armor on Hawke would change his/her appearance, but not when it is equiped on a companion. They would retain their unique looks, but gain the item bonuses of the equiped items.

Pros: Allows for unique visuals for each companion; it also allows for customizing the bonuses of companion armor, this would require very little extra development time (at least compared to the other options below)
Cons: Hawke would look different in the armor than his/her companions (this might bug some people); companion visuals are not customizable (some people like to dress their companions).

2) Armors Restricted by Character: This already has some basis since armor can be restricted to Hawke... so why not build armors that are only wearable by companions? This way, the armors can match the unique visuals/models of each character.

Pros: Allows for unique visuals and some limited customization; makes more sense since armor should be tailored to each person, especially heavy armors.
Cons: Some players may not like not being able to wear certain armors or being limited in their choices; more development time for armors (or less variety) due to development time needed to create companion specific armors.

3) Toggle It: Another option would be to give the players a toggle that would allow them to play the game with unique visuals on or off.

Pros: This gives players control over whether they want unique visuals or customization.
Cons: This might require two different models for each character (one set up fot unique visuals and the other for customization); there might be other technical issues. However, I've seen this option included in other games, such as DC Online.

Anyway, I hope these ideas are helpful.

Best Wishes,
Joseph

Modifié par Jaldaen, 27 mars 2011 - 04:04 .


#1386
Huntress

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The game is good but:

Do not kill a family memeber at the start of the adventure, even when that character FIT 100%with whats happening in the story.

The re-used maps been said before and again, is not good. Now lets get to finish this:

  • Character depth
    of Hawke's companions has been brought up before, but it has to be
    said that I bonded a lot more with the companions from Origins because
    they had a lot more to say for and of themselves in a year, than any of hawks companions in 7 years. Varric/Avelin are great, the rest are blank. Did you read about what people liked or didn't like from Awakening? yes? I dought it.
  • I
    liked to start a romance but, took so long to get into it, that i just skip it, and went to finish quests. Bring back romances a la DAO please.
  • Kirkwall itself is
    beautiful, and I wouldn't have minded staying in and around the city if
    you had more places to go. Also, not a lot actually changes as you
    progress through the Acts.
  • The battle animations were a lot more fun,I didn't like exploding bodies at all, bring back finishing moves, bring back Dual wield warriors , 2h warriors and shield and sword are not of my likeing, thats why we have companions.
  • Not everyone is evil and been forced to side with it is just wrong. Every thing that I tryed to accomplish in the game falls flat at the end.
Cameos were good, thanks!!

I would love to see DLC about Hawk, not about companions and if is about a companion ADD HAWK in it.

Modifié par Huntress, 27 mars 2011 - 05:33 .


#1387
Dubya75

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Constructive criticism regarding armor and weapons:

I think the weapons and armor system worked a lot better in Origins with the level 1-7 tiers in particular.
I am halfway through my second playthrough of DA2 and I can still not work out what pieces of equipment are better than others without studying their stats and doing endless comparisons between pieces. Rather tedious.
The star ratings also seems completely pointless as it is not an accurate indication of how powerful/useful an item really is.

Weapons and armor in DA2 also seems very uninspiring compared to the variety we had in Origins. All I see now (apart from a few "special" items) are generic Origins-style swords and shields for example with even less choice than what we had in Origins.

There also seems to be a small number of new armor designs, but these don't look much different from Origins design, apart from Sir Issac's armor and the Champion's Armor.
(Then there is also Meredith's armor and the Grey Warden Armor designs that weren't used for obtainable sets? Especially the Grey warden armor, it looks awesome!)
There needs to be more of this style of armor. Given the choice, these are the only 2 armor sets I would use throughout the entire game.

There just seems to be too much stuff brought over from Origins without the slightest redesign.

I really like weapons such as Staff or Parlathan, Hayder's Razor, Desdemona's Blade and Amell Family shield.
The Lion Of Orlais on the other hand seems completely out of place with the whole art design. I would rather have liked to see something that looks more Dwarven design made of a thick slab of iron...

Then there is also the matter of item pricing. For example, I saved up my precious coin to buy Desdemona's Blade just to discover (as nice as it looks) it has pretty rubbish stats for a "special" item. Surely these hard-to-come-by items should have better stats?

Modifié par Dubya75, 27 mars 2011 - 05:52 .


#1388
Ender the Wolf

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I really liked the combat system in DA2. It makes combat more fun and engaging and I hope DA3 handles it similarly. The animations are fun and seem well done minus some clipping issues, however graphics are all over the place. You'll see pieces of armor that are pretty well textured, but peoples hands look like ET, ears look like they've been chewed on and spit out, and what the hell bioware why is it you guys can't model a decent full beard. Seems like the graphics department got rushed and you went with a lot of models and textures half finished to get the game out. Exploding corpses might make sense for certain talents or spells, but seriously I shouldn't stab someone with a knife and have them explode, you couldn't think of more finishing moves?

I think the main thing I miss in the game is the customization options. Less facial and race customizations which take a lot out of an rpg. I think DA1 approached race better. Inability to create dual welding warriors or arcane warriors (according to my brother, I haven't played a mage yet). Inability to equip armor on your party makes finding cool new armor semi pointless unless its the best armor you've ever found. I see no point in going to stores, other to sell all those cool weapons and armor I've found that aren't as good as my main characters, junk (junk is kind of nice because your finding random loot that might not be useful, but you can make money off of which is more realistic) or to buy the tomes. Customization is kind of the keystone in RPG's when you take away a lot of that customization, you're going to ****** off RPG followers.

Recycled areas are annoying. It makes the game feel mundane and takes away from our ability to be sucked into that world.

Lastly, (at least for the major problems). Archery based rogues are absolutely completely useless. It'd be great if in DA3 you could find some way to make archers fun to play.

All that being said, I'm still having a lot of fun playing DA2 despite feeling like it was rushed, which is more than I can say for some other adventure/rpg games I've played recently. I can't wait for DA3 and I hope you guys can really step it up in some areas and give the story an epic finish :-) Thanks if you're listening!

#1389
Belhawk

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i agree on alot of what the op said. Plus sewers that don't look like sewers and has no water!?

#1390
Horus Blackheart

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Applogies if this has been stated before its a long thread after all. I'm working on my 3rd playthough right now as a rogue. What i find perticularly jaring is the way we have these major choises presente,d But they play out a set way irespective of the choise made in alot of cases, I get that certan events must happen but do that have to play out in exactly the same way and ignoring other choises made up to that point.?

Having palyed alpha protocall I can say the major difrence was that when somthing bad happened yiu knew exactly why it happened and it was usaly a difrent permutation not just the same event with a differnt dialogue.

Combat wise the trash mobs are repettive as is the telegraphing "action rpg" vibe to the boss fights it gets way to spamy and its less about tactics at that point.

interface:

is there any reason i cant deside when to use a tome or use a potion from the inventory rather than being forced to drag it to the quick bar first?  Also the inventory looks to cartoony I prefered when items looked like real items rather than a coloured out line.

Was there any reason to omit item discrptions, sure we get codex entries for some set items but not all.
and finaly Whats with all the pointless trash loot and genric spam items?

Dont miss understand the game has good points it just seems to get lost somware when your hit over the head and pushed in a set direction (i know all rpgs do that) but this method lacked subtalty,
its like a bad magic trick "pick a card any card." "ok" "you picked the 2 of harts". Um no i picked the ace of spades"

*hand wave* you did pick the 2 of hearts and you WILL like it.

please adress that in future

thanks for listening


ps I miss the blizzard spell that was one of the most usfull in origins for me give it back.

Modifié par Horus Blackheart, 27 mars 2011 - 09:26 .


#1391
Sejborg

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 I had problems relating to the characters and caring for them. Including my own character.

 

I think what I needed was their back-story, childhood memories and seeing them interact with each other. The characters should get defined as persons by talking with each other and not just my Hawke. There is some of this, but not enough to make me care for or understand most of the people I meet.

 

As I see it Bethany, Mother and Camlen has the best developed personalities. There is much more interaction that defines them as persons. Like when you give Bethany her present. And seeing Mother, Camlen and Bethany interact also develops them as people. Anders on the other hand just comes of as a bit of a tool. He just hates templars - but who is he? I don't get him as a person. To me he is just a tool - a one dimensional guy who is nothing more than his lust for his goal.

I miss background stories like - Morrigan and her golden mirror story. I ended up dating Merrill but she never told me anything personal about her background. How was it growing up in a dalish community? Did the other kids tease her or something?
 
And I don't really think I got enough opportunities to define my Hawke as a character. As I said, I dated Merrill, and a lot of the party banter is pretty harsh against her. Aveline calls her stupid, and Anders and Fenril says they want her dead. It is really a shame I don't at least get a chance(!) to go in and defend her honor. My stupid Hawke is just standing there, saying nothing - while her girlfriend is being harassed and bullied. Give me chance to defend her, tell them to back off, or agreeing with them, or say that Merrill should stand up for her self. Something! Let me roleplay!

To me it seems that the games theme is about being pro or against mages. All (or most) of the companions seems to have an opinion on the subject. Why is there not a scene where I can discuss the subject? All the
arguments from the different companions will have their say, and I will be able to define my Hawke by supporting an argument or something. I would get to know my companions, and I would get to know the templar/mage/chantry conflict. I will even be able to define my Hawke by skipping the discussion and saying, I
don't want to talk about it, and it is my way or the highway.

And why can I not just go up and talk to a character? I could ask Alistair about being a templar, about Duncan, and all kinds of different stuff. But I can't just walk up to Isabella and ask her about being a pirate. Why not? I need to know in order to understand her and being able to care about her.

It is a damn shame because some of these characters could really have been fantastic if I had a chance to explore their personalities more. 

 

Modifié par Sejborg, 27 mars 2011 - 09:42 .


#1392
Horus Blackheart

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Sejborg: I agree It feeds in to how choise and consequences are handeled as well. help them or dont care or dont simlar outcomes.

#1393
Illuminatus V

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I am missing following features:
  • Option to switch between 2 Load outs for the main character (i. e. Bow or Double wield weapon with a rogue)
  • Auto Attack
  • Reusable runes (Enchanting)
  • Party armor changeable
 

#1394
Cybermortis

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Illuminatus; The auto-attack *should* be reinstated in the patch..which is coming out sometime. No idea when. It was (we are told) meant to be in the console versions, but somehow got left out at the last minute.

Yes quality control is alive and kicking...and apparently on an extended vacation.

#1395
abnocte

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Edit: ROLF. sorry for the long post!!

- PC version
- Hard difficulty
- Stuck at the begining of Act3... I need a break from it

I want to point a couple of things. Feel free to skip this bit.

I am a programer, and the first thing that crossed my mind when I learnt that in DAO I could choose between 6 different Origins was that you guys were nuts. So I never expected to see such feature ever again.

Months before realease it was said more than once by developers that DA wasn't going to be a trilogy like Mass Effect, and the fact that the Warden can die makes it's obvious that DA2 wasn't going to follow that story. But since 2 years of DLC were "promised", maybe the DLC should have given a better clousure to the Warden's story.

What I really liked about DAO wasn't "figth a great evil" but the "human" stories behind it:
A king betrayed not only by his general, but a man he knew since he was a kid, and his wife's father.
A man that betrayed his king, his daughter's husband, because he tought it was the only way to keep his country safe.
A queen that had to put up with her husband sleeping around, knowing that any of those women could give the king an heir, a bastard one but heir nonetheless, while she could not.
A bastard heir pushed to a throne he never cared about.
And a witch of the wilds with a mysterious agenda.

THIS is what made DAO epic and unforgettable to me.


Story


I used to play Pen&Paper D&D and my PC were always the "normal guy next door" that goes into adventuring to get rich. So I really liked the idea behind DA2 of a more personal story.
But just because you are telling a "daily life" story doesn't mean it doesn't need a defined goal/pourpose.

Act1: it was okay since the "goal" was get to the Deep Roads, so you end up doing various "jobs" to get the money for the expedition.

Act2: I just kept wondering why everybody relied so much on me. I talked once to the Arishock yet he seeked out my help in his matters? Helping the Viscount was included in my new noble duties or something?

Act3: The Qunari are gone, now what?

I like the idea of Varric telling Hawke's tale. It also helped to divide the game in different Acts that would mark the pace of the story. Saddly the jumping froward 'n' years totally disconected me from my character as the first thing that crossed my mind after a jump was "What's she being doing?" to wich the narrated part didn't gave real answer.

Having most of the game take place in Kirkwall wasn't a bad idea. In PS:T you spend a lot of time in Sigil, and in BG2 you spent most of the game in Athkatla. So is obvious it can be done without it detracting from the game. Too bad Kirkwall didn't deliver, it felt sort of lifeless... not really sure why. Yesterday I was replaying DAO and arrived to Lothering... the difference was abysmal

Gameplay overriding lore/story

In a world were magic users are feared and locked up in towers one would think that Apostates will try to draw little to no attention to themselves. Yet the first thing your sister does in Kirkwall is throw a fireball at a city wards feet? And the guard doesn't even react?

When I played BG2 for the first time and my character was warned that casting spells in the city was forbidden, I did think it was a pain in the ass. Yet in the end it wasn't. Why? because all enconters took place inside buildings, sewers, crypts or in random encounter maps where the Cowled Wizards never appeared.

So was that fight in front of Kirkwall gates really necessary?

Also with DA2 new combat system, mages automatically use their staffs for melee if needed. You may consider giving mages an ability tree for that. Once again, based off the fact that an Apostate hiding from the Chantry may want to be able to defense himself without magic if there's a witness that can report him.

Dialog Wheel

I thinks it's an improvement over the ME one. I didn't really get the impression that I was getting less dialog options, It's just that now is presented in a different way and, saddly, I don't know word by word what my character was goint to say.

But when Merrill showed up for the romance scene in my house, in what obviously was a bug because I never flirted with her, I was given only two options: accept her or refuse her by accusing her of letting demons loose in the city... wut?

In DAO we had plenty of options to refuse Zevran "massage" from diplomatic to outright rude, and plenty of options when breaking up with any of the LIs's.

So I have a question: Does the new dialog wheel allow more than one node with the same icon?

Companions

In Planscape: Torment companions armor was preset, yet I remember finding a shop were I could buy Annah and Fall-from-Grace some armor with different buffs/stats modifiers. For me that makes more sense than getting upgrades for my companions by doing their personals quests...that felt too convienent gameplay wise.
I like the idea of each companion having their own ability tree, if only because being able to make Wynne into a blood mage was ridicolous.

Not being able to choose which kind of weapons ( two-handed, ranged, etc ) they use was annoying as it limited your party composition greatly.

I understand that you can't just put more and more dialog because some people keep runing out of it half way the game. Dividing the game in Acts is a good solution. Limiting all the dialog only to when the companion wants, and to take place in their houses, specially when they are already in your party, not so much.

Also I found quite funny that for a story that spans 7 years my relationships with them felt...I don't know... shallow? More so when I ran into party banter impliying that my companions where having fun with each other at my Hawke's back...

I liked that now companions interact more in quest conversations. Allowing them to intervene can change the way you solve things, but I still miss persuade/intimidate options for Hawke.

Graphics

Coming from the PC DAO version and not having a DX11 capable card, I don't really see any improvement at all. The skyboxs look nicer and all but nothing remarkable.

Interface/HUD

I hated the NeverWinter Nights interface/HUD back in the day, yet I much prefer it over DA2.
DA2 choice of colors with that glowing effect make it almost unreadable, I feel like I entered a dark cave or something when I go to the inventory. I'm not colorblind, but I would like to know how they feel about a interface that uses mainly red...

Artstyle

I prefer low magic fantasy worlds, so the fact that elves were "humans with pointy" ears and "Qunari tall humans" didn't bother me at all, and would have liked it if it had remained that way.
Overall I like the new artstyle, yet I think that elves got sort of "lost in translation" when going 3D. They need a little more meat in their bones...

Sidequests

I really liked the ones that involved my family and companions. But those "You lost garbage serah" quests were...unnecessary, I would have preferred that the resources that went into that where used in more substantial content. Or have less of those but "properly done": cinematic conversation when the person gives the quest, and when you finish the quest.

Telephatically knowing the owner of an item, or assuming everyone in Kirkwall can write and they put they personal info on their stuff so whoevers finds them can give it back... just doesn't do it.

Inventory

The stars system is faulty and doesn't give any useful information about an item. Exemple:

I had 2 rings, one with 2 stars, another with 4, according to the stars rating I should get rid of the 2 stars ring. But the 2 stars ring gave +2 health regeneration while the 4 stars one game me +11 health...sorry but I will pick the regeneration ring any day of the week.

I liked the idea behind the "junk" tab in the inventory, too bad all the "junk" goes directly there and a "broken quiver" shares the same icon than a "gold Bar"...

I greatly missed the "Plot item" tab, items descriptions, distinctive icons for the items and I reaaaaaaaaaaaaaally missed the right button menu that allowed me to use a potion or equip an item witout "drag&drop".

Combat

DAO's combat needed improvement that's true, but it didn't need this.

Single weapon slot.

Since now rogues and warriors can close in melee range in such ridicolous way there's no need to change into a ranged weapon I guess. Too bad I like to keep my group together to avoid ambushes to characters wandering off and to ensure they are close enough to help each other.
Also my definition of awesome includes putting an arrow in the back of any fleeing enemy because those cowards aren't worth my char/companion chasing them ( probably into and ambush ).

Abilities/Spells disabled out of combat.

I don't like to rush into combat. Being able to attack before the enemy detected my party allowed me to split the enemies forces and set my own ambushes.
I used different aproaches that easily fall into the "spoiling the AI flaws", but you know... "The Battle of Stirling", were Wallace utterly defeated the English army, was won because Wallace attacked before the whole English army could get past the bridge. The English general didn't expect to be attacked before his army was in position led by the idea that Wallace would follow some sort of "honorable knigth rules" or something... I dare to say this falls into the "spoiling AI flaws"...

Animations.

"Press a button and something awesome happens"... You know, no matter how awesome a person with an IQ of 200 is, you surround him/her with nothing but people that also have 200 IQ and he is not that awesome anymore...
Finishing blows in DAO were awesome because they standed out from the other animations. I always found myself trying to get as many of them as I could because seing my dual-weilder stab&behead or my sword&shield stab&shove off with the shield a poor sod was ridicously cool and awesome.

Another weave!
I hate it with passion, yet I realize that using it from time to time can add to encounters. I also noticed that DAO also used it, as far as I remember, once : The Broodmother, and it didn't bother me at all.

I miss the overwhelm ability and Ogres grabbing.
 

Modifié par abnocte, 27 mars 2011 - 10:17 .


#1396
Woodstock-TC

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after longer gameplay experienc enow some further remarks to my comments on page 36:

while i didnt liked the combat graphics (not elegant etc), it turns out that this is mostly valid for a rogue char only. There its totally rushed, and no fun to watch (at least for me)

++On the other side, playing a mage is even more satisfying than in DA:O. Looks cool and elegant. speed is also ok. Nice work here indeed ! as you can have quite a big impact on team tactics with a mage char, the lack of general combat tactics (at least compared to DAO) is not that harsh.

++Story: now what can i say having seen the story now fully i like it. It has some start porblems which are some of the reasons why you got so quick negative user reviews (including mine), but it takes off after a while. Dynasty story is good too

cool is that you listened to user comments such as:
female animations and "why dont the elfs strike back". well now they do. (fanatic elfs etc). These are details that were heavily discussed in the forums and were addressed in DA2. kudos for these.

Still game release was rushed, its not as epic as the first part, but much more interesting than DA:A as example (never bothered to replay that, while i played around 14 times DA:O)

br,
wood

Modifié par Woodstock-TC, 27 mars 2011 - 11:24 .


#1397
NativityInBlack

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My quick review:
The game felt rushed, and even lazy at some points. It's almost on Awakening level. Perhaps with a weaker story.
Just one city, a shallow plot over neurotic leaders, same zones, companion social interaction really over-stiff and controlled.
Player control over the story is almost gone, no matter what we do, we end up the same with the whooping binary in the end that does almost nothing.
There's just nothing Epic about it, it's a slice of life adventure under the DA flag, this game shouldn't be called Dragon Age 2, should be "Dragon Age: Growing up.
Crafting was alright. Graphic direction also. I had a good time, decent game, but DA2 it's an empty shadow next to the marvelous Dragon Age: Origins.

My couple coppers: Ditch voice over main character and give us a bigger array of options, leave the railshooter for Mass Effect (which I love by the way). 
Thanks Bioware!:wizard:

Modifié par NativityInBlack, 27 mars 2011 - 11:19 .


#1398
Trujara

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In the origins version, othe rparty members could have they armor and clothings changed, and in theis second version doesnt happen, it would be great to be able to do that again

#1399
Chromie

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Biggest complaint is no toolset. Bioware can't please everyone so why not let us make real mods for Dragon Age 2? At least it would give us some great new stuff to try out.

@NativityInBlack No, keep the voiced character.

#1400
TheHeeyyy

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Well I just beat Dragon Age 2. I would say it deserves a score of 8.75/10 (to put that into perspective, I gave Origins a 9.5/10).

Pros: Pretty good length (I did all the side missions I could find, and I got almost exactly 100 hours on my last save file), the visuals have been improved pretty well, the “framed narrative” storytelling gives an interesting perspective to the story of the game, although the time gaps are a bit too wide in my opinion. I liked how combat was sped-up, and I do feel that giving Hawk a voice gave the main character more depth. I also liked how they streamlined the inventory menus, and spiced-up the tech trees to be less linear.

Cons: The choices made in Origins (and Awakening) do not have a meaningful impact on the story of Origins. It's mostly superficial changes, where an NPC will refer to something from the previous games differently depending on what you did, but it doesn't effect the story at all. Unlike in Mass Effect 2, where I did feel that my decisions in the first game had a meaningful impact on the story. In-fact, it doesn't even refer correctly to all the decisions you made. I killed the Architect in Awakening, but one of the NPCs said that the Grey Warden (me) spared its life. Also, this game shamelessly re-uses dungeon and house design over and over again. After the first act almost every new area is a re-used design. Combined with having to re-visit certain areas numerous times, it feels like pretty lazy game design if you ask me. The glitches in this game are also more frequent than they should be for a sequel. As for the “framed narrative” storytelling, I am disappointed that the changes in time are not more noticeable. The game takes place over 10 years, and the main characters look exactly the same at the beginning as they do at the end. I also do not like how they removed armour customization for your companions.

Overall: Really good game, but doesn't quite reach the greatness of Origins. Origins had a great story from beginning to end. Dragon Age 2 started off pretty slow, and while things really picked-up near the end (including one “HOLY **** I didn't think doing that would cause this to happen” moment), the game ends on a cliffhanger that leaves the door wide open for the sequel. I can't help but feel like this game was rushed out (it's been 1.5 years since Origins came out, and during that time period they released a bunch of DLC and Awakening), so I hope Bioware takes more time to work on Dragon Age 3 to fix the missteps of this game.