Constructive Criticism
#151
Posté 15 mars 2011 - 09:58
#152
Posté 15 mars 2011 - 09:59
First, i'll start about what you should keep and go on what you should add.
Keep the possibility to grab your campanion into the conversation, and even make them act at your place. That's a briliant idea
Keep the narrative plot system. It's a great idea and allow us to actually see the iompact of our decision over time, rather that discover it in the end of the game.
Keep the weel. This sytème give the ability to choose the general attitude more clearly rather than plain text.
Keep the hero voiced. It's add so much to immersion
Keep the fighiting speed/combo animation. It's so much more realistic than the " sword throwing " style of origin.
And keep up the good work. Honestly, i can't give the name of studio able to pull that kind of game in so little time.Doubt another one event exist.
Add : Give us back the caracter background. It's much more immersive to be able to actually choose your race and your story...well kind of at least.
Add more depth to the companion. I don't say they have a great lack of personnality, but they are to straight minded, Almost no surprises, and no interaction other than for personnal quest. The origin companion wheres much more complex and thus, much more interesting.
Add ( don't throw rock please ) somes cutscenes where the team is hanging around for fun. Like they all go to the tarven and make a little party or something. Everybody deserve a rest soon or later, and seeing it would add to the athmosphere that yes, we are a real team.
Add customisation possibility for our companion. It's not that i'm complaining on this system, but i like to change sometime the style of my team.
Add more area and less same donjon look alike. It's get kind of tireing to always go throught the same donjon.
Add some more suggestive bed cutscene. I'm not playing it for it tho, but i've saw much much " worst " in lambda movies. In Da2 the scènes, even if i liked alots the way they where done, deserved to be a little more longer and suggestive. It might sound silly but it's allows me to cling to the bed companion even more. ( Depending on my caracter's attitude, but just seing them kissing ( even if it's really passionate ) doesn't give me the little something i need to really believe in it.
Add a built-in toolset or release a toolset with the game. It will allow the modding community to keep the game alive and put inside it thing that dev can't put for any reason.
And i think it's almost all for now ^^
Modifié par misterdde, 15 mars 2011 - 10:05 .
#153
Posté 15 mars 2011 - 10:01
There are obviously differing opinions on certain aspects of the game, for better or worse. The obvious solution is to give modders the capability to choose which aspects they want to change. Unfortunately, there has been a conscious effort to specifically cater to the console audience, so this is unlikely.
(I say unfortunately purely because it removes the possibility of modding tools, not because I have anything against consoles)
#154
Posté 15 mars 2011 - 10:02
I think pretty much everything I would want to say has been covered by someone else, but just to add to the volume...
- Little to no introduction to Hawke: While this isn't "Origins" anymore, with a backstory dedicated to one of several specific backgrounds, it would have been nice to have a little bit of "warmup" with Hawke. It's hard to get into character, or to care about your siblings or mother, when you're thrown into the action from the get-go. Given the framed narrative, I'm not entirely sure how to address this, except maybe a day's worth of "day in the life of" to establish the setting before the flight starts.
- Item descriptions, or "flavor text": yes, hardly vital, but definitely an enjoyable part of browsing one's inventory in DA:O. Some of the items that were not noteworthy for the Codex, such as the Reflection amulet, had wonderful little blurbs that just made the items seem that much more significant. It's the sort of thing that makes you want to keep a less "uber" item on your character just because the description is so appropriate. Roleplaying power!
(And I know I'm not the only one who picked up an "amulet with wolves howling at the moon" or whatever it was, and immediately thought of this. That could have been the most epic item description ever.)
- Pop-up enemies: I wouldn't mind so much if it didn't happen in virtually every fight. It kind of negates the sorts of tactics I'd used in DA:O or other games with similar mechanics, like pulling, clearing a mob with archers from afar, or the like. I've gotten used to it, in that as soon as the battlefield seems clear, I'm immediately scanning around for the next goon, but it's still annoying.
- Map/area re-use: 'Nuff said.
- Access to all companions' inventory: it would be quite nice to have a way to flip through all of our companions' inventory/paper dolls, they way we could in Origins at camp. Not all of your companions are physically present in your home base, but I wouldn't consider it a huge stretch of believability; maybe you just meant to set aside these items for them for the next time you saw them....
- Not enough companion interaction: I imagine, with all the conversation branching, that even short discussions are a good deal of work for the writers and the devs that have to implement them, but it would be lovely to have more short convos available when you click on your companions in the field. (A "Kiss them" PDA option for LIs like Alistair and Morrigan got in Origins would also be amusing, snarky or jealous commentary and all.)
- Toolset: not really a criticism... yet. Just registering desire for one!
Good stuff that I wish to expand upon:
+ For whatever reason, the companions feel more like normal people to me than the Origins companions. In other remarks elsewhere I said that perhaps the Origins companions were more fantasy archetypes, and the DA2 bunch feel more natural? Sometimes dysfunctional, but in a natural way. XD Their banters with each other, which can now involve Hawke, too, are a treat, and the idea of visiting the companions in their own homes is wonderful.
+ Complex interactions and the personality system. The idea that my choice of responses shapes available responses is brilliant, and it makes comparing notes with other players enjoyable. We're all seeing very different things. That variability is also reflected in the way that seemingly minor quests have impact later. It certainly gives a feeling of playing your story... to a certain extent, of course, but even that is more than you get from other games.
Not done with the game yet but enjoying it greatly so far for what it is. I didn't expect DA:O2, and lo, I didn't get it. That's cool, too. I'll be looking forward to other adventures in Thedas going forward.
#155
Posté 15 mars 2011 - 10:09
#156
Posté 15 mars 2011 - 10:10
#157
Posté 15 mars 2011 - 10:10
#158
Posté 15 mars 2011 - 10:15
I think this is overall a pretty accurate review and alot of critisisms can be taken from it.
#159
Posté 15 mars 2011 - 10:15
Combat:
Just too fast, something inbetween that of this game and Origins would have been OK but preferably nearer the speed of DAO.
Enemy waves breaks immersion and feels like a cheap way to extend the combat. It also throws tactics out of the window, although others would argue that it just adds another layer of tactical requirement. It would better when enemies would pile through doors etc in DAO.
Ninja moves across the battle area are completely over the top.
Friendly Fire:
This needs to be enabled on Hard difficulty, or at the very least made a toggable option. If some people are too 'stupid' (your reasoning) to realise what FF involves then that should be their problem not mine. I did start on Nightmare but had to drop to Hard (yeah, I know) and it doesn't feel right without FF.
Weapon Sets:
Alternative/second weapon sets should be easily swappable, as they were in DAO. It's becoming really irritating having to switch to the inventory if I want to switch weapons.
As others have stated re-usable maps should be a big no-no.
Will see what else springs to mind as I continue my playthrough.
#160
Posté 15 mars 2011 - 10:18
1. The limited interaction with your love interest. Two intimate moments was not enough. I really longed for more conversation with Anders and more intimate cutscenes. I get much more of a connection with the games, and emotional investment in the game, if a satisfying romance is going on. I never got tired of kissing Alistair whenever I wanted, and his gift and compliments were deeply touching. I really was hoping for more of this involvement in the game. It feels kind of empty.
2. The recycled maps and limited locations. It is really tedious to return to the same areas over and over, and that includes recycled maps - they aren't fooling anyone. This game desperately needed another small town or two and a couple more rural locations. I don't mind a map being recycled a second time, even a third IF there are a lot of other unique locations - but this was really going overboard. The Deep Roads is really getting tedious also at this point.
3. The art style, particularly on the spell/talent icons. I greatly prefered that used in Origins.
4. The endless spawning waves of enemies was a bit much, at times, and the animations were sometimes a little over the top.
Given a satisfying romance and more locations this game would have been in the high 9's out of 10 in my book. Those two things in particular had a huge impact on my enjoyment of the game. I still enjoyed it, but I would have enjoyed it tremendously more if not for those issues.
#161
Posté 15 mars 2011 - 10:18
I enjoyed the unique way the story was told, but I wish you started the story from Lothering and seeing the destruction there, and witnessing the escape it's self, rather then half way down a road being chased.
Everything else I feel has been highlighted by other members, such as re-use of maps, character interactions outside of their hideouts and customisation of the party members etc.
#162
Posté 15 mars 2011 - 10:19
First off, I was impressed with the demo, and played all character types and was impressed with the vast improvement with the mages, their staffs had blades and were versitile with long range and close range combat. ripping the ogre apart sceen was very impressive. but I am yet to get that spell, if it exists....granted this is my first play through.
The dialogue between characters and storyline did feel a tad linear, but was impressed that the main character finally had a voice. The epicness of Kirkwall was amazing, huge towering buildings created by the dwarfs, but was short lived after spending most of my time there, it almost felt clostrophobic. With the mere mention of the deep roads, i was eager to get all the coin i could muster and venture off and gain many riches, but this was a sad let down, after getting nothing but junk really in the drops and searches, and only getting my 50 soverigns back after completing the mission, which in itself lasted less than an hour. Then to go back for a short while to see your brother (i played as a mage in this run through) and meet Nathaniel.
I did however, like the fact that your companions have the same armour, which gave more time for developing my characters armour and weapons, still yet to find all the armour up grades for my trusted companions. The continued addition of adding runes to armour brought from awakenings was a nice addon.
Old faces, Anders, Flemeth (although a short appearence, and even quicker exit), Sandal seemed a bit drugged up, rather than his chipper self, and didnt have a jumping fit when you did enchanments. and if they talked a bit more about the blight, what they experienced, fighting along side with the grey warden, would have given a bit more to the side stories, and dialogue.
I am impressed with the game overall, and this was a much awaited arrival for me, but after the initial wow factor, the re-used maps, randomness of enemies appearing, the useless junk being picked up from killing massive enemies, not being able to get weapons crafted after finding unique body parts....ie from the dragon and that HUGE stone spider thing in the deep roads "OH this can't be good" was an understatement......that thing was solid!!! no pun intended, but it didnt give any decent equipment after such a long battle, i felt abused and violated that it didnt reap the reward i so deserved.
one grip, and sorry I am blabbling a bit here, is the side quest "Who needs rescuing" I cannot get this to activate, I have been all over the wounded coast, killed everything in my path, and this wont start!!
#163
Posté 15 mars 2011 - 10:21
First game since neverwinter that I am truly finding it hard to work up the enthusiasm to play, and with not much spare time on my hands I am somewhat picky with my diversions. As it is I would be hesitant to purchase any dlc and would probably only pick up another dragon age game if it was discounted.
I'm truly sorry to be negative because bioware have provided some great products over the years but i'm worried that they have completely changed direction from the games I would want to play.
#164
Posté 15 mars 2011 - 10:24
More skin during sexy time please. It is rated M.
Thank you
#165
Posté 15 mars 2011 - 10:31
BluGirl1968 wrote...
Dear Sirs and Madams,
More skin during sexy time please. It is rated M.
Thank you
They did dispense with that cheesy music. But I agree.
#166
Posté 15 mars 2011 - 10:32
blothulfur wrote...
I know i'll probably get hung, drawn and quartered for saying this and I am honestly not trolling but I think bioware need to do an enhanced edition free patch like cdproject did with the witcher, because as it is I don't think this product represents them and the awesome work they can do and certainly is shamed in comparison to origins.
First game since neverwinter that I am truly finding it hard to work up the enthusiasm to play, and with not much spare time on my hands I am somewhat picky with my diversions. As it is I would be hesitant to purchase any dlc and would probably only pick up another dragon age game if it was discounted.
I'm truly sorry to be negative because bioware have provided some great products over the years but i'm worried that they have completely changed direction from the games I would want to play.
We aren't like the other GD. We respect opinions.
#167
Posté 15 mars 2011 - 10:34
I loved the game, hell I'm on my second playthrough. But there are still some things wrong with it in my opinion.
Re-used maps
Yeah...there where a lot of those, basically if you've seen on warehouse or cave you've seen them all.
Enemy's
It seemed like everyone in Kirkwall was out to get Hawke, I can understand street thugs attacking Hawke at first. But once he or she is Champion shouldn't they think:"Hey didn't that guy kill a few hundred Qunari and Maker knows what else? Maybe we should get out of here!".
I also missed the fact that we couldn't talk ourselves out of some fights, and that there was never just one wave of combat. Luckily the combat was fun al be it a little extreme at times. (With enemy's literally blowing up when stabbing them).
The City
Although I thought that Kirkwall was beautiful, I still think there where some faults.
The first being the fact that it's supposed to be 'full', which it isn't . The streets seem pretty much deserted, a few more NPC's couldn't hurt.
I was also hoping that in the ten years the city would change a little more. The only change I noticed was the statue at the docks after Act...2 I think. Or maybe have access to other areas.
Some other towns would've been nice too, something small like the Dalish camp.
Companions.
I pretty much agree with the OP on this one.
Additional LI dialogue would've been nice. And I also loved how companions talked about their lives and cultures. I loved how Sten talked about Qunari culture, and how Alistair talked about his past. Fenris did talk a bit about his past and the Tevinter Magisters but still it would've been nice if your companions went more in detail about their lives in DA 2.
But who knows there is always DLC to learn more about them.
Companion Armour.
It would've been nice to have more sets of armour for companions, I don't have to have it the same way as in Origins. But something like what Aveline and Anders have. Getting different armours after certain acts in game would have been nice.
Side-Quests
I disliked the side-quest in which you randomly found something, and immediatly knew to who you had to reurn it.
Well. That's pretty much it, if I have something else to complain about I edit it in.
Edit: changed 'Armour' to 'Companion Armour', since I only talk about their armour.
Edit: added Side-Quests
Modifié par Risax, 17 mars 2011 - 04:46 .
#168
Posté 15 mars 2011 - 10:34
The Items. Its me or most of the rings,belts and necklaces have identical names and properties. And in most of the cases the items dont give you a real advantage. Sure, you have to change your armor and your weapon once in a while, but anything on sale will do just fine.
I miss more interactions with the companions. if I cant talk to them whenever I want, at least let me talk to them more often.
#169
Posté 15 mars 2011 - 10:37
Re-used maps, Enemy encounters, Rogue-type enemies, t feels too one-track minded, The feel, Enemy deaths, Junk, Auto-Attack, Companions, Armor
And add:
1. Lack of nudity. Why is OTT gibbing darkspawn allowed, and nudity in sex scenes not? I would gladly have taken a toggle for nudity, just like there's a toggle for subtitles, say.
2. Graphics. I don't care if the water effects aren't as good as Empire: Total War, but can we please have weapons that are actually affixed to the characters.
3. The combat. I can appreciate what you're trying to do, Bioware, but Brent Knowles was right; it's a nothing of anything system. I would personally prefer turn-based, but that's personal preference. If you do action combat, then really do action; not this weird... half-way "thing".
4. Friendly Fire. Again, a simple toggle to allow those of us who are playing casually (that is, on Normal) the chance of FF.
5. Companion Armour. Okay, I can see where you're coming from. Changing armour in and out means the characters themselves blur into one another. In the end, though, it's a lack of customisation. And I would
rather have the option of more customisation in a game than less. I would rather role play the restriction of armours for companions than have it forced upon me.
Perhaps a better way to have dealt with this would be to have had female and male armour, and medium and small armours. That way, finding armours specific to Varric and Aveline (for example) wouldn't be easy, and would make sense. Or perhaps something like the D&D system of Light/Medium/Heavy armour proficeincy, so even if you had the Dex requirement, you couldn't equip it.
Modifié par Emoking, 15 mars 2011 - 10:38 .
#170
Posté 15 mars 2011 - 10:41
Give us the opportunity to become really evil. And i don't say thigs like being a nasty mean piece of brute that save the day, but give us the opportunity to bring armageddon on the game, wherever it's wanted or not. Like being the good guy who done the wrong choice.
Much much less linear plots. After having finish my game and almost finished my second, i realise than most part will not change despite i wanted to take two different path. it's anti-immersion the feeling that you can't actually really point your caracter where your want to
Modifié par misterdde, 15 mars 2011 - 10:43 .
#171
Posté 15 mars 2011 - 10:48
I'm going to limit my observations to one area because I think if this was improved the game would be much more enjoyable, overall.
Companion Interaction Likes --
LI showing you they care. Two scenes are stand out to me. The first being the compassion shown after a really bad day and the second being the little tid-bit of jealousy that pops up when Hawke's flirted with by an NPC. More than two examples of this in seven years would be totally awesome!
Party Banter. Loved it in DAO and the fact that we got so much more of it in DA2 was awesome. I especially liked how the banter changed to reflect things that happen within the story. Give yourselves a big pat on the back for this one.
Personal Quests. Really enjoyed getting to do whole quest lines for the companions quests. I was a little disappointed that some companions didn't get as much personal questing as others, but overall, this was good.
Limited Discussion Areas. I appreciated not having to worry about mis-clicking on a party member right after a battle and wind up getting offered a rose from your companion who's covered head to toe in blood.
Companion Interaction Dislikes --
All of my complaints revolve around the LI interaction.
Taking Intitive. I'd like to not have to take the first step in every dialog option, but instead perhaps respond to their flirting more once I've established that I want to flirt with them. I'd like the LIs to show their attraction and not just repond to Hawke. More active vs reactive once it's clear Hawke's interested.
Wooing. I wanted a rose. I wanted to get a swooping kiss or hear bad Antivan sex poetry. In short, I wanted to feel wanted. DAO did the romances so well by allowing the NPCs to make the moves once the PC showed they were interested.
Depth. Origins set the bar on wonderfully developed LI's and DA2 just fell short. I want to get know my LI more. I want to be able to talk to them about intimate things more than once every three years. I want to be able to flirt with them more, and more importantly, have them flirt with me. You got it right a couple of places (see my first like above) but for a seven year story, we should have seen more of that.
Modifié par Tigress M, 15 mars 2011 - 10:49 .
#172
Posté 15 mars 2011 - 10:50
In other words, do not have a combat centric game. While yes, it needs to be there, make the combat actually mean something to the story. Wiping out "Random Thug Mob" for the 50th time became extremely boring and had no actual point to it.
I can see there being a few random encounters but nothing on the scale that you put in.
Allow me to outfit my companions. Most of the items I found in the game were worthless to my 2h warrior. Let me put that cool rogue armor on Isabela and those robes on Anders. It is their story that makes them truly unique and not what they are wearing.
Also, with my companions, allow them to have access to all of the skill trees. Running around with Eveline as my tank and Anders as my healer all the time was boring as well. Let me set up Merrill as a healer, or Fenris as a sword and board warrior and it would allow me to put a dagger in Varric's hand so he can pick locks a bit easier. Once again, that isn't going to change their back story or remove any depth from the character.
Bring back some of the skills. Trap making, coersion, and a few of the others.
When I heard that the story was going to take place in a single city, I really did not mind it. But there was so much that could have been done but wasn't. I'm guessing that it was because fo the short development time.
For instance, we could have controlled the mercenary group or thieves guild that we join at the beginning. If we took the Templar specialization you could have allowed us to join the Templars, or the Circle if we were a mage with differing quests and stories. (Not saying that we would have to, an apostate mage could probably do very well as a merc or theif)
#173
Posté 15 mars 2011 - 10:50
really really hope this gets changed in a patch.
#174
Posté 15 mars 2011 - 11:00
The Neat and Needing More:
- Tension and Compassion. There were some quests that made me care, a lot, about the characters. The first time I played through, the "Enemies Within Us" quest, the point in the Blooming Rose? That was *excellent*. I liked the tension in that scene. I'm a sucker for seeing some weakness in characters, and having a Main Character who can't shrug things off is excellent. Make Hawke suffer. Make Hawke hurt. Make Hawke look death in the eyes and get scared. If I had to pick any one thing for future games, it would be more of this. I don't want to be godly, I want a character I can sympathize and empathize with. When I get stabbed I bleed, Hawke should be the same, even if Hawke can play tough gal.
- On that note, the voice acting. I can't speak for He-Hawke, but Ladyhawke's voice acting is great. I laughed, and at times, I felt her horror. I know a lot of people are attached to their Warden, but I'd love to see Hawke again in DA3 or DLC and Expansions, simply because Hawke was much easier to empathize with than the Warden.
- Companions were good and well developed. I like how each had a specialization for certain kinds of quests, so if you knew what you were getting into, you could drag someone with you and have their friendship/rivalry be boosted and reap the rewards.
- The quicker pace of combat was good. Tension is a good thing, I cannot say that enough.
- The storyline was great. I don't know where all the critique of the quests is coming from, but I like how the little quests tie together at the end. Also, I know this is a no spoiler forum, but I really liked how, at the endgame, some things were unavoidable if I took the legal but compassionate route. I was not expecting my neutrality and compassion to come back and eviscerate me.
- Personality development was good. That said, I really wish the game took account of my subtleties in personality more. And, well, diplomatic and aggressive, at times, felt a little bit too much like good and evil. Maybe being aggressive just means being blunt and without tact? Maybe I'm being humorous to hide the fact that the situation actually hurts, and my friends should be understanding of that?
- That said, there was no clear cut good and evil option despite what people said. The "good" options (siding with the...downtrodden) ended up being a slap to the face. I got so fed up with it I took the road less travelled, and surprise, the good guys weren't so good after all! This was also in DAO, but this is the first game in a while where I can happily say that all there is is a moral gray area.
The Meh:
- Reused caves/estates/etc. I get it. I even know there's a potential justification: Varric is telling this story, and unless a cave has something special in it, he's not likely to go "And this cave split off in three different ways, becoming an elaborate maze where the stalactites jumped from the ceiling and proceeded to split into tinier pieces...". This should not be an excuse, though. Starting development right after DAO or Awakening and having a set deadline a little over a year later is a much better excuse.
- I also get that exploding enemies is likely a Varric embellishment. But that doesn't mean I like backstabbing fools and having their entrails coat my lovely lady hair. The epic combat is awesome, but keep the exploding into blood for the rare occasion.
- I miss being able to talk to my characters in camp. I did like how Hawke involved herself in banter, though. On a similar note here, I really liked how my party members would interact with each other. Play cards, drink, discuss their medical issues, et cetera -- but Hawke felt a little disassociated from my party's interaction, even though that clearly wasn't the case. I liked being able to poke around the house and see what my party would think of my things, I liked how the house evolved -- more of these things please! -- but Hawke...felt a little isolated from everyone. Where's the friendship? We survive ridiculous things, the least we could do is go to the Hanged Man and get a round of drinks and talk about it.
- On that note, more RP less Action. Please. Your fanbase is a little upset about this. I loved this game, but I'd like it if I could play cards with Isabela, have Varric tell me a few stories, walk around town with my strange elf friends, and interact more with my mother. The little moments where Hawke interacted and felt and felt made me love this game. And I'll be frank, Bioware, while I buy your games, I haven't felt this much love for a game of yours in a while. You did such a good job with what was there, but please: MORE. MORE. MORE. Hawke's actions and reactions are the focal point; it only makes the most sense if we see Hawke react differently, get to do things with the party, et cetera. If this means more work on companions, more dialogue that pops up through the story, even more animations specific for Hawke and Friends, then that's what this should mean.
- No more waves. Probably another "Varric exaggeration thing" ("And the darkspawn, they just climbed out of nowhere and never ended, Seeker! Honest!"), but no. No more waves. I want to know what I'm facing, not be clawing my eyes out in impatience when ANOTHER WAVE! is yelled.
- I would like to see a wider array of enemies. I refuse to believe that all that exists are spiders, shades, darkspawn, mercs, renegade mages, mabari, qunari, dragons, and the occasional boss and possessed thing. I am sure more creatures exist. Like giant six legged bears with twelve reflective bug eyes!
- The story scope of the game was perfect. The geographic scope was understandable for the story, but annoying. This could have been corrected with having Kirkwall evolve over the years. Some things did change (I can think of one thing: A STATUE!), and they were appreciated. But by and large, there was little alteration.
- Certain boss fights (one in my case) were no fun. I don't know why I couldn't beat the boss -- was my party makeup poor? Did I need to run around in circles more? The game should be a tactical RPG, not like PVP in WoW where one runs in circles constantly. Sure, make a benefit for that, but don't make it quintessential if it's not something your whole fanbase can do.
- Finally, more enemies is a poor way of increasing difficulty. A better way would be to have their archers use pinning shot on my warriors, have their rogues backstab my mages, et cetera.
Thanks for listening, Bioware. :3
#175
Posté 15 mars 2011 - 11:00
Right click drag to flatten the camera view.Shake_N_Bake wrote...
the camera angle on the PC version has been driving me insane within 1 minute of starting the game. right click to move and the camera instantly raises so all you can see is the floor.
really really hope this gets changed in a patch.





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