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Constructive Criticism


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#1751
k177sh0t

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Just finished the game and loved it, the only thing the really put me down is:

- Not being able to customise/equip your companions armor (This is why these type of games are well received by audiences/fans is because of the loot equipment and Bioware took that away, a bad decision imo) <_<

- Mobs spawning thats impossible to reach for my tank

- Less dialogue options

- Less companion interaction

- Copy paste dungeons/locations

- Certain talent trees are exclusive to a character like for example Anders' healing tree

EDIT: no more flying templars please :3
EDIT#2: romanced Merril, and was expecting a conclusion/conversation after we killed Keeper Meriar- whatever her name  was just but there was nothing.

Modifié par k177sh0t, 10 avril 2011 - 12:56 .


#1752
Ohpus

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I think the framed narrative is great, but it could have gone much, much further. I hope that in future DLCs you'll be able to take this further too.


I second that, but I think that they coudl transition the narritive a bit better in some places. Varric first exageration was really to hide the "newbie" training at the beginning. The second was a bit jarring. I was going to reload when it happened because I had encountered glitches in the game earlier.....

I mean...one of the merchants has an Invisible chest to click on. It was there is act 1....Maybe people were ripping him off and he had a tranquil enchant it. The only other explaination is that they didn't really proof the game well. Bioware does not do that...

#1753
Lumikki

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Spell balance and synergy. (I play mostly just mages).

While your class balance now is little bit better than it was in DAO, where mages where extreme powerfull. Now you spell balance is little bit off. Problem is that damage spells are superior to anything else.

There is very little control needed, because damage spells has inbuild control component. This means that damage spells are alot more usefull now than they where in DAO, because you don't need seperated control. How ever, because you don't need so much control, controlling spells lose they usefulness. Why have separate control, if damage spells does it too?

Also you have shorten control effects. What makes game more just nuke them, because it's the most efficient way to deal enemies now. I like my self more when damage was just damage and to control you actually tryed to control enemies. It feeled more tactical, than just nuke them down with super spells.

Second thing is long coold downs, specially healing, but also single target spells. Now I can understand that healing aren't wanted to be so strong, but it's also gameplay what difference from damage making. Because so few healing spells and long cool downs, this spell area also lose it usefulness as gameplay.

Now buffing seem to be fine in DA2, so it still has it use. Debuffing, not sure about that, because it's effectiveness is allways little hard to see.

How ever, my point here is damage spells are too dominant, because inbuild control effect. Also long cool downs have mages rely on staff alot, what doens't really support so much feeling to be spell caster. I don't see any different between magic bolt from staff hiting enemies or arrow. Just because visuality is different, the gameplay isn't. Don't think you can fool people think other ways.

Now in nightmare difficulty you bring resistances in the gameplay. What was fine, but like allways you over do it. Having some high resistance to some enemies is fine. But having allmost all enemies to have some elemetal resistance is not. It basicly makes so that some area of spells become useless allways agaist enemies. It's not hard to figure it what they  resist, but it also limits mages ability cast spells. Like taking of they spell choises, it isn't fun. Next time try to make AI better or have co-op actions between enemies, than trying to make game difficulty higher by limiting spells use for players.

So, if you want to fix this, take off most inbuild control effects from damage spells and let mages have seperated control spells. Also keep control spells effects longer enough, so that they are usefull compared to damage spells. Reduse single target attack or defensive spells coold downs, so that mages can feel more like spell casters. You allready have mana limitig the situation, let people use it. Allow all mages have every kind of spell types.

Also cross class combination attacks are fine for higher effects, but so was single class combinations.  Oh yeah and nukeing some enemies huge health down for 10 min with staff's attacks is NOT fun. Knock backs where nice, but also little bit over used, let enemies also miss sometimes. Friendly fire should be toggle as choise, because it has good and bad effects to the gameplay, depending what player likes.

Why don't eletrical based AOE spells be affected by friendly fire? Does eletric have some kind of intelligent how they reconise they targets? Don't make exceptions, if there is FF, then it's there for all AoE's.

My suggestion for spells, let fire based spells burn as damage done in time (DoT), but don't let it affect enemies movement. Let Ice based spells slow and freeze enemies, but do less damage. Let fire and ice based spells cancel others effect in same targets. Meaning fire removes the freeze and slow effect and cold removes the DoT effect. Let electricity affect stamina, but not movement. Let earth based spells knock back/down enemies like control, but do very little damage it self, unless enemies are frozen, then combination of these spells does more damage. Let sprit damage spells have small change to confuse/sleep they targets and/or have affect to mana.

Point here is that player should not just spamm the spells, but also think what affect they have. Sometimes it's not good to cast sertain spell after some other type of spell, while sometimes other type of spell can make it better. Have sertain synergy, positive or negative between different kind of spells. Other example, if enemies are confused or sleep after some spirit spell, casting other kind of spell can wake them up. Don't let player just spam all spells without any thinking how they affect each others.

I'm gonna show some more examples how this would work, about this different type of spell affects. Let see if you have cast spirit spell what has make some enemies sleep. Now if you cast fire spell on them, they will wake up and start to have burn effect. Now you cast spirit spell again, you can't make them sleep, because they are on fire, but you could make them more confused. Now you cast ice spell, what cancel the fire effect, but leave the confuse effect. So, now some of them are confuse, some are slowed and some are frozen. You cast earth based spell, what can knock down most of them, but frozen ones takes alot more damage than this spell would normally do. Now you cast fire spell again, what make all slowed enemies fast again and wakes all frozen enemies. This is what I mean by spell synergy. Yeah, I did not cast eletric spells, because it basicly just would take stamina out of enemies, what is more usefull as slow enemies use of special attacks. Or spirit spell what sucks mana pool, so that mages ability cast would be more limited.

AoE spells should be slow, but single target spells fast.

PS: There is miss spoken words in dialogs, in family events in beging in Kirkwall first home. You know when the mother talk's, she says "You three are from ..." But there is just two of us?

Modifié par Lumikki, 09 avril 2011 - 12:41 .


#1754
Brannigon

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. I looked forward to DA2 because I really felt that it would be an improvement over many of the things that were done within DAO/A especially concerning the graphics (good, but not the best), personal interaction between the player and NPC's as well those within the party, and freedom of movement of the character around the map. But after purchasing and playing the game here are the things that caught my attention:

1. Graphics - the graphics are improved over DAO/A making characters more recognizable and personable but why give Qunari horns like demons from hell (Sten had none), plant life and animal life very limited, limited number of map areas to explore, along with limited area of movement. (unlockable doors, unopen roadways, etc). Why could the character not have freedom of movement?

2. Combat - the fighting is an improvement  in my opinion because of the quickness in which you can engage the enemy but is also limited by the camera angle, area of vision, and spawning of enemies from thin air. Also there is a very limited choice in abilites that can be used by each class. I like being a warrior but in DA 2 a warrior has to either use a sword and shield or a 2 handed weapon. What happened to a warrior being able to dual wield?

3.Storyline - I know that DA2 is based upon a linear story line but what happened to that linear line being progressive in such a way that each and every action that the character takes actually has an impact on parts of the story rather than just a minimal effect? Maybe I am getting old and senile but I play games not only to have fun but to also see what if what I do will affect the actual outcome.

#1755
Big_Chief

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I believe I've already mentioned the bugs, the enemy waves, and the recycled environments earlier in the thread. After several replays, I thought I'd add some more thoughts I've had on the game.

-Time Skips: I don't think they delivered on their full potential, because nothing seems to change over the course of the game. Not just physically either, though that's part of it. I don't think people would complain about being confined to Kirkwall as much if we actually saw Kirkwall evolve over the years. Late Kirkwall feels more or less like early Kirkwall. And it's the same with Hawke. Despite his position and standing changing over the game, nothing feels really different. People mostly treat him the same and have him do the same things. I think it is at its worst when I become the fabled "Champion of Kirkwall" and nothing happens. Nothing at all. I don't feel like I have more influence or standing, everything feels the same, and I'm still doing the same basic things. And, although it was promised that we'd see the results of our decisions play out over the course of the game, rather than in ending slides, I didn't really feel that, either. Any quest that continued post time skip felt like exactly that: a continued quest, not a result. So we didn't see our results reflected in game or in an epilogue slide.

-Psychic Fetch Quests: Far from being simplified, I was more confused than anything when I came across these. "Why am I picking up this item? Who is that guy, why does he want this item, and why do I KNOW he wants this item? Do the items do anything else, or is this literally all there is to this quest?" I thought I was missing something. This, combined with the recycled environments, help make the game feel a little thrown together/rushed, and not as polished as it could be. I realize that "immersion" get's thrown around a lot, but this, to me, was immersion breaking.

-Exploding Enemies: I like the bloody combat. I think it's a pretty good visual for the series. But the bloodsplosions are...a bit much. It starts getting silly.

-I'll say it again: the lack of a tactical camera or some equivalent hurts the game on PC. It makes targeting enemies long distance needlessly difficult, and the current camera can get very, very frustrating if you're backed into a corner.

-Could Use More Party Dialogue: I realize this may end up just falling under the heading of "MOAR!" but I generally felt that there weren't enough opportunities to get to know your companions, which is a shame because the companions were great. I believe David Gaider once said that much of a companion's dialogue was wrapped up in their companion quests now. I get that, and I appreciate the fact that those quests were much expanded as a result, but now all of that dialogue is related to the situation at hand. It's all discussing how to handle the situation now. Because of that, there are fewer chances to just have a normal conversation with them. You don't get to learn more about their past, or just expand how they relate to Hawke. I didn't get to see how Hawke interacted with Merrill after she moved in, because we had used up the word budget on discussing things with the Varterral and the Arulin'Holm.

-This is a minor one, but sometimes an enemy takes a long time to drop loot. It was the same in Origins. It has become a post battle ritual to stand around, waiting for the corpses to either vanish or turn into sparkling piles of coins. I do this because I got sick of going back through areas I'd already seen and finding out I missed some loot. And that's not even mentioning the areas that I couldn't go back into once I left.

That might end up being pretty long, and perhaps sounds more negative than I actually feel. Again, I think that there's a lot to love about the game, too. At any rate, there we go. Hope I didn't talk your ear off!

#1756
Cybermortis

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Lumikki wrote...

PS: There is miss spoken words in dialogs, in family evens in beging in Kirkwall first home. You know when the mother talk's, she says "You three are from ..." But there is just two of us?


Yeap, I noticed and have commented on that. I can think of three explinations;

1; Your mother is senile 

2; Your mother has had a full-blown nervous breakdown.

3; She is including the Dog.

The first two seem most likely, if only because it would explain why for a year she starts every conversation by wailing about the missing sibling and blaiming you for their death - even though you had nothing to do with that.

#1757
Svetok

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One thing that was done brilliantly in the Exiled Prince DLC was the restructuring/reskinning of the Cave areas to create the ruins. At a glance, it does NOT feel like the same area you've seen before. If that sort of attention to detail and outright creativity was applied to other reuses of assets, I don't think anyone could see fit to complain.

Okay, *looks around the forum* so they'd still complain... but my point stands.

Here's a comparison of the same area...
Posted Image
Posted Image

I'm pointing this out because they took the existing mesh as a base and worked off of it to create something that looks amazing.

Modifié par Svetok, 09 avril 2011 - 01:21 .


#1758
Cariborne

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I actually had no issue with the exploding enemies; my train of thought was "Varric's clearly exaggerating Hawke's power". We all know a sword swing wouldn't cause an enemy to explode; and would only make them be cleaved in half. Mage's could totally cause explosions though.

#1759
Madaloren

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1.) Re-Used Dungeons: I know you heard this a lot, but there in nothing like reinforcement.  I realize you had a accelerated timetable for DA2 opposed to DA:O, but reusing the same exact dungeon and just opening doors/closing doors is just lazy and unacceptable. Didn't even modify the mini-map to taken in account the closed off areas. <_<

2.) Enemy reinforcements just appearing... yeah. This works for certain enemies such as skeletons coming up from the ground, shades and demons being summoned but bandits shouldn't be falling out of the sky.  Couldn't you have had the reinforcements waiting behind closed & locked doors instead?

3.) No guards at night?  I realize you want to have thieves out prowling the streets, but you could limit them to side alleys or have guards available to help.  Might even throw in a few where the guards need to be rescued.

4.) Change.  The time lapses between chapters should have a more noticeable effect upon the city, possibly reflecting some of the choices you made.

5.) Companion's Armor.  Not being able to choose their clothes wasn't such a big deal for me... Merril/Bethany's mage armor was far more attractive than anything Hawke found, until the Champion Set at least.  However, it would have been nice for them to start off with basic looking gear.  As you received/purchased/won new upgrades for them it would gradually upgrade their appearance.  Felt like only Hawke was progressing while the other were kinda stagnant.

Despite these gripes, I enjoyed the game, but it felt like a rushed product.  I have purchased every game your company has developed, but recently you have been accelerating your production time reducing the overall quality of your games.  Please slow down abit and take at least a little more time to fully develop the games. ^_^

#1760
jklinders

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Svetok wrote...

One thing that was done brilliantly in the Exiled Prince DLC was the restructuring/reskinning of the Cave areas to create the ruins. At a glance, it does NOT feel like the same area you've seen before. If that sort of attention to detail and outright creativity was applied to other reuses of assets, I don't think anyone could see fit to complain.

Okay, *looks around the forum* so they'd still complain... but my point stands.

Here's a comparison of the same area...
Posted Image
Posted Image

I'm pointing this out because they took the existing mesh as a base and worked off of it to create something that looks amazing.


That's actually quite nice. It certainly would have been an improvement over the current state of the game. Shame they were in such a flaming rush to push it out. Just think what it could have been with just 6 more months...

#1761
infinityguru888

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Some nitpicky some repeated. You have a good game in here it just reeks of a rush job. My criticisms that have probably been repeated:

Do not reuse dungeons and areas, never, ever, again.

Give all characters the ability to wear armors, all armors, feet, helmets, gloves, chest, everything.

Improve the character interaction (when talking to someone, having the person turn around or walk to the left then back again does not suddenly make your game a masterpiece of Cinematography), get some new cameramen in there or something.

Dog is awesome, next time make the pet playable if its in there at all, not just an npc.

Might just be a bug on my part but if you are going to have a character select screen, give it a background and make the characters interact with it.

Bring back death animations! They were so much fun in the first game!

Outdoor areas should not be tunnels with a matte forest background.

Keep up the great voice acting!

#1762
Revakeane

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I for one missed the item-descriptions and unique names for amulets, belts and rings. Not to mention weapons and armor. Not that I'm really pissed off about their absence; I understand that time constraints and a desire to spend resources on more integral elements of the game would be very important factors explaining the lack of item descriptions and unique names, but I really enjoyed reading them; it felt like my PC was putting a piece of history. I liked that the stuff I found/looted/bought was unique in its own way. Definitely missed the and would love to see them in DA3.

#1763
erynnar

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I despise the convo wheel. But if you are going to give us the ME convo wheel, you could have given us the red button or blue button during convos to change the course of the convo, or kill someone interrupting their conversations (ie the magistrate's psycho elf killing kid. While he is whining a red mouse button to stick a dagger through him while he whines would be great).

#1764
erynnar

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Svetok wrote...

One thing that was done brilliantly in the Exiled Prince DLC was the restructuring/reskinning of the Cave areas to create the ruins. At a glance, it does NOT feel like the same area you've seen before. If that sort of attention to detail and outright creativity was applied to other reuses of assets, I don't think anyone could see fit to complain.

Okay, *looks around the forum* so they'd still complain... but my point stands.

Here's a comparison of the same area...
Posted Image
Posted Image

I'm pointing this out because they took the existing mesh as a base and worked off of it to create something that looks amazing.


Wow, what we could have gotten with just a little more time...:crying: makes me sad panda that they rushed it.

#1765
Jenova65

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Cybermortis wrote...

Lumikki wrote...

PS: There is miss spoken words in dialogs, in family evens in beging in Kirkwall first home. You know when the mother talk's, she says "You three are from ..." But there is just two of us?


Yeap, I noticed and have commented on that. I can think of three explinations;

1; Your mother is senile 

2; Your mother has had a full-blown nervous breakdown.

3; She is including the Dog.

The first two seem most likely, if only because it would explain why for a year she starts every conversation by wailing about the missing sibling and blaiming you for their death - even though you had nothing to do with that.

OR................ like many bereaved parents...... still thinks of her dead child as her child??????

Honestly, this is complaining and nit picking not constructively criticising... and takes something away from all the valid points..

#1766
Biotic Budah

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The bonus for complete sets of armor just don't seem to be noticeable.

I like in the conversations that you have certain party members speak up based on history or affiliation with the person you are talking to.

The cameos from DA:O were nice, and I am hoping Oghren will be in a DLC.

The overall graphics on the XBOX 360 version seem to have not improved other than in facial expression. Often times I find myself fighting characters in walls, or certain creatures collapse into a rock formation and you can't get the loot from them.

I'm sure you heard plenty about the repetitive areas. Please don't do that again.

When you defeat a boss the cut scene kill moves way too fast. It's the money shot if you will. On DA:O it would go into slow motion, and I will tell you killing the high dragon in DA:O was much more satisfying than killing the big bosses in D2. It's almost like Hawke was moving too fast for the camera to keep up with him.

#1767
Jon Vael

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 I wasn't going to bother with this, but my passion for great RPGs (which this game could have been) wins again. I'll keep it short.
Italic
 text means GOOD
Bolded text means BAD.

Story:
DAII's story had a lot of potential but it just constantly fell flat due to obvious rushing and lack of choice. There wasn't even an illusion of choice because when the game tried to tie everything, regarding the main story, together in Act III, it failed! Who I romanced or who I sided with weren't even referenced correctly. Not that it mattered because the concluding fights make no sense at all. They were obviously structured to create a single conclusion.
* Political upheaval was entertaining.
* The Qunari portion of the game kept me more interested and was better structured than the rest of the main plot.

- Act I was a waste of time. What should have worked as an intro to the game was nothing but a tedious session of shallow fetch quests and occassional, and brief, companion introductions.
- Act III was horrible. Nothing tied together well and it was blatantly rushed.
- Bulk of the GAME is incoherent fetch quests with random references to previously significant choices.

General Design:
*I particularly liked the music design and concept art. Your loading screens are great and have good artistic value.
-Your in game armor designs are, BLAND. Did I mention they are bland?
*Champion armor looks good. This is obviously subject to taste, but I can appreciate the fantasy setting.
- Your level design is BORING. So linear a blind person would get bored with it.
- Kirwall, while pretty, feels more dead than my local graveyard. Scattered fetch quests DO NOT add life to it.
- Repeated environments. This literally felt like a kick to the balls. Its insulting how bad this is. Not to mention these recycled environments are LINEAR and BORING!
- 10 years and everything looks the same.
- 10 years and everyone looks the same. See a pattern?
- There are no hidden goodies to be found. "What's this? I unlocked a master chest, oh look another crappy insignificant amulet I will just sell to the vendor."
- There are no side quests. Let me rephrase that, there are no REAL side quests.
- Bosses have potential but it is either to easy or just an attrition kite. BORING~!
- Threat doesn't work half the time!
- This game has ZERO replay value. I've tried replaying it and it is too painful to bare the boredom. The combat doesn't even feel challenging or entertaining on Nightmare.
- Compaion interactions, like many other aspects of this game, are bland and hollow. I felt more attachment to the Arishok than I did to my companions. 
* I would have preferred an in depth crafting system that revamped the garbage that was in DA:O, but I am OK with the simplefied vendor system for potions, bombs, and poisons.
- No traps. Obviously due to the shallow wave based gameplay.
* Good improvements to the tactic system. Though there are still bugs to work out. - As with all AI.


Combat / Character Development:
* Skills trees feel like they have more psynergy.
* Specializations truly feel powerful and warrant the investment in to them.
* I enjoyed the fast paced combat and even the flamboyant animations.

- Apparating enemies... Really? - Unimmersive
- Wave based combat... Really? - Boring
- While cross class combos are nice, the removal of same class combos is not warranted and makes many party set ups "inefficient".

* Two Handed Warriors actually feel like bad asses who can take it to the baddies and wreak havoc.
- Shield / Sword and Tank warriors are boring and ineffective.
* Mages are much more interactive and fun to play.
* Rogues are a blast to play and require a great amount of interactivity to be efficient.

The Conclusion:
You improved the combat mechanics while at the same time slaughtering the feel of combat with redundant waves and enemies. The game feels less like an RPG and more like a shallow adventure game that never really goes anywhere significant. This story had so much potential but it just failed miserably. The game had some interesting characters and companions but, like the story, failed because they were not well fleshed out. The environments were recycled, linear, and boring. I wouldn't even expect so much recycling out of a no name studio, much less Bioware. In my opinion, this game was an utter disappointment. I would NOT recommend this to anyone because it feels more like a chore than a form of entertainment. I hope DAIII breathes some life back into this series.

#1768
biomar

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I've only played for a few hours, but I wanted to write my thoughts so far.

First of all, I'm enjoying it. It really feels like a continuation of the Dragon Age saga. I remember enjoying even simple things in Origins, like walking around cities and listening to NPCs chatting, and experiencing the same thing in DA2 gives me a warm, nostalgic feeling.

Something that I don't like is that NPCs casually walk past my fights, completely ignoring the fight, commenting that they need to go shopping soon! I heard that the Witcher 2 will see NPCs reacting to your actions on the spot. Maybe this is something you could look at for next time.

Also for next time, I'd suggest spending more time on quality control for right-click actions. Sometimes when I right click to get a character to move somewhere or to attack someone, nothing happens. Glitchy things like this in a tight spot during a fight can mean the difference between a character sustaining an injury or not, and that can be annoying.

But I'm eager to stop writing and get back into playing, so that's a good sign for the game, ey?

#1769
Aslanasadi

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Well, I finished the game twice now. And I have two more to go atm. The only think I really I could complain is that no one cares when your mage is using blood magic. I play a ruthless blood mage...rofl...and no one cares in my party. It's even the first time Fenris is calling me a friend...
Anyway it's funny, but also a little bit annoying, since they hate blood mages in Kirkwall...

#1770
Barkortran

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I want to see a return of the dialouge list. the dialouge wheel just dosent allow me to chose what hawke says acuratly enough to form a complex character that i can immerse myself with. because it only has 3 options i am forced to side wholeheartedly with one group over another to avoid creating a schizophrenic character and i dont feel like i am hawke i just fee like i am controling him.

With backstory as complex and ballenced as DA has i want to be able to choose exactly what i want to do. i want to create a character that thinks that mages should be gaurded but that the templars need to treat them like any other citizen but i cant because i dont know weteher a given option will say " i think that the mages need to be in the circle for their own protection" or " We need to lock mages up and throw away the key"

#1771
Barkortran

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Revakeane wrote...

I for one missed the item-descriptions and unique names for amulets, belts and rings. Not to mention weapons and armor. Not that I'm really pissed off about their absence; I understand that time constraints and a desire to spend resources on more integral elements of the game would be very important factors explaining the lack of item descriptions and unique names, but I really enjoyed reading them; it felt like my PC was putting a piece of history. I liked that the stuff I found/looted/bought was unique in its own way. Definitely missed the and would love to see them in DA3.


I agree with this also more codex you dont have to shorten it to make it more accesable because the whole poit of it is some optional exposition and at least re use DA:O Entries

#1772
Dragonslayr09

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My comment is simply about the inventory system. I have an issue with distributing items to companions. Why can't their icons appear while i'm in my House/Estate that way i can allocate items to them w/o having to go out. Remember party camp in DAO? Just like that.

#1773
Gravias

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Same problems as have probably been mentioned over the course of 71 pages on my part but I'll still vent my major issues with the game.


1. The re-used areas. I think this has been said often enough to make it clear this is a big no-no forever more.

2. The random spawning. It is incredibly annoying and as said in the original breaks immersion

3. Expand the setting of the game. You were making a game about the champion of a city. Good. Just don't place the entire story in said city and one ruin/cave riddled mountain. Especially not when the first game gives you an entire nation to roam.

4. The characters felt rather bland and soulless to me. Varric made me chuckle a few times and I actually started to like him in time but I can honestly say that mild annoyance was the strongest emotion I felt for the rest of them. Might be because I felt none of them were really fleshed out.

5. The lack of armor sets for one and the fact you couldn't equip your party members with pieces of armor. I truely missed that. It added to the bland feeling I had with the characters.

6. No item descriptions whatsoever. The short stories with equipable items in the original gave flavor to the game as did the more expanded codex. It lessened the game in my eyes.

7. The story. It felt rushed at many points and a bit of a mish-mash of several storylines. Also the ending really made me feel as if everything I did before was absolutely pointless.


Overall I feel like you did not create a sequel to Dragon Age but more of a stand-alone addition to the lore of the world.

Modifié par Gravias, 09 avril 2011 - 03:19 .


#1774
biomar

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biomar wrote...

Sometimes when I right click to get a character to move somewhere or to attack someone, nothing happens. Glitchy things like this in a tight spot during a fight can mean the difference between a character sustaining an injury or not, and that can be annoying.


Urgh, this is getting pretty annoying. It seems to happen the most with Varric.* So much so that, although I want him in my party, I find myself having to leave him behind because there are too many occassions that I can't issue him any commands in a fight! The only thing I can do is run around using the keyboard. The issue fixes itself after a little while, but it keeps repeating.

It would be great if a patch could address this issue, because it makes the game feel broken.

*Scrap that – it happens a lot with everyone, in every fight, as far as I remember. It replaces a huge amount of the enjoyment factor of this game with frustration.

Modifié par biomar, 09 avril 2011 - 04:06 .


#1775
Eternal Phoenix

Eternal Phoenix
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JohnEpler wrote...

Axekix wrote...

So I'm late to the party, and I don't know if Bioware is still following this thread, but I'll add my 2 cents anyway!


We are!

That's.. really all I have to say.

Ahem. Carry on as normal.


I guess BW aren't that bad at all as some people make them out to be. I'd add suggestions but everyone has already summed up my criticism which would be the re-used maps, respawning enemies and companion interaction and their lack of customization.