... she doesnt' have to die you know.BluGirl1968 wrote...
You sneaky peoples changed the Anders cut scenes from when I last played him. They have moved me far more then the first sets of scenes I saw. I also got teary when Bethany died.
*sigh* Now I have to push Anders into rivalry ...>.< this will hurt. Good Job. You may get tears at the end of this one. Poor poor Melpomene Hawke.
Constructive Criticism
#1926
Posté 16 avril 2011 - 09:43
#1927
Guest_vilnii_*
Posté 16 avril 2011 - 12:48
Guest_vilnii_*
While the new combat system was an amazing improvement, the game did loose its soul somewhere along the way....
[*]Reused areas[/list][*]Shoehorned in romances[/list][*]Weak storytelling - except, I repeat except for the Flemeth sequences.[/list][*]Cameos from DAO characters were just slapped on[/list][*]Enemies spawning out of thin air[/list][*]No sense of connection to your companions[/list][*]People in the world do not speak the lore, the player has to read wall after wall of text [/list]The list can go on, but the general sense of a rushed, thrown together product is very strong after playing the game. I fear that comparisons with The Witcher 2 over the next few months will be brutal.
I hope Bioware does not decieve itself that there are no danger signs. I hope the development crew does not fall prey to arrogance and brush off feedback.
The old attitude of "We make what we want to make and you have to deal" cannot continue....
I wish them luck, I hope the team can pick up from here and do better
This has been kept short so that it is digestible
#1928
Posté 16 avril 2011 - 02:18
You should turn around and return to your roots - what made you famous. Many would like origins with a bit faster - and somewhat realistic - animations. Not 30-pound block nor toothpick, but greatsword. Also shape the weapons to what would make sense as a weapon. Perhaps a sweet spot between DA:O and DA2 in terms of mage staff animations too. And, Bioware, request at least 3 years - it'll pay off.
Last but not least, comminucate with your future players, give us gameplay demos (videos) -- and spoler free dialogue samples -- early on, so the players can give you constructive critisism, and you should considder heeding said critisism - if it makes sense and is backed by quite a few. Over the top is not what the serious playerbase wants.
While it is not imperative, It is advicable.
An issue both DA:O and DA2 had is the situations where there is either romance-starters and hate-spouting all veiled in different choises. Leliana had ways to evade romance while still not being spiteful. So should Allistair and Anders.
Modifié par Gisle Aune, 16 avril 2011 - 02:23 .
#1929
Posté 16 avril 2011 - 02:23
- Double weapon only abiable for rouges..... ¡and only with daggers!
- Second weapon set eliminated.
- And archer can't use sowrds or daggers, a warrior can't use bows or daggers, mages only can use staves.....
Modifié par Feanor_II, 16 avril 2011 - 02:23 .
#1930
Posté 16 avril 2011 - 02:50
I wonder if it would be practical to release a test version of any upcoming games to some of the people who have registered copies of some bioware titles - especially if they have a registered copy of a similar game or the last game in that series?
Naturally there would be concerns about spoilers, but could part of the prior game be translated to work with an updated engine? For example converting the Lothering stage of DAO to the DA2 engine? This would allow people to play though a level and see how the UI and engine works, and maybe point out areas that don't seem to be working.
Naturally it wouldn't cover everything - doing the above wouldn't allow the use of a voiced protagonist or reveal problems with the plot. But it could have given Bioware valuable feedback in regards problems with the inventory and combat systems - providing that the area they are playing is large enough to show off all the major features or changes.
Just putting it out there as a thought, a way to maybe get feedback on upcoming games in a more meaningful way than asking for comments afterwards. Such testers would be getting something of a glimpse of the way the future game was going, some say in the direction the game was going (even if that is ignored for the most part) and possibly some bioware points for DLC as payment - which would in effect cost Bioware nothing - or a small free DLC package for the new game as incentives to provide good feedback.
Again, I'm not sure how practical this would be. But I'm not aware of any major games or companies who do this, so it could also be a marketing point.
Modifié par Cybermortis, 16 avril 2011 - 02:52 .
#1931
Posté 16 avril 2011 - 03:08
things are never as simple as “this was good, this was bad” but more complex so
please bear with me if my thoughts are unordered.
As always critique is a matter of point of view and the game experience changes depending
on who you are and how you approach it.
First I’d like to give general praise for providing me consistently with quality game
experiences this past decade and more. Story and immersion have always been top
on my list of things I look for in a game and in that you excel.
I have seen a lot of critique against the dialogue wheel and frustration that Hawke ends up
saying something that wasn’t what the player had in mind. I see this as a good
thing. If the exact line that Hawke said would’ve been seen in the dialogue
wheel (or in a list of dialogue choices), it’d reduced the impact of the voice
acting. If you already know what Hawke is going to say, you might opt to skip
it. Besides, it gives me more satisfaction, when it comes to exploration, if I
don’t know what Hawke is going to say beforehand.
Regarding the choice to make the protagonist voiced and with a set story (as far as race
and background goes), I think it was a good decision. Agreed, it gives less
personal immersion. The feel that –you- are the main character and being the
awesome hero gets lost a bit. I understand that this is what many look for in
an RPG. They want the story to shape around them.
I enjoy both approaches. In the case of the Mass Effect series and Dragon Age 2, I
choose to look at it like an interactive movie and one of the perks with it is
that you can have a voiced protagonist which increases immersion. A silent
protagonist breaks the immersion a bit for me, especially when you have
close-ups of the character’s expressionless face.
I have to agree that the reuse of areas is boring and it breaks immersion because it
takes you out of the story/action and makes you see the limitations of the game,
the walls, that there is nothing beyond what you can see. I enjoy the feeling
that the game world is immense, vaster than what I see in front of me. That I
never bump into these invisible walls. It creates a sense of realism which
leads to immersion.
I’ve read your comments regarding this, that it was a choice between spending time on designing
areas or focusing on story. I prefer story but I still regret the repetition. I
don’t know if there can be a reasonable compromise between those two.
Which leads me to the story itself. As said, I see and play Dragon Age 2 as an interactive
movie and thus I don’t mind that you do not have full freedom and can’t decide
the outcome of every major event. It actually adds a layer of realism. The
world goes on without you and doesn’t revolve around you. You’re not the hero
with a great epic destiny. You are a relatively normal person swept up in great
events and you do what you can but it might not be enough. There is no right or
wrong. You make choices depending on how you view Hawke as a character and
there are consequences for those choices. I appreciate this deviation from the
standard fantasy setup and it actually makes it more dark fantasy than Dragon
Age: Origins were, which was more heroic fantasy.
The NPCs further add to the sensation of realism and that the world goes on without you.
The NPCs have lives of their own and interact with each other, even if you’re
not around. Once again, you’re not the centre of their lives. I love this and I
would like to see more of this in future games.
I haven’t gone through all of the romances but I get the sense that even though you might
show interest in someone, they might not be interested in you and actually
reject you. This is far more realistic and thus more Awesome. The fact that
NPCs come on to you even if you haven’t shown any interest (more than
friendliness) makes them feel more like real people. It adds a complete new
dynamism to the genre.
Also, Varric is the paragon of manliness. Brilliantly written character (one of many!),
not to mention a non-stereotypical dwarf.
One of the things that I genuinely didn’t understand and found frustrating was all the
cool stuff for sale. Some of them have steep prices and you have to save the
entire game to afford it. And then you can’t afford anything else or
consumables such as potions. I suspect it’s meant to make items feel more
legendary or give the economy a more realistic feel. That’s fine but I think
these 80g+ items might’ve as well been removed. And running around with Runes
of Fortunes in all your slots just to be able to buy a 100 sovereign robe that
will probably be obsolete by the next act seems a bit silly. The robe will
probably be replaced with a better one but you won’t recover the 100 gold you
spent on it. Regardless, I would like to hear the reasoning behind making the
economy in the game the way it is.
I enjoyed the new combat system and that it was made more action oriented. I prefer
action RPGs over strategy/tactics RPG and thus found all the flashy abilities,
exploding enemies and hordes of enemies entertaining. The combat encounters when
I played Dragon Age: Origins began after a while to feel like annoying
sequences between story segments. The way the characters moved felt stiff, like
I was playing some form of fantasy chess.
Other than that, keep doing what you’re doing. Continue to bring us great games. You fail
spectacularly to disappoint me each time.
Modifié par Lightblinded, 16 avril 2011 - 03:10 .
#1932
Posté 16 avril 2011 - 04:13
Cybermortis wrote...
*Muses*
I wonder if it would be practical to release a test version of any upcoming games to some of the people who have registered copies of some bioware titles - especially if they have a registered copy of a similar game or the last game in that series?
Naturally there would be concerns about spoilers, but could part of the prior game be translated to work with an updated engine? For example converting the Lothering stage of DAO to the DA2 engine? This would allow people to play though a level and see how the UI and engine works, and maybe point out areas that don't seem to be working.
Naturally it wouldn't cover everything - doing the above wouldn't allow the use of a voiced protagonist or reveal problems with the plot. But it could have given Bioware valuable feedback in regards problems with the inventory and combat systems - providing that the area they are playing is large enough to show off all the major features or changes.
Just putting it out there as a thought, a way to maybe get feedback on upcoming games in a more meaningful way than asking for comments afterwards. Such testers would be getting something of a glimpse of the way the future game was going, some say in the direction the game was going (even if that is ignored for the most part) and possibly some bioware points for DLC as payment - which would in effect cost Bioware nothing - or a small free DLC package for the new game as incentives to provide good feedback.
Again, I'm not sure how practical this would be. But I'm not aware of any major games or companies who do this, so it could also be a marketing point.
Isn't that what Beta testing is for (maybe thats only for MMO's)? Although I don't think DA2 was ever tested.
#1933
Posté 16 avril 2011 - 06:57
Unless they just throw it into the Codex entries or something, in which case I havent come across it on my many playthroughs yet [although I admit I havent read every single one...]
I just want my warden to be more important than just the 'Hero of Fereldan'. I want her consequences to be displayed properly.
#1934
Posté 16 avril 2011 - 07:14
#1935
Posté 16 avril 2011 - 08:04
Other criticisms reiterate points already made in this forum. The same maps get reused over and over. Boring!!! Moreover, I feel like a have to use the map to navigate to my next objective rather than appreciating the landscape. And the story and characters are much less interesting in II than in Origins. I feel like I'm watching a movie much more than driving the story. Also, as many people have mentioned, the 'Junk' doesn't work. Overall, I agree with the criticisms levied on gaming websites. Dragon Age II feels "dumbed-down" relative to Origins.
#1936
Posté 16 avril 2011 - 08:41
- Copy-paste environments. Visiting the Wounded Coast or Lowtown a few times is ok, because they’re the same location, and they’re big locations. Visiting the same cave and pretending it’s ten different caves is frustrating.
- The plot. In the first two acts, it was hard to see a thread running through and identify where it was going. In hindsight, yes, there were a number of quests related to mage vs templar, and the idol from Deep Roads led to the final conflict, but it was hard to see how everything was related on the way, and why certain quests were main quests. It felt muddy and a little frustrating.
- Linearity and scale. Origins felt huge and open. The decisions felt important. DA2 felt very linear and small. The decisions just didn’t feel as weighty, and there didn’t seem to be as many big decisions. You feel more like you’re being pulled along with events, without having too much impact. It was disappointing after Origins.
- Elimination of skills and non-combat talents. Dumping tons of points into Cunning is peachy and all, but I miss Deft Hands. Granted, dumping skill points into coercion was kind of cheap...but there has to be a best-of-both-worlds scenario.
- Spamming backstab. That bad boy needs more cooldown.
- Lack of companion dialogue. It wasn’t that it was only in their homes. What bothered me is that I couldn’t talk to them more frequently. It didn’t feel like I was getting to know them like I did in Origins. It felt like I was romancing someone, we had all of three conversations, and suddenly we’re sleeping together? Maybe a lot happened in that 3 year timeskip, but since I didn’t see it, it felt weird and sparse. I liked the companions, and I wanted to get to know them more.
- Lack of item descriptions and icons. They added a lot to the atmosphere of the first game, but were conspicuously absent this time around.
- Vendor trash. There is no sidequest requiring it, there are no descriptions or pictures, so you don’t even look at it, you just unload it all onto the first shop you find. This breaks up my immersion more than any voiced protagonist ever could.
- The mage and warrior armour sitting in my inventory waiting to become more vendor trash.
Things I liked:
- Friendship-Rivalry system. I liked this a lot. I didn’t have to pander to certain characters the way I did in Origins (I’m looking at you, Morrigan!). Out of pretty much every change, I would like to see this again in the future the most.
- The voiced protagonist. Even though you can’t project your envisioned personality onto the character the way you could in Origins, I felt like that was a small price to pay for having a character who actually reacts. I was also happy that if you chose a response that wasn’t your dominant personality, you didn’t sound completely schizoid, as initially feared.
- The dialogue wheel. No more ninjamancing! The personalities fit in pretty well with the different options in Origins, so it didn’t feel to me like it was changing too much beyond presentation. I also found the differentiation between, for example, Good and Diplomatic useful.
- Spreading out of companion dialogue. Despite what I said above about the general lack of dialogue, I did like that I couldn’t run out of things to say to them after spamming them in camp and giving them tons of gifts.
- The default female face. Thank you for taking the time to actually make one, and make it right.
- The character creator additions. The old hair looks a little plastic next to the new hairstyles, but I’m happy to see an expansion on the choices available.
- De-nerfing rogues. I love playing as a rogue, but they weren’t much distinguishable from warriors in Origins. They had the lockpick and stealth talents, but that was about all that made them different. Now, they have an entirely different skillset, and actually feel different to play.
- Storage trunk
- Romance scenes. Much less awkward, more personalized for each option. Please continue this trend in the future. Huge improvement, in that I can watch them without laughing or worrying that my roommate will walk in.
- Everyone is Bi (ish). I’m a straight female, and I didn’t do a same sex romance in Origins, but I still support this decision wholeheartedly.
- New art style. Welcome improvement in my books. Origins was generic, brown and not very pretty. DA2 was more vibrant.
Modifié par Not Bambi, 16 avril 2011 - 08:45 .
#1937
Posté 16 avril 2011 - 11:19
veryalien wrote...
Please add companion relationships. I posted about this elsewhere but haven't seen any feedback from other players, yet.
I personally feel the rivalry and friendship system is a step forward but its horribly implemented. I get the strangest +5 friendship and +5 rivalry all the time. Wouldn't it make sense to have a friendship log which would chronologically show me why someone likes or dislikes me?
Thanks.
As far as im concerned you got this exactly right. the ability to interact with the CPUs has much to be lacking. in origins you could interact any time with any of your companions as long as you were in your camp, now in DAII you can only interact with them when the game allows it...for someone who wants to create the story, this bites. also the ability to persuade a relationship with a companion through the right gift was awesome (occasionally close to reality-lol). these are things i realy missed in DA II. Oh yea...and i want to be an elf! (in the game)...ranting finished...hope bioware takes what the players say to heart and to see # 3 impliment the best from origins and II
#1938
Posté 17 avril 2011 - 01:19
Economy
There was none, and gold was extremely limited. If you explored everywhere and completed every quest, you might have enough for two good items in Act III, but by that time you've already "wasted" over half of the game not buying anything. The introduction of DLC (namely The Black Emporium) exacerbated this issue even further with the introduction of several elixirs and great gear any player would love to have had earlier in the game [but, alas, at the expense of end-game gear].
#1939
Posté 17 avril 2011 - 01:54
- Reused enviornments... Putting a block wall doesn't make it any better
- Same types of enemies... at first it's okay but when everytype of enemy looks the same it's a pain
- Story lacks drive each act has drive but not the story overall
- Art Style could be better it killed Zervan and Alistar
- Better Import
- Bigger more populated envorinments
- Less bugs
- Combat less tidious
- I liked the dialogue and hawkes voice changes depending on dialogue
#1940
Posté 17 avril 2011 - 02:12
I actually liked this. It did make bigger difference between warrior and rogue class. I mean rogue class is the one with dextetery based actions and warrior with strength. Yeah, it's little artificial difference, but without it, we would not need two classes (warrior and rogue), just one.Feanor_II wrote...
I don't like how the customization of the character's habilities had been limited:
- Double weapon only abiable for rouges..... ¡and only with daggers!
I agree. This had huge effect to enjoyment of gameplay. Example rogue going to archer, the talent trees where very limited, so doing both with second weapon sets as switching between them, would have HELPED alot of gameplay of these classes as more fun. Now manually switching weapons, that's just pain in ass design. If you can access talent tree then let player enjoy them too as gameplay. Limiting warriors and rogues this way did nothing good for the game, it just hurt it.- Second weapon set eliminated.
That's why classes exists, you choose you style and don't have all in one character. I would my self have given warriors crossbows, so all classes would have melee and range attack ability. I think crossbows are sort of more warrior like weapon than bow. Think about using bow in heavy full plate armor. What pain, but crossbow could work fine as some crossbows are armed by using foot. Then you don't need so much dexterity to aim it anymore. Just my opinion. Of course this would have required 3 weapon set for warrior...- And archer can't use swords or daggers, a warrior can't use bows or daggers, mages only can use staves.....
I did not my self like how much mages where made to BATTLE mages, because I could not cast spells because spells has so LONG cool downs. So I was forced to use staff as my damage. Boooooooooooooooooooring. When game developers understand "I DON'T LIKE TO PLAY MAGES LIKE MELEE or ARCHER". Just because there is different visual effects between archer and mages staff. It doens't change the action it self as how it feels. I live by one rule when playing mage, mage who ends in the melee is DEAD mage. Mages defence and offence is SPELLS, not armor or staff.
Modifié par Lumikki, 17 avril 2011 - 08:17 .
#1941
Posté 17 avril 2011 - 03:24
#1942
Posté 17 avril 2011 - 03:41
Nefla wrote...
I miss Brent Knowles
I do too.
#1943
Posté 17 avril 2011 - 03:55
Looting is more often than not disappointing
I can't describe how underwhelming it is to fight through a horde of enemies to find chests that contain nothing but a few silvers and a junk item. I believe looting chests - especially chests that are locked - should never give you junk items or copper/silver. At the very least, I think a sovereign or a piece of usable equipment should be the baseline for chests; if necessary, I would be happy with finding less chests in the game if it meant that every chest I did find would always contain a decent amount of loot. Containers that don't imply having valuable contents, like barrels and piles of rubble, are better suited for coppers, silvers, junk and the occasional piece of low-quality equipment.
Junk items should be either more valuable, more numerous per drop, or reworked
Most junk items barely seem to be worth more than coppers and so far, I haven't seen anything beyond a 3 copper drink that's priced at less than about 20 silver. Having 10-15 junk items that sell all up for barely 5 silver is really disappointing when the price of a single ordinary item at that point in the game is often 5x that.
One alternative off the top of my head is to turn junk into jewels and gems (nice sparkly inventory icons mandatory
It's a bit involved, but it adds an extra wrinkle to buying and selling beyond just picking up loads of rags and broken items to sell off for coppers.
If your party is taking damage, an indicator to show the type of damage being taken
This would make it easier to discern when to activate elemental resistance abilities. As it is, it's hard to tell whether variances in a creature's damage are due to higher strength or an elemental property in their attacks. Red numbers need not change colour, but they could be prefixed by a symbol if they are elemental in nature, or suffixed with a note, such as "20 (Fire)".
Enemy names and health bars are difficult to distinguish when they are in a group
Since there are many encounters where enemies are in groups, it becomes extremely difficult to see exactly who you are targeting with so many names and health bars overlapping each other. The font colours make names hard to read much of the time - reversing colours for ranked enemies (red letters with black outline instead of black with red) doesn't catch the eye very well. Overlapping health bars can make it easy to mistake normal enemies for lieutenants and bosses.
I think it is a better idea to go back to only displaying the name and health of enemies on mouseover or when targeted (on consoles). For targeting itself, the return of the iso cam would be great, but if this isn't possible for any reason, the mini-map could also serve as an interface to identify and target enemies by mousing over and clicking their dots (which could be colour coded for ranks: red for normal, yellow for lieutenant and orange for boss). The dots would need to be bigger and the map zoomable for when they are clustered together.
If the UI has portraits, they should be of a reasonable size or only display for the controlled party member
The portraits were very small in the console version of the game - identifiable, but only in the same way you recognize a person from a distance after looking for a few seconds. I think that portraits need to be big enough to convey details that you may have spent time customizing in character, either by sacrificing more screen real estate and increasing the size, or having a single detailed caricature of the currently controlled party member taking up most of the allotted space (a smaller static version of the shoulders-up portrait you see on submenus), with other characters indicated underneath by icon portraits or name only (along with their health/mana/stamina status, of course)
Companion armor could stand to be a little more customizable
I actually prefer the stylized look to the companion armor, but I think that armor you loot or buy should still be equippable by them. It shouldn't change their look, but a palette swap of some sort depending on the armor equipped would be fine.
Any reuse of existing area maps would benefit from environmental effects to keep them from feeling too familiar
I accept that reusing maps is sometimes necessary when you need a different but not necessarily unique-looking location for quests. However, the familiarity could be offset by on-or-off environmental effects, such as fog, ground mist, 'wisps' (lights floating around in the air), tree roots in the walls/ceiling, alternate wall textures and weather effects like rain, snow, falling leaves and day/night lighting (for outdoor maps). Partitioning off pieces of a single map to use for a location isn't really enough.
Reactive attire
This isn't in response to anything in the game, I just think it would be a nice inclusion. Basically, this is the ability for a character to cover up whenever the weather or environment is rainy, snowy or otherwise adverse, or to wear less in hot, dry places. This could be as simple as retexturing exposed skin to look like undershirts and leggings (or the reverse), or as involved as three distinct body models for Hot, Cold and Temperate (normal) maps. Obviously, this is the sort of thing most worthwhile when the characters can be in a wide variety of such locations during the game.
People that are significant to the player's character need more of a personal hook
The impression that I was left with was that the player has to infer a lot of a relationship from codex entries. I think that works when the player isn't self-inserted into the game as much, but even the third person approach needs to attend to player empathy. They need to actively experience something that gives them opportunity to invest in their character's relationship with another, something that happens to or in front of the player, rather than as an aside in the codex.
Some examples in the context of DA2 might be: a different tutorial where Hawke is still with their family in Lothering, some years before the Blight - the combat tutorial is sparring with Carver, during which his brother's rivalry angle can be made clear. Basic questing and how they might branch based on your choices, can be done with Bethany, where Hawke goes with her into the village to acquire various things Leandra needs and have a little exposition on Bethany's being an apostate mage and having to keep an eye out for templars. Then perhaps you get an introduction to crafting and enchantment with Leandra that evening - using the things you acquired previously - and possibly chat about Hawke's father and the rest of the family (like Gamlen) with her. Tie that all up with a timeskip forwards, a quest that segues into the darkspawn attack on Lothering and the Hawkes running and you've given some start for the player to invest in Hawke's family before the proper game has even begun. It does take time and resources like anything, I'm sure, but I think it would be well worth the effort.
Difficulty could be more fine-tunable to player preference if it was possible to set each aspect individually
One of the things I found with difficulty levels was that going between them often changed one aspect to my liking, while the others become either too high or too low. I think setting enemy health, damage, immunities and skill use separately of each other, along with friendly fire damage, would go some way in allowing players to customize a difficulty level to suit their preferences.
Specializations feel like a less important choice for a character than they should be
I think specs as they stand right now are little more than window dressing to a character, both in the story and in gameplay. Characters never react to your spec (if they are in a position to know what it is) and in gameplay, I personally find it hard to make spec trees the focus of my character design - they more often than not wind up supporting other trees that my design is built on instead. I feel that should be reversed - I believe your spec should be central to how your character deals with the world and overcomes its obstacles.
To that end, I don't think having spec talents is enough. I think each spec for each class should also provide a wrinkle, a mechanic that makes the actual gameplay of say, a Force Mage different from a Blood Mage - maybe to the point that the specs themselves become the effective classes, while 'warrior', 'rogue' and 'mage' simply work as general archetypes.
Mage example: a Blood Mage is all about using health instead of mana to power spells, so perhaps that spec drops the mana resource entirely and adds a 'blood' resource in its place, where they have some sort of core ability to drain enemy (or ally) health and store it as blood. Then they can cast spells, expending their blood resource, only cutting into health once their blood hits zero (unless they stop casting to drain more).
Rogue example: a Duellist could be a one on one specialist whose attacks also build a 'duel' bar up. At any time, they could 'duel' a single target (who focuses exclusively on them for the duration, ala the Throw the Gauntlet talent), at which point their duel bar starts depleting and they can start using their Duellist abilities. Those abilities cost no stamina, but instead require a certain button input from the player (which is possible regardless of which character the player is actually controlling, perhaps through a mode key being held down). Depending on whether the player wants to cause damage to an enemy or simply keep them distracted while allies heal/attack/regroup, he could input different abilities, from dazes that prevent mages from casting spells, to sustained arrow-cutting stances that break up enemy archers, to varying kinds of DPS. However, taking damage from any other enemy can subtract from the duel bar as well as health, so the duellist would need to remain aware of all threats on the battlefield.
Modifié par Mercuron, 05 mai 2011 - 10:33 .
#1944
Guest_Khale Sharidan_*
Posté 17 avril 2011 - 06:59
Guest_Khale Sharidan_*
The positives:
- I found that the voice acting for the characters to be well done even if I personally would rather have had a silent PC.
- I liked the quicker pace of the battles even if it felt like it was too fast at times.
- The banter between your party members was highly entertaining, I just with there had been more of it.
- The visual design of Kirkwall itself was a nice difference from Denerim in that you felt like you were in a far older and more advanced city compared to Denerim being a new and developing city.
Now for the negative, and as has been read by most on the boards, there will be a lot of the same that others had mentioned.
- The reuse of the same damn maps was highly annoying. I realize the development time for the game was short, but 3 maps, seriously?
- While the art change was not an issue for me, what the hell was with the darkspawn? I felt like I was fighting zombies and clowns when I ran across them. In DA:O they were intimidating looking, but now I wasn't sure if I should laugh or not.
- The awesome button...yeah.
- I am a console player and even I find the removal of the over-head view to be a bad choice.
- As I said, I liked the faster pace of the combat, but I felt it was too fast. I would prefer maybe a happy medium between Origins and DA2.
-The cameos by the DA:O characters ws lackluster; Alistair looked fat and Zevran looked like someone pushed him down a flight of stairs and beat his face in with a shovel.
- The Story itself was lacking, I felt no real connection to the characters and just kinda felt like I was just along for the ride.
- Did I mention the reuse of the same 3 maps?
- I prefer the skills set-up from DA:O to the skill tree set-up in DA2, personally.
- No armour for our companions, just the same get-up with upgrades? Lazy and boring.
- Am I expecting DA:O 2? No I am not, nor am I afraid of change Mr. Laidlaw.
- I understand that this is the story of Hawke and the city of Kirkwall, but being confined to pretty much 2 areas the entire game was tiresome.
- Please drop the conversation wheel. If I want to play M.E. I will play M.E.
- Besides Varric and the Seeker, I really didn't care for the rest of my companions.
If you loved DA2, I am glad you enjoyed it and am not here to argue with, or tell you that you shouldn't. This is simply my opinion and am not here to fight with anyone about it.
I loved DA:O even with all of its many flaws, but I just was not drawn to this game or its characters like I was in the first game.
I hope that I see more of what made DA:O such a great game to me implemented into the next entry in this series. There's nothing wrong with change, but to completely change the formula of something that worked so well I believe was a mistake.
I hope this is taken for what it is and nothing more.
#1945
Guest_Khale Sharidan_*
Posté 17 avril 2011 - 07:00
Guest_Khale Sharidan_*
#1946
Posté 17 avril 2011 - 09:11
Happens a lot........................... <_<Khale Sharidan wrote...
Wow...all the spacing and editting i did in my original post did not go through....awesome, lol.
#1947
Posté 17 avril 2011 - 10:00
#1948
Posté 17 avril 2011 - 10:06
Modifié par Jack Devlish, 17 avril 2011 - 10:08 .
#1949
Posté 17 avril 2011 - 11:45
#1950
Posté 17 avril 2011 - 12:10
Issues:
Level Re-Use overkill
No orientation in combat without that very handy Top Down View!!!
No choices in companion armor.
Combat system to hectic (its like: What is going on??)





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