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Constructive Criticism


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#201
Shadow Raziel

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HawXV2 wrote...
I'm replaying Origins right now, and I still find this game superior.

Overall I would have to agree with you.  The game is different, but the longer I played it, the better I liked it.
I just wish there was more dialogue options. In all fairness I have very much enjoyed the game. So I can't really complain much. lol:ph34r:

#202
StingingVelvet

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Okay, 30+ hours in I feel I can contribute.

Repeating Content - Like the OP says, nothing much new to say here.  It is very obvious and very distracting, plus it just feels cheap and like the game should have been a lower priced title to match the lower amount of new content.  It reminds me of one of the main differences between Mass Effect 2's DLC and Dragon Age: Origins' DLC.  ME2's DLC felt like new content, like mini-expansions... DA:O's DLC used the same areas and the same enemies and just felt like a rehash.  Most sidequests in DA2 feel like a rehash of something I already did.

Companion Armor - It worked okay in Mass Effect 2 but in Dragon Age it just feels wrong to have no say over what companions wear.  On top of that it's not even a good system for having companion-specific armor sets... for example upgrades could have had a visual change, and that would have been a huge improvement.  Runes could have offered more flexibility, like for instance turning Anders' robes into armor or something (like an Arcane Warrior).  Also, and perhaps most importantly, what is the point of giving me mage and warrior armor items when I am a rogue and my companions can't use any of it?  I mean if we're streamlining that seems like an obvious annoyance to remove.

One Healer - Having the companions be unique from one another is a good thing but the fact that if you want a healer you MUST take Anders is pretty annoying.  Not only because every playthrough will be more similar because of needing Anders, but also because he has a pretty strong personality and does things you might not like.  Unlike Merril I don't feel like I can call Anders a loony because I can't lose my healer.

Specializations Are Automatic - One thing I really loved about Origins was the fact you had to learn or find the specialization books.  One of the reasons the interaction with Isabella was so memorable was because you needed to do it to unlock duelist.  Having everything handed to you at levels7 and 14 is kind of a bummer and removes the feeling of searching for something really important rather than vendor trash.  The RPG I played right before DA2 was Two Worlds 2, which while far from perfect had the excellent idea of having all your magic, abilities and other such things tied to cards, books and items you find in the game world.  Exploration felt so rewarding and important!

One City - This kind of ties into the repeated content thing, but having one city is a bummer.  I like that Kirkwall is the center of the action and changes as the years go by.  As one reviewer said it feels like a TV season where new episodes involve the same characters and sets but have new revelations.  That said some outlying villages or something would have been nice, kind of like how DA:O had Denerim but also Lothering and Redcliffe and all that.  Even if there is no other city Kirkwall could have had more than 4 areas which are all relatively small.  I've walked through Hightown like 40 times, it gets pretty damn old after a while.

Calm Down on the Romance - I get that it's a Bioware staple but the little hearts and the aggressive nature of some of the companions is really kind of over-the-top.  I liked that in Mass Effect and DA:O it was all kind of subtle... there if you wanted, not there if you didn't.  In DA2 I feel like it is much more in my face.  Also the kissing animations are terrible and will never be not terrible until we have CGI quality in-game graphics, so adjust your camera positions accordingly.  I romanced Anders and it was insanely awkward seeing a close-up make-out session with those polygons and animations.

Steer Away From MMO Design - There's a reason I play singleplayer games and not MMOs.  I don't want my singleplayer games taking lessons from MMOs and adopting some of their tactics.  For instance the quests which amount to nothing more than finding an item and clicking on an NPC for money and exp.  No dialogue, no story, not even a codex entry most of the time, just pure exp farming.  Another example is the focus on one character... if I am playing a part-based RPG chances are I want to play the entire party, not one of them.  This is not an MMO where I am accompanied by other people playing other characters, I am supposed to control everyone and design everyone... limiting my options in that regard feels counter to the genre you are in.

Story Slow to Start - I have seen a lot of statements bashing the story when in actuality the plot and dialogue are all great.  One problem is that act one is painfully slow to get going.  Act one feels like a mish-mash jumple of random side-quests with no real point.  Once you get to act two and do some companion quests and Qunari quests you start realizing awesome stuff is happening, but that's 20 hours in (or was for me anyway).  Next time I suggest introducing those crucial plot points sooner.

Dialogue Wheel Does Not Work For This Kind of RPG - I never had a problem with it in Mass Effect, which is a shooter/RPG hybrid with a fast pace and cinematic flavor.  Dragon Age 2 is not like that, despite the changes, and the dialogue wheel feels awkward.  On top of that the simple "nice, snarky, mean" options feel forced and too simplified, even if the basic holy trinirt was there before in dialogue lists.  Lastly I still say things I did not mean to say, despite the funny icons which are supposed to make it obvious.  Sometimes being aggressive means being gung-ho to go get the bad guys and sometimes it means blood magic is awesome... not good.  I don't see why you can't have a voiced main character and still have the entire line on the screen... Deus Ex did it, The Witcher did it, probably dozens of other great RPGs did it.

Hard is too Hard, Normal is too Easy - I said this in other threads but on normal I can kill everything and never even heal while on hard I constantly get wiped multiple times in a row, even on normal mobs.  This has stopped happening in later acts when I have more skills, but early on hard mode felt rougher than nightmare in DA:O, which is odd.  A challenging yet not overly difficult setting should not be a lot to ask for and in my experience DA2 is lacking this.

Sebastian Feels Like DLC - Lastly I was disappointed that Sebastian was not useable in act one, nor could he go into the fade in act two.  This just screams "DLC CHARCTER" the same way Zaeed and Kasumi's lack of real conversation scenes made them scream it.  If you're going to hype and sell DLC based on adding a new character to the game they should really feel like they belong there, not like half-hearted additions.

Thast's everything I can think of right now.  I know it is a long list but I could make a lot of positive comments as well if the thread asked for that.  For one thing I love the new art style and I hope you keep it for future DA games.  For another thing I love the quicker pace and cooler animations in combat, I don't see why so many people are against that.

#203
jenovan

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Forgot to mention this in my earlier write up. It's a small thing, but as someone who likes to analyze the lore and dialogue, it's driving me nuts -- give us back the conversation log! Taking screenshots during conversation is... inefficient at best. Was the log a feature that detracted from anything else?

#204
brizzo86

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I have not beaten the game yet. But let me say I am enjoying it but there are certain things that could have been done better.

CONS:
I know some complain about not being able to "outfit" party members, for some reason it bothers me more in this game, because in Mass Effect 2 it did not.

I thought the voice acting all around was good but felt that "Male Hawke" was very weakly voiced when compared to the Voice Actor of Cmd. Shephard.

Recycled maps... killing me.
Waves of enemies gets very old. Unless it spiders/demons/skeletons where it makes sense.
I liked the feeling of "exploring" in origins, Deep Roads, Elven Forest, dirty back alleys.
Staying in one area for too long, is draining enjoyment.
Not being able to talk to your party members and have really neat discussions. Even Mass Effect 2 had this, and I loved it!

PROS: Most of the voice acting was great.
I like the Dialogue wheel but... I'm not sure if it works as well as Mass Effect's due to the fact of not having a Renegade/Paragon bar. It seems like you can just be an ass to be an ass, and not really gain all to much, besides hurting your friends/or making them like you.
Also it didn't seem like you could "charm" "intimidate" someone like you could with options on the dialogue wheel like in mass effect. The reason I keep bringing up ME is because it seemed that some elements bled over.. but not very well.

I love the new combat, I love the characters, so far the story seems good, but it's spread a little thin from what I have seen.

Anyway, thank you for creating this thread OP and thanks for reading Bioware really means a lot to us fans.

#205
wildcard4542000

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wildcard4542000 wrote...

HawXV2 wrote...

 Ok, now that we who own the game have a forum to post in, let's do BioWare a favor and post what is really wrong with a great game without being trolled.



Re-used maps

...Really nothing to say here.


Enemy encounters

Why do they randomly appear? In Origins, you guys had it perfectly. Behind a door they would come streaming, or when you turn the corner, bam! Darkspawn! Now, they just...apear. Literally. I've defeated many a wave quickly, just to see a warrior phase through like Star Trek! Very immersion breaking.


Rogue-type enemies


They're so overpowered! They'll disappear and one shot my healer, or if they don't, they'll half my tank's health! And there seems to be no CD. Tsk Tsk!

Linearernessed...uh...Linearreerrr...It feels too one-track minded

Don't get me wrong, the style of story telling was very good, and the story itself was superior to Origins in my opinion, but it just felt...pushed along. In Origins, it felt like you could do anything at anytime. In this one, I just felt like I had to everything in this order. 

The feel

It didn't feel as big as Origins, which is sort of a give-in. It's only based in Kirikwall, which is a setting that looks simply stunning, but it just has to have more places to go to. It loses it's epic feeling when you stay in one place. Expand upon it!

Enemy deaths

Some of these are just ludicrous. I stab a guy in the back and he explodes? What? This does feel a bit childish, and only leads to more immersion breaking. 

Junk

It's...junk? Yay? I just killed a dragon and I get...junk? This has potential, such as possible lore, backstories and stuff. You can even make it a sidequest. Rebuild an ancient Elven weapon or dwarven armor. The way it is now, it's just taking up disc space and has to go.

Auto-Attack

Nothing much to say, just need a toggle for some of us. I like both ways, though.

Companions

What's that, Alistair? You're a bastard?! Oh noes! Leliana, that lady will KILL YOU! Add in some LI dialogue, BioWare! I really would've fallen in love with Isabella if she would've told me about life at sea, or Fenris if he would've explained about his Lyrium skin, or life in Tevinter. I think you guys did wonderful with the romance dialouge itself, but I would like to personally know them.

Armor

We need more of it! Give us armor sets. Origins had a ton. In this game, it's 3. Although this does add to the legendary feel of it, we just want more choices. Also, ditch the colorful basic plate armor. It doesn't feel warrior like at all. The kind from Origins was perfect, it had a great color. It's not the armor style, it's the color.

Friendly Fire toggle

Some of us want FF on levels like hard, where combat isn't as tough as NM, or as easy as normal. Personally, I hate it, but the people want what they want! :P

Change log:
3/15/11: Added Exploding enemies
3/15/11: Added Inventory Junk
3/15/11: Added Auto-Attack 
3/15/11: Added Dialogue (for companions)
3/15/11: Added Armor color
3/15/11: Added FF toggle for Hard
( I'm going to find a more effecient way for this log soon)


I'm sure there are other gripes from other people. If you post them, I'll add them here, as I'm sure these aren't the only problems people don't like. But most people need to agree with it, as what you may find fault with, many others may like.

Ok, constructively complain away, guys.


^ This
I agree with everything that you stated. I would especially like to emphasize the "enemies spawning outta thin air" behind my party.

It completely breaks my immersion and negates putting any kind of Tactical or strategic thought into engagements. Unlike in Origins, where I was careful in my advance. Making sure the weaker members of my party were well behind my front line. I find myself in DAII just charging in, because it doesn't matter where I place my healer. The next wave is just gonna spawn behind him/her. More than likely while my Warrior and Tank are doing their thing, my Mage is gonna die before they can disengage and help out. It completely kills the RTS nature of the game that I loved in Origins.

I would also like to stress the need for "AUTO-ATTACK" on the consoles. Not all console gamers are action junkies. That is the primary reason I loved Origins on the 360. It was unique in a sea of copycat action RPG's. It harkened back to the classics that I grew up playing and loved. Judging by how well DA:O sold, I'm not the only one who felt that way.

My opinion, slow down the combat some, stop the enemies spawning outta thin air and lose some of the JRPG influences(Oversized Swords, over-the-top acrobatics, exploding enemies and not being able to equip my party as I see fit). Bring back most of the CRPG elements that were cut from Origins, and you would have a winner in my book. I'm hungry for CRPG games with RTS type gameplay and I know I'm not the only one out here. If Origins showed anything, If you make it, they will come or shell out $60+ to buy it.


I would like to add this to my original post:
I miss the elemental effects that would show up on my weapons or armour. I slotted a Flame rune on one of my swords and there were no Flames on my sword, or no magical effect when my Mage has a Party BUFF going. Big disappointment, for me.

#206
thistlechaser

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Emoking wrote...

4. Friendly Fire. Again, a simple toggle to allow those of us who are playing casually (that is, on Normal) the chance of FF.


Yea I agree with this,  any toggles that should be easy to implement in the options to allow users to customize their experience.   I understand it is probably balanced the way the devs intended with FF off,  but does it hurt to give the option?

#207
YooperLaw

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Overall it wasn't a bad game but I think Origins was superior in many ways. I think if you retained the core of Origins and adopted some things from DA2 it would make for a great third game in the series. On that note ...

+ The animations are much more fluid and the action more intense. The absence of "shuffling" was great and really how the combat looked was far better than Origins. Each combat style is distinct and memorable, whether it be a Mage twirling his staff and slamming it into the ground, a dual-wielding Rogue slicing and dicing, or a two-handed Warrior delivering massive blows. I think this style is definetely worth keeping.

- However, Weapon & Shield Warrior and Archer Rogue are still a bit boring although still an improvement over Origins. I suppose there's not a whole lot that can be done, particularly for an Archer, but at least Archery is solid this time around. Most importantly, I suggest toning down the "awesome" and "EXTREME" parts of combat: enemies constantly exploding in a fountain of body parts breaks immersion. For some kills this would be perfectly fine (i.e. a 2H Warrior with high STR landing Mighty Blow) but it should be more rare and thus it would be more rewarding when it does happen.

Finally, tone down the teleporting. Yes, I know teleporting isn't possible in the DA universe but when an enemy travels fifty yards in the space of a few seconds they're teleporting, unless there's magic that allows transportation near the speed of sound. Too many enemies have the ability to cloak and re-appear.

+ I like the new visual style and for the most part it works well. Aside from Alistair and Zevran looking very weird, I think the art style works well for the DA universe and makes it distinct. Weapons and armor/clothing remain a problem, however, being very poor in texture. Maybe the engine can't handle such detail but they really stand out.

- Repetitive environments. Yes, this is an easy one. Making the game take place (mostly) within a single city could have worked in theory but Kirkwall was too small, too repetitive, and didn't change. As years passed places should have changed, new sections been constructed, etc.  Further, the city was so dead ... NPCs didn't even react to fights breaking out right in front of them! They walked right through the battle, guards didn't move an inch to help, etc. In Origins I recall being ambushed near the Circle Tower by the dragon cult and nearby Templars came to aid my group.

+ The framed narrative worked well and I commend Bioware for taking a chance and doing something other than the cliché "saving the world" plotline. Companions, while not as good overall compared to those in Origins, were still enjoyable and had some of the best party banter I've seen in a Bioware game yet; the exchanges between Aveline and Isabella were excellent. The story succeeded in being personal and the world felt alive. One of the biggest problems with Bioware companions, in my opinion, is that they seem to only interact with the Player. Everyone else in the group may as well not exist except for banter.

Here, when you go to see a companion another one might be there wrapping up a conversation with them. It's good to see that the world doesn't revolve entirely around the Player.

- "Another wave!" Ugh. This might be one of the worst parts of the game. Enemies appearing right in the middle of a fight or "jumping down" from impossibly high ledges. It destroys the tactical part of a fight when enemies constantly spawn all over the battlefield. In some situations this is fine - i.e. demons and corpses rising from the ground - but generally it should be avoided. Enemies appearing out of thin air also breaks immersion big time. Running out of doors? Generally okay. Aveline must be a terrible Captain if I have to slaughter literally thousands of gang members running the streets ... what in the world is the City Guard doing?! I think less enemies is better, but give them more life so they don't die in three hits (some of them, anyway).

Overall, DA2 isn't a bad game but it clearly suffered from a rushed development cycle. There are a handful of major bugs present in quests (i.e. Merrill's Act 3 companion quest is screwed up big time) and other areas that could've used some QA polish. Origins was better but DA3 can easily surpass it if you take the best parts from both games.

P.S. More Varric and Cassandra (the latter was horribly underused).

#208
LocutusX

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HawX, this was a very good idea for a thread.

Anyways...

I wanted to provide some criticism from somebody who's played DA2 for 25 hours but still is just at the ending part of ACT 1 (i'm guessing!).

First off, my Background: PC Gamer. Played all Bioware/Black Isle/Obsidian games since 1999, but was REALLY hardcore into NWN1 for about 5 years, mainly the fan-made content. Wrote some single player mods and also had some of my scripts published on NWVault and even incorporated into others' mods.

IMO it was NWN1's toolset/engine which was the pinnacle of BioWare's evolution, rather than BG2.

Having finished DA:O, I would give it a 9.2/10. From what I've seen of DA2 thus far, I can only give it a 7.8/10. I would like to post some criticism which is also constructive (hopefully!).


1. Camera angles during battles. Many times when in a frantic battle I am unable to control a character properly because the camera angle is totally messed up and no amount of mouse finangling will allow me to target anything!
How to improve? Bring back the tactical view from DA:O.

2. Graphics. I don't see an overall improvement from DA:O. I have a core i7-920 and a GTX 275.
How to improve? not sure, not a graphics programmer.

3. The majority of companion interaction is boring, when compared to the companion interaction in DA:O.
How to improve? Better writing.

4. The Twilight-like romance options (so far). Sorry, this needs to be said. The romance in both ME1 and DA:O were much better, please bring back the guys who wrote those.
How to improve?
I just said it.

5. Recycled environments. Everyone's said it already.

6. UI. I much preferred DA:O, especially for Inventory. I prefer overlays. I just ran it to confirm my belief (been a while since I played). WOW. That UI is SOOO much better than DA2. Not just the Inventory screen, but the Character screen, the on-screen map, the way the quickbar looks, the equipment icon pictures, and so on. DA:O has a downright beautiful  UI while DA2 looks merely "decent".
How to improve? Bring back DA:O's UI.

7. Loot. When I pick up DA2 loot which is categorized as "junk" I feel the same way I felt in 2002 when I first played the awful NWNOC and would mindlessly click every "chest" in existence to collect gold coins. Yeah,
other RPGs have the same issue but here's an opportunity to differentiate yourself from your competitors.
How to improve? Some people in this thread have some ideas, take a look.

8. The story. OK, I'm not saying the story is bad (otherwise how could I give it a 78%?) but the problem
is I have no real sense of attachment to my character or his family members (mom, Bethany) or the other party members. Whereas in DA:O it really hit home... the slaughter of your family in Highever (the first hour!), everything about Alistair, everything about Morrigan, and so forth. The NWN2 OC also had a stronger storyline IMO.

9. Mindless fetch and retrieve missions. Why do you get 250xp for these, but maybe 100xp for a particularly tough battle? I dunno. But these missions are really boring. The term is "grinding" I guess. These missions are actually more boring than the MAKO rover missions in ME1! And I think even BioWare agreed the Mako stuff was boring, since they removed it from ME2! :)


10. No micro-management on Companions' inventories. See other people's posts.
How to improve? Allow micro-management, duh

11. Enemy waves. Guess what? I actually DON'T MIND this! OMG! However there is still lots of room for improvement so please have a look at some ways to improve this. I am sure there are some good suggestions in this thread.


12. When outside of battles, the camera always "snaps back" to a particular angle. I hate that! It was so annoying in the Wounded Coast map, I use my mouse to look at something while my party moves to their destination and the camera kept snapping back to an annoying angle.
How to improve?  Add a toggle to turn this feature off.



QUICK FIXES:

Quick things which can be fixed in a patch. This is all engine stuff, so no artists or writers needed!

1. Add a tactical camera view to battles. This would be a godsend.

2. Prevent camera from always "snapping back" to a certain angle in non-battle explore mode (I found this annoying)

3. Graphics optimization. Ask ATI/Nvidia for some help? dunno.

4. ???

The other stuff, if you could try to fix in DA2's expansion pack I would gladly buy it.

Modifié par LocutusX, 16 mars 2011 - 12:20 .


#209
Meytiuy

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DAII had a couple of good things going for it. The models looked much nicer (when the game wasn't playing tug of war with my hardware), and at least on the PC, the combat mechanics were nicely paced and I enjoyed the change of how skill trees worked. However, it was overall a disappointment, and in the last few minutes of the game I was playing through the ending just to say I finished it and get it the hell out of my queue for games to play.

1) The writing. Dear sweet lord, was some of the dialogue painful to listen to, particularly when it came to romance dialogue choices. It was about as subtle as a sledgehammer, which also made it quite difficult to get emotionally invested in a number of situations, both to do with companions and overall plot. Subtle dialogue and storytelling has always been a hallmark of Bioware products, but unfortunately that seemed to have been heavily compromised by the rush job forced by EA.

The characters suffered for it as well, especially character we already knew and loved, such as Anders. The person above me put it very succinctly, in that a layered, intelligent man was turned into a rather one-sided, boring character who I felt obligated to be nice to because I kept hoping that the writing would pick up and make him stop being insufferable. It felt less like an intentional character move, and more like they just didn't have the time to develop any other layers to him than "tortured and broody."

2) The sidequests. I spent 34 hours from start to end, and I think -maybe- four hours of it were spent actually invested into getting into that Deeproads expedition, and unraveling the political intrigue of Kirkwall. Every time I'd get done with a chunk of unrelated sidequests, and get wound up to finally get working for the viscount/High Enchanter/Meredith... I'd get more sidequests thrown at me. Which also had no connection to the overarching plot. This was another contributing factor to just wanting to get the damn game over and done with; too much chaff and fluff padding, not enough substance. I WILL AGREE, however, that the more insular plot was an excellent idea. I just think that it could have been much expanded upon and improved from what was offered.

Long story short, it felt like a very unfinished game, made as, indeed, filler to advertise for the next installment of the franchise. I enjoyed myself for most of the game, but I felt like I was playing a game that I had spent much less than 60 dollars on. I've already decided against pre-ordering the next installment, and probably won't touch it again after finishing it once unless they release some free DLC.

Modifié par Meytiuy, 16 mars 2011 - 12:15 .


#210
ryan 1911

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I like the game but one part that really bugged me was you have multiple options for speech right, but a lot of the time no matter which one you picked the reply is exactly the same. On my third playthrough and it is boring when it comes to the speech which I normally love in games like this so I just spam X to get through everything so I can get back to the oh so repetative fighting... AAAAAA X AA Y AAA RX ... I had reasons for using different attacks in DA:O... No longer. But I do love the game, Bioware is amazing at their work... But this game is sort of a set back imo..

#211
bluecapsule6

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One more huge negative:

TERRIBLE party AI: Bethany hurls fireballs 20 feet behind moving darkspawn, party archers/mages run halfway across the map and directly into enemy warriors to cast spells, default tactics are terrible for the most part. Less of a problem in DAO since you didn't have to deal with enemies spawning out of thin air directly on top of your mages. Letting users set their own tactics is no excuse for the terrible party AI.

#212
blothulfur

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Well to go into more detail the following is a partial list of my annoyances.

1, I've killed more people than Cecil B DeMille, it got pretty gritty. Seriously neither Orsino, Meredith or the Arishok are as genocidal as the mass murderer Hawke.

2, I have no empathy for Hawke and family, show me the characters and their backgrounds don't tell me in a codex.

3, Combat vogueing following by blood pinata is silly and childish, bring back the finishers, parrying and mano a mano combat the way john wayne would would have done it.

4, Default Hawke introduces the game and this straight away makes him your character and undervalues my contribution.

5, Ten year time span why?

6, Give some structure and pace to act 1, make the smuggler or mercenary a nemesis for the act or just don't cut out the year in service which is a perfect opportunity to introduce Hawke and explore his interactions and backstory while struggling to escape his servitude.

7, What you gonna do with all that junk, all that junk inside that trunk? Sell it to the black emporium because I can't use it and yet I still can't buy anything if I want to afford the upgrade and respec tomes and potions. Yes it's good that money has value but I want to buy something by act end.

8, Let me touch you: I want to interact with Kirkwall, drink from fountains, sit and listen to bards at the hanged man or watch jugglers perform for coin in hightown, give money to beggars for rumours and info, be pick pocketed by thieves and have to chase them down, hear criers shouting out the news of the hour etcetera, hear the locals using kirkwall slang (a pearl to you, ach it's red ink to even discuss them, latch your bone box cutter and of course a fine example of pure frontier gibberesh). The city felt like a nicely rendered matte painting.

9, Re-used dungeons and wilderness, you know better.

10, Talk with my companions and let them try to win my favour for a change and in conversation give me more than three responses and let me know what i'm about to say.

11, No immersion breaking delivery quests, cheap and nasty.

12, Make huge two handed swords pack a wollop not scratch a bunch of people, screw world of warcraft and combat roles I want my physics and my two hander back.

13, Take the weird skirt things of the plate mail and stop having the two hander holds his sword like a baseball bat.

#213
DidierDedewa

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Great great game. Really like the storytelling. The writing is quite good.

Areas
- Some areas feel confining, almost platform-ish (but not as bad as ME2). Sometimes I just want to wander around a seemingly endless landscape and hack at monsters and discover really minor quests and make no story progress at all. (That's how I play Fallout.)

Companions:
- Interaction with and between companions seems to be much less than DAO.
- Miss companion equipment control for companions - to an irritating degree.

Appearance:
- Aren't elves supposed to be attractive? They now look like giant wet rats. I never go out with Merrill because she's soooo UGLY.

Startup:
- Why do I have to replay the opening sequence every time I start a new game rather than just the first play-through? I really want to just start at Chargen. The Black Emporium helps me perfect my character's look, but I can't mod the look, have to start over from scratch every time. Ugh.

#214
BrianOTForest

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I juat want to add another post - seeing as this is looking vaguely like a petition for some changes come DA3, although I am sorely tempted not to buy it if it appears.

Reused maps - it's been touted many times but honestly it's cheap and makes me feel ripped off, I've been to the same mine, dungeon, house, thaig and cave system a hundred times now, I actually stopped playing becuase it was so annoying.

Companion Armour / Amrour in general - well I can live with companion armour, more quests for upgrades of selectable upgrades wold be nice but that's minro. The major drag is the spoon fed sets that you get - as a rogue it's basically spend act 1 in the last decent set, spend act 2 in the Ens... that set.... there's so little customization that is barely an RPG in equipment terms.

In fact I am going to stop it there - there's so much feedback on these and many other valid points already that if BioWare does't heed it and try to repair it, well.... I think that would speak volumes in itself.

#215
Pyrate_d

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First, I'm really glad to see this thread stickied. I don't want to give up on Bioware because they made one rushed game. It had a lot potential, but overall it just fell flat compared to DAO.

Here are my criticisms:

1. You make loads of choices in DA2, and they all lead to the same outcomes. At most there's a slight variation. DAO did a much better job with this. Decisions make a playthrough feel unique. If I still fight the same bosses regardless of which side I choose, where is the motivation to replay the game and choose a different side? The lack of choice is made clear in the closing narration, which mentions exactly ONE choice. Very disappointing.

2. Character development feels WEIRD. Why is Varric joining me? "Let's stir up some trouble" is not a good enough answer, sorry. I can accept that he wants me on the expedition, but just tagging along without any idea what I might do? In DAO, you were able to question the motivations of your followers extensively, as soon as they joined up. Yet in DA2, I can't get a straight answer out of Merrill until much later in the game. This makes characters feel unreal.

3. There's no central plot in the game until the very end. I don't think that this works well for a Bioware-type game. There needs to be a very clear motivation from the starting. "End the blight/avenge the king" vs. "make money" really reveals the shallowness of DA2's story. Yes, DAO had many fantasy stereotypes, but I don't think that's a bad thing--in fact I think it's almost a necessity. A well done stereotypical fantasy is still well done.

Modifié par Pyrate_d, 16 mars 2011 - 12:22 .


#216
phrizek

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blakskyz wrote...

Good points phrizek. But I would like to add one thing, in regards to Passage of Time. Why doesn't the main PC and the NPC's show any aging? That would be a nice finishing touch. I mean years go by in the harsh environment and no one ages?

Aside from that...it's a decent game.


Also, their clothes don't change (except Anders?). I've never had an article of clothing last a decade.

#217
Reinveil

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LaughingDragon wrote...
6) Act 2 (+)(+)

Act 2 was immensely superior to act 1 as the focus shifted to Qunari / Chantry tensions which was actually quite interesting. The Arishok (+) was by far one of the best characters to appear in DA:II and in any game, ever. Sister Petrice (+) was also a very enjoyable element to the story. Losing of the family members was a shocking/crushing blow to the main character (+) The Act 2 finale was first-rate and very good (+). Knight Commander Meredith was awesome (+). The companion interactions in act 2 were still unsatisfactory but far superior to act 1. Relationship with Merrill / Isabela was much better in act 2 (+). The lame side questing still plagued act 2 overall. (-)


TOTALLY agree with this, I just finished Act 2 and I'm wishing the entire game could have been like it.  The Arishok was a great antagonist!

#218
mestii

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After playing through Origins and Awakening, Dragon Age II feels pretty shallow. I felt dissapointed. The game was rushed and it lacks the depth and polish of its predecessor. :(
My issues with the game are the same as writteny by others before me.

Here are a few of my constructive ideas:

-User interface: in my opinion this simplifyed design took away a lot from the games atmosphere. A medieval-fantasy game shouldn't have a modern style menu design. Like in Origins looking at the inventory was like opening a tome.

-Overused locations, same maps over and over again. I can't belive that after having this issue with Mass Effect 1 and they were careful not to do it in ME2, they did it with DA2.

-No isometric view, this realy bothered me during gameplay and this was one of the main concernes of PC gamers, I don't undetrstand why it was dropped. I want it back!

-Dumbed down inventory system: if they cut out most of the stuff then why leave the "junk"?!

#219
Raza3247

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Too many enemies (Bad)
What I mostly mean by this is when I wipe out an entire group of enemies, another group just spawns right on top of them and starts fighting my party. The combat is fun and all... just not when it's a constant thing. If you were to half the amount of enemies in DA2 yet double the EXP, it would be just fine. It's also very annoying when bosses are scripted to spawn more enemies as their health decreases.

Camera (Good)
I don't really care about the whole top down view myself, I prefer to be up close to my character. It gives me a much more "personal" feelings when playing one.

Introduction (Bad)
I didn't feel like I was a refugee at all. I felt like an extremely powerful warrior who could just tear Darkspawn to pieces just by looking at them and I mean even after the whole fake story part.

Character creation (Bad)
I'm sick of being human in games... why can't I be an elf or a Qunari rebel of sorts? Also, the skin tone slider couldn't make my character dark enough. (What's with almost every character wearing a necklace... is this to hide neck seams?)

Re-used environments (Bad)
I'm sure everyone already mentioned this... but still, this is a big issue. I got sick of all the houses look the same and that same damn cave with paths being blocked off.

Companions (Bad)
I wish there was more to talk to them about, better ways to get to know them and for them to get to know you. I never felt any attachment to any of my companions. There was also a strong lacking of "intimate" moments with companions. If a tragedy happens... why doesn't my character try harder to make them feel better? It would also be great if I were able to talk to every one of my companions whenever I wanted. Also, if a companion disagrees with me, why do I get so little opportunity to try to convince them otherwise? 

Lack of companion customization (Bad)
I like playing dress up with my companions... even ME2 dumbed this feature down.

Kirkwall (Bad)
Being stuck in Kirkwall really sucked... yes I know it's Hawke's story of rising to power in Kirkwall, but after 20 hours it really got old. Hawke's Kirkwall story could have been over with in 10 hours and that would have left another 10-20 hours for outside content.

Release day DLC
 (Bad)
On top of the $60... come on BioWare, at least give us a month or two before even showing this DLC off. It makes it too obvious that you're omitting content from the game just to make extra $$$.

No post-game content (Bad)
Not being able to do anything but DLC really sucked and only cemented my beliefs of the game being incomplete.

Combat (Good & Bad)
Fast paced, far too much gore and the lack of a weapon quick swap button. I don't want my enemies to explode when I stab them and I want to be able to switch between a bow and dual daggers at the press of a button. I also don't think I did enough damage, or anyone did. I found myself pounding away on bosses for 20-30 minutes, which isn't very fun, especially since they are almost exactly the same throughout the entire fight.

Voice acting/Dialogue (Good & Bad)
I loved the voice acting for both male and female Hawke, although I don't think the conversation choices differred enough between one another. What's the point of giving me 5 different things to say if all of them will end up in a fight? A lot of the time Hawke would be speaking to a companion and I felt like I didn't have nearly enough options. It doesn't really feel like what the wheel lists fits what Hawke ended up saying. It would be great if there were sub menus in the dialogue wheel that held even more possible responses (that actually impacted something).

Game length (Good & Bad)
I love long games. In fact, the only way I can justify purchasing high priced game is if the single player is at least 30+ hours. Dragon Age 2 didn't reach that for me, but it was close enough considering I beat it at around 25-30 hours. Now I'll admit that I think most of this was just fillers/padding thanks to the recycled environments and tedious quests which DA2 bombarded the player with.

Too linear!
There are far too many quests in this game that lack side paths or alternative endings for certain quests.

Pointless inventory clutter
Please don't make "Junk" take up space in the players inventory if there is going to be so much of it. Most of the time I don't even knwo if it's worth picking something up or not because we can't even see the price.

Lack of mod tools on release
(Bad)
I could have fixed so many problems I had with this game if I had mod tools, especially if I would be able to create new dungeons/areas that actually differ from one another.

Technical Issues (Bad)
I never crashed once, but I stuttered a lot, which really sucked. I didn't have this problem in the demo and with how common it is on the forum, it must have been something that was ignored due to time constraints or something.

Act 3's conclusion (Bad)
This act's conclusion was really dry. It left me feeling disappointed and like a lot of what I did throughout the game was a big waste of time.

Race changes (Good)
While the female elves looked incredibly unhealthy, it fit. I liked the changes made both to the qunari and elves. To put it another way, I liked that they actually looked different from humans.

Plot (Good & Bad)
The plot got pretty dark at times, which I liked a lot. But, a lot of what I did in felt completely pointless and some things, especially towards the end, didn't make any sense at all.

That about sums up everything I had a problem with, but I'm sure that a lot of other people have gone over some of my points already. I tried not to sound too harsh while being honest about whatever I liked/dislike in DA2, although I feel that a lot of problems I had with this game couldn't be said without spoiling the game. Sadly though, I do regret paying more than $30 for this game as I really don't think it was complete.

Modifié par Raza3247, 16 mars 2011 - 12:23 .


#220
DarkWulfy

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DA2 is a fine game on it's own merits, it just didn't feel like a sequel to DA:O, which in truth is what I really wanted most from this title. As a PC gamer, and a lover of DA:O, I can't help but feel a bit disenfranchised after completing DA2....but don't get me wrong!! I thought the graphics engine was significantly 'crisper/snappier', I really appreciated the framed narrative approach, there was some really improved voice acting work (fem-hawke/varric/areshok/scottish elves especially so), I liked the voiced player character instead of the 'silent hero', The Quanri redesign was pretty epic indeed, the cameos were a welcome addition, the music was excellent and dynamic, combat animations were significantly more varied/interesting, there was some really neat lighting work being done and improved detail on armor textures were a nice touch, EXCELLENT banter and quantity of banter, pretty sky, nice explosions, and slick skill trees... some REALLY NICE nice improvements overall... but since this is a constructive criticism thread, please allow me to share my suggestions as well: The foremost issue that stands out for me taking away from this games potential is that it doesn't feel fully fleshed out. There are a number of things which contribute to that feeling I think,

1) There should be more zone/environments and the ones that are in the game (while nicely made), should not be so overused/abused.

2) I didn't really feel like there was anything pushing the story forward... i was just kinda living my life out as this sexy/dark rogue who didn't feel particularly important or special in any way.

3) The things on the dialog wheel didn't seem to match what my character said, which was really frustrating and caused much guesswork, but I really did like the way the tone of hawke's delivery was dynamic based upon your previous selections (very cool).

4) There was a huge buildup and climax in Act II but Act III failed to continue that momentum, leaving my character a bit confused and almost wanted to rush thru the end. The final act really felt as tho there were too many 'forced' plot elements.

5) As soon as I got to the point where I truly cared about the characters, they did something monumentally stupid that made me want to kill them. Maybe I was unlucky, but my Hawke felt like she was dragged thru the gutter and kicked in the gut by the very people who were supposed to care about her the most, all the while the rest of my family is, well.... It was a bit overwhelming in the end....I'd rather have the fairy tale story when I play games rather than see how depressing life can be.

6) Nothing against anyones preferences, but I'm pretty sure most people that you meet in life are not Bi-sexual. I REALLY think there needs be options for people of all tastes, but being hit on by everyone in the game breaks immersion.

7) The game was definitely designed for consoles, which while not inherently bad, should have been followed up with PC support for Xbox controllers. The PC controls feel very foreign at times.

8) I wonder if Hawke had not existed in the world of Thedas, would anything in Kirkwall have changed? Arguably, some people my Hawke cared about might have actually been better off...

9) I did not feel emotionally compelled to romance any of the characters, not sure why that was exactly but there were a few characters that I originally liked who by the end of the game I wanted nothing more than to kill.

10) The game had a less epic overall feeling and more linear storyarc than its predecessor. /////////////// I know that much of what I've said here is a rehash of what others have covered, I just really hope BioWare takes some of our concerns to heart in hopes of learning and making great games in the future.

Modifié par DarkWulfy, 16 mars 2011 - 12:28 .


#221
Piecake

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- The recycled environments are my biggest criticism of this game. I am fine with the idea of a game being in one city and the story strictly focusing on it, but if you are going to do that, you better make sure the outside areas are varied and interesting so that gamers can get their exploration fix. It is important because it has to do with pacing and giving the gamer something different instead of the steady dose of combat, story, and characters.

- I loved the character quests and the improved banter, but I really really wish that you could talk to your companions whenever you wanted to, even if they repeated the same things. It just feels more engaging if your character goes into companion talk mode instead of Garrus callibration mode.

Personally, I think companion quests should be used as character development, party banter should be used as companion to companion interaction, and player initiated dialogue should be used to further back story, lore, and just casual conversations. I think the characters lacked a bit of charm this time around because you didnt get conversations about silly and completely unrelated topics.

I know there are time concerns and budget issues involved, but I am completely willing to sacrifice all non-essential story side quests to make that happen. Or, if that is not possible, simply vary how you present the companions. A few characters only have 1 or 2 lines of player initiated dialogue, but have very involved side quests, while others have a very short side quest, but a ton of player initiated dialogue. I think Varric would have been fantastic like this. A very short side quest with scenes with his brother, but very very light on the combat, but a ton of dialogue options if you go to the hanged man and ask about the latest gossip, rumors flying around about you and your companions, ask for a story or two or three, and just some random silly conversations with the two of you sharing a drink talking about the saltiness of peanuts or something.

Now, I guess that sounds like trying to please everyone, but ending up pleasing no one, but I think it could really work if you decide what approach to take on a character by character basis. I think Merrill and Fenris definitely needed long, involved side-quests, but Varric or maybe even Isabella?

- delayed consequence. I think this was a missed opportunity with the framed narrative because there were a few quests in particular that really could have benefited from this. Your choice in your first years in Kirkwall coming back to bite you in the bum in year 3-4 or whatever.

- Combat improved, but I missed all of the companion customization in DAO. Ill use ME2 as an example. I think the changes made from ME1 to ME2 were a huge improvement because the game simply played better as a shooter than some shooter/rpg hybrid mess with a terrible inventory and pointless exploration. The subtractions were an overall addition to the game as a whole. DA2 is not like that. My experience wasnt improved with subtraction of complete customization and non-combat talents. It was still an rpg, but simply an rpg with less features. It worked with ME2 because instead of a poor cover shooter with unwieldly rpg elements bogging it down and ruining the pace like in ME1, it became what it truly is, a cover shooter with a few rpg elements and a ton of dialogue, characters, and story.

- While I did say the combat was improved, there is definitely a problem with it. Waves of enemies. I have no problem with waves of enemies in general. They just need to be used sporadically and in the right context. In the beginning of the game, the waves made sense because you were fleeing from an area infested with darkspawn. That made sense. What doesnt make sense is waves of thugs or guards coming at you all the time. Can it make sense? Sure, if those waves of guards/enemies/ or what-have-you is used in a situation where all hell has broken loose and everything is chaos. Walking down the street at night in lowtown, i do not want to see waves of enemies. Same with fighting on the coast or mountains or in dungeons. Also, using them sporadically gives the waves more impact. You are not thinking, oh, not another freakin wave of enemies, you are thinking, holy crap, a wave of enemies, I am totally screwed; what do i do?

Also, I think that you should include Friendly Fire in hard mode as well.  I do not want to play on nightmare, but I still want to play with friendly fire.

-It also felt like I was on rails too much, that the decisions I made changed the story slightly, but it didnt change the gameplay or setting or anything else. Act 3 is definitely the biggest offender in this regard. I think the game would have been better if the branches were a lot more significant, and, even better, if there were more branches.

-Oh, one more thing.  The camera.  Most of the time, the camera worked okay.  I didn't like it as much as the iso camera, but it worked.  there were, however, places where the thing absolutely sucked.  This usually happened when you were in a tight space and forced up against the wall.  You couldn't see a thing and not only was it really annoying to look at, it made the game more difficult when it shouldnt have.  A camera wigging out on me because I am in a corner shouldnt make the battle a lot harder. 

Modifié par Piecake, 16 mars 2011 - 12:34 .


#222
SmokePants

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Wins:

- The framed narrative: Clever use of narrator embelishment. Novel time jumps that help refresh the experience. It might have been spread too thinly across the length of the game, however.

- Companions leading their own lives: This was such a refreshing change of pace. I also appreciated the more cinematic presentation of companion dialogue. I wished there was more of it, but I understand that it's harder to do than the DAO method.

One complaint is that sometimes companions had stacked conversations. You'd talk to them once and they'd have something else to say when you finished. It was kind of awkward, especially when the stacked conversations execute in the wrong order (Avaline) or are bugged (Merril).

- Crafting: I appreciated how clean, organized, and convenient it was. In DAO, crafting items were an inventory burden and I sold them immediately for peanuts.

- Abilities Trees: Those are just plain neat.

- Reinforcement waves: I like how combat is no longer so front-loaded and predictable. And you get a chance to dig into your entire bag of tricks. I don't really respect pulling and kiting as valid tactics -- it's more gaming the system than anything -- and was overjoyed that I could just dig into a fight and not have to worry about being overly cautious about aggro'ing an entire group of enemies.

I think if the presentation of the waves were cleaned up a bit (include more doors, trapdoors, gates, dark alleys, manholes and othe rpoints of ingress) I think few would complain.

- The writing: Just delightful. Taking Isabella on a stroll around the Docks was hilarious ("Keep walking, Hawke"). Really strong stuff. Companion banter was fantastic as always.

Losses:

- Whack-a-mole quest dispensation: I never thought Act 1 would end, because I kept getting more quests to do. This was probably due to the highly re-used areas -- one quest had to be cleared to free up the zone for the next. Which brings me to my next "loss"...

- Environments: I understand that art is a bottleneck, but BioWare could stand to invest in developing some modular level construction tools to help ensure that they can meet the expectations of players who have visted many memoprable videogame cities in recent years.

I'm not saying to make it Open World or grossly huge, but more dynamics and variation would have gone a long way. More simulation wouldn't hurt, either. It would have also helped if there were more things like the Deep Roads expedition to allow the player to get away from it and come back somewhat refreshed. It also would have been nice if it changed more during time jumps.

OVerall: I loved the game and look forward to what comes next. Even with its faults, I still can't fathom how you guys consistently pull this stuff off.

Modifié par SmokePants, 16 mars 2011 - 12:30 .


#223
JosephCurwen

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These were my points of critique:

1) The vast majority of the game takes place in a city that is simply
not a well realised environment. It contains very few notable locations
and hardly any sense of life or interactivity beyond characters directly
involved with quests (and they will usually disappear altogether
afterwards anyway). I know this reference will mark me out as an old
fuddy-duddy (or some kind of "PC-elitist" god help us...) but both
Baldur's Gate's Baldur's Gate and Baldur's Gate 2's Athkatla not only
were a lot bigger, but actually contained a lot more to see and do per
comparable area of space as well. The city also does not seem to
significantly change, despite the passage of time being a major feature
of the game's narrative. Given the amount of time spent shuttling around
in the streets of Kirkwall I'd say that this issue hurts the game more
than any other.

2) Limiting a player's ability to customise both
their own and their companions' equipment is just a big step backwards
pure and simple. This facility has been a feature of CRPGs for a long
time and with good reason. I appreciate that obvious attention did go
into the companion's models and that this might have been spoiled or
simply not worth doing at all if we could make them wear whatever
stat/class applicable armour we wanted, but frankly I don't believe I'm
alone when I say that I would have preferred things had they been that
way. A side effect of this is that it makes a good portion (probably a
majority) of not only the DLC equipment, but also the found equipment in
the game utterly useless on any given play through. It also should be
pointed out that a non-rogue PC will never be able to use any  bows at
all at any point in the game without owning the Exiled Prince DLC.

This
issue is exacerbated by the fact that the vast majority of the
equipment that you do find throughout the game is utterly bland and
uninteresting anyway (belts of +18 attack etc).

3) The absence of
a tactical camera option makes strategic control of party combat
difficult and the fact that enemies will inevitable spawn from seemingly
all directions makes it almost pointless to try anyway. Occasionally
this system of spawning waves is thematically satisfying enough to be
worthwhile (undead rising from the ground is probably the best example),
but generally it just gives combat a madcap quality that leads to it
devolving into a rote system of firing abilities and then waiting for
them to cooldown before firing them again. The number of enemies jumping
down off of buildings also gives a player the farcical impression that
Kirkwall is a city with near empty streets, but heavily populated
rooftops.

4) Re-used area models. Now I can imagine how this
might be less of an issue in some other games, but the fact that
side-quests are so much a part of Dragon Age 2 makes the repeated re-use
of locations in this way glaringly obvious and very immersion breaking.
The only real concession to variety is that sometimes obvious doorways
appear to have been sealed shut with concrete, but the map up in the
corner will always show that the area continues behind that impassable
barrier anyway. This sort of thing would be acceptable in an indie game,
but not a full price release from a triple-A studio.

#224
Prince Keldar

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I loved the game, it is awesome.  I hope this is not considered a spoiler.

Now I am not going to go over the same things everyone else has said, however, there is one aspect that I don't understand.  Essentially the whole game is centered around the conflict between the mages and templars, however if you play as a mage (apostate) you can walk around Kirkwall and nothing happens.  you can fight in broad daylight, where everyone can see you or bethany are mages and nothing happens.  In Dragon Age Origins you were a member of the circle but also were a grey warden and so were "untouchable" in regards to the Templars.  There is no such protection in DA2.

Anyway great game!!

Modifié par Prince Keldar, 16 mars 2011 - 12:35 .


#225
Rasputin

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HawXV2 wrote...

 Ok, now that we who own the game have a forum to post in, let's do BioWare a favor and post what is really wrong with a great game without being trolled.



Re-used maps

...Really nothing to say here.


Enemy encounters

Why do they randomly appear? In Origins, you guys had it perfectly. Behind a door they would come streaming, or when you turn the corner, bam! Darkspawn! Now, they just...apear. Literally. I've defeated many a wave quickly, just to see a warrior phase through like Star Trek! Very immersion breaking.


Rogue-type enemies


They're so overpowered! They'll disappear and one shot my healer, or if they don't, they'll half my tank's health! And there seems to be no CD. Tsk Tsk!

Linearernessed...uh...Linearreerrr...It feels too one-track minded

Don't get me wrong, the style of story telling was very good, and the story itself was superior to Origins in my opinion, but it just felt...pushed along. In Origins, it felt like you could do anything at anytime. In this one, I just felt like I had to everything in this order. 

The feel

It didn't feel as big as Origins, which is sort of a give-in. It's only based in Kirikwall, which is a setting that looks simply stunning, but it just has to have more places to go to. It loses it's epic feeling when you stay in one place. Expand upon it!

Enemy deaths

Some of these are just ludicrous. I stab a guy in the back and he explodes? What? This does feel a bit childish, and only leads to more immersion breaking. 

Junk

It's...junk? Yay? I just killed a dragon and I get...junk? This has potential, such as possible lore, backstories and stuff. You can even make it a sidequest. Rebuild an ancient Elven weapon or dwarven armor. The way it is now, it's just taking up disc space and has to go.

Auto-Attack

Nothing much to say, just need a toggle for some of us. I like both ways, though.

Companions

What's that, Alistair? You're a bastard?! Oh noes! Leliana, that lady will KILL YOU! Add in some LI dialogue, BioWare! I really would've fallen in love with Isabella if she would've told me about life at sea, or Fenris if he would've explained about his Lyrium skin, or life in Tevinter. I think you guys did wonderful with the romance dialouge itself, but I would like to personally know them.

Armor

We need more of it! Give us armor sets. Origins had a ton. In this game, it's 3. Although this does add to the legendary feel of it, we just want more choices. Also, ditch the colorful basic plate armor. It doesn't feel warrior like at all. The kind from Origins was perfect, it had a great color. It's not the armor style, it's the color.

Friendly Fire toggle

Some of us want FF on levels like hard, where combat isn't as tough as NM, or as easy as normal. Personally, I hate it, but the people want what they want! :P

Arcane Warrior

Where is it? Hmm? This is the only thing that had me shaking my head at you, Bio! This was my favorite build! How could you? Nothing is better than weilding the force of magic as power in your hands. Put in this spec, and we'll be happy campers. ;D

Change log:
3/15/11: Added Exploding enemies
3/15/11: Added Inventory Junk
3/15/11: Added Auto-Attack 
3/15/11: Added Dialogue (for companions)
3/15/11: Added Armor color
3/15/11: Added FF toggle for Hard
3/15/11: Added Arcane Warrior
( I'm going to find a more effecient way for this log soon)


I'm sure there are other gripes from other people. If you post them, I'll add them here, as I'm sure these aren't the only problems people don't like. But most people need to agree with it, as what you may find fault with, many others may like.

Ok, constructively complain away, guys.


WOW. Just wow. You said what I have been saying - except better. +2 for you and Kudos and QFT'd.