Constructive Criticism
#2251
Guest_f_b_*
Posté 13 mai 2011 - 10:50
Guest_f_b_*
Also, it always felt like Hawke was destined for something greater, and it never came. Nothing Hawke did directly influenced the ending of the game - it was all set in stone - and coming from BioWare, a dev famous for their choice-based games, that sucked.
#2252
Posté 14 mai 2011 - 02:31
f_b wrote...
I'd agree with sami jo and DecCylonus. My Warden was kind of special to me, but I never really bonded with Hawke. I wasn't sure about the PC voicing, either; it made me feel like I was watching someone else's story, rather than creating my own. The automatic responses in the cutscenes just felt like another way of taking control from the player.
Also, it always felt like Hawke was destined for something greater, and it never came. Nothing Hawke did directly influenced the ending of the game - it was all set in stone - and coming from BioWare, a dev famous for their choice-based games, that sucked.
That describes my biggest frustrations with DA2 in a nutshell. Hawke wasn't my character, and wasn't particularly interesting as a character. There are plenty of RPGs that have fixed protagonists that are still engaging. This isn't one of them. I think I would have preferred to play as just about any of the party members. Something akin to the Leliana DLC for just about any of them would be more interesting than Hawke.
And yes, I really miss having any sense of control or choice. It would bother me less from just about any other game company or in a sequel to just about any other game. After the incredible freedom and choice in Origins though, it is jarring. As disappointed as I am, I still what happens next, where my Warden has disappeared to, why Flemmeth almost looks Qunari in DA2, why she and Meredith have the same headgear, what is happening with the Architect... I'm still hooked on the world, just not the way this story was told.
#2253
Guest_f_b_*
Posté 14 mai 2011 - 09:38
Guest_f_b_*
I always thought DA was made for smart people - you had to use your brain in the old conversations, and sometimes work out things like subtext and innuendo to avoid saying the wrong thing; that was part of what made it special, and they totally cut that out in DA2.
My Hawke = friendly, co-operative holier-than-thou heroine - always a ray of sunshine. Ugh.
My Warden = friendly, usually co-operative unless faced with weapon-wielding idiots, opened up and laughed with certain NPCs. Slightly more normal.
I love Mass Effect, but play it for different reasons from Dragon Age. I also love the conversation wheel... in Mass Effect. Shepard's a military man - he doesn't have to be talky. In Dragon Age, it just feels like the scriptwriters are slacking off and only giving us three potential characters, even if the tone of your responses varies.
-71 approval, BioWare
Also, Hawke's smart-arse answers often just... aren't that funny. *sigh*
sami jo:
Same. Thedas is still special to me - I hold out hope for DA3 - but after finishing DA2 I went straight back and played Origins, and realised the difference between the games. It made me really, really sad for what DA2 could have been. *heavier sigh*I'm still hooked on the world, just not the way this story was told.
(edited to add quote and extra moan at the end)
Modifié par f_b, 14 mai 2011 - 09:58 .
#2254
Posté 14 mai 2011 - 10:12
Modifié par greylancer, 14 mai 2011 - 10:13 .
#2255
Posté 14 mai 2011 - 12:49
Great that the community is still able to change the look and feel of the game. This is a great asset! Never give it up. However I got the impression that it has become more limited compared to DAO.
The fights are more dynamically and in general more realistic which is good.
I am practising martial arts and dislike some of the acrobatic moves of the rogue. Assasins Creed is still a little better in close combat rogue style fighting.
The skill trees are great. It would be nice if they would be extended. An archer or warrior could become a specialist of a kind of weapon such as bow, crossbow, sword, axe ... There should be more general passive abilities like deflecting, blocking or counterattack attacks.
All mages should be able to learn healing spells of some sort.
I would like to get more ability and skill points per level.
I did not like the magical puff style disappearance of assasins. Less would be more.
Exploding bodies are OK when caused by a magical attack or an explosive arrow or the like. In all other cases it is ridicoulous.
The on the way party dialogs between the companions are excellent and really entertaining. The conversation capabilities with NPC and especially the companies are too limited especially when in romance with a character. The romance scenes are by far not as good and as erotically as in DAO and one should be able to repeat them.
Not being able to change the armor of the companies disturbed me first then I started to like it. I missed to be able to chose the "secret" dagger of the rogue however. It would be nice to be able to chose the style and colours of a companion's armor from a set of available styles.
I really look forward to getting downloadable add-on modules: Additional acts that continue with the storyline would be great.
#2256
Posté 14 mai 2011 - 10:15
Kissing the pink wrote...
And there we have it....console, do you realise how consoles have ruined games? have you any idea how good a game was...I say again WAS until those bloody toy boxes called consoles came along? No..no idea what so ever!
We're not going down the platform wars route, particularly not in this thread.
If you wish to be constructive, then please do so! But this is not a path we are going to tread here.
Continue doing so at your own risk.
#2257
Posté 15 mai 2011 - 12:16
Combat
- animations are sometimes robotic expecialy the dual wield ones
- over the top animations
- weapons are silly i dont like characters using swords they couldnt even carry properly
- too little strategy involved.
- some enemies just have to much health it isnt fun
- too easy generaly made hard by cheap enemies such as rogues or waves
- the city has no vistas u never fell like ur in a city you should be able to look out over it more often
- enviroments are very cramped usualy in corridors or small rooms
- no open areas
- map reycycling is forgivable but in moderation
- too little conversations characters
- Hawke is boring
- dialogue wheel stinks like poo
- never enough choice of ansers
- your character gets shoe horned into acting in a certain way ths is very irritating
- bring back dao style character creation this was part of what made the franchise great
- companions feel abit one dimensional
- dont limit our ability to customise companions equipent
- dont limit our companions skill sets it simply takes fun out of the game when all companions are set in one role e.g anders as healer why should i have to use him if i want a healer
- cant talk to people when u like
- bring back silent protagonist the pros outway the cons or atleast make it an option
- this game has 0 exploration after act 1
- the hud and menu screens are not in keeping with the game they feel horrid and boring
- the game feels to much like your meant to side with the mages
- some storie elements are horribly under developed
- certain armour and weapons dominate others the result being u just end up using the same armour all the time
- if ur going to cut a character out iof the game so u can make some easy profit at least remove him from in game images and cut scenes
- ur choices are superficial and some things it feels like u should be able to influence you cant e.g merrils companion quests
- time skips often seem to miss more interesting parts of the stoy
- darkspawn look
Modifié par element eater, 15 mai 2011 - 12:36 .
#2258
Posté 15 mai 2011 - 09:01
- Repetition of maps, and in a blindingly obvious way.
- Teleporting waves of enemies.
- Complete lack of strategy or ability to plan battles
- No look down view
- No friendly fire
- Exclamation marks above people's heads! We're not in an MMO and we're not blind! It also looks entirely out of place.
- Inability to customise companions' skills into the role you wanted for them (or heck, even ask them if they want to learn a new set)
- User interface lost all immersion; stats are supposed to be representations of in-game concepts, not something you dive into a full screen to edit. Why ditch the journal from DAO when it worked?
- Lack of use for loot especially armour - companions can't use it, most irritating.
- Loot itself is mostly 'a ring' dullness, and I seem to like collecting junk?! Why bother with inventory at all if you're going to do this? Just have everything drop gold and we can complete the destruction.
- Companion armour with rare exceptions didn't look like armour, and certainly not the type to stop a greatsword swung at it.
- Weapons were ridiculously huge & over the top.
- The entire world, weather, NPCs, practically never changes or ages in the apparent ten years.
- No real sense of accomplishment to the story - more an semi-interactive movie.
- Act 3 in particular went further downhill into 'I don't care what you think, just kill everything, ok?'
- The whole templar vs mage thing just didn't work for me. It felt like
the game was asking me to solve the Middle East peace process whilst
busily killing both sides whenever the mission decided who I was working
for. The number of times I wanted to yell at the screen 'but I've picked my side!' - Friendship/Rivalry nothing like as useful as Paragon/Renegage - that could be used outside dialogue with one person and felt so much more like defining your character as well as their interactions.
- Friendship/Rivalry could be accrued for no obvious reason and often after ten minutes of cutscene & ten dialogue responses any one of which might have prompted it. Companions could get very bipolar.
- Companions didn't really seem to get to know Hawke and perhaps change their expectations? e.g. Hawke is an apostate mage; having an argument about locking up apostates doesn't seem a very bright thing for a friend to bring up?
- Is there any chance we'll get actual shades of grey responses instead of simply 'jerk' or 'super-nice'? Or indeed shades of grey in people beyond fanatics? Everyone is an extreme in DA2 (and usually a blood mage).
- Fed-ex quests are just plain idiotic. 'Oh I found your wife's severed hand' 'Oh my, I'd been looking for that for ages' '50 silver'.
- We got the dialogue wheel but we didn't get interrupts.
- I spent so little time interacting with 'family' that when various members died, I really couldn't care less. In general emotional attachment in the game was nil.
- I have more than twenty pixels across the width of my screen - why can't I preview what Hawke is about to say?
- Whilst very cool, Flemeth's look really didn't strike me as the original subtle 'I'm just an old woman' - she is supposed to be vaguely in hiding, not showing off...
If I compare & contrast with Mass Effect 2, my one line response would be that ME2 was a sequel, it brought back Shepard, it continued the story, it did justice to the saga, even if I myself have levelled criticisms at ME2's design. DA2 did none of the above. It felt like an addendum to the world unrelated.
Complexity is not a bad thing; it is a challenge to your designers to make that complexity easy to use. It is not an excuse to argue that users are dumb and must have their hands held & we can't possibly give them too much in the way of stats or options or choices. World of Warcraft aptly demonstrates that most people are adept at handling RPG-style content, so why this continued assumption that all RPGness must get deleted from your games?
Modifié par Grammarye, 15 mai 2011 - 09:11 .
#2259
Posté 15 mai 2011 - 09:46
Grammarye wrote...
What the heck, I'll chime in. The majority of my criticisms have been covered but it never hurts to make it clear that it's not just one person's viewpoint.
<snipped>
Best list I have ever read in the CC thread, seriously, that was well done. Everything in that list about reflects what I felt for the game. And your ending summary (especailly the "handholding comment) made it the exclamation point for me.
#2260
Posté 15 mai 2011 - 10:07
Can't................stop...........laughing....Grammarye wrote...
- Fed-ex quests are just plain idiotic. 'Oh I found your wife's severed hand' 'Oh my, I'd been looking for that for ages' '50 silver'.
#2261
Posté 15 mai 2011 - 11:41
#2262
Posté 15 mai 2011 - 01:41
I really like to macro my groups, like giving them nice looking armors and weapons. I miss that about DA2 most of all. I think if we are to see a Dragon Age 3, this would be my biggest wish. Every other change I come to like a lot.
Ohh wait those extra side quests where you find something weird and give to someone, it feels kinda useless could aswell be removed from game. It feels like they are put there only as a income source. So my suggestion would be to balance this with sell value on loot or giving more rewards on normal quests.
So summary: Dragon Age 2 is a nice idea a concept I like a lot. However letting you gear up your characters with nice looking armor is something that should be considered for a expansion or a sequel. Lets face it, loot is fun!
#2263
Posté 15 mai 2011 - 06:05
Armors: More variations in armor styles and colors. For the sake of all that was DA:O, I loved customizing my character's wardrobe. My main issue is that the enemies or random characters throughout the game sometimes get better looking armor and clothes than my character. The elves have their version of the ceremonial armor, the traditional heavy armor, the old leather armor style, and even I believe someone among the elves or other organization had what looked like the Dwarven heavy armor variant. Splintmail, chainmail, scale armor, all of those were variants I loved about the first game. Some of the variants, or rather the "specifically named" armors were the only ones to be different throughout the game. True, I did love the "vain" armor for the rogue and the "robes of the notorious pirate" for the mage, as well as a few aspects from the armors of the new DLC item pack, but really, some of the old armor styles were great and I'd like to see more of them as well as more armor styles in general for all classes.
Companion armors: I should have covered this above but I didn't. I loved customizing the armor of my companions with various armor styles sets and weights all mixed together to create a role for them that I decided on. Yeah we had some wardrobe changes with the characters we may have romanced but that wasn't enough for me. I'd like to be able to customize my companions armor a bit, even if it meant adding or subtracting a few things from their current wardrobe, and changing colors via ME2 style configuration. But being able to add gauntlets and the like to my companions wardrobes from what I gather during my travels would also be a great addition.
Companion conversations: Not enough of them, and you can only talk to them during their conversation quests. Too limited, not enough to fully learn about a character even though there is some great personal exposition. These conversations are too related to the quests, I know it's a bit nit-picky but I liked stopping at random intervals just to see what my companions had to say about a location or check their opinion on other characters or my current relationship. So please, a greater ability to speak with characters and really develop some kind of knowledge about them, their opinions, their pasts, their relationships with other characters and a feel for the relationship besides "I love you.", "You're a good friend.", "Glad I could help with your problems.", and "I hate your guts you should leave." would be great. I also realize you learn of their relationships with other characters through the random dialogue sets between them through the course of the game, but sometimes you can't or don't get to all of it if you like one certain party set unless you stop for a while and run around the free marches and kirkwall with every companion combo you can think of to try and generate all of the conversations between all of them. So please, more conversations would be great.
Weapons: I like them, but some more styles, "general racial versions" generated through loot processes and the ability to upgrade the random longsword, longbow, daggers, axes, etc. into an object of mass murder and power would be something to think about. In DA:O i went so far as to make two dar'misu and upgrade them so I could get the rune slots and top tier or a certain color tier in order to "make" a weapon that was my own.
On a related note, I've had this idea floating around for a while but figure it will never become a reality. Making weapons of our own design (in a way similar to vigilance in DA:O-A) or through other means is something I would certainly enjoy. Using the resource system we have and a limiting factor based on level and resources used in the construction to create our own sword, dagger, longbow etc, with appearances chosen from those present in the game would, for me anyways, be absolutely amazing. But that's just wild dreams talking, and this isn't exactly the best place to suggest this I think.
Maps: I believe others have this area covered, so all I'm going to say is please... new maps for areas would be a blessing.
That's about it as far as my opinion and preferences for the game go, as well as my fantasies. All in all the team did a great job with the game, but we all have our opinions on it and I figured it was about time I finally said something. Hope this helps...
#2264
Posté 15 mai 2011 - 11:01
-Most people who play RPG's want MORE customization not less. This felt like a dumbed down version of the original (not being able to equip armor or weapons on companions...REALLY annoying.)
-Warriors weren't able to dual-weild which was frustrating since I almost always dual-weild when playing as a warrior.
-Not being able to preview what your character was going to say was really frustrating as the person above mentioned. In some cases I would choose an option and it seemed vastly different from what I thought it would be from the short summary.
-I would have liked to have been able to interact with companions at any point in the game/on the board as you could in the original Dragon Age. It got pretty boring running around on reused maps and not being able to chat with companions.
-Much of the humor/sarcasm from the original games was lacking. You couldn't get amusing back and forth between characters as in the original (e.g. Allistair and Morrigan or Zevran and Allistair). Also even the "funny" responses in this game usually weren't.
-The romance options were seriously lacking, especially for female players...they took all of about 2 seconds.
-The storyline wasn't great in my opinion and I felt forced along a certain path and rushed. I hated having to work for both sides and that I couldn't just pick a side and go with it as a person mentioned above.
-The Rivalry/Friendship thing wasn't that useful and not a big fan of some of the skill trees. As a person mentioned above the characters could be "bipolar", at times I got friendship and rivalry from the same character at the same time.
-The magically appearing waves of enemies were really annoying.
-I preferred the old system of having everyone in a party camp instead of having to run all over the map to talk to characters before being able to do their character quests.
-As someone else answered there were very few moderate answers they were all pretty extreme one way or the other.
-I had a lot of problems with glitches such as missions it let me take on but then wouldn't show up once I went to the area. Also Isabela's quest to get her back didn't work.
-I didn't like having to find the companion armor upgrades and crafting components. In my case the game glitched and wouldn't let me do a mission so I couldn't get a certain crafting component so I couldn't get certain potions and things. There was nowhere to get it besides that mission so I was just screwed. I wish we could buy crafting components as in the original game.
-Getting junk was annoying for me.
-The companions/family weren't interesting to me and I felt pretty much no connection to Hawke as someone else mentioned to me. Couldn't get into the story very much at all. I agree with the person who said it felt more like an interactive movie.
-The "fed ex" quests were really annoying as the person above mentioned.
#2265
Posté 16 mai 2011 - 12:54
-Mechanics :
Combat : The new combat is interesting but you explode most ennemies so fast that it robs you of the tactical level you had in DA:O. Except when fighting bosses you just have to mash 3 buttons and that's it. The spawning waves reduce tactical advantage of terrain to nothing and are frankly annoying as they really break immersion. If I wanted to play a trash-em-up I would play Ninja Gaiden.
Skill trees: I was really disappointed that Bethany doesn't get her own speciality tree like other companions. Cross-class combo are really interesting but make certain skill choices so much powerful than others which reduce the interest of choices.
Fed-ex quests : This was the most dumbing down I have ever seen in a fed-ex quest. You pick some random stuff and your character suddenly know who wants it. The NPC are also wonderfully happy to receive human remains. If you want to add some sidequest to give a bit of xp on the side, I suggest you take a look at the N1 missions from ME2.
-Environnement
Copy/pasted environnements: This is probably one of the main reasons I wasn't able to replay DA2. I got tired of the same dungeons and beaches on my first playthrough, I won't invest my time into them again.
Kirkwall : We don't get much to see the city as a whole during cutscenes. I think it would have helped me to get a better feeling of it. Hightown was interesting but lowtown was definetely lacking more interesting vistas. Outside of quests you didn't had enough things in this city to make it feel like a place you lived.
The Primeval Thaig : Compared to the three Thaigs of DA:O, DA:A and Golems of Amarrak, this one felt like a huge wasted opportunity to introduce us to more elements of the Dwarf Culture of the DA Universe. It felt like a huge prop to shove a plot point down our throat.
The passage of time : There are very few new elements to Kirkwall after each time jumps. I was disappointed that the city didn't change more between time gaps.
-Companions
Companions discussion: I'm very sorry that David Gaider said that long explanatory discussions with NPCs are a thing of the past because the camp was one of the things that made DA:O memorable and the Normandy 2 so lively in ME2. In DA2 I get a codex entry for each of my companions that reveal more informations about them than what they would actually tell me themselves which is not interesting at all. In my first playthrought of DA2 I didn't take Fenris in my party, I visited him multiple times in the futile attempt to have a discussion about life in the Tevinter Empire. I took him in my attempted second playthough and at our first visit in the gallows he surprised me by having this discussion I was longing for. I really hated the fact that I had no control whatsoever over when I could talk with my companions. I also noticed that some companions have way more variety in their one-liners when you click on them that others. Isabella has a ton of things to say, Bethany is a bore.
Companion themselves : The companions felt way less like living persons (as in DA:O) but rather like unsubtle heavy-handed polarized stances to the templar/mage conflict. The companions in DA2 live to prove a point. I don't know why you choose to go that way but I prefer the subtlety and evolution of the characters from DA:O.
Companion armors : I liked it in ME2, I liked in DA2. I would have prefered that it would show when you purchase a companion armour though.
Companion housing : Good idea but should definetely have changed after each time jump.
-Story
Intro : I get that you wanted to start straight into action to please the larger crowd but a slice of life in lothering would have helped us bond with the Hawkes way better and make the escape to Kirkwall more meaningfull. An origin like scenario in Lothering for each class would have been great.
Getting into Kirkwall : The first off-screen year would also have greatly beneficiated from a small story of your deeds, especially if your actions during that time would have repercussions on future Kirkwall.
General though on the 3 arcs : Each of the major acts of DA:O would introduce us to an aspect of the DA universe. Unfortunately in DA2 only the redeeming act 2 introduce us to more culture of DA. Act 1 is a miss in the sense that it is a serie of quests to prepare us for Act 2 and 3 but rather empty of substance by itself while act 3 was already done way better in DA:O.
One of the biggest problem I have with DA2 is that contrary to DAO I don't really have big choices to make at each arc and when I do they have an impact that is rather meaningless in the end. Obviously, DA2 is used to set the stage for DA3 but it could have been done without sacrificing so much of the player impact on the world. One of the marketing keyword for DA2 was : Rise to power. Well, I've rarely felt so powerless to affect the world in a bioware game, especially in Arc 3 where my character should have acquired enough political clout to make his own moves instead of being used as an errand boy by both factions.
#2266
Posté 16 mai 2011 - 01:49
Kissing the pink wrote...
And there we have it....console, do you realise how consoles have ruined games? have you any idea how good a game was...I say again WAS until those bloody toy boxes called consoles came along? No..no idea what so ever!
Anders: You know that chip on your shoulder? I think it's replaced your head.
#2267
Posté 16 mai 2011 - 03:30
#2268
Posté 16 mai 2011 - 09:20
Why?
Warrior class is basicly strenght based class, while rogue class is basicly dexterity based. They are both basicly warriors, but rogues are limited light armors, while warrior can go to heavy armors. Dual wielding is dexterity based combat style, not strenght based. I don't just mean it has to be daggers, but two weapons is not really strenght based. So, in my opinion the separation there does make sense. This isn't about ability have them, does it make sense, but class seperation also. If you would only have one melee class then it would make sense dual wielding to be there, but this isn't case of DA serie. DA series has two melee class, so clear seperation is needed.
How ever, I do think warriors should be also able to use range weapons, like crossbows. Some of the crossbows are actually strength based, not aiming them, but using foot to ready them. Also because it doens't require so much dexterity when aiming, it's perfect for warriors. It make sense, try to use bow in platemail armor, it doesn't fit well. Crossbow however, does.
Then there is also one other thing, rogues having one weapon only. I mean rogues could have katana type weapon use too, there is nothing stoping it, it's still dexterity based combat.
Spears for warriors? Why not, if I want to be spear based knight example.
Why mage has to have staff glued to they hands, what if mage wants to use just hands to combat, no weapon at all. Mages spells are mages weapons and protection. I mean not every damm mage has to be weapon based or armored. Why is DA trying to force for us some kind of battlemage class. Why so much in combat is allways in weapon based (melee usually). I mean having option to be battlemage type is fine, but forcing everyone to be one isn't good. I my self example like to play more clear magic user, not weapons or armors, only spell casting.
Now range class talent tree in rogue was good start, but if you make range talents, make then as good as melee. Now most of talent trees where pretty much design for melee only.
In my opinion let all classes have two weapon slot. Allow tactics modes define how they are used, does character run in melee combat or wait enemy to come to character and use range weapon in that time, until in melee situation. Some other could use two melee weapons. Allow player to with one click to change the weapon (style) in hand.
My point is that you redused player options also, when you did make bigger differences between classes. But you however don't have to reduse players options to have bigger differences. Example it may be little boring to play just shield+sword warrior, but if you allow players to change they style by fast choise, they could switch between different style in same class, like tank and two hand weapon fighter. This is about class, not trying to make so that player has to choose one style only inside that class. That's what happen in DA2 and it's not good.
Yes, seperation of styles between classes, but with sense and freedom to be inside that class what players want. Don't force us in one mold of gameplay only.
Warrior strenght based styles.
- Shield+weapon, two hand weapons (spears too), crossbow, heavy armors
Rogue dexterity based styles.
- Dual wielding, dexterity bases weapons, bows, light armors only
Mage magic based styles.
-Staffs, wands, spellbook and hands, cloths or if armor is used it will affects the magic abilities. (balance)
- Magic offensive, defensive, healing, summoning, control, (de)buffing and maybe transformation.
You did notice "styles", not style. Point is having two weapon slots allows variety for player to choose.
Now how define armors.
Example put armors max dexterity limit. Meaning you can wear armor, but if you dexterity is higher than arrmor allows, then it will cut you dexterity down. I mean armors does make you more clumpsy. Dexterity is about avoid damage taken, while armors is about reduse damages affect. Now if mage tries to put armor on, then add mana cost based armor rating. More armor mage have, more mana spells cost to use. Of cause some armors are limited only for sertain class, like heavy plate armor types only for warriors, so mage or rogues can't even use them.
Having minimum strenght for some stuff like weapons or armors is fine. Having minimum "intelligent" isn't, unless it's some complex device or book or something like that. When you have requirements and limitation, they have to make some sense too and not be just artificial number to support linear progression.
Modifié par Lumikki, 19 mai 2011 - 10:04 .
#2269
Posté 16 mai 2011 - 01:10
#2270
Posté 16 mai 2011 - 02:00
Sure, in ME, ME2, and DA:O, I sometimes screwed up and offended somebody when I didn't mean to. That was okay. That's life. If it led to a story outcome I didn't want, I reloaded. Or I just let the story arc continue to see where it went. Or I was extra nice to the character later to make up for it. Conversations were part of the challenge of the game. I enjoyed getting to know the characters, and then using that knowledge to influence conversations. DA2 made conversation choices too cut and dried. Bioware spent a lot of time creating interesting and detailed characters, but the simplistic conversation options undermined them somewhat.
#2271
Posté 16 mai 2011 - 03:28
If you wish to be constructive, then please do so! But this is not a path we are going to tread here.
Continue doing so at your own risk.
Do you honestly think im going to lose sleep by a threat from Bioware? no, none whatsoever. Cut me from this, I really dont give a damn. All I know is that you have ruined what could have been a fantastic game, but instead you sold out to the greenback via console money. And I will no longer buy anything from EA or Bioware unless you get your act together.
#2272
Posté 16 mai 2011 - 03:40
Wow, this is the first time I've seen anybody other than myself be critical of these exclamation marks. I hated them as well - also the waypoint markers on the map screens for the same reason. I like to be able to discover things in a natural way at my own speed, rather than sort of being grabbed by the ear and dragged over to where I'm supposed to be.Grammarye wrote...
[*]Exclamation marks above people's heads! We're not in an MMO and we're not blind! It also looks entirely out of place.
#2273
Posté 16 mai 2011 - 03:43
In DA2, there are 4 types of enemies and they all vary, not on what they fight with, but what their helth bar is. Low health, Medium Health, High Health and Boss class Health. I almost never felt like I was fighting anybody different, even with Mages. They all did pretty much the same amount of damage, occasionally had knockback attacks and that was it.
The only two bosses that gave me any sort of variation was the High Dragon and the Harvester. The Dragon had varied attacks, moved around the field and summoned other dragons to fight for it. This strategy was later adopted by the Final Boss, but without the excitement or the variety of the High Dragon. I can say with certainty that the Dragon was the single best fight in the game simply because of the variety.
The Harvester actually had an interesting concept but was executed poorly. Whack away at the outer shell to get to the core. Fairly simply, yes? However, fighting the core is.....Well, very boring. You smack it a bit, it tries to run and then after a while it goes back to its body. Basically, you could have taken out the core part and added some extra health on the shell. The fight wouldn't be much different either way.
Overall, the enemies really dragged this game down. They make the game boring and makes the flaws in the story that much more apparent since you'll be paying more attention to that than the gameplay.
Now, there are some class issues, such as DAGGERS being more powerful than regular melee weapons in every encounter even without backstab, Bows being the most powerful weapons by far and mages being rather boring to play but we can't really fix that now that the game is released. :T
Hopefully this gets fixed in the next installment.
#2274
Posté 16 mai 2011 - 04:59
I think it got a few mentions through the thread, iirc there were similar things in Origins but they were smaller and white rather than the more jarring bright yellow.G00N3R7883 wrote...
Wow, this is the first time I've seen anybody other than myself be critical of these exclamation marks.
#2275
Posté 17 mai 2011 - 12:23
You could have gone one step further with this. It would have been interesting if Hawke had a set of skills that was tied to his personality (diplomatic, sarcastic, aggressive) although it would have to be balanced in such a way that no one set would be considered "optimal" for combat.





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