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Constructive Criticism


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#2301
Jack Devlish

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The premise for the end game lacked choices, I did not like either, I
did not see why that all mages when put under preasue seemed to turn to
blood magic, and then became abomiations, why? Were all mages so metally
or spiritally weak? Hawke as a character had no influence whatsoever in
the game, what kind of hero is that ! So it seems all mages (except
Hawke if they are a mage) must be controled or lubotomized,  the end
lacks reasonable choices for the main character Hawke to choose or
influence, this is a storyline design flaw in my opinion.  Where was the
value of your Hawke's characters decisions in the game, I did not like
or agree with either choice, not all mages must be controled, not all
templars are evil.
     Besides all the criticism about the physical game flaws, overuse of maps,enemys dropping from nowhere  lack of evirormental change or deversity, too many game bugs some of which have yet to be addressed, too much streamlining of RPG elements etc. and all the other things that have that been already pointed out by others, the story really lacked punch or logic. There were a lot of wonderful loose ends left unresloved in
Dragon Origins that would have been interesting to explore, and that
game had a lot more deversity and choices as well. I played Dragon Age 2
through on two systems, enjoyed it somewhat but overall was left
disappointed and thought the game could and should have been better. I
hope the next installment is more thought out and not put out just to
make a fast buck.

Modifié par Jack Devlish, 23 mai 2011 - 12:40 .


#2302
kglaser

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Please don't make the end of some quests so unsatisfying and brusque, like when Hawke returns to a merchant or someone and finishes the quest, and there's just this "cha-CHING" noise and a brief comment. Please give us a cutscene, even if brief and inconsequential...it detracts a lot from the game when there's little payoff.

#2303
Facebash

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Play Witcher 2..

Re examine DA world and completely Redo it all , better..


Play witcher 2 again.. to make sure you realise how bad DA 2 is..

#2304
Night Dreams

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IMO, I really do honestly think that none of these little things people pick on would matter to me such as the reused maps, spawning rogues that essentially fly, junk, the lacking character customisation or even the enemies that explode when we stab them in the back if the storyline and decision making lived up to its predecessor.
Don't get me wrong I still really enjoyed DA2, and welcomed the new and faster combat system with open arms, but it was the vast range of intriguing quests, the incredible threat of the archdemon, the role as one of the last surviving heroes capable of stopping it and emphasis on decision making that made me think of DAO as one of the best games I've ever played. It literally gave me dreams about it that night after a play through, and the story is so in-depth that I still find things that I missed out on earlier.
Especially in Act 1, DA2 just didn't do this for me, the storyline could have been great, but it ending up being a touch disappointing. In truth the only thing that kept me going through the play through at an enjoyable rate were the companion quests - where I personally thought Bioware shined in terms of storytelling, although the ability to initiate conversations with the companions and perhaps after-words of their thoughts of the events would have been a great addition.
I also missed the great range of decisions available in DAO. Yes, DA2 does in fact have quite a lot of decisions, but their affect is little to nothing. However, the rival system with the companions helped I think in terms of these decisions. In DAO I always kept to most of the same decisions for the mere reason that I hated the thought of any of my companions leaving me, for example having to side with Caridin or Shale will leave.
I still think you are perfectly capable of creating another an in-depth story, like DAO. Because I think the main fault in DA2's storyline was the fact that you had no cause to do the things you were doing - or at least Hawke had no cause. When Varric asks you what your plans are, I seriously had no idea what to say, because all I felt like I was doing was trying to make money.
Without that constant threat looming over your shoulder throughout the course of the game and without a legible and interesting reason to be doing what your doing the story lacked depth and in the long run its entertainment values.
I'm sorry for all the negatively, because I really did like the game, I just know what Bioware are capable of and know that they could have done heaps better. But in conclusion, (wow I sound like I'm writing an essay) because the story didn't rule out all the not-so-great 'additions' to the game - as I mentioned first hand - we do pick them out and complain about them, because to me its the story that makes a game great and, like I said, Bioware are perfectly able in writing a good story!

#2305
Lumikki

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I have done little thinking what people have sayed here about DA2 and ME2 critism. I think it pretty much ends in same conclusion.

1. People have different taste of games as do they like some feature/style or not.

This can't be helped, because every person can have different taste, there is no right or wrong direction here. If most of players did not like some feature, then I ques it's wrong direction for customer base. How ever, often it's not just one feature to consider, but how well it all binds togather too. So having one bad feature doesn't or should not make hole game bad, unless it's really annoying for players. So, trying new stuff isn't bad thing, maybe players will like it or maybe not. That's not really issue, unless like I sayed, most players consider it as bad design. Too many "bad design", how ever can drop players value for the game.

2. People want better, what usually means more or better.

This is little problem. Now some people can consider simplifying or redusing something as bad. It's not allways so, sometimes more simple solution can also be better. How ever, when multible features gets redused in "next" game as simplefied, it can cause player to feel like hole game just got redused. There is different between making features better and just making them "all" simple. I think this is one of the ME2's and DA2 problems here for players. Too many features compared to first version of the game did get simplifyed or removed. Some for good reason, but also many without any real good reason. People expects second game to be better (more), not in general way simplyfied (less).

I think Bioware should learn to take it little bit easyer as when changing thing. Like not over do so much about everyting. Point is in both DA2 and ME2 you removed a lot of stuff, but did not really add so much more into these second versions. So, that makes players feel like this is simpler game than the "orginal". Some featured should be simplifyed, but not hole game as hole. People want more, they want better, not less (or simpler).

In DA2, you redused:

- Character race as customation (only human allowed)
- Character class customation options (redused warriors and mages options)
- Companion armor customation (can't customize anymore)
- Race & class based quests (origin quests)
- Looting item variety (a lot less items, not neccassary bad thing, but junk loot?)
- Skills, like example traps and persuations
- Exploration (very few different places to go)
- Crafting (in some part isn't anymore possible, while some other part maybe even better)

Now I may have missed few. I also only showed what's redused, not what different or changed somehow. Now I don't say you haven't also added new stuff too, because you have, but does the new added stuff over weight the what was removed? If people lose, they take it harder than when something get just changed. People expect more, not less.

Modifié par Lumikki, 24 mai 2011 - 01:33 .


#2306
EugeneBi

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Some innovations go in opposite directions and fight with each other. Say, streamlined combat with focus primarily on main character actions may be fine (for some people) but cross-class combos require pausing the game and micromanagement. Just make up your mind - do you want tactical combat or streamlined? Pursuing both just gets us where we are.

#2307
Luvinn

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kglaser wrote...

Please don't make the end of some quests so unsatisfying and brusque, like when Hawke returns to a merchant or someone and finishes the quest, and there's just this "cha-CHING" noise and a brief comment. Please give us a cutscene, even if brief and inconsequential...it detracts a lot from the game when there's little payoff.



Lol! This

I gave someone "remains of so-and-so", and give a one liner "i think you might of misplaced this". Then the guy is like "wow i never thought i'd see that again". Really? Guess he had some necrophillia looking for that corpse!

#2308
Shibibiba

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Ran across this today...  www.gamefront.com/aftershock-why-dragon-age-ii-is-a-lame-o-jrpg/


Couldn't agree with it more. 

In truth though, with the unofficial announcement for DA3, I am a little excited- and worried. Bioware could learn from their mistakes and make DA3 amazing- orr it could come out next year (yay for EA and having yearly sequals) and be terrible.

/sigh

#2309
Cyberarmy

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-Combat is now a lot faster thank god i just blow my cooldowns, jump and charge from one enemy to other. No need to spend time to get in a strategic position or scouting enemies with rogues or coming back later for any enemies that is beyond my power and level.And wawe mechaic is so coool.

-No puzzles(oh there is the hard one in the Fade damn you Bio) really thank to that is all holy. No need to numb my precious mind on such things.Just hack&slash.

-Unique and highly memorable companions. Each of them created with profesional care.Another time saver here, İ dont need to talk them to found if they need anything they come to me or telepathicaly send me a quest.Thank god. And another bonus i dont need to spend hours to equip them!

-High replayablity.Oh my the choices.Game changes every time i play.Each playthrough is a vast new game experience.

-The delivery quests are fantastic! No more searching the needlesly created wilds for stupid quest,items or NPCs.

-New artstyle is so stylish.The beatiful Kirkwall and her beatiful residants.DX11 graphic and effects are high above nowadays games.The cave and house designs are also splendid thanks for using them all the time.


the new brilliant "crafting" system.Shame on me for crafting like a fool so long.Let the peasants craft for me.

Thank you for this Awesome game Bioware and EA.Thank you.

#2310
Xewaka

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I've wrote an extensive review of the game, which can be found here.
http://social.biowar...659/blog/48928/
I'll repost it here for reader convenience:

A too long review of Dragon Age 2

After completing and mulling over about the game’s flaws and hits, I’ve decided to write up a review of the same, highlighting some of the more contentious points in the game. I will visit in no particular order several points of contention that need to be adressed to improve the quality of future titles.
Warning, there will be a few spoilers, in “The family angle” section and “Story and Gameplay segregation”, due to the nature of the topic they cover.

Combat gameplay.
The force/fortitude concept is an intriguing one. It could use some tweaking, but it adds a very interesting effect to the combat dynamic. The Cross class Combo is a nice feature that reinforces the theme of a well balanced and coordinated party; it's a pity it came at the cost of intra-class combos, though, as it means at least two party members can’t cooperate between themselves, as there will always be at least a doubled class in the group.
The combat style is unexpected, at first. The way it mixes deliberate, pause and play style with a more active dodging (due to the way collision detection works in bosses) will probably confuse players who favor either, until they realize the need to hybridize their play style. This combined with damage and casting moved from the conclusion of the animation to the start of it may, at first, give the illusion of a more responsive, faster gameplay. However, when coupled with the active dodging it actually becomes the opposite: The animation must run to conclusion once an action is started, so snap reaction time is much worse. You can’t interrupt yourself once an action is started, which hurts the intended faster combat pacing. It is made worse by the fact that even autoattacks are affected by this rule, which runs counter to the faster paced combat: you cannot snap-react to the battlefield, destroying the illusion of action-based gameplay, and due to the need of active dodging you cannot fight in the deliberate, detached manner that party-based pause and play game style allows.
The wave reinforce mechanic, despite being a good idea, is poorly executed in game by sheer amount of repetition and haphazard position. When practically every fight consists of at the very least three waves of enemies, instead of being used judiciously to challenge the player at specific points, they get old fast. The fact that there are points at which the waves simply spawn out of thin air, rather than being at least handwaved as dropping from the ceilings / balconies, hurts the credibility of the system. Taking a look at how Drakensang (for example) handles reinforcement waves, they’re better integrated there: walls collapse and locked doors open to let the wave come in. They’re not used in every combat, but only when it would make sense and make the fight more challenging.
I should probably mention the recycled fight scenarios, but since it has been covered by practically every review, I think that point can be skipped.

Non-combat gameplay.
It would be nice to have some.
DA 2 quickly enters a “Fight. Talk. Fight. Talk” dynamic and never really abandons it. Relying on a single gameplay element to pull the player across the whole game is a mistake, as doing basically the same motions over and over builds fatigue upon the player. The game is in dire need of some breath room to break its cyclic pace and give the player a refreshing new challenge. Varric's act 2 mission does this to a point, and it is a much needed relief. As a whole, however, the lack of a good puzzle level – or other similar pace breaker – hurts the progression and enjoyment of the game. Fatigue builds upon the player with no real breather level to break the monotony of fight after fight, and the player is never challenged in a new, different, engaging way through the game.

Main Character Building and Customization
The removal of off-combat skills (Coercion, Herbalism, Survival, etc) while at first seems to reduce the clog in the leveling system, it also has an unintended malign effect: It further destroys the illusion that there's more to the game than fighting. Not that there actually is more to the game than fighting (as the previous section noted) but giving the player absolutely no way to influence the world in a way other than by hitting people with sharp sticks makes it painfully clear: we’re not creating a character, we’re building a lawnmower.
It is a very fun lawnmower to build, don’t get me wrong, and the skill webs are leaps and bounds above the linear talents/spells in Origins. But still, it feels as if half the character sheet is missing.
Itemization in the game could be better. Yes, the star code allows for at-a-glance evaluations, which will be needed, as it is the only way to tell items from the same type apart, and even then. What happened to the ambient text? Where are the short writings about the story of the weapon, armor, or complement and the crafter behind it? Where is the flavor? Equipment is just a bunch of raw statistics, nothing to make them stand out. Again, they serve their purpose, and there is enough loot lying around to never need to visit a shop – and still get some very good equipment from those. Overall, while the character building is functional and the combat skills are well designed, the inventory lack of flavor and the non-existent non-combat skills make the character feel less like a character and more like a set of skill combos.

Companion Characterization and Customization
It is done the wrong way. In order to give each companion an unique feel, the player's options to tinker with them have been cut with no compensation for these changes. Characterization has to come from additions and trade-offs, not from restrictions. To show an example of characterization done well, allow me to go down the nostalgia road and bring up one of the most beloved Bioware companions: Minsc. Minsc is a man of the wilds, a barbarian. However, when Baldur's Gate came out, there was no such class in the D&D rulebook. So they took the next best thing (a Ranger), and gave to him an additional Berserk skill. In addition, to further cement his quirky nature, they traded the regular animal companion of a Ranger for Boo, a quick slot item that increased Minsc's damage output. By a single addition and a trade-off, Minsc became this unique, beloved character. This is the proper way to characterize companions: Additions and trade-offs. This way, the companions are given their own flair, their own personality, without getting in the way of gameplay. It allows the player to build the party based not on class-skill combinations, but rather, by choice of companions. It allows a greater enjoyment of the game.
Redundancy and overlapping within companions is a good thing, as it allows a higher party composition variety. Specially considering the emphasis on teamwork, having the team variety in options limited hurts party building possibilities. You're pretty much forced to pick an specific companion or do it yourself if you want a certain role in the party covered. Not that there shouldn't be specialists, but rather than a specialist shouldn't be the only one to perform his specialization task: being the best at something shouldn't mean being the only option to do said thing.
However, neither of those things are present in DA 2 companions: Their character sheet is even more restricted than Hawke’s, with less personalization options, and they have random skill trees missing. Even if it could be justified for the mundane characters (as weapon specialists), Magi characters being barred a spell school for no good reason simply does not make sense.
The limitations in customization and specialization placed around the characters are arbitrary restrictions that serve no true gameplay purpose, and limit the player’s creativity for no apparent reason. You might say it’s to properly characterize the companions, but as I explained earlier, I do not consider it a valid reason, when said characterization can be done in a much more engaging and creative way.

“The family angle”

*SPOILERS*

Apparently, in creator lingo, “exploring the family angle” equals “setting up a source of cheap, easy emotional punches for the player”. And the worst part is that it fails at it. The first family member we mmet that will be killed is killed in the prologue, before the player has had a chance to actually connect with the characters. And the way the characters act reinforces the feeling that the death was superficial and meaningless, there only for a perceived shock value: even the gameplay bit immediately after the scene destroys any semblance of impact the death could have (more on that later). There’s a similar scene at the act 1 finale, that only triggers if certain conditions are met, that has a much more meaningful impact in the player. By that point, the player has had time to become familiar with said character: we’re not being asked to care five minutes into the game, but after six hours of meeting and interacting with the character: the scene actually has weight because the player has been allowed to build a connection.
Then there comes another act 2 quest that tries to capitalize on this but fails. Mostly because at its resolution, the player is struck with the following thought “I’m talking to the magically animated disembodied head of my mother grafted to a rag built body”; which completely destroys any meaningful impact the scene might have had.

*END SPOILERS*

Gameplay and Storyline segregation
This is, without a shadow of a doubt, the most glaring, crippling, off-putting, recurring failure in the game. At every turn, the story the dialogue and codex tells, and the story the world and gameplay tells, are completely unrelated.
The dialogue tells that Kirkwall is overcrowded with refugees, and even before, it was already a bustling community. What we travel around is an almost deserted city with a scarce population that look more like cardboard cuts than actual people.
The dialogues with Bethany and the codex reflect a heavy Templar presence, and her fear that using her powers would result in her capture. The gameplay has us casting spells openly all around Kirkwall, several times in front of Templars, and they wouldn’t bat an eyelash.
The codex and dialogues reveal that Blood Magic is a risky affair, and that the power it grants ends corrupting the user beyond redemption; it also tells us that said forbidden lore can only be learnt by dealing with demons or cooperating with other corrupted mages. Gameplay has us spend a talent point and never throws the consequences at the player.
The slides and dialogue tell years pass between acts, yet no character changes looks, no merchants open new business, every city NPC (all three of them) remain exactly at the same place, leaving the whole city in stasis for the duration of the game.
I could go on, but I think I made this point clear: the lore and the gameplay tell two different, completely unrelated, and usually conflicting stories, and the player is at a loss of which one he’s supposed to follow, destroying any attempt at immersion.

The Story
I salute the effort in trying to show a different plot than “Hero saves the day”. I really enjoyed the fact that Hawke is not a hero, but a war profiteer that uses every chance he/she gets to turn the situation to his/her advantage. However, the former point –gameplay and story segregation – dilutes a lot of the impact the story would have, as the two conflicting stories we’re being told muddy the three vignettes about Hawke’s life changing events (his reclaim of his noblehood, his ascension to champion, and his involvement in the first battle of the mage revolution). The conflicting lore and gameplay do a disservice to the events in Hawke’s life we’re supposed to be caring about.

The Paraphrase Wheel
First things first, the way the paraphrase wheel mechanic works in Dragon Age 2 is an improvement over former Bioware examples (read: Mass Effect) and less of a headache. Then again, bashing your head against a wall until you hear a wet snap is also less of a headache than Mass Effect wheel; but you take your victories where you can.
The inclusion of the tone icons is there to help the character understand better the meaning of the paraphrases. However, they only clarify intent, not content. We’re still doing guesswork rather than choices, as we still don’t know what will be said, only how. This difference between intent and content needs to be pointed out: Choosing a dialogue option should be based on content, not intent, as choices are only meaningful when we know WHAT our character will say, rather than HOW. Being surprised by our own character is the fastest way to destroy the enjoyment of the game.
As a matter of fact, when we need the clarification the icons should bring the most is when they fail: choices. When we’re asked to take a position, the icons do absolutely nothing to help us know what each choice will actually mean: we’re left again at the mercy of incomplete paraphrases that do not carry enough information for us to know if the paraphrase we’re choosing is actually the stance our character would take. Simply put, paraphrases fail as a method of conveying information to the player, and due to their strict character limitations they can never convey enough information to allow the player to make informed choices; the best thing they can offer is educated guesses. And that is simply not good enough.
This huge, glaring defect is apparently offset by the voice over benefits. Due to my specific situation (I play the game in Spanish, an idiom the game is subbed but not dubbed to), I must endure all the drawbacks a voiced character comes with without enjoying any of the alleged benefits. I’m sure those benefits are there: I’m having a hard time figuring out how they can offset the glaring drawback of removing character control from the player in a RPG.
Now, I understand the reason behind the paraphrases: apparently subvocalization was a big enough problem in the focus test groups that there was the need to *force* the players to listen to the voice over by removing the subtitles and putting paraphrases instead of full lines. After several conversations with a fellow forumite (Upsettingshorts), and excellent fellow who actually experiences the subvocalization issue, we came up with a solution of compromise that would allow the paraphrases to remain while allowing people who want to know the exact content of the line to do so as well: Holdover over a paraphrase option for a few seconds would cause the subtitle associated with the full line to show up in the subtitle section. This allows both parties to be satisfied, as those with subvocalization problems can consider the paraphrase alone while those who want to know the full content of the line can simply wait a bit to learn its content.

Overall conclusion
It’s a pity. A better execution of the game, a better intertwining of gameplay and story, a more polished character and companion development, a more worked out combat system and encounter design would have made the game much better than the product we have in our hands, which feels unfinished. We can glimpse the game it wanted to be, it was supposed to be, around the cracks, and it is a much more engaging experience than the game that came out. The flashes of brilliance, specially the new story angle, are muted by all the gaping flaws in the product.


And I can’t even play as a Dorf.

Modifié par Xewaka, 25 mai 2011 - 09:03 .


#2311
Faust1979

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The only thing that I didn't like was the over use of the same levels with little variation.

#2312
TRSniper4

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I played and finished this game weeks ago, but I've been trying to let it digest a while.  First, let's start out with the positives:

-The player gets a wide range of difficulty options where he/she can choose between needing little or no strategy to requiring constant micro- managing of the fights.

-Not having to manage my companion's armor is a suprising boon.  I find I'm enjoying the game more with this "chore" removed.

-I feel like my main character's abilities are more customizable, since there are way more categories of abilities than there are points to spend on them. (An advantage ME1 had over ME2 in offering more abilities, in my opinion)

-My companions each have their own lives and feel less dependent on my character for all their needs.

-There are a healthy amount of sidequests, and many seem tied to the main quest (I'm not counting the "you dropped this" quests).

-I like the new friendship vs. rivalry system.  It makes me feel like my companions can't boss me around.
--------------------------------------------------------------------------------------------------------------------------------------

With that out of the way, let's discuss what I found displeasing about the game.  Just a few quick points:

-I was very disappointed with the recycled dungeons.  I've done extensive interior modding for both Morrowind and Oblivion, and I find it hard to believe that making a tileset and producing unique dungeons would break your budget.  I have no idea why you did this, but I just don't feel like this is the right solution.  

-I often felt like my choices didn't matter in this game.  With this being a Bioware title, where your choices usually determine the direction of the plot, I expected my experience to be much different.

-While I appreciate what you're trying to do for the LGBT community by making all characters bisexual, I feel that your political stance shouldn't take such a front and center place in a fantasy world.  There's already plenty of racism in Thedas (humans vs. elves, for example).  Why can't there be homophobia, or even sexism?  These negatives can make the game world feel more alive and realistic, IMHO. 

-As a matter of personal preference, I prefer realistic death animations to seeing all human enemies explode into clouds of gore.  When people are critically wounded by melee weapons, they usually just slump over and bleed to death.  That's what I would like to see.

-I found the new hurlock design to be rather... unthreatening.  You could do them a lot of justice by varying their appearance, making their movements more menacing (rather than the Three Stooges style chase-you-in-circles-with-my-sword-heald-comically-above-my-head appearance).  I also find their faces to be rather silly as well, but I'm honestly not sure how to recommend another look.  I personally prefered the DA:O appearance.

-I often found the "wave" fights in this game to be rather tedious.  I just want to smite a quick wave and be done with it.  Not to mention the unrealistic "ninja reinforcements," that often involved enemies in heavy armor dropping from a solid ceiling. 

-Note that the lore says that mages can't teleport, yet they teleported around the battlefield often in DA2.  Not only did this irritate me, but having them disappear right from under my noise was very annoying :P.

Hmmm... I think that just about covers it.  Overall, this game had a lot of potential, but it was held down by design decisions that sometimes make me question just how series a project this was to the dev team.  Enemies falling through the ceiling, exploding corpses, statues coming to life, etc all made the game feel like it was trying to be comical rather than dramatic.  I do appreciate the free copy of Mass Effect 2, however.  That's the first time I've gotten a free game since I recieved Doom for purchasing the Sega 32X.  :P 

Thank you for reading.  :) 

#2313
Lumikki

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Little about group control (in PC).

I think you Biowares developers should look old "Dungeon Siege", the first one. I mean it has a lot of group control details what helps player. Mostly directly in UI.

1. You can arrange party formation
- You can example put you characters in so that melee's are in front, while you still control you mage behind. This is better than DA serie allows. They actually moves so that melee's move front of you "mage" character.
- You can change the formation directly from UI
- You can change any group persons location in movement formation as changing they order in character list. It can done by just draging "picture" from one spot to other.
- You can make any person in group as controled member, doesn't have to be the first in list. First selected is the active controled person and gets circle around the feets, while others have triangle in screen.

Why group formation is important? Because if you play warrior as melee, you can lead and all others come behind. How ever, when you play range attacker, you want others go first. Point is, melee (warrior, tank) character can play they own character all the time, while range based character player is forced to jump between characters a lot. Mostly because enemies attacks first person they see. You don't want that person to been the weakest character in you group. (What could be players character)

2. You can define induvidual orders as how to characters behave
- Not as good options like in DA series tactics, but you can change them in UI and not be forced to go in tactics. It gives faster and better control in combat for group directly from UI.
- Movement: Move freely (look and follow enemies), Engage (follow only when attacked), Hold Ground (don't move)
- Attack: Attack freely (attack anyone in range), Defent only (attack back), Hold Fire (doesn't attack at all)
- Targeting: Attack closest, Attack strongest, Attack weakest
- You can also pick multible character same time and then change all they behaviot from control in one click.
- You can change base behavior fast in UI and most important do it for induvidual character too.

I think the real problem is usually that games doesn't really seperate range attackers actions and melee attackers as group. I mean player often wants melee attackers to go first in to battle and take first aggro, but because range attackers have longer range in they attack, they see the enemy first. This means player often wants rangers wait little bit so that "tank" or other melee's have time to engage first. Player needs ability put ranges in hold easyly.

3. Pause and Time control
- DA series you can pause, but DS can also slow time, like between 0.2-1.2 (80% slower to 20% faster)
- This can be very handly in some situations. In hard battle slow time or in empty long walk make time go faster.

My point in general is that while DA series tactics are very good and I love them. You have still improvements to make. Mostly have ability control group directly from UI without going in tactics options.  I think it's more like different between customize character behavior and actually have UI based group base behavior control. Like DA series have base behavior too, but it can't be changes directly from UI, you need to go tactics options. DS also does allow hide the group control allmost totally from UI, that's the arrows there. I think even in your game there could be some way to have party formation and have example more than one tactical profile as fast change.

I think picture tells it better: In right lower corner in UI is the small control box and character list selection is in left upper corner.

Posted Image

PS: Don't assume what I say or you think, is what "all" others do. There is allways people who use different kind of tactics and have diffrent kind of needs.

Modifié par Lumikki, 27 mai 2011 - 01:55 .


#2314
Guest_Trust_*

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The icons on the dialogue wheel can be confusing. They are all explained what they mean in the official strategy guide book.

But why not put the explanation somewhere in the game? :?

Modifié par AwesomeEffect2, 26 mai 2011 - 08:33 .


#2315
KennethAFTopp

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I really think we need to go back to the tier system, and for that matter a more cross pollination between classes, for instance me I love having light armored warriors, not rogues but warriors and I love playing stuff like that.
Secondly dual wielding swords again please.

#2316
PicardCity4

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I feel like playing the bidding of a puppet master. The game's 3 main plots: the deep road expedition, the qunari war, and the templar-mages conflict. their outcome seems set in stone no matter what choices I make, one way or anothe it ends bad.

#2317
berserkerblob

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Although I've once already stated my critique, I want to make another comment but this time I' ll try to make a proposal on a possible way to have more sidemission variety.

I've recently finished L.A. Noire and having done that I really wondered why the DA franchise but especially DA2 doesn't have any kind of real investigation missions. Since exploration is basic to most singleplayer based RPGs I really don't get the point that these collected items aren't incorporated for puzzles like it have been done in point-and-click adventure from the past.
I personally miss the opportunity to investigate i.e. that you have to search for evidence for or against certain subjects. And you wouldn't have to have the gameplay mechanics like L.A. Noire or its mimics.
I imagine a mission with a double agent or some different kind of traitor who is responsible for leaking secret plans against a possible qunari invasion you should try to identify that person by collecting evidence which could reveal the spy. Finally you could have some sort of interrogation as certain evidence would unlock special dialogue options for questions or answers for accusing.
If you succeed in uncover the whistle-blower, it should lead in new alternative story branches.
Imagine that you could uncover an assassin and by doing that you could avoid the death of one of the most powerful characters in the story, you could save sombody important like the old woman from the church. And by having these sorts of sidemissions with possible impact on the main story arch,as a player you would also be motivated to replay the entire game just to see if there could be some way to change the story in a more desireable direction.
In addition to that there should be some sort of stealth missions where you (and only one person, a roque from the squad infiltrates and) operate within hostile basements where you could find evidence for a secret complot against the ruler (like in Orlaisian one for example). Helping certain rulers would help to form coallitions between foreign states against same enemies. You could think of Ferelden and Kirkwall allied against the qunari from the north.

But besides that i'd really like to see more puzzles that requires thinking. I think that there are too many sidemissions which are pretty much the same and that seem to be a little bit cheesy. I don't want to collect something and bring it back to a person i've never met before. Instead i'd like to see real adventure puzzles where you have to combine several items to a specific problem in order to solve it. that could nice and as a result there would be more unique side missions which would also require using your brain.

Modifié par berserkerblob, 27 mai 2011 - 06:27 .


#2318
Lumikki

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I think I will add to above players comment.

One thing what I have notice in many years of playing games, that many games allways repeat same stuff again and again. Example "Tomb Raider: Lara Croft" series, where many different kind of actions was possible, game was still just climing in walls. In DA2 it's mostly just killing enemies, no variety in action side at all, no variety as how to finish quest. Sure, your quest end result maybe different , but it was just quest to kill enemies.

Why not have many different kind of "quests" in same game.

One could be:
- Investigating mystery
- Puzzle solving
- Acrobatic kind of quest, like avoiding traps or climing walls.
- Trying to defend or attack to castle.
- Search for missing person in wildness.
- Negotiating diplomatic solutions between two arguing party.
- Stealth behind enemy lines and steal something.
- Rescue someone from enemy
- Escort someone from one place to other

There is a lot of possibilities. I don't mean one quest been different and 100 others been, hack enemies, I mean balance it more equal, like half hacks and half other kinds. Too many of your Biowares games still repeats same kind of quests. That's booring way to create quests, repeating same formula is never good. I know it takes more effort to create real variety, but it could be worth of it. Variety is the key.  Have some situation where group is traveling in boat and something will happens there. Give the game feeling like player is in adventure, not just picking random quest where player will hack everyting dead and then returns for rewards.

Like I sayed before, why only one way to solve "quests". Why only one kind of quest, "kill all" ?

In general I think in DA2 the best parts was:
1. Arrival to kirkwall to start of act one when Varric joins.
2. Start of deep road to end of deep roads, including before and after cinematic scenes.
3. Second act when dealing with Qunari leader.

Worst possible in DA2 was act one collect the 50 gold. It feeled like some mmorpg where I have to clean this maps quest first, so I can enter next map as been stronger enough for it mobs. Yak.. I don't mean some quest wasn't very nice, but it was just:  get quest, kill all, get reward, next job...

Modifié par Lumikki, 27 mai 2011 - 09:47 .


#2319
Feanor_II

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I'm finding quite irritating the continuos waves of enemies appearing aout of nowhere while I'm getting rid off the previous wave.
One of the things a least like on DA:O was the excess of fighting on Orzamar, DA2 is much worse than it!

Also, something that never happened me compared with other Bioware games: I'm finding very hard to complete the game, not because ot is difficult.... because I don't feel like playing it!

Modifié par Feanor_II, 27 mai 2011 - 11:08 .


#2320
SMDKeef

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I agree with all the faults listed above, so I won't belabor them. Strangely, the Junk provides a comforting bit of immersive realism in a highly unimmersive and unrealistic game. My concerns include:

Absence of skills - in games such as DAO or NWN2, the use of skills provides significant roleplaying opportunity and variety in how to deal with problems. Obviously, NWN2 does this far better than DAO, given the quantity and variety of skills and their usage.
Weapons - DA2 class weapon restrictions are nonsense. Seriously, my rogue can't use a longsword, and my warrior can't use daggers?

I happily replayed DAO several times. I can't seem to finish DA2, it's dull as dishwater. Bioward really laid an egg.

Modifié par SMDKeef, 28 mai 2011 - 05:25 .


#2321
The Halfman

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The main problem I had with playing DA2 was that every faction was in the wrong, the mages were demon summoning lunatics much of the time, including the first enchanter who was funding necromantic blood magic for many years whilst on the other side Meredith ran a overzealous murderous templar (despite how I see the task as necessary). Having both sides so dislikeable despite exceptions just means I cannot actually replay the game with ought the urge to just uninstall and throw the cd in the bin.
Every way that you turn in DA2 it seems to become more dour finishing when the understandable personas of Meredith and Orasino were turned into monsters just for the hell of it.

#2322
TheStrand221

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This would be a drastic change to DA game mechanics, but I'll throw it out there anyway: get rid of taunt. MMO aggro mechanics are designed around making AI behave in ways no player ever would, and are very meta-gamey. This was less of a problem in DA2 because of the damage warriors could do, but it's still an issue.

Here is a wild idea: warriors that can actually defend their companions. In both DA games, even if you position yourself right in a door way or hall, it's almost always possible for enemies to shuffle by you to attack your back line. Some mechanic for allowing two warriors to exercise some sort of zone of control and keep enemies back would be nice. Making flanking and rear damage multipliers higher would also help prevent situations where it makes sense to focus down a mage or rogue while a warrior stabs you repeatedly from behind, before turning to face the tank.

#2323
solid_sandman

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I can still remember wanting to come home from work to play Dragon Age:Origins. I was in awe of the brilliant writing and IMO great game play. DA:O felt like a D&D adventure written by a mastermind DM. The D&D feel of the game really won my heart over. I can Honestly say I loved this game and all it had to offer. When I heard of DA 2 I was excited (I needed to change my pants about 4 or 5 times due to excitement) that this amazing game was getting a sequel. The days till release started getting closer and some opinions started floating around about how "This game is going to be garbage." I disregarded these as attempts to troll. Come release date you bet i was there for my DA 2. After finishing the game and trying to find all the positive things I could, I found my self disappointed. The game just did not give that same "I cant wait to keep playing" feeling that came with origins. Please save Dragon Age!!! My hope to all of the Staff at Bioware that you make a kick ass comeback.

#2324
KoZed

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I'll start with the bad. Things I didn't like, why I didn't liked it and how it could possibly be improved:


1. Recycled dungeons
Everybody mentionned it. The reason it feels so bad is because it completely removes the feeling of progression. It feels like work. Going to the same old place time after time. That's the exact opposite of being on an epic quest feels like.

2. Lack of interesting unique weapons/armors
In DA:O, it seemed that every new quest had me stumble accross some great new unique weapon or piece of armor. That seems all gone now. Again, takes away from the feeling of progression.

3. Companions armors
I have trouble immersing myself in a game and believe that time and years have gone by when my companions look just the same by the end of the game as they did when I first met them. Just another thing that takes away from the feeling of progression.

4. Cookie-cutter enemies.
What's supposed to be the difference between regular Qnaries and rebel Tal Vashoth? Or between Followers of She and Raiders or Slavers? They all look the same, fight the same, feel the same.



Now, the good:


1. Battle Engine
I really like the new engine. Mostly the speed of it. I went back to DA:O and I can't believe how slow and clunky it was. I especially can't live without the better controlelr vibrations now. Nothing to complain about here.

2. Graphics
The faces seems more distinctive now. I think the art direction made small changes that made overall facial expressions move away from the uncanny valley and characters more recognizable.

Small things:

1. Running speed
In DA:O, if I unsheathed my weapon I'd run slower. Now it's the opposite. The problem is that the damn weapon will sheathed itself again. I hate slowly jogging through a damn level just to get to the other side. Please have 1 mode that allows for constant running/jogging mode.

2. Mages' auto-target for AoE
One of the most annoying thing about playing a mage. I'm trying to send an AoE spell in a certain direction by the camera completely flips 180° because there's some mob behind my character.

3. Lack of environment changes over time
I'm currently going through 3 playthroughs at the same time. Rogue in Act 3, Mage in Act 2 and a Warrior in Act 1. I absolutely can't tell the different between any of them because the dungeons are all the same, the companior armors are all the same and, most of all, the environment is the exact same for all of them.[/list]

Modifié par KoZed, 29 mai 2011 - 10:07 .


#2325
Jackaranda

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Ok so after going through DA:O and all the DLC and expansions and then all through DAII for the last like 2.5 months I finally have something to add to this thread. ( and by somthing I mean a mammoth load of feedback)

Biggest Criticism: The events of DA:O, whilst maybe not as politically significant as DAII were still epic and the decisions were huge, eg the fate of the mages and the circle, the attitudes towards city and dalish elves and the rulership and foreign policy of the dwarves. However both times that I transferred over a DA:O save file to DAII it felt like the only decisions that were referenced were, the fate of my hero after the battle with the archdemon, the identity of the king/queen and thats about it. The attitudes towards elves and mages did not change at all based on prior decisions (obviously free marches and fereldan arent the same but you'd think the fereldan refugees would make a difference). The Dwarf leadership etc was reference about as much as I expected given that the only dwarves in DAII have been 'above' for all/most of their lives.

However I didnt feel as most seem to that my decisions WITHIN DAII were insignificant, whiles some choices were offered which inevitably had no effect it was pretty obvious that Hawkes choice/stance/opinion wouldnt be paid much attention to by the important characters of the game. There were many instances where you could affect the fate of characters and the way in which events occurred eg the fate of Hawkes mother and how the conflict with the Arishok(spelling?) is resolved. It makes sense for DAII to have a partially predetermined story in order for the world of Thedas  to be changed as drastically as it is by the game on any playthrough which I commend the writers for. Hawkes story could easily just have been some added lore and have the game after origins be 'Thedas is on the brink of war this is why now go fight' and I'm SOO glad we got to play the build up to that although I'll admit it would have been nice to have an effect on say which side has an upper hand due to Hawkes support (obviously this could still happen for 3)

Brief other issues of praise/criticism:

Enemy rogues were too powerful and their was a lack of powerful 'lieutenant' level warriors.

I liked the storyline better than Origins it was much more original with focus on the unique Qunari race (which I loved as a culture/political group/non-religion in contrast to both the Chantry and the non-religious kirkwallians) please keep this deep level of story which is tied together rather than the more disjointed vignettes of DA:O (or even better combine the two as they are both good styles and could build on each other well)

I also loves the companions the were much more interesting than those of Origins and much less of archetypes (not that those of DA:O were THAT much)

However the romances whilst amazingly written they were very weirldly executed, like how anders always seems to think your character is interested even if you never flirt with him and if you turn him down he hates you even if you never gave any reason for him to think you were interested.

It looks like this is what will be happening with DLC/Add-Ons/Expansions to DAII but I'll put it out there anyway. MORE REGIONS/AREAS! Please?


The 'junk' system was very jarring during play to me like how books of lore and fetch quest items were classed this way. However the new interface in general I loved it was much more easy to use.

I though the level up system was the best of any make-a-hero RPG I've ever played, the attributes actually tell me what the affect rather than just 'this is good for rogues' and the ability tress were FAR superior to the linear ones of Origins. The only think that was taken out from DA:O which I felt should remain was the unlocking, and persuasion skills. (the crafting skills i think could be present but untiered eg you have to have the herbalism skill to make potions and the trap skill to make traps but there's no need to spend all your point on being able to make a really powerful poison you'll probably make about 3 times and use twice.)

I loved companion armour it makes so much more sense than have every warrior look the same and every mage look the same, it made companions feel like the had more personality in expressing themselves via their clothes/armour. However I would like to have seen the look change more for the less Iconic character looks: eg Aveline with more 'teirs' of armour on her way from soldier up to captain of the guard. However I'm gald tha Isabella for example looked the same throughout.

The environments were re-used as has been commented on enough already but it was more th fact the areas looked the same all through the games, I would have liked Kirkwall to 'age over the years with empty houses becoming used and vice versa, NPC not standing in the exact same place for 10 years and maybe the weather to change, like if act 2 had happened in winter with snow or somthing.

I also loved the enchantment system but felt in could have been a little more complex.

Would love some kind of  cross-class hybridity eg a mage that can use blades. Just because you can use magic doesnt mean you dont know how to stab people eg what if you were a soldier before your magic was discovered? would you suddenly become incapable of using a sword?

I think combat difficulty could do with being more customisable than just having levels eg weaker enemies but friendly fire still possible or stronger/more intelligent enemies but no friendly fire (I would love to play either of these for more challenge despite my low level of skill as I find have stronger enemies AND friendly fire on at the same time too difficult so I can only ever play the easier difficulties where I would prefer more of a challenge for my skill level
last note: Please bring back the different types of darkspawn eg hurlocks and shurlocks.

P.S. Soooo sorry for the mammoth post, I just hope I get props for the feedback rather than groans for the length.

EDIT: a couple small things added that I agree with from other posts.

Modifié par Jackaranda, 29 mai 2011 - 10:54 .