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What do you want for Dragon Age III?


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#326
errant_knight

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-Isometric view

-A return to more realistic combat

-A return of the skills and spells that were stripped out.

-More specializations, and not just for the PC

-A return of the original templar animations, and particularly a truly ranged Holy Smite.

-A return to the DA:O style codex and journal. Reading isn't bad or scary, honest, and the codex was an important part of the game, as well as both amusing and enjoyable.

-ability to use more than one weapon type if desired, particularly ranged and melee.

-no junk and the return of item descriptions.

-meaningful loot--all usable for all characters with appropriate stats--all potentially interesting and varied. Not the same boring things over and over again with only minor stat differences and in the same styles, as in DA2.

-ability to outfit companions as we see fit and suits our roleplay.

-availability of 'traditional' armors from the first game.

-return of the mastiff type Mabari

-If there can be no return to the modeling and rendering style of the first game, then some middle ground between the styles of the first and second games. Especially with people.

-No paraphrasing. That automatically turns the PC into an NPC and is incredibly distancing.

-Conversation at will, at any time, and from the PC''s POV with the exception of establishing shots. More real conversations with the companions that don't necessarily relate to recent events. Conversation in DA:O was the main reason it was as engaging as it was. The game should not be controlled by and built around cutscenes.

-No character decisions being made for the player in the cutscenes and out of the player's control (ie the end of the boss fight in MotA, , which I otherwise enjoyed a great deal, taking into account the fact that DLC can't make meaningful changes to game structure.)

-A toolset

-battles that don't repeat a predictable style. ie. Wave, appearance of boss, boss retreats, wave, repeat.

-no spawning on enemies in plain sight.

-more numerous and varied battle cries and combat remarks as in DA:O

-I can see why the approval system was adjusted to avoid the feeling that bribery solved any problem, but the rivalry system didn't work for me. There was no believable reason that rival companions stuck around and rivalmances were more than a little pathalogical. I can see it being possible with some characters, but not all. That was just weird. Behaviors of all kinds should come out of characterization not convenience and universal availability.

Modifié par errant_knight, 06 novembre 2011 - 07:29 .


#327
jbrand2002uk

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^ sorry to disapoint but unless BW does another total 180 you unlikely to get most of whay you've listed as it would require a total return to the DAO format as for the return to realistic combat pensioners with zimmerframes could fight more realistically then the characters in DAO but then again most DAO gamers know diddleysquat about real combat so im not suprised

#328
Uccio

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^ Hah hah! You´re saying DA2 had more realistic combat then? :)

Modifié par Ukki, 06 novembre 2011 - 09:47 .


#329
Sresla

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Oh sure, I'll bite with a few short requests.

1. Don't release something like this http://www.gameinfor...m/p/da2map.aspx to the general public without the intent of following through. To say sticking around in an unchanging Kirkwall for 7 years was boring is an understatement. Not to mention unrealistic for my mage!Hawke who has a better sense of self-preservation than hanging around an explosive mage/templar situation.

2. Don't make the protagonist the exception to the rule. I like playing as a mage (I did so in DA:O as well) but it made next to no sense to be one in Dragon Age 2. You're able to walk around without any of the reprocussions that touch your brethren, under the guise that you're the "Champion of Kirkwall." When the game's primary conflict centers around the interplay between templars and mages and how the groups are treated (both to one another and by the general public), to have a single individual above the conflict in such a manner feels unbelievable. To be fair, we only got a few glimpses of that in Dragon Age: Origins as well - where NPCs would refer to you being a mage or an elf (or both) with distinct distaste, but if the mage class had been eliminated in DA2, I might have had a little (not much) more respect for where the story was trying to drag me.

3. Speaking of elves, please return them to their DA:O look. I've seen polls and conversations about this - about how some people like the new art direction, and others (like me) find the new models atrocious so I know this is a touchy subject, but this is such a dealbreaker for me, I'd probably even bump it up to change #1 for DA3 I'd like to see. With the exception of Fenris, Merrill and Varania, almost all the other elves were eyebleeding to look at. For all their supposed beauty, making them desireable as both slaves and servants, I certainly didn't see it in DA2. They weren't all beauties in DA:O either (Camlen anyone?) but they were far and away better than nearly every elven NPC in DA2. All this bunk about needing to make them distinct is... bunk. We know they're elves. Trust us - you've already put them into a position they rarely find themselves (the downtrodden, slave class) in most fantasy stories. Leave well enough alone; dial up the prejudice and bring back their old look so we can actually believe someone would want one of these elves in their house to serve as eye candy. As much as Hawke probably should offer Orana gainful employment, I couldn't bring myself to do it, knowing
Image IPB
would become a permanent fixture in my mansion.

4. And now that we're talking about Origins - if you're going to have cameos of characters from previous games, don't change how they look, regardless of art direction or any other excuse you want to give. Alistair and Teagan were almost unrecognizable and the less said about Zevran, the better. Nathaniel Howe, Cullen, Leliana and Anders were also effected, although to a lesser extent. I don't care if it's been 4-5 years, what was done to them wasn't age, or the consequences of the Joining - it was just... bad.

5. Return healing to being dynamic. I was a healer in DA:O and I always felt like I had something to do. DA2 was, quite possibly, the least fun I've ever had in a game, EVER (and I've played EQ where you did healing rotations) as a healer. I know making healing fun is a difficult task - one that a lot of games struggle with - but not everyone likes dragging the static game-provided healer with us everywhere.

There's more but I said I'd keep it short. Plus, I know some of my requests (silent protagonist, Warden returns as main character) have already been confirmed as "not gonna happen."

Modifié par Sresla, 06 novembre 2011 - 10:50 .


#330
The_11thDoctor

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All the problem of DA2 fixed, World 2x bigger than DAO, but with Uncharted level detail and beautiful graphics. A story without plot holes smacking you in the face every 2 secs, Better story, Choices you can make and that matter, Voiced Main character, epic story, Morrigan, horse battles, etc. DA2 list of problems to be fixed:

Choice was missing in the game.
Couldnt romance everyone in party or game
Customizable armor for entire party was missing
glitches were game breaking and happened often
no co-op
runes sucked
no dual wielding for warriors and rougues
no blizzard spell for mages
no auto death ball spell for mages in your party
no healing spell for all mages in party.
recycled areas
no weather
no horses or cloaks
no female Qunaris or Dwarfs
bad modeling for most the characters in the game
terrible hands both modeling and texture wise
choices didnt matter
pop in enemies
lack of strategy in fights
bland skin textures
bland environments
side quest being mandatory to continue main story instead of just stating it's main story.(annoying if you just want to do the story and find out you have "some business left in the city...")
can't save any family members but you can save kirkwall...
Lack of NPCs doing anything in city(no travel patterns, they dont change in 10 years clothing wise, where they are, conversation wise, they dont leave or more people dont come in the city etc.)
Lack of clothes for 10 years for all party members
Lack of expressing time passed( I had no clue any time pasted until someone informed me?! I never met them, but they all know me? Really?! Total disconnect!)

Rest is icing on the cake

#331
TanyaT

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apart from the involving emotional story lines and characterisations, why I keep returniong and thinking about them instead of the non-Bioware ones I'm playing, just one thing please .... map notes & pins!

if I've not found a key in an area I want to note it one my map; if I've gone into an area with fights too tough for me, I want to note it down to come back later; can't open a chest? note it down for later etc


oh and can we run & jump & do flick-flacks à la Ego Draconis? it's better as a girl, but couldn't be arsed to search for it

#332
res27772

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Some things I'd like to see in DAIII:-
1. The ability to import your actual character from either Origins or II (I thought we'd have that option for DAII)
2. Human, Elf or Dwarf character choice again.
3a. The ability to choose your allegiance - Good or Evil
3b. Failing that, the choices you make in the game directly influence your path - Good or Evil - and thereby influence how the game develops.
4. A wider variety of character creation options in terms of appearance and background
5. The game to be more Open World, think something like Oblivion or Fallout 3 where you can walk everywhere instead of having to load in to every location
6. Post-campaign ablilty to explore and develop your character

#333
puppy maclove

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A game that doesn't suck would be great!!!!

#334
Plaintiff

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Have I posted here before? I probably have. Oh well.

For the most part I enjoy the direction DA2 took, but for the next installment I would very much like:

- A plot with a much wider scope in terms of travel. I'd like to explore multiple countries in Thedas. Antiva and Rivain in particular, but also Orlais.

- A Rivaini seer as a party member. I hear they allow spirits into their bodies on a regular basis, I'm curious to see how that works.

- A Tal-Vashoth party member, possibly a female Kossith, because we've yet to see any of the women.

- More new armor designs. The armor was a great improvement on DA:O, and the option to hide my helmet was much appreciated, but it was hard to find stuff I liked much. I'd especially like it if more mage armor sets had coats and pants instead of long robes. I realize this is something of a staple of the fantasy genre, and hard to break from, but I have a really hard time believing that I could go clambering up mountains and fighting demons without tripping on the hem.

- A crafting system that is more involved and more useful. Crafting in DA:O and DA2 is lacklustre. I find myself completely ignoring it except for the very few early quests in DA:O where it's required. It's not much fun and I have very little use for the items it produces.

- More gifts! I love giving gifts to my companions, especially when they prompt cutscenes.

- Further development of the dialogue wheel. It was a vast improvement on the dialogue system in Origins. I really like knowing the emotional intent of the line I'm going to speak, it was very annoying in Origins to have Leliana and Morrigan falling in love with me when I was only trying to be friendly. I'd like to see more options on the dialogue wheel; "happy, sad, etc". There were occasions where the choices felt limited and the paraphrasing wasn't always an accurate summation of the line that is actually spoken.

- If you're going to give us a "home/hub" area like the party camp or Hawke's manor, I'd like to be able to decorate/customise it a bit. The party camp in Origins was okay because the characters were there to talk to as much as I wanted, but Hawke's manor was kind of dull. The occasional cutscenes that took place there were nice, but I want more utility.

- More random encounters while moving on the map, DA2 didn't have nearly enough.

- If the plot is going to take place over several years, then I'd like to see the PC have more of an impact on locations that they visit, based on their choices over time. Not to the same degree that games like Fable necessarily offer, but something on the same level as the Assassin's Creed series would be nice. For instance, if the PC frequently goes to a particular shop, or takes an option to invest in it, then it could become more visibly opulent to reflect the wealth the store owner has accumulated, and unlock higher levels and a wider variety of items for purchase. Things like this would make the Dragon Age world seem much more real and dynamic.

-If there's a way to tweak the hotkey system for consoles so that I can quickly access more spells/abilities at once, that would be nice.

-The attack animations for sword/shield warriors could be improved, they were very dull compared to all the other options.

Modifié par Plaintiff, 27 novembre 2011 - 02:01 .


#335
Nyreen

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Humorous and lighthearted characters and love interests. None of this brooding manpain, thank you very much.

#336
Riknas

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Plaintiff wrote...

Have I posted here before? I probably have. Oh well.

For the most part I enjoy the direction DA2 took, but for the next installment I would very much like:

- A plot with a much wider scope in terms of travel. I'd like to explore multiple countries in Thedas. Antiva and Rivain in particular, but also Orlais.

- A Rivaini seer as a party member. I hear they allow spirits into their bodies on a regular basis, I'm curious to see how that works.

- A Tal-Vashoth party member, possibly a female Kossith, because we've yet to see any of the women.

- More new armor designs. The armor was a great improvement on DA:O, and the option to hide my helmet was much appreciated, but it was hard to find stuff I liked much. I'd especially like it if more mage armor sets had coats and pants instead of long robes. I realize this is something of a staple of the fantasy genre, and hard to break from, but I have a really hard time believing that I could go clambering up mountains and fighting demons without tripping on the hem.

- A crafting system that is more involved and more useful. Crafting in DA:O and DA2 is lacklustre. I find myself completely ignoring it except for the very few early quests in DA:O where it's required. It's not much fun and I have very little use for the items it produces.

- More gifts! I love giving gifts to my companions, especially when they prompt cutscenes.

- Further development of the dialogue wheel. It was a vast improvement on the dialogue system in Origins. I really like knowing the emotional intent of the line I'm going to speak, it was very annoying in Origins to have Leliana and Morrigan falling in love with me when I was only trying to be friendly. I'd like to see more options on the dialogue wheel; "happy, sad, etc". There were occasions where the choices felt limited and the paraphrasing wasn't always an accurate summation of the line that is actually spoken.

- If you're going to give us a "home/hub" area like the party camp or Hawke's manor, I'd like to be able to decorate/customise it a bit. The party camp in Origins was okay because the characters were there to talk to as much as I wanted, but Hawke's manor was kind of dull. The occasional cutscenes that took place there were nice, but I want more utility.

- More random encounters while moving on the map, DA2 didn't have nearly enough.

- If the plot is going to take place over several years, then I'd like to see the PC have more of an impact on locations that they visit, based on their choices over time. Not to the same degree that games like Fable necessarily offer, but something on the same level as the Assassin's Creed series would be nice. For instance, if the PC frequently goes to a particular shop, or takes an option to invest in it, then it could become more visibly opulent to reflect the wealth the store owner has accumulated, and unlock higher levels and a wider variety of items for purchase. Things like this would make the Dragon Age world seem much more real and dynamic.

-If there's a way to tweak the hotkey system for consoles so that I can quickly access more spells/abilities at once, that would be nice.

-The attack animations for sword/shield warriors could be improved, they were very dull compared to all the other options.


I'll go with this, thank you.

#337
soren4ever

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I've said this before on other threads but it's still true.

From DA:O

1) Multiple Origins and Race options for Protagonist
2) Non-Combat Skills (Stealth, Coercion, and Stealing)
3) Companion Customization
4) Meaningful Choices and a better Epilogue/Ending
5) Darkspawn Design
6) Arcane Warrior Specialization
7) No class Restrictions on Weapons and Weapon Styles

From DA2

1) Faster Combat (Minus Waves of Enemies and Teleporting Enemies)
2) Elf and Kossith/Qunari designs
3) Talent Trees
4) Voiced Protagonist
5) Crafting and Resource Collecting

I would also like to see the graphics less "cartoony" than DA2. Maybe some sort of middle ground between DA:O and DA2. And I want the setting to be more than just one city and its surrounding area. At least one whole country, if not more than one country.

Modifié par soren4ever, 28 novembre 2011 - 12:48 .


#338
Heimdall

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-Wider Travel- A whole country at least would be nice

-DA2 Combat- with somewhat toned down animations and encounters the likes of which were used in the recent DLCs

-Origins-I'd settle for three as long as one of them let me play as a Kossith, love the horns

-Elf Designs- Not that I need them changed altogether, but something needs to be done about their shoulders and necks, which sometimes look very strange

-Non-Linear Storyline- I liked DA2, but I think I preferred the format of DA:O, the old do-four-locations-before-the-final-quest-chain does work and furthers the illusion of meaningful choice that still has many DA:O players fooled.

-Crafting-DA2 system please

-Party Camp-I liked each companion having their own location, but there should be a better way to balance that with how annoying it could be to run around and visit them all.

-Map Travel-The blood drop footsteps of DA:O were preferable

-Silent/Voiced Protagonist- You know what, I really don't care anymore

-Epilogue-Too much cliff hanger at the end of DA2

-Companion outfits-Still unique, but much more customizable at least in terms of appearance than in DA2

#339
stoicsentry2

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1. Make it like BG2.
2. ???
3. Win.

#340
Anadriel

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1. More landscapes like on DAO but with faster missions like on DA2.
2. Return of some degree of apearence customisation for companions.
3. DA2 fast combat system, without teleport or waves, and with fatalities/crit. hit animations.
4. More playable races.
5. DAO elf design, I dont fancy the big eyes.
6. Return of the kiss option, on DA2 after the sex sequence romance was - "Yes my friend?"
7. Talent trees.
8. Voice over like on DA2.
9. I would like to know what hapened to my char and Morrigan's son someday...
10. I wouldnt mind having Zevran, Alistair, and Fenris back on my team (I enjoyed the humorous responses of the first 2, I dont remember giggling that much on DA2, though I admit its chars add some appeal too).
11. Like someone before me said, conversation with companions like on DAO. DA2 ones are a lot less memorable, and had a lot less to say.

#341
FieryDove

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errant_knight wrote...

-Isometric view

-A return to more realistic combat

-A return of the skills and spells that were stripped out.

-More specializations, and not just for the PC

-A return of the original templar animations, and particularly a truly ranged Holy Smite.

-A return to the DA:O style codex and journal. Reading isn't bad or scary, honest, and the codex was an important part of the game, as well as both amusing and enjoyable.

-ability to use more than one weapon type if desired, particularly ranged and melee.

-no junk and the return of item descriptions.

-meaningful loot--all usable for all characters with appropriate stats--all potentially interesting and varied. Not the same boring things over and over again with only minor stat differences and in the same styles, as in DA2.

-ability to outfit companions as we see fit and suits our roleplay.

-availability of 'traditional' armors from the first game.

-return of the mastiff type Mabari

-If there can be no return to the modeling and rendering style of the first game, then some middle ground between the styles of the first and second games. Especially with people.

-No paraphrasing. That automatically turns the PC into an NPC and is incredibly distancing.

-Conversation at will, at any time, and from the PC''s POV with the exception of establishing shots. More real conversations with the companions that don't necessarily relate to recent events. Conversation in DA:O was the main reason it was as engaging as it was. The game should not be controlled by and built around cutscenes.

-No character decisions being made for the player in the cutscenes and out of the player's control (ie the end of the boss fight in MotA, , which I otherwise enjoyed a great deal, taking into account the fact that DLC can't make meaningful changes to game structure.)

-A toolset

-battles that don't repeat a predictable style. ie. Wave, appearance of boss, boss retreats, wave, repeat.

-no spawning on enemies in plain sight.

-more numerous and varied battle cries and combat remarks as in DA:O

-I can see why the approval system was adjusted to avoid the feeling that bribery solved any problem, but the rivalry system didn't work for me. There was no believable reason that rival companions stuck around and rivalmances were more than a little pathalogical. I can see it being possible with some characters, but not all. That was just weird. Behaviors of all kinds should come out of characterization not convenience and universal availability.


I approve of this list.

I would also add steal Georg back for the combat end of things.

I miss my Blizzard and the old specs that were left behind...sniff (And DW/Archer warriors) along with secondary weapon swapping tab and locking talent bar.

#342
Hurlockkiller2

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What i dislike about DA2 and origin is that both the warden and the hero are just plain human. Even though they both wield 2 meter long sword or create a firestorm in the middle of the battlefield they have no unique abilities on their own. It's better if the hero is someone special who wields the soul of an old god or something.
My hawke is a badass reaver who drinks the blood of his enemies and wields a sword that cut directly into ones soul. My suggestion is create a hero who could do something more badass like tearing and manipulating the veil, something unique and special for him.

other things
-shinier and unique items and add a background story to each of them
-more handcrafted unique dungeons
-elaborate the codex
-more badass magic like the ones used to destroy the chantry
-make templars dispel magic & hostile mages more magic
-get back to saving the world from utter destruction

#343
Sir JK

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Hmmmm
I find DAO fun and DA2 great, overall I want Bioware to continue to go in the direction they started to go towards with DA2 in some regards.

But for things that I find lacking in both games:

1. If I am given a choice of race, then I want that to be an important decision. I don't want to be a human with pointy ears if I am an elf. I want to be an elf. Physically, culturally and above all socially. Bar me from high society. Assume I am a servant. Have guards think I stole that fancy sword. Make my threats empty. And also allow me to use that.
Same applies to class. If I am a warrior I want the game to ackowledge that. If I am a rogue I want it to acknowledge that. And especially if I am a mage.
Being given access to entire subplots that are class specific would be absolutely wonderful.
But if I can't have that, then a fixed-race pc is preferable.

2. Integrate mechanics and narrative. I want the mechanics to follow the narrative. I want to be just as lethal as the narrative says I am. And just as mortal as the narrative needs me to be. If I kill a hundred templars then I want the templars to ackowledge that. I shouldn't be able to do anything the narratative doesn't allow me to do.
In a way, I want parts of the story told through the mechanics. They need not be completely seperate.

3. Tying in with both above. I don't want the specialisations to be nothing more than some stat boni and extra abilities. I want them to be narrative branching points. If I become a reaver, it should be through a quest chain that introduces me to what it means to be a reaver. And that the game then treats me like one. Same with all others. Including going so far as to take up templar vows if that's my specialisation.
As a tangent, I'd also like an opportunity to remain "pure" and not specialise and get some bonus for that. This option wouldn't need the same level of narrative I want from the other specialisations.

4. Engaging non-combat. No, being given to a binary skill challange (have enough skill to succceed yes/no?) is not very exciting. I don't want my non-combat to be like that for the same reason I don't want my combat to be like that. I can accept it for the sake of expediency in a pnp game, but a computer should be able to handle something more exciting, interactive and engaging.
I want to look for distracted targets to pick-pocket and then lose them in the crowds. I want to steer my character as they climb their way up to a open window. I want to outwit and dazzle my opponents by choosing the correct arguments in persuasion-attempts. I want to use my magical skill and knowledge to combine effects to unluck arcane mysteries.
I'm even certain one could develop a way to make research and crafting somewhat interesting, though admittedly I can't think of anything there.

I'm not saying stats should have no relevance. They should have about as much relevance as in combat. But just like I have to actively participate to win combat, I want to actively participate to succeed in persuasion, physical challanges, magical puzzles and possibly research/crafting.

I'm not sure how realistic any of these are. But it's things I'd like to see.

#344
Guest_PurebredCorn_*

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I would love to be able to craft armor from stuff gathered throughout the game. I didn't realize how much I missed being able to do that until Skyrim came out. I like the potion and rune making as it was in DA2 but would just like armor crafting to be added.

#345
bigSarg

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what I would like to see is a realistic storyline that actually made sense regardless of the class you play, DA2 failed miserably with that, if you played a mage the story and the reactions from NPC's made no sense at all, casting spells in a city of templar's and no one notices is simply ridiculous, besides why would a mage or someone with a mage in their family even go to Kirkwall, that was just stupid and why would the main character even stay in Kirkwall to fight the final bosses or even get involved in the petty conflict, there was no real reason the pc even got involved, unlike DA:O the pc was a warden so it was his/her duty to be involved.

I would like to see more companion interaction, not only one-on-one but companion banter that includes the pc, like in MotA.

give me a good storyline and more interaction with my companions, everything else is secondary to me.

#346
SkillfullyInept

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What I'd like to see (in no particular order) :

1. A choice of race for the protagonist. Barring that, at least don't make me play a human again.

2. More realistic combat animations, but not necessarily a return to DAO's slow, clunky combat.

3. Less restriction on what class can use which weapons, with different animations for weapons depending on the class. For example a rogue dual-weilding would have more fluid movement than a warrior dual-weilding, which I assume would focus equally on defending and attacking, where a rogue would have more of an avoid-and-attack style.

4. More choices with heavier impact.

5. An explanation for the protagonist learning whatever specialization he/she learns.

6. Please, no more "allies" that, despite being on the winning side of things, scream they can't possibly win and just try to kill everyone and everything.

7. I, for one, actually liked that the companions had their own individual armor, but I still think it could be improved upon. Maybe give them multiple sets for the player to find, each focusing on certain buffs. And maybe also include upgrades the player can find that give slight changes to the appearance when equipped as well.

8. More interaction with companions. I had two real conversations with Anders over the course of the first act, and he was already infatuated with me. I find that a little hard to believe.

9. I know this is a no-brainer, but I have to say it anyway. PLEASE, don't re-use environments. That was one of the amazing things about DAO. There were so many places to visit, and each of them was unique. Why can't that be done again?

10. I also hope that the new look of elves and Kossith won't be changed too much. While I agree some of the elves were...not so pretty, I think that's realistic. Can anyone honestly say that every single person in the world they've met/seen has been beautiful?

I'm sure there are other things I could think of, but I can't think of them now, so this list will do.

Modifié par Butterz, 30 novembre 2011 - 09:07 .


#347
Andy379

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Set in what ever place has the Magiocracy

#348
Persephone

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Things out of DAO:

Origins but not origins that morph into one character once the origin is over. Maybe 3 origins instead of six? But more fleshed out and with more impact.

An antagonist as complex and polarizing as Loghain. Meredith had potential but Act III didn't do her any favors

Rogue combat

Enchantment animations

At least some choices with radical consequences

Simon Templeman

Equipping companions (There are Mods for DAII that fix this beautifully though. Thank you, Ish!)

A sweeping score. DAII had some lovely tunes but DAO wins here

Varied enviroments. While The Wounded Coast is more beautifully done (Sky, the sea glittering...etc.) than any DAO enviroment, visiting it dozens of times kinda ruins the fun. Legacy and esp. MOTA are what I want to see more of.

Race selection. Please!


Things out of DAII:

Building a personality and its consequences

Friendship and Rivalry but expanded and further developed

Mage combat (DAO's mage combat was awful IMO)

Meaningful gifts

Several companion quests per companion

The stellar, evolving banters with Hawke/the hero and companions truly growing to care for one another

No "Kill an ancient evil" rehash

The hero emoting, evolving IN GAME and not being all O_o and blank. Remembering events rather than brushing them aside. Character growth that isn't ALL head canon.

The stellar voice acting (DAO had that too)

The little consequences (I.E. Aveline remarking on Wesley's shield being taken from her or sold)

VARRIC:wub:

The personal involvement. The family. But MORE. And more diverse outcomes there.

The improvements added by Legacy and MOTA



I could think of more, but I think this will do for now.<3

#349
Atakuma

Atakuma
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Some attention to detail.

#350
Maria Caliban

Maria Caliban
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The necromancy is strong with this one.