-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 .





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