Maria Caliban wrote...
1. The same Gathering/Crafting system.
In DA:O, I never bothered with potions, salves, bombs, poisons, or traps. I didn't enjoy hauling around resources. I didn't like that crafting used up skill points. I basically made healing and lyrium potions and sold everything else I found. Runes stayed in my pack forever because I always imagined that the moment I put it into a weapon or piece of armor, I'd find a better weapon or piece of armor.
In DA II, I stick runes in everything I can (it's 39 silver), buy up potions like they're going out of style, and have even started using poisons and bombs.
While I agree intellecutally, I always prefer to have an exploitable game mechanic available to me for subsequent playthroughs where I can have fun with all the shiny toys. This system prevents that.
2. Our DA II companions.
I know BioWare likes to give you a new set of companions each game, but the end of DA II has them all (but one) off doing their own thing. Why not hang out with Protagonist 3?
I'll have Merrill any way they'll let me.
3. An indication of enemy strength.
This one is tricky and I have no idea how it could be done. I don't mind the waves of enemies. I think that several waves of enemies + insta-healing after the fight is a great way to avoid the death spiral while making combat more than alpha-strike, clean-up, and move on. You have to conserve your resources in a way you didn't need to in DA:O.
At the same time, I'd like some indication prior to a fight how many waves I can expect. In older games, right clicking on an opponent gave you information about them including expected difficulty level.
I'd like something other than a shield with an "X" or the word "IMMUNE" to appear over an enemy's head in the middle of a fight with 10 npc's and my group leaving me utterly distracted and confused as to just WHAT the enemy is immune to.
4. A bit of randomness in enemy waves.
Right now, once you've fought a battle, you know exactly how it will play out each time you play the game again. I'd be interested in a bit more randomness in enemy composition.
Or which corner to find the lootable chest, crafting resource, dead body, etc.... oh right, that goes back to varied environments. It's odd, playing through Skyrim and TOR, I've noticed reused interiors in both games yet they never feel like reused environments...
5. Keep the junk tab.
Admittedly, I don't know why the Champion of Kirkwall is searching through each barrel, sack, and rubble heap for those moth-eaten scarfs, but she's smart enough to know they're crap I'll sell for coin.
This is where I rant. What is the purpose of the Junk at all? You're a glorified middle man who takes junk from barrells and brings it to a vendor for pennies. THAT'S IT. At least in DAO, some junk items were used in quests and crafting. And the worst part is, it took up Inventory space! There was absolutely NO POINT to Junk Items in DA2 except to take up space and gain you one or two silvers at best.
As for what I want in DA3?
1. Companion customization akin to that done in TOR.
2. Make at least some Junk Items either useful or not count as part of the inventory.
3. HAVE A COMPLETE STORY.
4. HAVE A COHERENT STORY. No more 'framed narrative' please, it was a bold move, but not a great one.
5. Fresh environments and quests. QUALITY is preferable to QUANTITY every time.
6. A way at the beginning to go through a list of "Import Conditions" so you are able to confirm what you've imported from a save and/or make corrections/changes as needed or if you simply felt like changing something to see how it would play out.
7. Hi-res faces AND armour. Seeing that Allistair and Zevran had fallen out of the ugly tree was almost as bad as having my eyesight messed up by their low-rez armour.
8. I want to be able to randomly kiss my LI whenever I want like in DAO. It is a small thing, but it was sweet.
9. No more 'hand-waved' deaths cause of Gaider's playthrough says so.
"Merideth?"
"Yes Hawke, it is I, here to exact righteous vengeance!"
"But you are dead! I saw you melt into a statue thing!"
"Indeed, excellent, then my ruse was successful."
"...What?"
OR
"Carver?"
"It is me, Sister."
"But you're dead!"
"Evidently not, I was MOSTLY dead- not the same thing. Flemeth took me to see Miracle Max and now I'm all better... and here for righteous vengeance!"
*sigh*
Man, I could go on and on with these, but I won't.