What do you want for Dragon Age III?
#526
Posté 30 janvier 2012 - 07:44
#527
Posté 30 janvier 2012 - 09:42
Also, if darkspawn return, make them look more menacing than DA2
#528
Posté 31 janvier 2012 - 05:50
I specifically hope that there will no longer be bosses with ridiculous HP and ridiculous damage, and no diverse spells/skills; I can handle large HP pools and killer strikes, but I positively cannot handle doing the same set of 2-3 actions, in repetition, for half an hour, because the boss has only 2 attacks, and both require good timing to dodge in order to successfully kill him (rather than using a diverse set of skills/spells to absorb the attack and/or stun the boss, and/or use the MT and OT to absorb the damage while your DPS attacks from behind, and/or..., you get the idea).
A more comprehensive armour system would be most welcome too, especially regarding your companions, because such an armour system made loot-hunting exponentially more fun (whereas before I was looking for slightly better armour for all of my characters, now I know that there may be one piece of armour all of my comp. can equip per Act, so I'm really only looking for myself, making 2/3ds of armour I find completely useless. This makes looting significantly less interesting than before).
Also, enemies with a more diverse skillset would be additionally welcome, since a plethora of trash mobs is good...once in a while (remember that scene from DA:O in the dwarven caves on the bridge where you meet the legion of the dead?). If repeated, just like anything else, the value of such epic moments will be reduced, and the player will be left with the same feeling as he/she would have with 3 powerful and ingenious enemies, only now with none of the depth. My literal reaction after 5-10 hours of playing was, '20 enemies? So what?'.
Additionally, I'd like to see more development time put into the game! Though I undoubtedly prefer a cerebral RPG to a standard 3d-person shooter, I can certainly enjoy the latter (loved SC and ME), as well as other less-cerebral fare, and yet I still was hardly able to enjoy DAII. This isn't wholly due to structural flaws; it's also due to the fact that the game was made in a year. A year. Is there anyone that really expected anything different than a sub-standard game? Keep in mind that not the entire year was spent in development; the game needed to be ready for bug testing at the end, reducing the development time to something like ~9-10 months.
By diluting a niche-appeal game like DA:O, BW killed two birds with one stone, though not in the way that they would've liked. Just like a radical politician, who is able to make his base very happy with unadulterated rhetoric, DA:O needs to be heavily diluted in order to appeal to the mainstream. DAII was a half-hearted attempt at this, that left no-one happy; still too niche for the mainstream, and too mainstream for the niche. That, and the poor execution. Did I say that the game was made in a year?
Modifié par Ex_Everest, 31 janvier 2012 - 10:45 .
#529
Posté 31 janvier 2012 - 10:52
1. I really hope bioware is more mature in their reaction to critisism than how they handled DA 2. I was hoping the moronic dev who shall not be named was canned simply because he did nothing but add fuel to the negativity some were showing to the game by calling them out as somehow ignorant because they didn't get his vision. But...since that ain't happening, at least get someone out there to do possitive PR instead of treating your customer like crap because they didn't like your game.
2. Try making a story with a begining, middle and end. DA 2 had hands down one of the worst story executions I've ever seen in an RPG. It was a nice idea, but horrible execution, no time was given to really let it develop and the ending was nothing more than a full on train wreck coming to a screaching hault with no real point other than, 'Bad stuff happened, you were around so you get to pick which loser group you want to prop up'. There was zero incentive from a story perspective for the main protagonist to give a crap who was right. Anyone could have been picked out to choose a side by the end, because it simply made no difference based on how each side reacted. It was the same either way.
3. DAO had an amazing cast of characters not because they were just well created, I liked the characters in DA 2, but you had so little interaction with them they felt completely irrelavent to the events going on. At least you could talk to your companions in DAO more than a few times, you actually felt they had some reason to be there. In DA 2 they all were sort of random people Hawke knew and checked in with from time to time. Absolutely look at the different level of involvement of companions between DAO and compare that to the piteful level of interaction you got in DA 2. It was no where near the same and it single handedly killed the whole point of having them around.
4. Did I mention story? "Awesome buttons" mean jack crap if no one cares what is going on. I liked the combat in DA 2 mostly, minus the cheesy design choice of waves which just looked completely lazy. DAO was definately an RPG in all sense of the word. DA 2 felt like the retarded imbread cousin of RPG and something more like a Devil May Cry game. This doubly was noticable because it's a Bioware game, story is what you guys typically do best. Completely setting that aside to "innovate" was a complete waste. If you want to innovate, do it on a new game that has no previous game to be compared to. It was an especially stupid move since DAO was such a huge success. Stick to what the series started as and build on it, don't try to build something completely new slap the same color paint on the outside and call the two the same. It was a cheap trick to get people to buy into innovation and your customers knew it.
I think the long and short is, look at why the first game was a success and why the second was a massive failure in comparission. Not saying the second game didn't have it's charms, but it was all the wrong ideas in the wrong series. Go back to some of the features like active companion conversations, customization, and a well defined story that made DAO one of the best RPG's made to date. Leave the "awesome buttons" out and focus on story some more so we care about what is going on instead of seeing a lame distraction tactic of shiney combat to cover a crappy story.
#530
Posté 01 février 2012 - 06:23
1) Redesign elves again. I'm fine with the fact that in DAII, elves were no longer short humans with pointy ears and no British accent, but they looked like diminutive, human flesh-colored Na'vi. Fine, they can be Welsh, they should have more physical differences from humans than just their ears and height, but if I want the Na'vi, I'll watch Avatar.
2) Revamp crafting again. I don't really know how this can be done, but all I know is that in Origins, crafting is a waste of skill points considering how few you get and running to a stall or your house in DAII to get more runes or potions when you have more pressing matters to attend to is impractical.
3) Keep runes inexpensive. One thing I like about runecrafting in DAII is that you can buy a rune or two, and you're out 50 silver, a sovereign. No big once you have what you need for them and after you've given Bartrand 50 sovereigns. With the scaling weapons and whatnot with rune slots on them from the DLC, that becomes a nominal one-time investment as the effectiveness of the rune improves with the item it was put on, meaning your hard-earned sovereigns get put to better use elsewhere.
4) More money. I can't say how much it irks me to see in a shop a Potion of Physical Technique or a Greater Potion of the Mortal Vessel for 20+ sovereigns and only have 18 even after selling everything after the quest I just got back from and the pendant I have on that's supposed to increase the amount of money enemies drop barely had any effect. Either have items that increase the amount of money enemies drop have a major effect, have enemies have more than a few silver on them, have junk sell for more than between 50 bits and 7 silver, have gear sell for more, have less scummy ways of getting more money from a quest on top of what it would already pay if it's an option, or all of the above. I'm not saying I want to be able to buy a 100 sovereign staff at the beginning of the game, no, just make it possible to buy that 100 sovereign staff without forcing the player to cut their character's wrist or be a bully or extortionist.
5) Tevinter. With as bound up in the history of the rest of Thedas as the Tevinter Imperium is, I at the very least want to see Minrathous. Fenris may have legitimate concerns and reasons to hate magic based on his life in Tevinter, but for all the bad we've been presented with, there must be some good and such a place where magic use isn't so stifled as the rest of Thedas must be fascinating to behold, indeed.
6) Change companion armor again. I can understand Aveline only wearing the armor of the city guard or Varric preferring his duster to the exclusion of all else, but there comes time when you have gear for Wariors, Mages, and Rogues and they're destined for nothing but some shop's shelves because it's either worse than what the PC already has or is for another class. Since you can't possibly tell the game to only drop what the PC can use, instead make it possible to change the player's companions' gear again, only this time have armor specifically for them in the same way there are weapons and accessories specifically for them. If it winds up looking the same as what they start with no matter how many times they equip better gear, fine, but I fnd it frustrating to have all this stuff but only able to put it on one character when it's perfectly feasible for another character when they meet all the requirements.
7) Story. One thing I like about Origins is that it has a clearly defined beginning and end, even if the actual end to the Warden's story is very much up to the player. The fact that DAII has the kind of story where it's already happened but you tell it as you play it is irksome when you consider the end of the game is already written even before it's time. Branching is fine by me, I like the fact that I do one thing, it has a consequence, and I may or may not get to make another choice in that plot, but that shouldn't be all there is to the story.
8) No more recycled locations. It's one thing to spend years somewhere and get to know the area like the back of your character's hand. It's nother thing entirely to enter a newly opened mineshaft you didn't have access to before only to find it's the same mine you just explored five real world minutes ago, only with a different open path through. If I have to go back to a mine or cave or house I already explored, it should be through the first entrance I went through to get into that place, and any other cave or mine entrances should lead to other caves or mines.
9) Interaction. I like the fact that Hawke's companions took the time to get to know one another, but I also like the fact that if the Warden's companions had something they wanted to say or discuss, it could be done in the field. Furthermore, I don't like Hawke's companions only giving their opinion about what they think should be done, then nothing. So they disapprove of something I made my character do. At least Morrigan would have more to say about it than just how she thought the Warden should proceed.
10) Change some things about combat and character builds, but not others. I like that Warriors and Rogues are no longer basically the same thing with small but noticeable differences, and I also like the fact that companions have personal skills, but I also like in Origins that companions could take specializations for their class. Maybe in DAIII, in place of two specializations like the PC, companions could have a set of personal skills to work on and one class specialization. Futhermore, I think some specializations, like Templar or Reaver, Assassin or Duelist, and Spirit Healer or Blood Mage, maybe both of each class, should come back and be options alongside new specializations, and there should be the option to choose between more than three. I think four was plenty for diversity's sake.
11) Keep the conversation wheel. One thing that irked me about Origins is that while you choose a voice for them, you never hear it outside of battle, thus however you may have wanted to play the Warden, whatever impact it may have had is diminished compared to Hawke, who actually spoke.
There are a few other things, but most of which has been stated by others already and for more or less the same reasons, but most importantly, BioWare, above all else, take your time. I don't mind waiting another year for the next game in the series if it means that time was taken to make the game the best it could be.
Modifié par IDontReallyLikePeople, 02 février 2012 - 05:04 .
#531
Posté 01 février 2012 - 07:40
#532
Guest_Guest12345_*
Posté 01 février 2012 - 07:48
Guest_Guest12345_*
-Isometric Camera
-Compelling and cohesive primary story arc
-Lots of choices and lots of significant in-game consequences.
-Open world design. Sandbox mechanics, like the ability to kill NPCs and entire factions should the player choose.
#533
Posté 13 février 2012 - 07:44
I want to be able to pop in on team members and talk to them on the road. Giving them their own houses and interactions with other team members is still good though.
Elves are now horrendously ugly,the dark spawn are now not ugly enough. I am deeply sadened by Zevran's new makeover. I want the elves to look the way they used to. The darkspawn as well. Asuming they make it into this game. I would like to see more of the wardens though cause they're bad ass. One as a companion would kick butt. I aslo want to be able to be a different race. This doesn't mean people have to make a point of it either. A longer main storyline would be ideal these games never last long enogh. This would also mean there would be less of a need for irrelevant sidequests. As far as sidequests go, I think more companion quests would be great, you can really go deeper into their character that way. I'd wait at least 3 years if you stop using recycled dungeons and dialogue. And get rid of that horid misleading dialogue wheel, at least for the PC. As well as the return of multiple origins, and keeping the choices and status of the previous games.
#534
Posté 13 février 2012 - 08:56
1) More Diverse and Deeper Enemy Types
I did like how DA2 tried to go for more defined enemy archetypes, but IMO there weren't enough of them and they weren't very complex in their behavior. Every fight was the same because of this. You had the soldiers swarm you, the rogues back-flip kick and cloak and backstab, and the mages teleport around firing magic at you. There was very little in the way of variety of these enemies and depth in how they behaved and attacked.
2) More Open Map Design
The series in general has had plenty of issues with linear map design. When you're not following a set path you're trying to navigate a simple or messy branching ones. The Kokari Wilds, the Lothering Field, and Ostagar are my favorite maps in this series to date because of how open and freeing they felt. The questing felt fluid and less frustrating because you weren't navigating a lengthy and time-consuming set of corridors. Try more of this.
3) More Companion Interaction
I loved being able to ask my companions about their history and culture in Origins. It made me feel I was connecting to them on a personal level instead of the (mostly) strictly professional level of DA2. On the other hand, I liked how DA2 made the companions interact with each other even outside of banter on occassion as it made the group feel like a team instead of a set of individuals stuck in their own little bubbles that only the PC could enter. Combining these strengths would make for a very interesting party dynamic.
4) More Focused, Large-Scale Plot
I can appretiate the premise DA2 was going for as a refugee searching for ways to rise through the ranks of society and solve problems they happen to get mixed up in in order to gain reputation, but ultimately I prefer more focused, epic plots that set the PC in a defined, primary conflicts. A conflict that the player will know will affect many things in the story and will feel impactful. I really don't think I need to worry about this for DA3, but I'd still like to get this out there.
5) More Detailed Art and Graphics
I like the new art style, but to be honest it was far too undetailed and minimalistic in a way that just didn't work for the game. Make environments with grand, detailed/complex architecture and aesthetics to bring the game to life. Work on the visual detail so we can appretiate good, lively graphics. DA2 was very much lacking in this department outside of a few cool armors and charcater looks.
6) Slow Down the Combat
Don't get me wrong, I enjoyed DA2's combat, but it just felt too comical and silly with exaggerated animations and lightning speed that bogged down the tactical feel. I'm not saying to slow it down to Origins' level as many players like myself find that boring, but find a balance between that and DA2. I want combat that feels like it has realisitc weight (depending on the class) and a great sense of being tactical, yet feels exciting and well-paced at the same time. Like I said - balance between Origins and DA2 is key.
7) Moar Dragons
Seriously, moar dragons. I also want them to do something other than sitting around waiting to be slain.
Modifié par Blacklash93, 13 février 2012 - 04:42 .
#535
Posté 14 février 2012 - 05:28
#536
Posté 14 février 2012 - 09:04
My wishes are probably not possible for computer programing reasons, but along with all the other ideas mentioned, i'd like a companion who will only join, or stay with me, based on my characters actions. I'm tired of everyone following me around no matter what I do.
And if I don't want to pick a companion up, let me skip that one. I liked the fact that in DA:O I could send people away, or even kill Zev if my character felt he was a danger. Give me a set number but don't make me include all of them. Give me upstanding good characters and evil ones, then let me decide who I want to include. Mix that in with some who can be swayed one way or the other and let me be a saint or sinner. Or just a nice vs jerk.
Story is extremely important and DA2 was fun, but if you play more than once, and if you play different sides, it didn't matter, everyone was nuts at the end. It would have been nice if at the end battle the side your side was not quite as nuts as the other.
#537
Guest_Angus Cousland_*
Posté 14 février 2012 - 09:40
Guest_Angus Cousland_*
That's it. Really.
#538
Posté 17 février 2012 - 04:42
#539
Posté 17 février 2012 - 07:14
A playable returning character. (I am already sick of this new character crap.)
For warriors a button combo combat system
For rogues a little like the first part but with a lot more options and ways to get around.
Mages (tone down their power they are to strong as it is.)
A polished Story
A Mixture of DAO and DA2 companions
A true resolution for the Warden and for Hawke.
#540
Posté 17 février 2012 - 10:56
Friendship/Rivalry:
I liked that our choices had either a positive and negative effect depending on the character in DA2, and that the companions didn't leave. It was hard in DAO to worry about getting their approval high enough so I didn't have to worry about whether they'd attack me or not. The scale doesn't have to lock in place once it maxes out but still... I like the idea behind it.
More interaction with companions:
I liked that we could talk to our companions multiple time to garner approval whenever we wanted like in DAO, not just when the companions wanted to talk to us. Bring back party interaction please?
Optional Junk tab in inventory:
I personally like the junk tab, as it's useful when it comes to organizing my inventory. But I've noticed a lot of people don't really like the junk portion as well. Hence the optional, like how DA2 has the hide helmet option maybe? I would change the fact that it takes up inventory space though.
Race options:
I liked that we could choose our race in DAO, and I really missed that factor in DA2.
Romances:
I liked the complexity of romances in DA2 (ie: Fenris and Isabela for instance) where the full of the romance didn't come around until the end of the game. Maybe there could be more complicated situations like those? It's far more realistic, in my opinion. I'd like the romances to be done over time, not immediately.
Relavent sidequests:
If there are sidequests, please -- I repeat PLEASE have them be relavent to the story and not have the main character have little jobs that he/she has to carry dead bodies for.
Morality:
I'd like to see the protagonist be able to do evil if the player chooses -- or even a more neutral stance on some things. In DA2, when I sided with the mages, it felt like a more neutral standpoint since we fought both sides. where when I fought alongside the templars I only had to fight the mages.
Combat:
I liked the fast pace of DA2 combat, but it felt almost too fast at times? Where DAO was far too slow to me, DA2 was too fast for me to plan out my moves. Maybe slow it down a bit?
Also, the waves of enemies in DA2? Overdone. Enemy waves is good when used sparingly... Maybe combine the large groups of origins with mild waves if the enemies have a chance to call for reinforcements? And perhaps enemy levels are equal or slightly above the protagonists?
Voiced Protagonist:
This was a good thing~ Made me feel closer to the protagonist.
Dialogue wheel:
I like the system well enough, but I didn't like that what it had on the wheel wasn't what was actually said. I play the PS3 version, so suggestions of having a mouse hovering over the choice? It won't work for me, sadly. Perhaps have what is actually being said on the wheel choice? and have what is being said be prevalent to the situation and not off topic? *coughsarcastichawkecough*
Map:
Please don't reuse the same maps over and over again? I can't count how many caves I went into that had the same layout as every other one around in DA2.
I'd like to see Tevinter in a slightly more sympathetic light, maybe have a companion that's one of the magisters' apprentices?
That's all I can think of for now. I may comment again if I think of more.
#541
Posté 19 février 2012 - 07:59
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.
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?
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.
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.
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.
= my response
Smh. I used traps and bombs in origins all the time. I worked my ass off to get 6 grandmaster silverite runes 3 in duncans sword and 3 in wardens companion. The enemies should NOT spawn; They should be on the map from the load point so you can preform stealth recon and form a stategy. I do not want junk at all. Everyone in DA2 annoyed the crap out of me, save for varric who just annoyed me a tiny bit. If they weren't all one track minded maybe I could of dealt with them but the nonstop "im a mage boo hoo" or "Im a slave boo hoo" or "im an elf boo hoo" got old real fast. and please for the love of god can we go back to the feel of this trailer =
Modifié par Alexander1136, 19 février 2012 - 08:00 .
#542
Posté 07 mars 2012 - 11:49
#543
Posté 08 mars 2012 - 01:09
I would also like to choose my age and have it affect the story.
The choice of friendly fire on lower difficulty.
The option to pick my name from a list of voiced names.
Control pad support.
The option to keep helmets on during conversions.
Bigger areas that i can explore.
The choice to avoid combat by sneaking or dialog.
Option to take all followers with me.
Option to change appearance of armor while keeping stats.
More puzzles.
Remove classes or allow to play as class hybrid.
Not need rogue to unlock.
The option to interrupt during conversions.
#544
Posté 08 mars 2012 - 04:42
I enjoyed both DA: O and DA2 immensely and see no reason for them to change what they are doing in the single player campaigns.
I wish them luck with those who will be up their craws wanting them to develop the game "their" way.
#545
Posté 08 mars 2012 - 05:20
#546
Posté 08 mars 2012 - 05:54
conversation battles, basically taking the old persuasion checks to a more advanced level something closer to DX:HR would be awesome.
A world that is coherent with its tone, aswell as representing cultures and individuality, alongside this more ambient'ness'.
Make combat waves make sense, improve the tactical aspect of the fighting (seen in the dlcs), expand the CCC and maybe have it set up so that a single character can combine things to greater effect or within the same class, far more active abilities for rogues in particular, the auto attack reliance at end game is abit blech.
I guess in a way, just do what you're doing.. but better.
As for a personal thing I'd like to see the world get a bit more uhh gritty I guess, gritty realism for extra buzzword goodness.
#547
Posté 08 mars 2012 - 07:33
It could be similar to Mass Effects armour system where you can choose the style, the material, any patterns and add extras like runes and bonuses.
you could make it so that it costs more money for all the extra you add to it, so that at the end of the game you could have your ideal armour that suits your character and your play style.
#548
Posté 11 mars 2012 - 02:21
#549
Posté 11 mars 2012 - 08:08
br003 wrote...
Instead of romancing companions, how about they romance you for a change, giving rings and weapons, or services that actually help you. "Services" such as "keep me in your party and I'll make potions for you".
So you want X companion to use some type of bribery?.. Wasn't enough with Dragon age:origens? where you have to buy the friendship with gifts so the warden wasn't alone 99% of the time? Perish the thought if My warden would have told wynne \\: "talk to the hand"... she would had had to turn morrigan a healer and thats what i call a game breaking option...
Bribery:
Many types of bribes exist: tip, gift, sop, perk, skim, favor, discount, waived fee/ticket, free food, free ad, free trip, free tickets, sweetheart deal, kickback/payback, funding, inflated sale of an object or property, lucrative contract, donation, campaign contribution, fundraiser, sponsorship/backing, higher paying job, stock options, secret commission, or promotion (rise of position/rank).
Modifié par Huntress, 11 mars 2012 - 08:10 .
#550
Posté 15 mars 2012 - 02:03
br003 wrote...
Instead of romancing companions, how about they romance you for a change, giving rings and weapons, or services that actually help you. "Services" such as "keep me in your party and I'll make potions for you".
Sounds like a good idea to me. Sometimes it does feel that my character is the only motivated person in a crowd of seemingly apathetic NPCs. Mostly, NPPCs talk to you first only if there's some party quest you need to pick up (and then of course they get locked into your party for that quest...)





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