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24 issues as of the end of Act 1.


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#1
Darkhour

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The bad as of the conclusion of Act 1:

1. No second weapon set.
 Why have the option to equip different weapons and have non-weapon specific talents, then try a keep people from using multiple weapon types.  You might as well just left it like Origins. The idea is to IMPROVE the game, not take away. And if you do switch weapons manually in the inventory you are paralyzed for 5s.

2. Companions horrible AOE aim.
Tactics are practically useless seeing as they target the spot the enemies are CURRENTLY in instead of a particular target enemy within the group. With the slow cool downs letting the AI do anything is a waste of mana.

3. Why no “look at everything” option in merchant window. Why take something out?

4. Why can’t we assign some stat points and complete the level upgrade later, instead of all or nothing? Again, why add limitations that we’re there before?

5. Why can’t I actually make the party HOLD.
Now they just follow at a relatively close distance like creepy stalkers.  Again, why take something out?

6. During conversations the questioning lines of dialog don’t always go with the dialog that completes the conversation.

For instance, an NPC makes a comment about someone. The right side dialog has a response to that comment. But if you ask questions from the left side, the original right side response choices doesn’t change accordingly and  cease to mesh.

Bob: How Mary is doing (dialog begins)
Hawke: Where did you meet Mary? (investigate)
Bob: I meet her at the market.
Hawke: What was she doing there? (investigate)
Bob: Buying apples.
Hawke: Hmm she’s allergic to apples. (investigate)
Bob: I thought it was strange. But it’s none of my business, serah.
Hawke: Mary is doing fine. (right side – end dialog)
By the end of the conversation the answer to the original question is now out of place and awkward. As if we aren’t meant to ask questions.

7. Cannot equip companions at homes.  Cannot compare weapons with non-present companions at shops.
This same issue occurs in DA:O Awakening as well. Next time, let us equip people who aren’t in our current party while at “home”. Or how about giving us the ability to compare weapons/trinkets of people who aren’t present like in Origins? Again, why add limitations that we’re there before?

8. Nonsense battles. Why does everyone stop everything to attack Hawke?

                Thugs corner apostate mage.
                Mages turns into abomination in desperation
                Abomination slams two thugs into the wall and summons skeletons.
                Other thugs come in from other room and fight breaks out between abomination/skeletons and thugs
                Two strangers wander in and everyone stops fighting each other and attack to two strangers.

WTF?

9. class imbalance.
Normally this isn’t an issue in a single player game and maybe it isn’t here either depending on your point of view, but duel wield rogue is pointless. Not only does archery do more damage, but it does it at range, has more AOE talents and no close range penalty. When the enemies do close the archery can fight at melee range just as well as a duel wielder.

10. Journal
It starts getting ridiculous. You should have just made all new entries in codex pop up, not just some. Scrolling down through all those entries is tedious. It was better in origins. All that needed changing was to list them alphabetically so that they are easier to find.

11. Unresponsive combat
I give an order and instead of follow it they just stand there. Or they attack a completely different target than the one targeted.

12. Enemies triggering combat mode even though they are nowhere near your location.
How do I magically know that two blocks away there are bandits who want to hurt me?

13. Pointless items (class specific items)
If I’m the only guy that can equip armor, why am I able to pick it up everywhere. If you want to go ME2 – GO ME2!!! And junk items… just give me money!!! It’s literally junk, for Christ’s sake!!!

14. Non-named items could use a little more descriptive names.
 “Ring” could be a “+3% physical damage” item or a “+22 attack, + 8 stamina/mana,  +4% critical chance”.

15. Knockback cancelling orders.
Fix this. Fix this in your big patch. It’s kinda frustrating to “play tactically” when I can’t give orders because my fighters are… in a fight.

16.  Stop with the undead lying on the ground.
We know they are gonna rise up. It seems to stupid to not just behead them while they are on the ground.

17. NPC mages being able to 1-hit everyone in your party.
Leech is a good example and that tal-vashoth mage. If I have to die in a fight to know what to do in a fight it takes away from that moment. Any fight should allow for the player to adapt and overcome. If a mage poofs out of thin air and casts one single AOE that kills everyone is 3s, you’ve ’ruined the encounter. So next time I come in and throw everything at that mage first or I’m ready for the mage to appear. You just removed any sense of difficulty. I shouldn’t have to have pre-knowledge of a fight in order to win. I got lucky with the Saarebas only because Anders was outside the AOE radius and the game bugged and took those revived out of combat momentarily (they replenished to 100%).

18. Why is there a cool down timer on the dog.
Either take away the timer or make it where it can travel past load screens.  Or just have a timer in combat only.

19. Necessity of captioning.
There are so many background conversations I would never have know about if not for captioning. Why do NPCs start talking before I’m even close enough to hear the audio? You do realize we have to be fairly close to hear it, right?

20. Wasted talents and stamina
If you are about to use a talent and get interrupted, the talent is then on a timer and stamina is taken even though you didn’t do anything. And I mean nothing (i.e. the animation didn’t even begin).

21. It gets annoying when ranged companions run right up to a melee opponent to attack even though they have a clear line of sight.
Yet when they don’t have line of sight they don’t get close. Is this just you programmers being “cheap” to up the difficulty?) This was particularly frustrating when fighting the Ancient Rock Wraith. I had nothing but archers and mages. That took a lot of micro management. More than should have been needed.

22. NPCs magically knowing what I’m doing
Use walking bomb and the effected mob suddenly runs out of range of his allies.
Going to use the Lancing something-or-other archer talent and enemies in a row suddenly break up so that only one gets hit.

23. The camera.
OK, no isometric view. Fine. Whatever. But at least let us overhead scroll over to locations outside the immediate area of the PC. With the crap targeting this gets annoying. When trying to properly target a crowd it wouldn’t hurt to have a “target environment” toggle so that the spell/talent doesn’t automatic jump to a particular enemy, but instead treats the mobs as transparent.

24. Taunt needs to have a 100% chance to draw aggro. With that recast times in this game a failed taunt is a failed tank. Not that you need a tank... it's just the principle of the matter.

Questions:
Was Sandal supposed to be so creepy?
Was Bodahn supposed to look like he’s afflicted with blight disease and on his way to ghoulhood?
Are elves supposed to be albino midget  Nav’i?
Why does Merrill, a dalish living in an alienage who just showed up in Kirkwall, have a better house than Gamlen? We have Hawke, sibling, mother, uncle and dog living in a smaller area than a single elf.
Are male humans supposed to look like one of those Japanese robots when they walk?
I’m not even going to comment on the dwarf walk…
Shouldn’t unrefined lyrium veins “sing” and make humans and elves go mad and kill mages?
The Ancient Rock Wraith boss fight was very Legend of Zelda… good job. Best boss fight in all of DA, thus far. Not a question, I know.
 

Modifié par Darkhour, 21 mars 2011 - 04:19 .


#2
Drogo45

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Alert!!

Marlon Brando's pet monkey.

#3
addu2urmanapool

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I loled.

#4
Guldor

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Good practical and technical description of what is wrong with DA2. Better then just saying the game sucks. As for Drogo45's post, well...I have a couple of Forrest Gump lines in mind...

#5
CLime

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Darkhour wrote...
I shouldn’t have to have pre-knowledge of a fight in order to win.


:?

Welcome to video games?  It would be incredibly dull if you never had to restart a fight on the higher difficulties.

#6
Ryllen Laerth Kriel

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A very good list Sir, and entertaining. Hopefully someone at Bioware will read it and take at least a few points to heart.

#7
Darkhour

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CLime wrote...

Darkhour wrote...
I shouldn’t have to have pre-knowledge of a fight in order to win.


:?

Welcome to video games?  It would be incredibly dull if you never had to restart a fight on the higher difficulties.


It should actually be difficult. Not just cheap. How is it difficult if having prior knowledge renders it easy?

#8
upsettingshorts

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[quote]Darkhour wrote...

4. Why can’t we assign some stat points and complete the level upgrade later, instead of all or nothing? Again, why add limitations that we’re there before?[/quote]

I've done this several times especially early in the game waiting for level prerequisites.  The problem is when you click on that character's portrait again it jumps to the leveling screen, which is irritating.  So I select them by clicking on their character in the world.

[quote]Darkhour wrote...

5. Why can’t I actually make the party HOLD. [/quote]

You can, there's a hand icon on the left side of the quickbar.

[quote]Darkhour wrote...

6. During conversations the questioning lines of dialog don’t always go with the dialog that completes the conversation.
By the end of the conversation the answer to the original question is now out of place and awkward. As if we aren’t meant to ask questions.[/quote]

Had the same issue in Origins personally.

[quote]Darkhour wrote...

7. Cannot equip companions at homes.  Cannot compare weapons with non-present companions at shops.[/quote]

Agree entirely on this one.

[quote]Darkhour wrote...

8. Nonsense battles. Why does everyone stop everything to attack Hawke?            WTF?[/quote]

I'd say the issue with this is one of reptition.  Why did my Warden get ambushed by trap-assisted wolves?  What about that giant spider area?  Seemed WTF to me at the time.  In Kirkwall they are supposed to be brigands and bandits, but there's no one around to ambush other than Hawke, and there seems to be an awful lot of them for such slim pickings.  Could definitely have been done better I think.

[quote]Darkhour wrote...

10. Journal
It starts getting ridiculous. You should have just made all new entries in codex pop up, not just some. Scrolling down through all those entries is tedious. It was better in origins. All that needed changing was to list them alphabetically so that they are easier to find. [/quote]

Are you really claiming the Codex was better presented in DAO?  *throws up a little in mouth*


[quote]Darkhour wrote...

11. Unresponsive combat
I give an order and instead of follow it they just stand there. Or they attack a completely different target than the one targeted.[/quote]

I think this is an issue of less than intuitive targeting mechanics moreso than responsiveness, but that's just my experience.

[quote]Darkhour wrote...

13. Pointless items (class specific items)
If I’m the only guy that can equip armor, why am I able to pick it up everywhere. If you want to go ME2 – GO ME2!!! And junk items… just give me money!!! It’s literally junk, for Christ’s sake!!![/quote]

There was junk in DAO, it just wasn't labeled as such?

[quote]Darkhour wrote...

14. Non-named items could use a little more descriptive names.
 “Ring” could be a “+3% physical damage” item or a “+22 attack, + 8 stamina/mana,  +4% critical chance”.[/quote]

Agreed, though it's not major.  I read the item descriptions in general anyway.

[quote]Darkhour wrote...

15. Knockback cancelling orders.
Fix this. Fix this in your big patch. It’s kinda frustrating to “play tactically” when I can’t give orders because my fighters are… in a fight.[/quote]

Also agreed.

[quote]Darkhour wrote...

17. NPC mages being able to 1-hit everyone in your party.[/quote]

This has never happened to me, even on Nightmare.  I saw a mage and he immediately got CC'd and/or burned down first every time.  Helps to have pause on combat enabled if you find you're not quick enough with this.

[quote]Darkhour wrote...

18. Why is there a cool down timer on the dog. [/quote]

Agreed.  Dog should just get knocked out like a normal companion.  Having to resummon him constantly is a pain in the ass.

[quote]Darkhour wrote...

22. NPCs magically knowing what I’m doing
Use walking bomb and the effected mob suddenly runs out of range of his allies.
Going to use the Lancing something-or-other archer talent and enemies in a row suddenly break up so that only one gets hit.[/quote]

Seems like a good thing to me.

[quote]Darkhour wrote...

23. The camera.
OK, no isometric view. Fine. Whatever.[/quote]

My biggest issue is you can't unattach the camera from the selected character.  That's by far the biggest problem with the camera in my view.

[quote]Darkhour wrote...

Was Bodahn supposed to look like he’s afflicted with blight disease and on his way to ghoulhood?[/quote]

He's supposed to look really old, in later Acts he talks about how old he is.

If I didn't respond to something its because I either didn't experience it or did and am indifferent towards it.

Modifié par Upsettingshorts, 21 mars 2011 - 04:24 .


#9
Malja

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Very fair list. Upsettingshorts also makes good points though, such as not experiencing being 1-hit by mages.

Darkhour wrote...

Was Sandal supposed to be so creepy?


Given how creepy he is, I'd think yes.

Darkhour wrote...

Are elves supposed to be albino midget  Nav’i?


Because.... large eyes and pointy ears were first done by Na'vi? Or maybe you mean the nose which belongs to any feline?

Darkhour wrote...

Why does Merrill, a dalish living in an alienage who just showed up in Kirkwall, have a better house than Gamlen? We have Hawke, sibling, mother, uncle and dog living in a smaller area than a single elf.


Funny point.

Darkhour wrote...

Shouldn’t unrefined lyrium veins “sing” and make humans and elves go mad and kill mages?


This has been pretty bad since DAO.

#10
Altima Darkspells

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I can see it now:

1024: The ending. WTF?

#11
Darkhour

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25. Everybody in Kirkwall is a freakin ninja and/or vampire.

The only enemies that should be popping out of thin air are Shades and rage demons. And even then with the animation.

And enemies jumping down from buildings? The death animation should be hawke staking them through the heart because even ninjas can't jump down from on top of a building without breaking their ankles. Obvious vampires are obvious.

26. NPC mages can teleport. 

Nice trick. Why don't they all just teleport out of the circle? Stand next to a wall on the first floor - poof! - instantly outside. Mmmmmmagick! Do we get that move too?


12. Enemies triggering combat mode even though they are nowhere near your location.

How do I magically know that two blocks away there are bandits who want to hurt me?


Answer: It's not magic, it's Kirkwall. It's an educated guess. 9 out of 10 times there is somebody who wants to kill Hawke, but none of the other individuals out by themselves without weapons and armor who would seem like easier prey.

Modifié par Darkhour, 21 mars 2011 - 05:06 .


#12
ironic_lettuce

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Darkhour wrote...

5. Why can’t I actually make the party HOLD.

You can, there's a hand icon on the left side of the quickbar.


Does that actually work though??

Like darkhour, when I press that button and make one of my charactres go into another room to draw out some enemies, I find they haven't actually held, and instead have moved but just kept their distance from me (the character who went into the room to draw them out), and the whole tactic becomes useless!

#13
upsettingshorts

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It works for me exactly as its supposed to. I'm playing on PC, fwiw.

#14
Altima Darkspells

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Yeah, your allies tend to follow you after a while as you get further away from them. Staying close or in battle seems to work.

I don't know, maybe it was intentional to keep people from stealthing through the dungeon or something?

It's really annoying when your allies walk into those blasted environmental traps. "Hmm, a buzz saw, that looks inviting, Hawke." "No, stay back!" "I...I can't! I just love you too much! *Bzzzt* Oh, god, it hurts, give me your last injury kit!"

#15
Malja

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Darkhour wrote...

25. Everybody in Kirkwall is a freakin ninja and/or vampire.

The only enemies that should be popping out of thin air are Shades and rage demons. And even then with the animation.

And enemies jumping down from buildings? The death animation should be hawke staking them through the heart because even ninjas can't jump down from on top of a building without breaking their ankles. Obvious vampires are obvious.


It's one of the better means of having new waves appear. If that means being a rogue/vampire to you, sure.

Darkhour wrote...

26. NPC mages can teleport. 


I suspect it's not that simple. Block the mage and they go nowhere at all.

#16
ironic_lettuce

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I'm playing on PC, fwiw.


Yeah same here :huh: Confusion reigns!! I'll try it again in another battle, see if it works this time!

Modifié par ironic_lettuce, 21 mars 2011 - 05:21 .


#17
ironic_lettuce

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Altima Darkspells wrote...

Yeah, your allies tend to follow you after a while as you get further away from them. Staying close or in battle seems to work.

I don't know, maybe it was intentional to keep people from stealthing through the dungeon or something?

It's really annoying when your allies walk into those blasted environmental traps. "Hmm, a buzz saw, that looks inviting, Hawke." "No, stay back!" "I...I can't! I just love you too much! *Bzzzt* Oh, god, it hurts, give me your last injury kit!"


Haha!! The worst one I had was a poison trap that went off, killing Fenris over and over because the fight had finished but the poison hadn't disippated, so every time he got up it killed him again straight away!! Eejit. :lol:

Modifié par ironic_lettuce, 21 mars 2011 - 05:23 .


#18
izmirtheastarach

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Altima Darkspells wrote...

Yeah, your allies tend to follow you after a while as you get further away from them. Staying close or in battle seems to work.

I don't know, maybe it was intentional to keep people from stealthing through the dungeon or something?

It's really annoying when your allies walk into those blasted environmental traps. "Hmm, a buzz saw, that looks inviting, Hawke." "No, stay back!" "I...I can't! I just love you too much! *Bzzzt* Oh, god, it hurts, give me your last injury kit!"


I would think it was implemented because in DAO you could get so far away from your party that to switch back to them would require the game to stop and load that portion of the map. This often led to crashes. I suspect it's more of a technical issue then anything else.

#19
TexasToast712

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Wrong forum to list complaints.

#20
lx_theo

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You know, you'll always dislike a game if you TRY to make it bad. And you seem to really be trying.

#21
Guest_Puddi III_*

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Well "hold" does work to an extent, but it is true that they will follow your controlled character like creepy stalkers if said character wanders too far away.

#22
Eurypterid

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Drogo45 wrote...

Alert!!

Marlon Brando's pet monkey.


Drogo, I've seen too many of these types of posts from you. If you've nothing constructive to add to a thread, don't post.

#23
JJDrakken

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I have been 1 shotted by mages. Blood Mages do this wind up blood blast thing to 1 guy, it can drop them flat, if you don't notice them right way, that's just pain. None of my mages can do that, hell not even a rogue can do that, till later even then not garunteed.(Assassin Spec).

Qunari Mages do that big Orb force then, that can 1 shot folks too, the Hurlock Mages summon a bubble around them that does it. It's just annoying, but I agree with this list, it gets worse in Act 2 & 3.


JJ

#24
Malja

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I see. I've gone to the necessary measures to prevent those spells from fully manifesting, so I never experienced it.

#25
Retserof

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OP made genuinely meaningful critiques without saying "teh game sux," which is refreshing. I generally agree with all of them, outside of 9 and 17.

9. -- Duel wield rogue is rather effective with backstab (among other skills of course) at taking down single opponents, while being able to avoid damage almost entirely. A total boss destroyer if you've rolled it right.

17. -- Didn't have much trouble with the mages after I learned the tells for the AOE spells they used. Dispel magic is your friend indeed. Adds some excitement to the game for me, knowing that a mage can easily take me down if I'm not on my toes. I can see your point of view though.

Modifié par Retserof, 21 mars 2011 - 06:38 .