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Continuation and/or Resurrection of the DA franchise


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#76
LadyJaneGrey

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Quick thought before I run out the door:

One change I saw in the system from ME2 to DA2 which is brilliant: the player no longer sees the options they cannot select. It keeps players from feeling deprived and it increase the replayability.  How many people felt like they had to continuously select the upper-right or lower-right dialogue just to access those options?  It stopped being "what would my Shepard say in this situation" and became "pick whatever's in this position so you can access stuff later."

<3KEEP THIS FOR ALL FUTURE GAMES PLEASE!<3

#77
tomas819

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huwie wrote...

Saphara wrote...

actually, about the companion armor, i think a good compromise would be over the course of the game, you find a few outfits that are ONLY for that specific character, kinda like the upgrade system in DA2. It at least gives the illusion of choice and customization while keeping the characters as themselves.


Good idea. In fact this would be more realistic -- having armour that fits everybody from Oghren up to Sten always stretched credulity (not to mention the armour!) Also with Wade's painstakingly crafted armour ... custom made <> one size fits all.


I like this idea, too. In fact, I had thought (at first) when I saw the companion armor tabs, that this is what DA2 was going to do. :( It keeps the Companions looking like themselves, i.e., unique, but also offers the player some cosmetic appearance choices.

#78
lv427

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I'll warn you now. My "want list" has a theme. More.

Keep the fast combat. Branch out the trees and add more options. More variety in enemies.

Keep the story tight like in DA2. Add more story branches, but keep them focused.

The voiced protagonist and the voice acting of the companions was fantastic. I would love to see more companion quests and dialogue.

I'm enjoying the new look and would like to see more of it, as in more unique areas.

Inventory, I wan't mo-. Oh wait, less inventory management please. I loved that my companions had their own look, and Saphara's suggestion sounds like a great idea.
But I still felt that I had to take timeouts from the game to clean out rings, belts, etc. It was definitely faster considering I only had to worry about armoring Hawke, but still a bit of a chore.

The rune system was great because I could order them based on the upgrades my companions needed, instead of going through lists of stuff to determine what would work best on whom.

#79
Lux

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Have EA green light an expansion that will put the franchise back on track. That is all.

#80
Mykel54

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Here are some of my thoughts on various aspects

-Combat like in DAO, but faster animations like in DA2. I had the most fun with the combat of origins, but the combat was sometimes a bit slow and cumbersome, that is the only thing that i think needed fixing.

-The talent trees and spell were better in DA2, it was noticeable the good amount of work put into them and the different types (sustained, passive, activated). One thing i missed from origins: the racial traits! I was hoping that Varric would have some extra magic resistance, or merrill more magic or willpower? I loved having my dwarf character in origins with his racial bonus.

-The crafting was a lot better in DA2, the only small drawback is that some items were unique to quests and hard to find. This system could be used to a lot of other things: instead of finding a drake scale, and using to create some armour, when you slay a high dragon you get a resource "dragon scales", then you go to your master smith, and to create certain dragon armor you need resource "dragon scales" maybe several ones for really powerful items. This could also apply to blacksmiths for weapons, and tranquils could create magic staves. This way you would avoid having junk in the inventory, and all the reagents for crafting are given to the crafters, so your dragon scales are not sitting in your inventory.
There could even be some "secret" and powerful crafters, like a hunter hidden in the forest, that is the only one capable of making the best bow in the game, to give that incentive for finding the best weapons.

-I also prefered the way origins handled the merchant, even if you had to speak with them, i don´t like having them stand around and you just checking their shop. Bioware could make it so that when you click a merchant he had several messages, for example: message1 -> Come check my wares they are the finest in thedas! <open shop window>, message2 -> My wares are only the best quality <open shop window>, message3 -> You deserve it, come and get it now! <open shop window>.
It could vary depending on what the merchant is selling (weapons, jewelry, cloth, supplies etc.) and also would be an opportunity for some funny comments. This would avoid the situation with merchants in origins where you had to click yes/no to open/close windows, if you talk to a merchant it would be natural that, unless it is a quest, you are there to buy from him.

-About the inventory, the limit is quite annoying and don´t bring much into the game other than headaches, i would prefer it there was a set limit (say 100 or more) and you got a warning when you were at 3/4 (remember the warning you had in mass effect 1?), the player should not be looking for bags and the inventory should be reasonable, big enough to don´t worry about it constantly, and small enough to unload it after doing some quests, so you don´t carry there everything the whole game.

Modifié par Mykel54, 01 avril 2011 - 02:14 .


#81
aluanira

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Combat - I prefer DA2 combat but dislike the ninja spawning/waves. It's approriate for corpses and demons but not for every single enemy group. I'd love to see more DAO style combos (cone of cold and stonefist) and finishing moves. The ogre killing move was always epic in DAO, no matter how many times I saw it.

classes & Races - more options as in DOA.

Companions + Conversations - A mix of DA2 and DAO would be good. MORE conversations for sure, not just quest related or flagged conversation though. I'd like to see player intiated conversations and the options for kissing your romance partner(s) at will as in DAO. Loved the DA2 companion quests which I found more fulfilling than the DAO versions. But please, more player initiated interaction rather than having to wait for an arrow to talk to friends. Would also like to see the companions evolve with events/years passing and be less one dimensional. I'd love to have the ability to influence or change a companion's view over the years.

Romance - More of it! The story is most important to me and interaction with my companions is paramount to a strong RPG experience.

Dialogue Wheel - I can take it or leave it but I really dislike the paraphrasing. I understand the wheel provides more conversation options over the DAO system but the paraphrasing is a little over the top. More attempt to match the text to the vocals would be better.

Resources / Crafting - Love the DA2 system.

More RPG elements  - Return to DAO. Like persuade / intimidate to get out of fights if we don't want to fight. More hidden quests. More puzzles. Lockpicking and stealing!

Inventory - I prefer DAO's system which allowed us to armor companions. But I also like the suggestion others have put forth that upgrading companion armour is also good if we can actually SEE the upgrades. That makes sense to me.

Item Names - Return to DAO. PLEASE bring back the fun with items and stop calling everything "Ring" or "Amulet." I quite like the star system for determining worth in DA2 but some of us enjoy reading and knowing more about an item.

Story Focus & Quests - DAO was more tied together. The story in DA2 was very good but the execution lacked focus. The acts felt like completely separate stories. I realize there were elements that touched on the main story throughout but it wasn't enough for it to tie well together.  I'd like to see more sidequests that relate to the overall story rather than just collecting money or rescusing people. Too many sidequests like this take the focus off of the story and become jumbled together. Would also like to see more non-combat quests.

Epligoue - Prefer DAO. After such a long and epic game, it was good (but sad) to say goodbye to everyone and have that last chat.  When the credits rolled in DA2, I was shocked. Players get emotionally invested in their characters and companions so some sort of interactive epilogue scene provides closure and satisfaction.

Modifié par aluanira, 01 avril 2011 - 02:40 .


#82
wildannie

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I will be so gutted if there was no continuation of the Dragon Age franchise, some of my hopes for DA3 are :-

Combat - I would like the faster paced combat to be kept but with the return of the iso camera and more logical spawning of enemies please.  Plenty of room for improvement in the Boss battles - I don't enjoy winning by spending 30mins running away, waiting for my powers to recharge etc - that's pretty dull.  A friendly fire toggle would also be very welcome.
Companions - This is what I love most about Bioware games so I was really quite disappointed by the lack of freedom in DA2 although the characters and conversations that we did have were fabulous.  
I would be happy with the voiced protagonist but I would very much like to always be able to speak to companions even if they often have little to say.  The pacing of companion quests was fine but there should be more frivolous dialogue to be had when visiting their home (like in Mass Effect) and I also think there should be some LI specific dialogue or kisses as there was in Origins.

crafting I much preferred DA2 crafting system and would be happy for it to remain the same.

skill trees Again I think that the concept in DA2 was an improvement, obviously some changes would be welcome so that we have new talents and combos to learn.

inventory I would hope for more descriptions and back stories for the items, it makes them seem more shiny.  Jeez, if you don't have time could you not run some kind of community competition for unique weapon descriptions?? :whistle: No? well never mind.Although I like that the companions had a unique look it would be good if there could be some changes made to that look with the various upgrades that could be found or purchased.  An alternative outfit for each companion would be nice.

story I enjoyed the stories of both games equally, but hope for a return to something more epic for DA3.  As for the protagonist? I would love it to be either the warden or hawke, and I would also love to see returning characters... it's so hard to let them go :P

#83
neppakyo

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Keep the ME2 sauce out of the DA cake.

#84
TyDurden13

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The number one thing I want to see in future installments is alternate solutions to questlines. Frankly I am finding the "Go to a location, speak a few lines of dialogue, then slaughter everything in sight" is getting tedious. Let us use some other skills to solve quests - stealth, diplomacy, investigation, bargaining, etc...it seemed like in DA2 I was constantly forced to kill and kill and kill no matter what. I'm not saying I want complete pacifist playthroughs, but I really think there needs to be:

1. More flexibility in quest progression
2. A wider variety of quest types - there should be more than "search and destroy" or "fetch"

#85
shai-hulud-lama

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-I also prefered the way origins handled the merchant, even if you had to speak with them, i don´t like having them stand around and you just checking their shop. Bioware could make it so that when you click a merchant he had several messages, for example: message1 -> Come check my wares they are the finest in thedas! <open shop window>, message2 -> My wares are only the best quality <open shop window>, message3 -> You deserve it, come and get it now! <open shop window>.
It could vary depending on what the merchant is selling (weapons, jewelry, cloth, supplies etc.) and also would be an opportunity for some funny comments. This would avoid the situation with merchants in origins where you had to click yes/no to open/close windows, if you talk to a merchant it would be natural that, unless it is a quest, you are there to buy


i don't like this kind of system. i always skipped the dialog with the merchants in origins...i think it's annoying. it's much better in da 2 imho

#86
Foefaller

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I would like to see the linear setup of DA2 to appear in latter DA games, over the "Go to each of these places in any order then continue to the endgame" stucture of DA:O. The main reason is that this allowed a noticable amount of delvelopment -especially character development- to not only happen between each Act, but also have it be something that the world reacts to; Non-spoilery examples include a kid you saved in Act 1 growing up and taking up one path or another by Act 3 based on what you did earlier, the character development of your Companions, particually Aveline, Isabela and (especcially if you rivaled her) Merrill, and how the other companions and people reacted to it outside of a homebase, and of course, your own path from nobody to Champion, and how the world responds to that, and the decisions you made to get there. As opposed to DA:O, where pretty much every location was it's own world, isolated from the others untill the very end, and there were very few decisions that jumped from one place to the other (unless you are talking about your Origin or the Landsmeet) and 90% of any character progression from your companions never left the campsite.

Not saying how it was done in DA2 was perfect though; the framing narrative could do with a little less foreshadowing, and it would have been nice if there was more exposition/story/etc. to describe what happened between time skips (which is why I hope that Bioware has DLC planned that takes place during the skips) but I really like the idea of seeing the consquences of most of my actions before the eplogue or expac :D

#87
Fymth

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I would really enjoy having my family play a bigger role and have more quests related to them in DA3 and PLEASE dont kill/lose all of them!
In DA2 I hated losing them 1 after the other and it made me feel sad =(

NEW Warrior ability : Spell Reflect! =D

Modifié par Fymth, 01 avril 2011 - 04:36 .


#88
Addai

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SnowHeart1 wrote...
- Keep the combat mechanics of DA2. These were an improvement.

For mage, I agree.  I loved the new animations.  For warrior and rogue, I was less pleased, mostly that there didn't seem to be any sense of heft or weight to your sword swings.  I would prefer a happy medium between Origins and DA2 on these.

- Keep the new talents/powers design. I was leary of this at first, but it was a huge improvement. Nicely done.

I like the trees as well.  A lot of the dead weight was cut out- thumbs up.

- Get rid of the waves, or at least significantly curtail their use. These were/are a disaster. They may have a place in an occasional fight, perhaps in an enemy's stronghold where reinforcements would understandably be coming from elsewhere, but not every single freaking fight on the street with a band of ruffians.

I don't really understand the often-repeated complaints about waves of enemies or more intelligent enemies, since people complained about DAO being too easy.  This adds complexity to battles.  Combat is not my #1 thing, but I can't see how that is a bad thing.

- Lighten up the restrictions on interacting with companions. I liked the idea of each companion having his/her own home, but in practice this didn't work because I had to go to that home to have a conversation, and even then only at the character's (map board's/quest log's) prodding.

- Keep the excellent character dialogue. What there was of it, was great. Really excellent. For good or ill, you guys keep setting a high standard here and I hope you continue to live up to it. There didn't seem to be quite enough of it in DA2, but what there was... I enjoyed immensely.

Agreed, the interactions are as quality as I expected and I enjoyed them a lot.  I would like to have a few dialogues available outside the home base, too.

- Focus the story and tie the side-quests into it more. Rock-Paper-Shotgun's review summed up the problems with the quests in the First Act and mentioned, IMO accurately, how this basically continued through the remaining quests. Some random side-quests with no connection to the main story are inevitable and can be fun -- but not when it seems like almost every one of them is.

Weird, I thought the quests were more tied in than they were in Origins.

- Companion Armor. I get what you were trying to do here, about having each companion with a unique visual style (e.g., Morrigan should look like Morrigan, not another random mage wearing Circle robes). I get it. And I think some people probably are happy to have less "micro-managing" to do. But I love this stuff and so do a lot of other people. Please look into bringing it back and/or finding a compromise.

Me too- I like most of the companions' looks, but still miss the visual customization.

#89
shumworld

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The Mabari DLC was cool, but I miss the Ranger class. They had the ability to summon animals like Wolves, Bears, Spiders and later had the ability to evovle them.

Make the attack and auto-attack optional, just like how you gave us the ability to turn the gore on and off.

I know BW want to give the followers their only unique look. Though could we also have the freedom to customize their outfits as well. Do what you did with Morigan. Have custom armor/robes that are exclusive to a specific follwers whose stats are without equal, yet leave the option open for us to choose armors we feel fit with our ideal look for them.

You want to make the combat system "streamlined", that's cool. However I don't think removing the option to toggle between two sets of weapons won't detract from your goal for a streamlined system. I like the ability to switch between weapons back in future BW games.

Modifié par shumworld, 01 avril 2011 - 04:58 .


#90
zambingo

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Speaking of toggling weapon types...

Warriors get 2H and Shields
Rogues get Daggers and Archery
Mages get Staves and wah wah wah nothing.

Mages should get wands. for melee the wand could just have a murder knife blade on the hilt or something. Wands make sense for apostates because they can be hidden. Perhaps the difference between wands and staves (beyond attack animations) could be differences in power and accuracy. Wands more accurate (higher critical chance or something). Staves more powerful (better overall attack).

Having a Wand option set up could also set up options for enchanted, one handed daggers. The animation for wands could concievably work for holding a short dagger too. So while you, BioWare, can still maintain distinct differences in classes (as seems to be your intent with DA2), you can pacify/appease two parts of your player base by 1. including wands 2. that then providing the opportunity for enchanted daggers. Sure it's not Spellweaver, but it's a compromise. :)

#91
berelinde

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First of all, kudos for the positive OP! We can talk about the future without bashing the past. This reply deals only with my own preferences and makes no assumptions about anyone else's, but I'm a player too, right?

- combat

This is an RPG, so satisfying combat is important. It isn't as important to me as a good story or compelling characters, but I do enjoy it.

DA2's streamlined skill trees worked for me. I found myself using most of the abilities my character selected, so there wasn't a sense of "Well, that was a useless level-up." At higher levels, mages still own the battlefield, but they need the warriors and rogues to keep from being overwhelmed, which is great. Rogues could do with a bit more tweaking, since they tend to do a heck of a lot more raw damage than anybody else in the fray, but they die easily, so maybe that evens things out.

I would like to see the return of more realistic finishing moves. Enemies slump over when killed rather than bursting into polygonal chunks, maybe with a rare severed head to keep it interesting. I liked how warriors and rogues would leap into combat (or out of it), but slowing it down a touch or having them leap less high would give it a grittier feel. Combat is tiring, after all.

If it is impossible to spawn a horde of enemies at once due to physical limitations (graphics, memory, etc.), maybe introduce reinforcements in a more logical manner, from doorways, alleys, or up paths rather than from the sky. Or, if that is impossible, just make do with a lesser number of enemies and make them harder to hit because of concealment, cover, or some kind of protective ward.

This is going to seem really trivial, but louder battlecries for the companions. With the camera locked on the PC, the PC is the only one you hear. The characters have awesome lines for taking a potion, being wounded, or recovering from being unconscious, but you never hear them because Hawke is bellowing over top of them.

- character interaction

More, please.

NPC/NPC banter is great. BioWare has always been good at NPC interaction, and this trend continues in DA2, but NPC interaction is no substitute for interaction with the PC. PC dialogue allows the player to become invested in the NPC. Banter conveys a sense of bonding between the various companions. It's nice that they are forming relationships with each other, but PC dialogue allows the PC to form a relationship with the companion. Yes, this means that I want the ability to talk to the NPC at any time.

Also, you can't just drop bombs on the player and then not give them the opportunity to discuss it with the NPC. In one banter with Merrill, Anders describes what it's like, living his life. Talk about a missed opportunity. How could she hear something like that and say nothing?

It is possible to have a hybrid system. While on the road, maybe the companion can indulge in scenery dialogue ("It's nice to get away from the city for a while. Kirkwall starts to stink, after a bit."), event-related dialogue ("That Thrask wasn't bad... for a Templar."), or light flirting, if the character is in a romance with the PC. The NPC's home, or the PC's, in the case of live-in lovers, is probably the best place for private or deeply personal dialogue. One thing I enjoyed from Origins was the conversation between the PC, Alistair, and Morrigan on the steps of Lothering, where the PC decides where to go next. I would like to see more opportunities to plan future quests as a group. This might even involve party selection. Naturally, the PC's home would be the best place for this kind of conversation.

As for the romances, it is really difficult to form an attachment to an NPC in six dialogues. The NPCs involved were all appropriately swoon-worthy in both DA:O and DA2, at least in my opinion, but some people find it easier to become attached to some characters than others. The "others" might prove to be just as wonderful as the kindred spirit character on closer acquaintance, but it takes dialogue to forge that bond. Take the DA2 romanceable males as an example. Anders had me at "Hello," but I found Fenris to be distant and unapproachable. Had my character been able to interact with him more, I'm sure that I would have felt more of a desire to see where that relationship was going. OK, he would still have been reserved and reluctant to talk about uncomfortable subjects, but I would have had more of a reason to want to try to get to know him better.

Who hits on who? I liked the DA2 system with one exception: Isabela. Some players complain that Anders makes no secret of his interest in the PC, but I don't mind that at all. I fully expect any romanceable character to show at least token interest in the PC unless the PC has made it clear that advances are unwelcome. No, what I object to is the interest the PC is scripted to show in Isabela. When one character propositions another, there should always be an opportunity to respond. I would have paid $5 more for the game just to give my PC the opportunity of saying "Don't wait up" after Isabela invites him to her room at the Hanged Man.

Why does romance end after consummation? This is where the lack of player-initiated dialogue is most keenly felt. The PC is living with his lover, but he can't say that it's time for bed? He can't offer or receive hugs? Sometimes, it's the little things.

How much... er... realism? I had no objection to the cinematic lovemaking of DA:O, apart from the undergarments. While I firmly believe that there's nothing wrong with nudity in a M-rated game, I understand that such a game would cause too much controversy. The world being what it is, the fully-clothed fade-to-black was better than bikini simulations.

So, with all this added dialogue, how to fit it on one disk? Put it on two, with one disk's worth stored on the hard drive.

- environment

What can I say that has not been said before?

In defense of area reuse, I will say that, as a person who has severe trouble with spatial relations (I must turn a roadmap in order to follow it, unfortunately), familiar layouts were not all bad.

Is it possible to store a second disk's worth of levels to a console's hard drive? If so, the investment would be worth it. All games reuse areas. BG2 only had 2 or 3 house interiors, after all. But it would have been nice to have the main plot quests take place in unique areas, at least. And more than one hovel/mansion/warehouse layout would have helped.

One last appeal: bring back the clutter. The levels looked too sleek, too pristine, too unfinished without it. I do realize that piles of books and sundry make navigation and targeting more of a challenge, but perhaps there is a workaround. Make a new type of terrain, one that allows targeting but not travel. I can fire a spell over a low wall, but I have to walk around it. My archer can fire trough a portcullis grille, but cannot hit it with his sword.

DA:O interiors and building exteriors were more interesting to look at. There were no unbroken expanses of wall, floor, or terrain. Lots of stuff on the walls, lots of stuff on the floors, lots of stuff to look at.

- characters

Both games presented strong characters, but that has always been BioWare's strength. Not all will appeal to everyone, but that's only to be expected. In both games, I liked how no character was all good or all bad. Alistair was sensitive and noble-hearted, but he could also be indecisive and a bit selfish. Anders was caring and idealistic, but there were times my PC wished she could tell him to shove a sock in it without hurting his feelings. The first word to leap to any player's mouth when describing a character they don't like is "whiney." I don't know why this should be, but it's true. Ask somebody what they don't like about Alistair/Anders/Fenris/Velana/etc, the player will invariably say that the character is whiney. To me, this means that the character talks about things that do not interest the player or that the character presents these things in a manner the player does not appreciate. To quote Carver, "I don't hate you because you're a mage. I hate you because you won't shut up about it." But that's why you need more than party_fill number of companions. Leave the ones you don't like at home.

The issue of character sexual orientation does not bother me. I usually play female characters, but I do play male characters about a third of the time. If, in the future, somebody decides that NPC X can only be romanced by males, I will play as a male to romance them, if I like the character in the first place. I played MotB with a male PC because I liked Safiya better than Gann. I do understand how some gamers find it impossible to play a character of a different gender. Others don't. I love how the DA2 romances are slightly different for each gender... to a point. I am not really a fan of how Karl's status changes based on the gender of the PC. It isn't because I care whether Anders has had a male lover before, it's because my male PC just forced him to kill his former lover. The emotional oomph of that fact completely overshadows any curiosity I might feel about Anders' orientation. I would rather have had the lover/friend issue be introduced as canon one way or another, and set Karl/Karla's gender based on the PC's.

- lore

Oh, how I miss the item descriptions! I found them endlessly amusing. On the other hand, I like the alphabetized codex.

Is it just me, or was the whole Warden thing downplayed a lot? Anders talks about how unpleasant the Joining is, should someone in your family have to undergo it, but it ends there. He never mentions his own life expectancy or any future fertility problems. These are things my PC would have liked to talk about with him.

- story

In DA2, the lack of a central villain does not bother me. I didn't mind that most of the game, my character was just going around doing what needed to be done without knowing where it was going. Life is like that, isn't it? That said, I would not mind going back to something a little more epic in the future.

Is it wrong that I value the method of storytelling more than the story itself? As long as my character is engaqed in entertaining tasks, I'm content to wait until the end of the game to find out how it all pieced together. I like puzzles, and I enjoy playting through something for a second time and thinking "Oh, wow, so that's what he meant!"

DA:O had its Blight. Major big bad identified practically on Day 1, you know how the game is going to end as soon as you've finished the prologue. It's the stuff in the middle that needs sorting out. You have a pretty good idea of how to get there, enlist the help of this faction, that faction, and their dogs, run a few side quests, and in general, not a lot of surprises. Don't get me wrong. I loved DA:O.

DA2... no Blight, no major villain. You know what happened: the Chantry fell apart and you were somehow responsible. Again, it's the stuff in the middle that needs sorting out. Except in this case, you don't know how it's going to end. You don't know what happened, exactly. There are no clear goals, you don't even know what's going on. Quests that seem at first to be inconsequential turn out to be pivotal moments later on. So yeah, if you fly through the game and don't pay attention, you probably won't know how you got to the end of the game without knowing what's going on, but the same could be said of BG2. My first playthrough, I remember thinking "Suldanessellar? What are we doing here? Why?"

Hmm, maybe I do prefer a more clueless approach to video gaming. Who knew?

- rpg elements

In some ways, DA2 succeeded in ways never before dreamed possible. There's an evolving conversation system where your personality is tracked and referenced later, opening pathways based on the dominant personality type. Cool stuff. Too bad it didn't mean much. The climactic moments are going to end up the same whether you help this group or that. Am I complaining? Not really. A game has to have some structure, or else it's just wandering around looking for things to kill until you kill the magic goblin and the game ends. I do like how some choices are only available based on your personality, upon earlier quests, or upon party composition.
So, no linearity complaints from me. I would have liked to have seen a bigger chunk of the world, though. Maybe Tevinter.

I'm sorry I did this part last. I'm out of steam. Maybe I'll come back to it later.

Edited to correct formatting errors.

Modifié par berelinde, 01 avril 2011 - 05:19 .


#92
Seroxi

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A lot of good points have already been made so I'll just bring up one issue.
The one thing in DA2 that bothers me to no end is the fact that I'm pretty much forced to drag certain characters with me throughout the game.

1. Aveline is the only character who can wield a shield(unless PC is a warrior)
2. Anders is the only character who can heal during Act2 and most of Act3(unless PC is a mage)

Sure you can play the game without having Aveline as a tank or Anders as a healer but they are hands down the best you can get and trying to play any other setup is rather... tedious. I can understand the underlying logic of Fenris not being able to tank or Merrill healing but some things should be overlooked.

I personally think that Origins handled this part a lot better by just allowing all warriors to use a shield and all mages to heal. This way I could bring the characters I like with me, not the characters I need with me. I hope this will be the case in the next installment of DA franchise.

#93
loudent3

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My main hope is to have actually changes in the game based on the decisions I make. For example You know who's little "thing" at the end (actually the entire ending is probably an example). We should have been able to prevent that, or at least manage to get what's her name to safety.

Another hope is no forced failure/success on the player. It's ok to have unforseen consequences EDIT: removed spoilers. only example I can give is how certain people died

By far, my favorite part of DA:2 was the companion quests. I don't know if they were that great or if it just seemed so compared to the lackluster story I was supposedly playing through but I would love to see more companion quests in the next DA:2

I would love NOT to see the time jump forward. A couple of weeks , perhaps a couple of months is OK but three years where supposedly so much happens. It just further distanced me from any sort of emotional involvement either way. If you are going to do a several year time jump then you need to make some changes to the areas. Corpses hanging around for 6 years in Fenris' house is silly.

Area reuse: I'm ok with reusing areas with the following caveats: 1) when reusing an area and you wall off parts of it to make it seem different at least adjust the minimap to remove the walled off areas so we don't recognize it immedietely. 2) if you are gonig to have randomly generated areas with semi-random quests/events, then it's ok to reuse some areas.

I would like to see a larger world to be involved in

I like the dugneon size in DA:2. I've never been fond of long dungeon crawls and I really appreciated not having them in da:2.

EDIT: removed spoiler examples

Modifié par loudent3, 01 avril 2011 - 07:07 .


#94
LoneStalker

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I should be able to keep up with the flow of combat. This means;
   - When two or more party members engage the same enemy, I should be able to distinguish which damage appearing above the target's head inflicted by which character. There should be a clear delay between every move.
   - I need a top-down wiew of area, also detachable so that I can pause and select some of my companions and reposition them easily.
  - Less flash and awesome, I'm not joking or anything. Less gore and exaggerated spell&talent animations, in order to be able to see on what is actually happening. A toggle to change the level of gore should do the trick.
  - Order queue. 
  - Different crowd and aggro control spell&talents for all classes. DA2 shined in the variety, I liked it.
  - Unique specialization for companions. 
  - I should be able to see spell&talent names and status of NPCs. (DA:O)


Both fluid and natural combat and I intentionally avoid "realistic" and "fast".
  - No glancing blows, it was a bad idea. When I miss, I should actually miss. No kiting except AOE spell&talents. 
  - In melee I should parry/dodge/miss. A completely different animation for critical strikes maybe, instead of bigger damage numbers (DA:O) and white flash in health bar (DA2). 
  - Finishers.
  - Return the armor penetration and backstabs. No way on earth a dagger can have higher base damage than a sword or an axe. These were where rogues used to shine damage-wise.   
  - Less is more indeed. Closing attacks (especially ones for rogues) should be rare, like finishers. Do you know what happens if a rogue attacks an enemy moving away from him/her in DA2? I prefer shuffling. to that.
  - Enemies should use similar spells&talents, like the emissaries in DA:O. Enemies should be able to stagger, knockback, freeze, grab, stun, poison, curse, cripple or mind control the party. Different tactics for/by different enemies.
   - No artificially high HP for any enemy. Especially in higher levels and difficulty, they should go down without much fuss, as should I.   
  - No over-populated enemy encounters, no waves except plot-wise or scripted events.
  - No anime/cartoon/hyperbolic animations, sorry but it just doesn't feel right. Keyword is natural not realistic. TH regular attacks, Killing Blow, Hail of Arrows, female characters' running animations, do I have to count more? I'm not suggesting insanely dull, lifeless combat. DA:O is where I draw the line, it was acceptable, fine. Everything was a bit slow BUT never felt awkward, unlike DA2. It may seem artistic for some people but not for me, not at all. 


Just a few thoughts and suggestions, that's all...

#95
Irish Porkchopp

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There are a lot of great ideas here. A thought about crafting for the next game-

The rune system has a lot of potential for future games. I think it could make the item/armor/weapon system more flexible and customizable. Most of DA2 items are too generic in my opinion. How many Superior Gauntlets are there anyway? When unique items are found they are soon outclassed by generic items. That’s no good. Even when I found a really good, unique staff, after a short time, it made more sense to use a generic staff because it did more damage. This is because the generic items level with the character as they are found. People like their unique and powerful stuff, so this is where runes come to play.

In this system generic items can still level with the character. Generic items might have zero, maybe 1 rune slot, depending on the quality of the item. Fine.

Unique items can have more rune slots available to them. Say 3 or more depending on the quality of the item and balance issues. Unique armor sets will still have set bonuses for equipping the whole set.

The actual runes are the important part of this system. All existing runes are still available, but make item bonuses available in rune form. Some examples would be mana regeneration runes, stamina regeneration, a health regeneration rune, +mana/stamina rune, +health rune, attack speed bonus and so on. All these runes work better for better equipment like the current system. There are a lot of possibilities here.

Another piece to this puzzle is the Item Upgrade Rune. This is a rare or expensive rune that can be used to upgrade all the stats of a weapon or armor piece. Using it consumes the rune and the rune slot permanently but upgrades all the basic stats on that item. For example, lets say I have a magic staff called the Porkchopp Skewer. It’s a fire staff that goes well with my fire based mage and it looks really cool to boot. When I first find it, here are the stats. 12 (fire damage), +1 magic, +3% fire damage, 3 rune slots. This is great, early on it works well. As I level up it isn’t so great. Until I find some runes that is. So I add a fire damage rune and a mana regen rune. And that works really well for a while longer. But eventually it’s not enough. Luckily I found this cool upgrade rune. And I have one rune slot left. So I use the rune in the last rune slot. Now the Porkchopp Skewer’s stats look like this: 19 (fire damage), + 2 magic, + 6% fire damage, 2 rune slots. My fire damage rune and mana regen rune are now more effective also (and can be replaced if need be). Now I can use the Porkchopp Skewer for a couple more levels! Who wouldn’t want that?

Or imagine picking up a very basic weapon in the beginning of the game. It has nothing special about it except for a bunch of rune slots. You upgrade it throughout the game and it becomes your badass iconic weapon. Maybe each class can have a weapon that, when fully upgraded, becomes the badass iconic weapon ( It would be cool if the player could choose the skin for that weapon too). This could work not only for weapons, but armor and even special items like rings and amulets.

I think this system gives unique items longevity. People who want to customize can do that. If you don’t want to mess with it just pick up the generics. This is just a base idea and not fully fleshed out for balance but I think it could add a lot to the crafting system and give people the customization that they want.

#96
johook213

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Oh, I wanted to add that I liked the companions having their own homes and such. In origins we were building an army, so we were all part of that army. It made sense sharing a camp. But in most situations, your companions would probably have their owns places to live. Please stick with this general idea. ^^

#97
Gentle Leviathan

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WARNING: wall of text incoming!
I don't think a continuation would work, it's not ME, the story isn't focusing on a single character, if anything needs to be added to a character's story, whether it be the Warden's or Hawke's, it will come in the form of a DLC. Now, for DA3, I want an Origins style story, I don't care if it's the cliched "start from nothing, grow powerful then destroy giant epic uber enemy" type story, there's a reason it's used, it's good and people like it. But of course, don't be afraid to throw some twists and turns in there, don't want it to generic. The story should be influenced by DAO and DA2. There should be MUCH more interaction with other party members and the romances should be a little deeper. On companion armor, I don't mind it, but if you're going to go that way, change it more often. I would also like full character customization back. With the choice of being Human, Eleven, Dwarven, or Qunari, each giving a different Origin story to start and people treating you differently depending on your race. Races should also get different benefits from each other, for example, if you can be a Qunari, they start with higher strength and constitution, can dual wield two-handed weapons(like the Arishok did) and can use a two handed weapon with a shield. Humans, Elves, and Qunari, if mages, should also get unique spells that only their race knows. Also, people should REACT if your a mage, not ignore your robes and giant staff that you just shot flames out of. For specializations, just don't give them to us, when we click on one to learn, make it start a quest that leads us to someone who can teach us. Combat wise, I liked that faster combat, but the enemies shouldn't just fall from the sky in waves. I would also prefer that not every enemy I explodes into a pile of goo. I also would like the maps to be different, every cave/basement/sewer shouldn't be the same area with giant stone blocks blocking doors.That stuff and keep all the LIs bi please!

Modifié par jerzeycj, 01 avril 2011 - 08:12 .


#98
huwie

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One thing that bothered me in combat was the non-persistence of auto-attack. I think the controlled character should continue to attack the target until one or the other is dead. If something happens to interrupt the attack (short of falling and being revived, perhaps) then the attack should continue once the intervening effect has worn off, with the character moving if necessary to re-engage the target.

To give a concrete example: post-stun, an AI-driven character forgets the current target and chooses a new target based on the other side's current aggression/threat levels. That's all good, it adds opportunities for threat-based talents to have an impact and thus has a tangible impact on combat.

But the re-evaluation of threat doesn't apply to the human player, who will have chosen the target before the stun, and will most likely continue to choose the same target afterward (unless the target has died, or a higher priority target has appeared). So for the controlled character, forgetting the target just adds click-overhead, which is what auto-attack is meant to reduce in the first place.

#99
huwie

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johook213 wrote...

Oh, I wanted to add that I liked the companions having their own homes and such. In origins we were building an army, so we were all part of that army. It made sense sharing a camp. But in most situations, your companions would probably have their owns places to live. Please stick with this general idea. ^^


I liked this too.

For me, the "strangeness" of them having individual homes came from only being able to talk to companions in those locations. So you could be in the Chantry with Sebastian in your party and he's not interested in talking, just move slightly and his quest icon lights up. This was most noticeable with homes that weren't a complete area unto themselves (so Varric, Anders, Aveline and Sebastian, I think). But it applied to a lesser extent to the other companions, too.

#100
Savber100

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Combat- Reactive, fast combat is fine but don't make it to the point that it's just exploding darkspawns at every turn. Tone it down and make the damn weapons have some more damn weight. Speed up combat but in fashion that it doesn't make my character look like a Superman. Also get rid of waves. I know it's meant to have us adapt but it just comes off as random with people flying from the sky and landing everywhere in random places. Very annoying.
Also, get the tactical camera back. Please.... pretty please... I BEG YOU!

Also balance the talents so we're not just spamming attacks til our thumb are sore.

Character interaction - Awesome stuff although not always as funny as in DA:O. Keep this up!

Environment- This is the BIGGEST flaw in the game. Suprising since most fans were concerned only about the combat and never DREAMED that Bioware will redo the same cut and paste environments. What's worse is that this game in only in Kirkwall. A small little area. So why the hell did we get cut-in-paste areas? In games like the Elder Scrolls, I can forgive cut-paste areas because of the vastness of the world. DA2 HAD NO SUCH EXCUSE. Give me a more VARIED and rich place to explore and be awed at.

Lore- Mr. Gaider (or was it Laidlaw) once told us that this series is about the WORLD OF THEDAS. So why are we stuck in freaking Kirkwall for the entire game of Kirkwall?? Yes, I know the game is personal... but are you seriously telling me that the CHAMPION OF KIRKWALL never ever visisted other cities of the Free Marches? Why hasn't Hawke ever visit other places besides Sundermount? In DA3,  I want to see Rivinia, Orlais, Tenvinter, and Par Vollen and I expected to do more than just sit around in Kirkwall for 10 freaking years. Gives us more cultures to immerse ourselves in!

Story and RPG elements- Choices that matter and will influence the story are key. Nothing in Kirkwall felt like it did anything besides unlocking the next part of an already set story. The frame narrative was a missed opportunity and we only had twice or thrice that actually took advantage of the narrative. Disappointing. While I understand the story is suppose to be personal, all I can think is how LESS personal the story is when all the Champion does is fight qunari, some mages, groups of mecenaries, and have sex with his girlfriend before lazily siding with either side at the end which made ZERO impact on the overall ending (with the exception that you become a viscount).

I really hope these negatives can be fixed. :(