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Anyone else miss the long dungeons of DA:O?


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#226
Dragoonlordz

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ishmaeltheforsaken wrote...

Dragoonlordz wrote...

The deep roads in DAO were perfect for what they were supposed to represent ~underground deep, large network of tunnels/caves where darkspawn live. There was nothing wrong with the deep roads imho they served their purpose and did it well. Even the fade had the aspect of shapeshifting to make it entertaining with each section different to the last. Both of these were done a million times better than in DA2 imho even if your attention span started to get more and more limited if replayed DAO. Mine however did not because they were as they are supposed to be both in relation to the plot/story and purpose so each time visited I put in context of what they were there for and meant to be which they did well.


The Deep Roads would have been fun if combat had been like in DAII. But it wasn't. So they weren't.


You mean like Dragon Age: Jutsu?

Nah the combat was fine in DAO other then the occassional shuffle. They went too flashy for DA2 they only needed to speed up the DAO combat and tweak the combat in sense of smoothness of actions.

What we got is DA with Naruto type moves in DA2. They should not have used waves either for every fight, static mobs for all but large battlefields and boss battles was/is the best option. The waves make every fight tedious along with the scaling where the weakest mob all of sudden is as strong as you are even though you gained levels and are stronger in theory, there was no point to leveling as you might aswell just should of been given all skills at start and would feel same. Posted Image

There are just as many problems with DA2 combat as was with DAO, the only difference is being blinded by the blood and explosions with flashy moves that hide the fact it's just not right either.

Modifié par Dragoonlordz, 16 avril 2011 - 12:58 .


#227
Tom Jolly

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 Yes. I miss dungeons.   They should have put some in DA2.  I just remember seeing those few different rooms over and over agian : / 

#228
amaltheaelanor

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Yes, in answer to the original post. I miss the long dungeons, as well. It's one the areas in which I had the hardest time enjoying DAII, especially as no quest took longer than 30 minutes. No matter how many times I play Origins, I never tire of the long campaigns (except the Fade, but that took quite a few playthroughs for me to get sick of that one). And I will always love the Urn of Sacred Ashes quest.

#229
Lumikki

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Not really, I don't misss long dungeons. But situation in DA2 isn't much better. Meaning going into same looking places over and over.

#230
Nadya2

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i did, i felt the game was way too short in comparason with origins.   everything felt rushed and afterthought about it.

#231
Chromie

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Dragoonlordz wrote...

ishmaeltheforsaken wrote...

Dragoonlordz wrote...

The deep roads in DAO were perfect for what they were supposed to represent ~underground deep, large network of tunnels/caves where darkspawn live. There was nothing wrong with the deep roads imho they served their purpose and did it well. Even the fade had the aspect of shapeshifting to make it entertaining with each section different to the last. Both of these were done a million times better than in DA2 imho even if your attention span started to get more and more limited if replayed DAO. Mine however did not because they were as they are supposed to be both in relation to the plot/story and purpose so each time visited I put in context of what they were there for and meant to be which they did well.


The Deep Roads would have been fun if combat had been like in DAII. But it wasn't. So they weren't.


You mean like Dragon Age: Jutsu?

Nah the combat was fine in DAO other then the occassional shuffle. They went too flashy for DA2 they only needed to speed up the DAO combat and tweak the combat in sense of smoothness of actions.

What we got is DA with Naruto type moves in DA2. They should not have used waves either for every fight, static mobs for all but large battlefields and boss battles was/is the best option. The waves make every fight tedious along with the scaling where the weakest mob all of sudden is as strong as you are even though you gained levels and are stronger in theory, there was no point to leveling as you might aswell just should of been given all skills at start and would feel same. Posted Image

There are just as many problems with DA2 combat as was with DAO, the only difference is being blinded by the blood and explosions with flashy moves that hide the fact it's just not right either.




DA2 combat is so much better then Origins. Deep Roads sucked so bad in Origins. Occasional shuffle? Origins felt way to clunky. Clearly you never watched Naruto because I don't remember anyone turning into a demon or using their eyes to send fight me in with tricks.

Origins also was really easy, nightmare was a joke and considering how unbalanced the game was having a party that can heal, tank and dps really didn't matter.

#232
Deylar

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I do miss the long dungeons. It was fun, it was part of the exploration. It was exciting and long, tiring and yet you wanted to keep on exploring and exploring. Finding items, finding lore.

Its sad now that I see a tunnel on my map in DA2 a tunnel that is blocked off, and there is no sense of fun to explore any more.

I prefer DAO dungeons because I was rewarded for exploring.

#233
Arthain

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For me, I found the Fade and the Deep Roads amazing the first time through, you really get a sense of impending doom or a never -ending battle.

However, the thought of doing those places a 2nd time on a 2nd playthrough, or god forbid on the 3rd, was mind breaking. After you do it once, the sense of awe and danger is gone, you know what to expect, and it just becomes one long massive boring trek through an area you'd rather get over with quickly.

The above goes doubly true if you're just rushing through the game to get a certain sequence of ending events to carry over into the next game.

#234
Amfortas

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I do miss the large dungeons. I thought that Origins' dungeons needed to be more complex, like a big puzzle. Instead of that they've made them shorter. It's one of the reasons why I think this game lacks any kind epicness, there's no sense of acomplishment when you finsh a quest, because everything is so small and straightforward. The game is like one single mission repeated time and time again, there's no sense in replaying it.
Can't blame Bioware though, judging by all the "I hate the fade" comments I remember seeing, I would have done the same.

Ringo12 wrote...

Origins also was really easy, nightmare was a joke and considering how unbalanced the game was having a party that can heal, tank and dps really didn't matter.

are you trying to say that's not the case in DAII?

#235
graavigala85

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Ostagar at the begining of DAO was bigger than the whole game area of DA2

but yes, I wanted huge DeepRoads, place where you could get lost! Not just one narrow path that was boring than hell itself

#236
Zeevico

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I know some people (many? probably a majority?) complained about the Deep Roads/Orzammar. I understand that. Frankly, I'd rather quests go too long than too short though. DAO went a little on the deep end (pun intended) for the Deep Roads, but even so, some of that was due, not to making the section "too long", but less interesting design. For example, the Carta quest was this massive dungeon with lots of mooks but maybe what, 5 lines of dialogue at the end all up? That made it harder to enjoy.
Overall I very much enjoyed the long dungeons of DAO and I hated the restrictive maps in DA2.

Modifié par Zeevico, 16 avril 2011 - 12:48 .


#237
MorrigansLove

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Thankyou everyone.