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Anyone afraid the bad review might make BioWare go back to Origins style?


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#626
Volourn

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JE was reviewed very well, actually. Ratings were not the issue. It even sold decently just not the usual BIO numbers.

DA2 is making a profit. It was relatively cheap to make, and sold 1mil+ in less than 2 weeks. The game is profitable.

The docs are still in charge of BIO along with the EA board of directors which the docs are sitting on.

Laidlaw may not have been THE LD on DA1 but he was A LD on DA1. This is undisputable fact.

Even if another DA title is never release I still win. Even if BIO folds up I still win. I bought a game and I enjoyed it. That's winning. Plenty of other games out there. I survived 15 years playing games w/o BIo exisiting, and I've played plenty of non BIO games I've enjoyed so no worries at all for me. *shrug*


You guys are claiming that EA spent a billion dolalrs hoping BIO would fail. And, then spent another 200mil hopeing SW MMO would fail. You guys know nothing about EA's motives.

LMAO

#627
Tantum Dic Verbo

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AAHook2 wrote...

Tantum Dic Verbo wrote...

I'm with you in part, ManiacalEvil (can I call you Maniacal?).  My single biggest problem with Origins combat (once the dagger dexterity thing was finally straightened out) was that the main character's combat style wasn't particularly significant.  What I mean by that is that everything was so third-person that you weren't playing your own character in combat--you were playing a whole team.  That decentralized my role-playing experience greatly. 

As others have pointed out, this essentially reduces the Baldur's Gate/Origins sort of game to a squad level miniatures game with story-telling elements.  (It's ironic to me how often newer games are derided for being action games with story-telling elements, in light of how I see these older team-based RPG's.)  In the ME games, for example, I saw the world through my character's specializaiton.  There are widely differing opinions on ME games, I know, but I think making the PC the central actor in an RPG is good for immersion and role-playing.

In Origins, my role wasn't a salient feature in combat or story-telling, because my teammates filled all the other roles in the same way and I played everyone the same way.  (I'd also be willing to see combat eventually that isn't just WoW style tank-and-spank, but it's a solid framework for now.)


I had a different experience in my Origins run. My favorite was a Commoner Dwarf Rogue who I fashioned as a sort of thief, Robin Hood type.
I specialized as an Assassin and basically I became powerful enough to Stealth into a room or section ahead of my crew, picked out targets of import, used poison weapons and a heavy backstab attack. Often times I could clear half the area before my backup arrived to clean up.
It felt like a fit especially when in Denerim when you took thief missions as the Fox.
Morally it also put you in a gray area, but you could play as a thief with a heart of gold and it worked out fine with your companions. Some decisions you could be savvy and full of cunning, while other times you could do the "right thing" without effecting your Companion stats to heavily. 


Yeah, I've played around with trying to set party tactics so that my teammates act more or less independently, but it never quite worked out.  Even in your example, it would have taken a while to get your character to that point, and most character types wouldn't have supported it.

Anyway, I found myself surprised while playing Origins to realize that I didn't want to do tabletop miniatures combat in a CRPG anymore.  I wanted my character's role to set the pace, and I wanted to play my character instead of the whole group.  All the positive experiences I've had with other CRPG's and tactical games have made the Baldur's Gate approach obsolete for me.

I still enjoy Origins, but I find myself wishing for the "Skip Combat" button others have mentioned.  I never would have thought that combat could feel like such a grind to me.  The cure for me is a game more centered on my character.  I'm not sure that DA2 is quite the cure I'm looking for (haven't played it), but it sounds like some of the design direction might be.

#628
Gavinthelocust

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Do you think that the backlash to Portal 2 is sensible?
It's the same backlash that DA2 got.
Think about it.

#629
Bmeszaros

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I actually started up another playthrough of Origins, and I'll say that 2 components from DA2 that I hope they keep similar are the combat speed and the voiced main character....

I still can't adjust back to the slow battle pace in Origins.

#630
Embargoed

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Sacred_Fantasy wrote...

Embargoed wrote...

Sacred_Fantasy wrote...

Embargoed wrote...
If a game tells a story, then it might as well be an interactive book.

Isn't that what Varric did? Telling you a story? Therefore, DA 2 is an interactive book? You preferred it that way do you?


What's your point?

Since you like DA 2, I figure this type of interactive story book suit you, no?

I like DA2, so I still don't get your point.

Embargoed wrote...
Sure there is. That's why we have different talent trees, different classes, different specializations. There are plenty of other options.

Bah! with 3 points per level to distribute and 7 level to learn a skill and that's about 3 skills branch per game play? Please, you are dreaming.

Dreaming? I'm pretty sure that doing all the quests and killing all the enemies in the game won't allow you enough talent points to max out every tree, so there has to be a few trees that you haven't looked into yet. Not only that, every character can play differently. Besides, the numbers are there for a reason. I plan on looking into a playthrough where I increase the survivability of my mage but decrease his damage, that way I can use stuff like cone of cold and other spells at close range without getting torn to pieces. 

Embargoed wrote...
Sitting down and calculating every last tiny percentage bonus that I get is tedious and doesn't add anything to the game. Besides, it can hardly be said that the 6% bonus to damage makes your character any more different than anyone elses.

Blame that on DA 2 leveling system. 1 point in strength should  reflect stronger attack but they level up ninjas too. So, instead of making PC stronger, it makes PC weaker. I find much older RPG with stat system more effective than today RPG. They used numeric value to heavily shape the character, which is bad if it's not efficient enough. But overall, skill like charisma to influence barter and persuasion is useful. It was just a matter of implementation and effectiveness. But instead people like you don't know how to use it and allow free pass for lazy developer to remove them. Completely.

If your talking about skills, then I'm glad those went. They were pretty useless. Otherwise, I advocated for the removal of items that gave paltry 6% bonuses. When I play a game, I don't want to calculate percent bonuses, especially if they're really small. If it was something like +20 damage or +18 attack, I would get it. That's something easy to calculate because it's only addition. And if you're gonna use percentages, use ones like 10%,  25%, 50%, etc.    I'm saying that we shouldn't complicate the process needlessly when there are alternatives. 


Embargoed wrote...
I'm not advocating the complete removal of numbers, just their simplification. BioWare screwed up the loot system in this game, so I'd like them to fix and improve it next time around.  

Now you see it's simplification. Tomorrow, BioWare will see it's complexion which lead to removal. I've seen enough of removal already and I don't believe it's going to end. Until it's not as simple as playing Tetris, we'll continue to see removal/streamlined again and again. 

No... I don't see it's simplification. Didn't I just talk about how the percent bonuses made the process more complicated? Not only that, there are few inherent problems with the current loot system that need to be fixed. So, really, I doubt we'll see more removal or streamlining unless it serves a purpose.

Embargoed wrote...
If you're talking about crafting in DA2, it's done WAY better. Its... streamlined. [trollface]

Huh? You called crafting runes ONLY is way done and better? I don't even find it innovative and encouraging. Because all I can do is just upgrading gears with little value not worth my time to invest. Obviously you have no idea what makes Diablo so addictive in term of crafting. Have you ever, in your life as a gamer  created super gear by mixing unknown materials and feel excited with your own creation? Don't answer. You have no idea what I'm talking about. 

It's implemented better in DA2 because I just need to find crafting ingredients. That allows for more exploration and encourages the player to go through sidequests to find as many ingredients as possible. And yes, i've mixed unknown materials in Torchlight to create other items. It really isn't that exciting.  The whole process of killing people and looting their bodies for crap or going into caves to find a pair of boots just lying in a chest is dumb. Why can't I just buy a nice sword, upgrade it with a wide vaireity of enchantments, and add more skill points to strength to increase damage instead of killing people and selling their stuff pointlessly. Esepcially when half of it sucks. Instead of crappy junk, why don't I get JUST cash/potions/accessories like rings and belts. That way, I'm not stripping dudes of their armor just to sell it.


Embargoed wrote...
Here's the thing, I don't want to play Super Mario. I want to play an RPG, but one that doesn't suffer from some sort of OCD obsession with stuff that's been done for years. There are others  

Here's the thing. Unless you want to play Super Mario, stick to your simplicity and play your role properly without affecting other people enjoyment who wish to try other element of RPG. You don't want to craft. Don't craft. You don't want the numbers. Then use auto level up and keep your opinion to yourself. You don't want to question the companions life then don't question them. But don't ruin it for others who do want to do so. You're too lazy to customize the companions then don't customize at all. Don't ruin it for others who do love to customize their companions appearance. Stick your opinion to yourself. Don't try to influence others to follow your simple way of role playing.

When did I ever say that I didn't like leveling or customizing? I love customizing my own character. Customizing companions, especially when you had a lot of them in DA:O, was tedious. Going through everyone's inventories to make sure they had everything set was boring. Buying fugly looking armor to give to Sten because he didn't come with any was tedious. Going thorugh the skill list and getting potionmaking only to find out someone else had it was lame, especially when I couldn't find the materials to craft some of the potions anyway and I couldn't bother myself to look for them with much enthusiasm, especially considering there was no need. I had two mages with healing spells. If you guys like crafting, that's your business. What I'm saying is that the current system DOES IT BETTER. We only need to find/buy the ingredients to get the potions we want. Easy peasy lemon squeezy. 
Didn't I say there were COMPROMISES to be made? My ideas aren't going to be used in DA3, obiviously, but it does provide us with the insight that we can customize companions without making it a tedious affair. Give us armor sets and allow us to buy more that we can cycle our companions through, with each armor set having different bonuses. See that? That's called compromise. It can be done.
And how is the skill list "roleplaying" anyway? Do you go through mental gymnastics to pretend that making that lesser potion of healing is "EPIC CHOICE  BRO"? Do you sit at your computer or at your television going through this whole meaningless process where you pretend you hear the faint screech of your warden talking to other people? How is picking through SET DIALOGUE roleplaying? That is NOT roleplay, crafting potions is NOT roleplay, cycling through menus is NOT roleplay.  
My rogue in DA:O was a trap-maker and poision maker. Through my PLAYSTYLE, i painted my rogue as a tactical dude who always set the battlefield to his liking before marching his allies foward. I spent half the game looking for materials for traps and never found many, so I was always stuck with really weak traps. Poison-making was just as hard. If traps had made a comeback in DA2, I would have loved them. Easy to find crafting materials means the game's difficulty goes down while my fun goes up. 
Next time, think about your choice of words. This isn't anything against you, but don't arbitrarily call anything you like roleplaying, because it's not.


#631
Killjoy Cutter

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Volourn wrote...

Laidlaw may not have been THE LD on DA1 but he was A LD on DA1. This is undisputable fact.



Something you keep citing, but which does not prove what you're trying to pretend it proves.

#632
Volourn

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Huh? I'm trying to prove he was a LD on DA1 and prove it I did.

#633
neppakyo

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Volourn wrote...

Huh? I'm trying to prove he was a LD on DA1 and prove it I did.


No you didn't.

All he was responsiple was for leading the team to port DA:O to the xbox360. The game was finished when he came into the scene.

#634
Volourn

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Um.. Yeah, i did. he was a LD on DA1. This is fact. What he actually did is only known to BIO not to us plebians. But, he was a LD on DA1. This is fact.

#635
Anathemic

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Volourn wrote...

Um.. Yeah, i did. he was a LD on DA1. This is fact. What he actually did is only known to BIO not to us plebians. But, he was a LD on DA1. This is fact.


The Lead Designer of DA:O was Brent Knowles, who left BioWare due to the direction DA2 was taking

http://blog.brentkno...08-summer-2009/

Modifié par Anathemic, 23 avril 2011 - 03:52 .


#636
neppakyo

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Volourn wrote...

Um.. Yeah, i did. he was a LD on DA1. This is fact. What he actually did is only known to BIO not to us plebians. But, he was a LD on DA1. This is fact.


Really. You need to learn to research properly. He  is only credited with the xbox360 version. Brent Knowles was the LD for DA:O. You can only have one Lead Developer on a project. Knowles lead the development of DA:O.

Now this site may be a help to you. http://www.googleguide.com/

Modifié par neppakyo, 23 avril 2011 - 03:53 .


#637
Sacred_Fantasy

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[quote]Embargoed wrote...
I like DA2, so I still don't get your point.
[/quote]
It's interactive storybook just like you say it is. It's not RPG. Therefore you don't want RPG. You want an interactive storybook. But sorry. No. You won't get my endorsement for that. As much as you like Varric telling you a story, I would advise you to play adventure games or detectives series instead. This type of games are better at telling you the story than Varric did.

[quote]Embargoed wrote...
Dreaming? I'm pretty sure that doing all the quests and killing all the enemies in the game won't allow you enough talent points to max out every tree, so there has to be a few trees that you haven't looked into yet. Not only that, every character can play differently. Besides, the numbers are there for a reason. I plan on looking into a playthrough where I increase the survivability of my mage but decrease his damage, that way I can use stuff like cone of cold and other spells at close range without getting torn to pieces. 
[/quote]
3 points per level? What can you distribute with such points? Can you make critical mage? Can you make melee mage? Can you soak damages with Con alone? Champion robe require 30 INT and 30 WILL alone. If you do not fulfill this requirement you can never wear decent robe accordingly to your level. So what different mages build can you make when you have this restrictive 30 INT and 30 WILL requirement in mind?

Not to mention every spells has level requirement which mean you can only choose certain spell to learn. At level 2 for example, you can only learn Spirit Bolt (10s 20 mana) or Fireball (20s 20 mana) or Winter Grasp (20s 20 mana ) or Chain Lightning (20s 30 mana) or Stone Fist (15s 20 mana) or Heal (40s 30 mana).

Since I hate to wait for cool down and my mage melee damage is pathetic, I always end up learning Sprit Bolt with 2 INT: 1 WILL build up in every damn play through. Every single one of them. Why? Because it's the most efficient way to survive, It's either you hit hard or you get hit hard by the enemies. It's just a matter of how fast. In this sense, offensive spells with balance INT-WILL build mage is the only reasonable way to play. I don't know if you plan to be a healer but that's certainly not one of my favorite option.

Again you are just dreaming if you build your different mages solely base on learning spells. 


[quote]Embargoed wrote...
If your talking about skills, then I'm glad those went. They were pretty useless. Otherwise, I advocated for the removal of items that gave paltry 6% bonuses. When I play a game, I don't want to calculate percent bonuses, especially if they're really small. If it was something like +20 damage or +18 attack, I would get it. That's something easy to calculate because it's only addition. And if you're gonna use percentages, use ones like 10%,  25%, 50%, etc.    I'm saying that we shouldn't complicate the process needlessly when there are alternatives.[/quote]
That's not what I meant. I said DA 2 leveling system sucks. When you level up, the enemies also level up. When you invest 1 strength point, you should see the effect. You should feel you grow stronger. But you don't. Because the enemy level up with you and they grow stronger too, hence you don't actually progress as you think you are. You can not based on DA 2 leveling system. Stat building is almost useless for character build since it's purpose is mainly to fulfill gear requirement. But most older RPG like Realm of Arkania for example did show 1 strength = 10 to 20 damage per hit that you can tell the different of fully strength warrior vs different other build up warrior. Lvl 10 strength warrior is strong with melee damage but pathetic when it comes to defense. Every time you level up, you feel stronger and stronger with your attack while at the same prone to be annihilated by enemy mages. This is what I'm talking about.  To experiment with numbers on which build up to make multiple different yet effective warriors. Something that most modern RPG is lacking especially DA 2.  

[quote]Embargoed wrote...
No... I don't see it's simplification. Didn't I just talk about how the percent bonuses made the process more complicated? Not only that, there are few inherent problems with the current loot system that need to be fixed. So, really, I doubt we'll see more removal or streamlining unless it serves a purpose.[/quote]
We used to have charisma as one of the character stat. It was used primarily to check successful barter or persuasion skill. But it's gone because stupid role-players pump up all 5 points stat to other stats and complaint their barter and persuasion skill were useless which lead to removal of such stat. And  you said they don't remove them? They will continue to remove anything as long as RPG is not as simple as playing a Tetris. And you are advocating that or interactive storybook if you prefer to call it that way.  

Bottom line is, the stats are there primary to build different character. It's purpose is for those who want to customize their character. If you find it's tedious then just skip the damn stats with auto level up feature. You don't have to complicate yourself and kill other people enjoyment for that.  

[quote]Embargoed wrote...
It's implemented better in DA2 because I just need to find crafting ingredients. That allows for more exploration and encourages the player to go through sidequests to find as many ingredients as possible.[/quote]
That's called lazy. You expect everything to be spoon feed, By doing so, you miss the opportunity to discover the secret recipe by yourself and thus reduce your motivation to craft mysterious items. Anyway, as I said DA 2 only allow crafting runes with limited selection with very low value. I hardly called it encouraging.  

[quote]Embargoed wrote...
And yes, i've mixed unknown materials in Torchlight to create other items. It really isn't that exciting.  The whole process of killing people and looting their bodies for crap or going into caves to find a pair of boots just lying in a chest is dumb. Why can't I just buy a nice sword, upgrade it with a wide vaireity of enchantments, and add more skill points to strength to increase damage instead of killing people and selling their stuff pointlessly. Esepcially when half of it sucks. Instead of crappy junk, why don't I get JUST cash/potions/accessories like rings and belts. That way, I'm not stripping dudes of their armor just to sell it.[/quote]
Torchlight is laughable. You should play Diablo crafting system and see for yourself  what can  you make. But then again, crafting isn't your thing. So why bother? Just cash in the crappy junks but leave those crafting materials alone for those who have used for them. if you cannot see it's purpose then you have no right to complaint about it because it's not for you to decide.


[quote]Embargoed wrote...
Customizing companions, especially when you had a lot of them in DA:O, was tedious. Going through everyone's inventories to make sure they had everything set was boring. Buying fugly looking armor to give to Sten because he didn't come with any was tedious. [/quote]
Who ask you to do so? Stick with your default companion armor as long as you like. But don't ruin it for other people.

[quote]Embargoed wrote...
Going thorugh the skill list and getting potionmaking only to find out someone else had it was lame, especially when I couldn't find the materials to craft some of the potions anyway and I couldn't bother myself to look for them with much enthusiasm, especially considering there was no need. I had two mages with healing spells. If you guys like crafting, that's your business.[/quote]
Then stay out of it. You don't like it, you don't have to do it. You have no reason to ruin it when you can avoid doing it easily.  And who ask you to craft boring potions?   

[quote]Embargoed wrote...
What I'm saying is that the current system DOES IT BETTER. We only need to find/buy the ingredients to get the potions we want. Easy peasy lemon squeezy.[/quote]
I disagree. 

[quote]Embargoed wrote...
Didn't I say there were COMPROMISES to be made? My ideas aren't going to be used in DA3, obiviously, but it does provide us with the insight that we can customize companions without making it a tedious affair. Give us armor sets and allow us to buy more that we can cycle our companions through, with each armor set having different bonuses. See that? That's called compromise. It can be done.[/quote]
No. Your type are too lazy for customization. Your best option is to stick with default armor for your companion and leave customization the way DAO was without you poking your noise trying to ruin other people fun. Listening to people like you only lead to complete removal since BioWare tend to be mislead by people like you.

[quote]Embargoed wrote...
And how is the skill list "roleplaying" anyway?[/quote]
What skill list "roleplaying"? 

[quote]Embargoed wrote...
Do you go through mental gymnastics to pretend that making that lesser potion of healing is "EPIC CHOICE  BRO"?[/quote]
Mental gymnastics? LOL! How about you stop posting you know nothing about? When did I mentioned making lesser potion of healing as Epic choice? 

[quote]Embargoed wrote...
Do you sit at your computer or at your television going through this whole meaningless process where you pretend you hear the faint screech of your warden talking to other people? How is picking through SET DIALOGUE roleplaying?That is NOT roleplay, [/quote]
When did I said anything about voiced protagonist. You are way off.  

[quote]Embargoed wrote...
crafting potions is NOT roleplay,[/quote]
Crafting is. And you don't know it. Because you only know about what? Interactive story book and super mario. Right. Can't blame you for your ignorance.  

[quote]Embargoed wrote...
cycling through menus is NOT roleplay.[/quote]
Now this is getting funny. You circle through menus to sell things too in DA 2. What do you know? You just making the most intelligent comments I have ever seen in this forum. Congratulations. :devil:

[quote]Embargoed wrote...
My rogue in DA:O was a trap-maker and poision maker. Through my PLAYSTYLE, i painted my rogue as a tactical dude who always set the battlefield to his liking before marching his allies foward. I spent half the game looking for materials for traps and never found many, so I was always stuck with really weak traps. Poison-making was just as hard. If traps had made a comeback in DA2, I would have loved them. Easy to find crafting materials means the game's difficulty goes down while my fun goes up.[/quote]
Now you're talking about epic potion making with poison and minor things such as trap. You clearly have no idea about the best of crafting system in Diablo, do you? You never make any lucky attempt to create nice good looking piece of armor design with stunning stats enough to make all your hard work feel worthy enough, do you?  You never know limitless possibilities of what items you can make in Diablo crafting system, do you? Did I ask you earlier to not reply because you clearly have no idea at all of what I was talking about?  

[quote]Embargoed wrote...
Next time, think about your choice of words. This isn't anything against you, but don't arbitrarily call anything you like roleplaying, because it's not.[/quote]
I return that comment back to you. Learn more crafting system in Diablo. That's is, if you really want to know more about good crafting system. Otherwise don't act as clown. You only make yourself a joke. And stop playing interactive story book or super mario. Those games spoilt your view on RPG. That is, if you really want to involve yourself with role playing. 

Modifié par Sacred_Fantasy, 23 avril 2011 - 06:22 .


#638
Volourn

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"The Lead Designer of DA:O was Brent Knowles, who left BioWare due to the direction DA2 was taking"

There were 3 LD designers for DA1.

"Really. You need to learn to research properly. He is only credited with the xbox360 version. Brent Knowles was the LD for DA:O. You can only have one Lead Developer on a project. Knowles lead the development of DA:O."

There were 3 LD designers for DA1. Also, please don't tell BIO how many people they need or want for a project. they had 3 LD for DA1. The xbox version of DA1 is still DA1. It also happens to be the best version of DA1 so it's double awesome that Laidlaw is repsonsible for the best version of DA1.

lmao The fact you feel you have the authority to tell BIO how many people they can have work on DA1 or be LD. If BIO chooses to have a billion LD on each project it's their choice. They chose to have 3 LD on DA1. Deal with it suck it up live with it.

#639
Anathemic

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Volourn wrote...

"The Lead Designer of DA:O was Brent Knowles, who left BioWare due to the direction DA2 was taking"

There were 3 LD designers for DA1.

"Really. You need to learn to research properly. He is only credited with the xbox360 version. Brent Knowles was the LD for DA:O. You can only have one Lead Developer on a project. Knowles lead the development of DA:O."

There were 3 LD designers for DA1. Also, please don't tell BIO how many people they need or want for a project. they had 3 LD for DA1. The xbox version of DA1 is still DA1. It also happens to be the best version of DA1 so it's double awesome that Laidlaw is repsonsible for the best version of DA1.

lmao The fact you feel you have the authority to tell BIO how many people they can have work on DA1 or be LD. If BIO chooses to have a billion LD on each project it's their choice. They chose to have 3 LD on DA1. Deal with it suck it up live with it.


I haven't stated that BioWare needed 1 or 3 LDs for a game, nor did I express authority over it. I just saw something in your post and deemed it wrong.

After double checking (AKA opening credits in game) there are in fact 3 LDs for DA:O, I have been proven wrong. But I'm still wondering why you ever thought I expressed authority over bioWare or chided them for having more than 1 LD

#640
grey_savant

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I also found the DA:O combat painfully boring in comparison. I hope they retain the monsters rushing in from the back, which other people seem to dislike, but they should be considered reinforcements / stalkers who have waited for the perfect time to strike.

I also like the more involved enemy mage animations, giving me a chance to partially evade their attacks. Enemy rogues should be more easily broken out of stealth with area spells, or something.

#641
Volourn

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"You can only have one Lead Developer on a project."

The person whow rote that deemed it 'impossible' to have one LD on a project. Many game products have more than one LD for various reasons.

#642
DraCZeQQ

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Looks like this Valourn kid still has not learned how to quote properly ... wondering what is the point arguing with delusional people ...

X: "Mr. Laidlaw was LD for Xbox port, therefor his influence to DA:O was minimal ... unlike DA2"
V: "Yea but he was LD, and its all I will repeat over and over and over, even tho it makes no sense"

#643
2papercuts

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"Also please take out all the tanking and healing stuff, and just add cover mechanics. That way I can just bring whatever squad I want without having to worry about what "type" they are.


The combat was much easier to get into this time around, but I would prefer
that they remove the confusing targeting. I don't want to click a certain
area for AOE, and I don't really like the autoattack delay (it causes a
Button-Awesome disconnect). Instead turn the curser into a crosshairs,
and just let me keep clicking to attack with a staff or arrows or a sword.

This system would connect the "Button" and the "Awesome"
much better. Whenever I click a hostile, I can immediately shoot awesome
at them. I'll be like "BUTTON BUTTON BUTTON AWESOME AWESOME
AWESOME!!!" Guys will be swawning from all over-- from the left,
right, behind me out of thin air, from the ground, and falling from the sky in
wave after wave after wave, but they will be too slow for my AWESOME
BUTTON."

#644
Volourn

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"X: "Mr. Laidlaw was LD for Xbox port, therefor his influence to DA:O was minimal ... unlike DA2"
V: "Yea but he was LD, and its all I will repeat over and over and over, even tho it makes no sense"

You have no idea what influence he had in DA1. And, the fact he was LD of DA1 is fact. Plain, old fashion fact.

Stop talking like you were involved in DA1's production. You weren't... but, Laidlaw was. He was a LD designer on DA1 and was given that position by the BIO dcos and their EA cohorts. This is UNDISPUTED fact.

#645
sreaction

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Volourn wrote...


DA2 is making a profit. It was relatively cheap to make, and sold 1mil+ in less than 2 weeks. The game is profitable.


Even if BIO folds up I still win. I bought a game and I enjoyed it.

LMAO


Sources please, and also BIO, as an independent entity,  has folded up they are just a subdivision of EA.

That's winning.

, both you and Charlie Sheen must be enjoying it .

#646
Volourn

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Sources about what? If BIO were to fold I would still win? Um.. I'm the soURce for that. L0L

As for the other part, actually read and learn some stuff.

#647
DraCZeQQ

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Volourn wrote...

"X: "Mr. Laidlaw was LD for Xbox port, therefor his influence to DA:O was minimal ... unlike DA2"
V: "Yea but he was LD, and its all I will repeat over and over and over, even tho it makes no sense"

You have no idea what influence he had in DA1. And, the fact he was LD of DA1 is fact. Plain, old fashion fact.

Stop talking like you were involved in DA1's production. You weren't... but, Laidlaw was. He was a LD designer on DA1 and was given that position by the BIO dcos and their EA cohorts. This is UNDISPUTED fact.


You don't know how to quote and you are still ignoring this fact! This is UNDISPED fact.
You don't know Laidlaws influence on DA1 either. Plain, old fashion fact.

Looks like I can spin it both ways too ...

#648
Volourn

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However I do know that he was a LD on DA1. This is fact. Even if all he did was bring coffee to Mr. Knowles he was still a LD.

R00fles!


P.S. I like how people like to use my stuff. Get your own material, people! Please be more original than BIO!

#649
sreaction

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Volourn wrote...

DA2 is making a profit. It was relatively cheap to make, and sold 1mil+ in less than 2 weeks. The game is profitable..


You are dense. Sources!

Modifié par sreaction, 23 avril 2011 - 07:01 .


#650
DraCZeQQ

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Volourn wrote...

However I do know that he was a LD on DA1. This is fact. Even if all he did was bring coffee to Mr. Knowles he was still a LD.

R00fles!

P.S. I like how people like to use my stuff. Get your own material, people! Please be more original than BIO!


Well if simple quoting concept is too hard for you to graps, then there is no wonder that you have trouble to understand simple fact, that we talk about his real influence on the development of DA:O ... 

Volourn wrote...

DA2 is making a profit. It was relatively cheap to make, and sold 1mil+ in less than 2 weeks. The game is profitable..


also I would like to see some solid official numbers to support your claims ... 

Modifié par DraCZeQQ, 23 avril 2011 - 07:07 .