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Ideas for Dragon Age 3


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#101
MinotaurWarrior

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Reposted from a similar thread in the Registered-game-owner forum:

This is a very disorganized, largely thoughtless list.

1) More Qunari

2) A different side to the Qunari. Perhaps a female merchant? (I believe Sten says that's one of the role women fill in the Qun)

3) More non-combatant party memebers.
3a. A cook
3b. A scout
3c. A translator
3d. A scholar / researcher
3e. An archaeologist
3f. A cartographer
3g. An occultist
3h. A carpenter / crafter of some sort, responsible for creating barrels, crates, shelters, and misclelanious goods
3i. A man in charge of the draft teams that pull the carts laden with the barrels full of your loot
3j. A trader (such as Bodhan, but with more interaction) who trades with all the cities you visit.
3jI - After every dungeon, he acquires some useless (for you) junk, such as giant spider silk and Elvhan relics from a spider-infested ancient Elvhan ruin
3jII - Whenever you visit a city, he can sell his goods to various organizations in the city. You can unlock more by earing their trust in quests (ie, do a favor for an underground group of mages? They'll buy lyrium junk from you)
3jIII - You can also buy trade goods from cities, and sell them to other cities. Prices on these things fluctuate. You earn a share of the profits

4) A sense of legend, both for the current, and past PCs. I'd love if I heard some random NPC telling their children about the legendary adventures of The Warden Commander of Ferelden or Hawke, and an Alpha-Protocol like system where people comment on how you handled earlier missions would be great

5) More variety in the encounter type. I really liked the waves, because they were (to me) a fresh change of pace. I think Bioware can do more in this regard, and mix up
5a. Traditional. You see a group of enemies. You fight them.
5b. Waves. You see a group of enemies. You fight them. More show up.
5c. Ambushes. You don't see anything. You fight one or more waves of enemies.
5d. Adventurer vs Adventurer. The last time I saw this was in BG, and I loved it. You come across a group of other adventurers, have a conversation, and you duke it out. They have the same range of abilities (including healing and crowd control) and statistics that you do, and have tactics custom-crafted for that encounter.
5e. Horde. You see a seemingly unending horde of enemies, and wade through it. Think of how the deep roads could have gone. Obviously, this is only really practical under certain circumstances (you'd need to be careful with the level design and creature types to not overwhelm the player, or their system), but in, say, a narrow corridor, with a type of enemy like spirits that don't need a lot of detail, it could be awesome.
5f. Pestering. Enemies use hit and run tactics, attack (with weak attacks) from unreachable locations, or something else like that, adding in another tactical element, but not posing any serious threat. Obviously, this would have to be used very sparingly (like, once or twice in the whole game).

6) Another fresh art style. I liked the highly-stylized look of DAII, because it made sense. Varric is narrating all the cool stuff he and his buddies did, so he exagerates the number of backflips. It was already established that the DA world didn't really look like that, so it was cool. But some people got sick of it right away, and I think one game is enough, but I liked that DAII didn't just try to make the most 'realistic' elves and dragons it could, and instead really tried to make an artistic statement. I don't know what sort of style I'd like best, but I'd definitely like another sort of out-there style.

7) This is one of my big ones. Don't just reward us for taking the extreme. If I support NPC Alpha on issue 1, but not on issue 2, my nuanced approach shouldn't be punished. Perhaps the game could record the absolute value of each friendship/rivalry change, add them together, and use that value to determine when you get a gameplay bonus / can continue their romance / whatever.

8) More loose threads. I think the reason we were able to decide who got the crown in Orzammar, what happened to the werewolves, et cetera, in DA:O, and were railroaded so much in DAII is because once you made those decisions in DA:O, you were done with those areas (so they didn't need to do twice the work to reflect your choices in a later area). I think they should do this stuff more often. Have a bunch of NPCs you only meet once, and decide their fate. Determine the economic policy of the tevinter imperium, with regards to the manufacture of lumber, and then never have lumber actually be important ever again. I love having these sorts of choices, and I understand that you can't reflect all of them in your game (it'd be like making 2+ games), so... just let us make a lot of them, and plan it ahead of time so they don't need to be reflected upon in any huge way.

9) More text. Personally, if Bioware made another game like BGII, with 2d graphics so bad you can barely tell your character's head from their ass, and almost no voiced dialog, I'd buy it. But you won't do that, and that makes a lot of stuff more expensive. So, to get around that, give my PC a bunch of penpals.
9a. Reflect those loose threads in text. Have the elderly couple we met on the road go over to tevinter, and write us a letter about the lumber market over there. Despite what I said in 8, I love seing my choices have consequences, and I think this is a great way for you to do that.
9b. Another good use would be for dialog considered not important enough to get voiced. If one of your writers has a great idea for a conversation between the PC and the Archduke of Adventuretown about how duck beaks look like dog faces, have him write a letter about it!

10) Create exuses for their to be a limit to the number of characters in our party, and use this to expand the story. Say we're on a mission to assasinate the Archduke of Adventuretown, because the Tevinter Lumberbarons want him dead. We have six companions, but for gameplay reasons we can only bring three. Well, we need to send one guy to create a distraction, another to serve as a lookout, and a third to serve as hostage to the Tevinter Lumberbaron, to ensure we don't double cross them. Now, we never actually need to see any of this other action, but you've just instantly multiplied the depth of this story, and our immersion, for next to no time/resource cost.

11) More important prestige classes. I'm not sure how feasible it is to try and balance this, but I'd love it if every prestige class really drastically changed how you played that class, irreversably, and was focused more on passive abilities. DAII was a step in the right direction here. Ideas (not gauranteed to be even close to sane) follow
11a. Blood mage: you always cast from hit points (changing which stats are important), you can't be healed by normal means during combat. Maybe another talent gives you the ability to regain health based on a miniscule fraction of all damage delt to blooded creatures around you (including team mates).
11b. Berserker. When in combat, every second away from enemies is somehow harmful (some sort of debuff), every time you inflict or suffer damage, your dps increases, but you suffer a slight decrease in defense. Maybe another talent allows you to do a deathless frenzy type thing for a bit, where you can ignore falling to 0 hit points for the next 10s.
11c. Duelists gain a substantial bonus to attack and defense, but every additional enemy targeting them subtracts from their defense, and they can't perform AOE attacks. They maybe gain a talent that severely lowers resistance to attacks from the pc, but increases resistance to all other sources of damage.

12) A middle ground on NPC customization. I never liked it when I reached a point in DA:O where team members ended up weaing the same thing, but I also didn't like being locked out of my companion's inventory. I think there's a middle ground. For every companion, give them something unique. If you recruit the Archduke of Adventuretown, he has a cape. The Tevinter Lumberbaron has a cowl. Merril never wears shoes. Asym the Nonconformist Duelist never wears a left pauldron. When you construct armor models, construct them in segments, then have them dissapear / be replaced by the companion's bits as fits. I hope that's doable.

13) Give us a sense of how the whole world works. A game that did this (and only a few other things) quite well was the NWN2 base campaign, where you started off in a village, moved to a garrison, then a port town, a city, recruited a merchant / lawyer, met interestingish characters from all walks of life, became a lord, and had a close relationship with the king. I'm not saying bioware needs to do all of this, but NWN2 managed to make Faerun seem like a real place in a way no other game (and there are a lot of games set there) ever did, and a little imitation is in order.

14) Abandon the kill xp system. I vastly prefer objective based xp.

15) Let us get involved in stuff completely unrelated to killing monsters. The mine was a step in the right direction, except in that your involvment was completely limited to the times when monster killing was called for.

16) More transparent game mechanics. I'm a number cruncher, and I like to be able to crunch numbers without going to the wiki / reading the game files on my computer.

17) Up front merchants. In DAII, I almost never spent any gold, because I was always afraid that later on there would be an even better item available. When I meet a merchant, I should be able to see all of his wares, including the ones I won't be able to use / purchase until the further on in the game, so that I can decide wether or not it's worth it to buy this item that will make this part of the game this much easier.

18) Greatly relaxed equipment requirements. The statistical requirements on armor in DAII and other games just impairs my freedom of choice in character building.

19) More (or all) items should improve with level up. I would just like this a great deal.

#102
Clangeddin86

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1) Add more weapon types: One Handed Spears, Two Handed Halberds
2) Add talent specializations that focus on the weapon types
3) Gameplay choices more relevant for storyline purposes. For example, if I'm a mage and I use blood magic during a certain fight, I may trigger unlock an extra scene, or cause a different outcome.
4) More boss fights with gimmicks/strategies involved, way less swarms of small enemies. Having a few fights that consist in big hordes of weak enemies is fine, but it should be situational, not the norm.
5) Less linear storyline. Perhaps a sort of timeline mechanic that changes what happens in various places depending on the order you visit them. For example, there's place A, B, and C.
Let's suppose place A is a small country where a tyrant is trying to get in power, you can decide to side with the tyrant or with the rebeles.
If you go to A first, you find yourself in a scenario of "peace", where you have to do shady deals "behind the curtains" to either help or kill the tyrant.
If you go to A second, you find yourself in the middle of the civil war between pro-tyrants and anti-tyrants.
If you go to A third, the tyrant is in power, and he is trying to eliminate the last remaining rebels who are holed underground in a secret orgazination or whatever.
This was just an example to illustrate the idea, B and C would follow the same mechanic, allowing for a lot more of replay value.

Modifié par Clangeddin86, 16 juin 2011 - 07:44 .


#103
SilverBullet126

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I have a feeling the next DA will be of an all-out war. The Qunari and Orlesians are once again trying to invade Fereldan. The Teventer Emperium is expanding its borders towards the Free Marches. And not to forget the internal struggles of mages, templars, and the Chantry. Darkspawn are of course in the picture, because the suspense continues to build up around them (maybe the Wardens fear the smart Darkspawn will invade above ground without needing an Archdemon, thus making it really hard to end a Blight quickly). Maybe Flemmeth will finally get her hands dirty. I would like to see the option to play as the Warden, Hawke, or a new character of which you can choose the origin. The Warden definitely has some ties to everything: the Warden knows Sten, the likely candidate to be arishok; the ruler of Fereldan; and Anders. It would be nice to have the Warden Hawke sibling in the Warden’s group. Really want to at least talk to my best friend Morrigan and check up on her and her kid. Need a Mabari that I can control and that has abilities (dread howl, overwhelm, shred, etc). I would like to see a mesh between the DA:O and DA2 dialogue options. Missed the multitude of options from Origins but loved knowing the emotion of what was being said. If that many options can’t fit around the wheel, then 3 adjectives (friendly, kind, intelligent, loyal, frank, pessimistic, uncaring, etc) should be picked at the beginning of the game to determine the dialogue options. Or just leave out the wheel and have a consistent set of options color coded or symboled (like DA:O but w/ DA2 emotion). There are so many ways to say a written sentence, even a written word. Another dialogue related want: allow me to start relationships. In Origins everyone saw you as their friend unless you hinted otherwise. Where did the kiss option go? And I was able to speak with them whenever I wanted about a multitude of things. Also, liked being able to choose what my party wore. Being able to create my own potions and poisons would be nice – why buy what you can make. Lastly, I missed the Ranger specialization. I know it isn’t a “rouge-ish” specialization, but it was cool beans and I loved it Image IPB Not that I didn’t love all the other rouge specializations of DA2, b/c I did. Just please bring back the Ranger. Keep the special effects (except the time consuming spin for mages - time is money in battle), the graphics (except elves), knowing the data of each skill (power, duration, manna/stamina cost, etc), and being able to upgrade skills from DA2. Fix what need to be fixed, but don’t fix what doesn’t need to be fixed. Btw, you're awesome for starting this saga, Bioware! Please don't quit!

Modifié par SilverBullet126, 11 juillet 2011 - 04:23 .


#104
Metalnun1

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best ideas: do not preorder it and wait 'til reviews demolish it as it was for its ancestor. :bandit:

I 'd be pleased to get disappointed on this, but I've got a bad feeling I won't.