Which disturbed you the most--The downloading or the recycled areas
#26
Posté 12 mai 2011 - 10:23
recycled maps on the other hand is a deliberate choice and as such a much more valid complaint. hardly the most annoying flaw in the game (personally I'd say that honour goes to not having any replay value) but one that definitely counts as a bad design decision. unfortunately the choice was probably between recycling areas or excluding side quests completely and the latter would have been even worse (although the psychically knowing who wants the pants, corpse or book you just found and will deliver an inappropriate thanks and a pittance of small change for it could certainly have been cut) because they simply weren't given enough time to make a game properly
#27
Posté 12 mai 2011 - 10:56
Load times are better than Origins, so they didn't bother me.
#28
Posté 12 mai 2011 - 11:05
#29
Posté 12 mai 2011 - 11:13
(In my head: nothing like walking into Fenris' mansion and seeing the same dead corpse laying about for the past some odd years... yea)
#30
Posté 12 mai 2011 - 03:25
#31
Posté 12 mai 2011 - 04:30
#32
Posté 12 mai 2011 - 05:47
It made the game feel rushed and cheap - because I didn't really see anything else that was so wonderful that I was glad they spent time on it rather than making more maps.
#33
Posté 12 mai 2011 - 06:23
GavrielKay wrote...
The reused maps made me feel like I'd played through the game 50 times rather than 3. It was so monotonous. It was also immersion breaking when first the door goes to the Amell family cellar and then to the lair of an ancient demon.
It made the game feel rushed and cheap - because I didn't really see anything else that was so wonderful that I was glad they spent time on it rather than making more maps.
It could be because they were rushed, or cheap as you say not wanting to put resources into it.
It could also be becasue of performance or memeory issues, lots of 'levels' and 'area' in DA take up a lot of memory so that could be a factor.
In some cases they resued the same 'level' design but at least dressed up the 'areas' to make them distinguishable, too bad they didn't do that for more or all of the areas.
Since I don't think they have ever given a reason then we just have to speculate. And it is too bad that aspect of the game (level/area design) has taken such a hit because some of the areas they have made are really visually appealing such as some areas of Kirkwall and the outdoor areas, especially the wounded coast.
#34
Posté 12 mai 2011 - 06:27
Modifié par ElvaliaRavenHart, 12 mai 2011 - 06:29 .
#35
Posté 12 mai 2011 - 08:14
#36
Posté 12 mai 2011 - 08:24
#37
Posté 12 mai 2011 - 08:37
BY FAR.
#38
Posté 12 mai 2011 - 10:17
Anyway, on the one hand, yes the recycled areas are not so nice, on the other hand it makes it easier to navigate through places because you get the general gist of how to go, where there might be stuff hidden. It would have been usefull if the minimap marked locked of areas though <<.
Also, from what i recall the nwn & baldurs gate games also had loading for changing from outside to inside & vice versa.
@Deganis76; i have been checking my resource usage and the game actually only takes up 500-600mb of ram, i'm a bit surprised at that tbh <<.
#39
Posté 13 mai 2011 - 12:16
#40
Posté 13 mai 2011 - 12:42
GavrielKay wrote...
The reused maps made me feel like I'd played through the game 50 times rather than 3. It was so monotonous. It was also immersion breaking when first the door goes to the Amell family cellar and then to the lair of an ancient demon.
I spent forever running around Darktown trying to figure out where the heck that quest was supposed to end... except for by Anders clinic, since I knew that was the entrance to the Estate. After giving the mission up, I finally noticed it when I went to see Anders.
#41
Posté 13 mai 2011 - 01:27
Some of the blocked off area on the maps made not sense. It would have been better to have the door look like the wall and have to be detected by a rogue or using the perception skill in the necassary Act.
#42
Posté 13 mai 2011 - 07:47
Wulfram wrote...
If they'd been a bit more subtle about recycling the areas I wouldn't have minded. But concrete blocks in doorways and maps still showing the blocked off sections make it utterly blatant.
Load times are better than Origins, so they didn't bother me.
Yeah - DA2 looks like a rush job, done as cheaply as possible to cash in on the greatness of DA:O (and it was a great game!)
MikeK
#43
Posté 13 mai 2011 - 08:13
When DA:O shipped, it had a memory leak that caused the loading times to progressively increase. I recall that by the time I hit Orzammar, every time I'd go from one area to the next, I'd hop on my exercise bike and see how far I could pedal in 2-3 minutes.XX55XX wrote...
The loading times are much quicker in DA2 than they were in DAO. What game were you playing?
#44
Posté 13 mai 2011 - 08:29
"What do you like more, food or being slapped?"
Modifié par Dave of Canada, 13 mai 2011 - 08:30 .
#45
Posté 13 mai 2011 - 09:15
#46
Posté 13 mai 2011 - 03:25
Deztyn wrote...
GavrielKay wrote...
The reused maps made me feel like I'd played through the game 50 times rather than 3. It was so monotonous. It was also immersion breaking when first the door goes to the Amell family cellar and then to the lair of an ancient demon.
I spent forever running around Darktown trying to figure out where the heck that quest was supposed to end... except for by Anders clinic, since I knew that was the entrance to the Estate. After giving the mission up, I finally noticed it when I went to see Anders.
Oh dear, that would be annoying.
#47
Posté 13 mai 2011 - 10:31
#48
Posté 13 mai 2011 - 10:55
#49
Posté 13 mai 2011 - 11:23
#50
Posté 14 mai 2011 - 01:10





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