Persephone wrote...
Coercion exists in DAII.
Trap making was meh in DAO. If it's like in TW2, GIMME:
No thanks, don't want interrogation hour coming back. I want more interaction too. But not Origins style. I want more interaction DAII/TW2 style.
There were more Fetch quests in DAO. Besides, they were optional. Far as I am concerned, get rid of them entirely (Both the DAO "Get 10 toxins for X" nonsense and the "This yours? Yay!" DAII inaneness are awful IMHO)
NO NO NO! Please NO! No more dungeon grinding. Look at the TW2 dungeons for inspiration re: dungeon length, not DAO level grinding!!!
Coercion doesn't exisit very well in DA2, as most dialogue options the choices often just aren't there. There is ALSO the problem of the wheel not providing a sufficient number of choices, imho. And they never even approach the idea of offering multiple coercion options.
Ironically, trap-making would be a lot easier with DA2 crafting system (I like how it handles resources, but I don't care for it removing the thematic element of your character(s) knowing how to craft), especially with the riduculous wave system.
I want to be able to interact with my companions when I want to. It's annoying when it only happens rarely and then you basically don't have any options to talk to them about anything ever beyond that. DA2 interaction with companions is pretty awful. Heck, companions interact more meaningfully and often with each other and your dog. That's pathetic.
More fetch quests in DA:O? I don't see how you can possibly say that. Unless you are counting such things as "find and get Branka" or The Urn of Sacred Ashes as a "fetch" quest. The vast, vast majority of the DA:O "fetching" was highly connected to the plot and made sense. There were maybe a half dozen that were not, such as the crafting ones, but those were easy and made sense. DA2 has tons of fetch quests every act where you just find an item and magically know who owns it, so you have to deliver it to them. That's just horrible design on so many levels. Further, side quests in DA2 are grossly inferior to DA:O. The latter had them seemlessly integrated into the major campaign arcs (save for a small number), whereas DA2 have the major campaign completely unrelated to side quests. What a mess! One keeps you attention and keeps you involved, the other one distracts you and weakens the plot.
DA:O didn't have level grinding. I don't know what you are talking about. Did you not play the game? It did have non-linear dungeons though, which is pretty realistic. The only bad elements was that the Deep Roads revealed some problems with the fast travel system (it would be nice to fast travel to the middle of a cleared map now and then), but beyond that the dungeons were great.