+1Amagoi wrote...
Aw, this thread actually made me smile. In the general discussion forum no less! Amazing.
But just seeing that you're listening and taking the criticism into account is great to hear. DA3 will be much better for it. Glad you haven't given up on the series due to some people that either can't be happy with DA2, or just want Origins 2: The ReBlightening.
Thank you!
#151
Posté 27 mai 2011 - 02:26
#152
Posté 27 mai 2011 - 02:27
Serpieri Nei wrote...
Why would you get points for controllable party members when you have done quite a lot to take that control away from the player?
Is this an armor thing? It sounds like an armor thing. If so, I hear ya!
#153
Posté 27 mai 2011 - 02:28
Korusus wrote...
I would be totally back in BioWare's corner (reused environments totally forgiven) if you could just say that you'll defend the Dragon Age series from EA's suits and marketing department. No more "button = awesome" stuff. It's complete crap that Mass Effect 2 got a well-deserved delay and Dragon Age 2 wasn't worthy of the same treatment. Dragon Age doesn't deserve to become some watered-down game a year series.
I Agree I'm A Big Fan Of Both Games Have All Version's( Pc, Xbox360, Ps3)(ME, ME2 & All DLC, DAO & All DLC, DA2 & All DLC) Also Have Shirts Hats Comics Books. Dragon Age & Mass Effect Both Great Games, But They Are Different Games & Need To Be Treated As Such, DA Is It's Own Unique Game Worthy Of Much Respect.
Also Thank You For Coming Out Being Professional I Respect That You Took Some Time To Collect Yourself & Didnt Give In To The Personal Attacks, Constructive critisim & Personally Bashing You UnCalled For!!
That You Took And Weeded Out The B.S. And Looked At The Meat & Potatoes Of The Real Issuses In the Game Congrats.
One Request That I Would Suggest Is Getting Back To The Personalization Of The Story Agian? ( I Knew All About My Companions In Origins In The 2 Years We Were Together Then In 10 Years Of Knowing The DA2 Companions & I Liked That Connection It Made In The Game & Helping Them On There Personal Quests Easier Because I Knew Who I Liked & Didnt Care For? So It Gave Me Reason For Chosing My Crew Or Companoins Based On Who They Were Not There Skills, It Also Healped In Choosing A Love Interest & Choosing To Ritual Or Not.
Thank You For Your Time,
BILL
#154
Posté 27 mai 2011 - 02:28
Mike Laidlaw wrote...
Could, yes. Though I am clear to leak that in the next patch enemies will explode less. We tracked down a bug that was causing the "should_gib" state to fire more than we expected. They'll still explode if you land a pretty epic hit, but not after lovetaps.
Ah can't tell you how glad I am to hear that. I always suspected there was a bug involved there. Bodies exploded when a strong breeze hit them.
#155
Posté 27 mai 2011 - 02:28
Mike Laidlaw wrote...
Dragoonlordz wrote...
One thing I will say is the streamlining has to stop and stop now, if you streamline anymore with the franchise, your going to streamline it out of existance.
I'm assuming you're not asking us to bring back fatigue, right? Because I really can't get behind a system that demands you be incredibly strong to wear a suit of armor and then still makes you use any of your talents because it's so heavy. That's just not cricket.
This is something I would like to get out right now, actually: I think a lot of people have drawn a line between DA:O and DA II's mechanics and combat encounters, and then extended that line into the future and decided that later installments of DA will literally be a title screen, you press space bar, a fanfare plays and then credits roll. But, with apologies to Jonathan Coulton, two points of data do not make a beautiful line.
The game is easier on normal than DA:O was, yes (some folks would say that was merciful), and I think we can do a lot of refinement in terms of how we construct our encounters (which is a very different thing from the "combat" itself), but in terms of pulling out what I saw as relatively needless complexity, I think we're good.
In fact, I think we're due to put some back in. I suspect lots of folks will agree.
We'll talk about that more in the future, though.
A prime example is not fatigue though such systems can fall into that catagory, I mean't as example such things as customisation (companions and protagonist), limiting or reduction with regard to the aspect of re-using maps to extreme's (TW2 all pretty unique areas which has a positive affect on replays and Skyrim another one where they are actually hiring many more map creators to make as many dungeons as possible unique in appearance and design). Lowering the amount of interactions due to using VO and relying only on banter to make up for it, banter that does not include the protagonist who often felt like a third wheel which was neither needed or desired it would seem from his own companions to have input on whatever talked about in that banter. The shrinking of each act to make up for lack of timeframe where it had act 1 having the most quests (including rumour type quests not available after act 1, a whole type of quests cut out of following acts), act 2 being 2/3rds the size quest wise of act 1 and lastly act 3 literally a few hours long in total with less than half the quests of act 2.
These are just some examples off the top of my head. Not everything relating to concept of streamlining or removal, cutting out or reduction revolves around combat and statistics. You shouldn't look down on Serpieri Nei's response which is how it came across, it was valid and concerns both customisation and also ~interactions. I apologise if wasn't being condecending just came across that way to me.
Modifié par Dragoonlordz, 27 mai 2011 - 02:34 .
#156
Posté 27 mai 2011 - 02:31
Mike Laidlaw wrote...
MassFrost wrote...
Just out of curiosity.. Any chance in future DA titles to get an option to turn off enemies exploding when you tap them with your weapon? It's a minor complaint, I know. Was just one of those things that managed to irritate the hell out of me in getting used to the new combat system.
Could, yes. Though I am clear to leak that in the next patch enemies will explode less. We tracked down a bug that was causing the "should_gib" state to fire more than we expected. They'll still explode if you land a pretty epic hit, but not after lovetaps.
That is awesome to hear. The explosions themselves are fine, it was just the frequency that had been bothering me. Having them occur primarily on "epic hits" would definitely make them a lot more enjoyable.
#157
Posté 27 mai 2011 - 02:32
Cutlass Jack wrote...
Mike Laidlaw wrote...
Could, yes. Though I am clear to leak that in the next patch enemies will explode less. We tracked down a bug that was causing the "should_gib" state to fire more than we expected. They'll still explode if you land a pretty epic hit, but not after lovetaps.
Ah can't tell you how glad I am to hear that. I always suspected there was a bug involved there. Bodies exploded when a strong breeze hit them.
I'd rather have it removed completely. But I guess mods can do that.
#158
Posté 27 mai 2011 - 02:32
Mike Laidlaw wrote...
Derrick1011 wrote...
Look at The Witcher 2. That game shows what the medium is capable of, and indeed what you are capable of accomplishing. Your challenge is to exceed the standards set there.
More story. More choices. More quality art. More personality.
We don't get any points for having more controllable party members, or, say, playable genders?
Don't get me wrong, I think TW2 is great, and I hope it does very well. There's not enough fantasy RPG out there.
No, you don't. Not when you take out playable races, completely remove character roleplaying by having ONLY those stupid Mass Effect paraphrase conversation options, have "hit a button something awesome happens" wave based combat that requires zero party strategy, etc. Having selectable gender is a cool thing to have, but it's meaningless when the core game is so broken and uninspired.
Also I appreciate the screenshots... but, and I say this as someone who is not really a graphics person.. after playing TW2, those shots are a little embarassing.
#159
Posté 27 mai 2011 - 02:32
#160
Posté 27 mai 2011 - 02:33
Dragoonlordz wrote...
A prime example is not fatigue though such systems can fall into that catagory, I mean't as example such things as customisation (companions and protagonist), limiting or reduction with regard to the aspect of re-using maps to extreme's (TW2 all pretty unique areas which has a positive affect on replays and Skyrim another one where they are actually hiring many more map creators to make as many dungeons as possible unique in appearance and design). Lowering the amount of interactions due to using VO and relying only on banter to make up for it, banter that does not include the protagonist who often felt like a third wheel which was neither needed or desired it would seem from his own companions to have input on whatever talked about in that banter. The shrinking of each act to make up for lack of timeframe where it had act one having the most quests (inlcuding rumour type quests not available after act one, a whole type of quests cut out of following acts), act two being 2/3rds the size quest wise of act one and lastly act three literally a few hours long in total with less than half the quests of act two.
These are just some examples off the top of my head. Not everything relating to concept of streamlining or removal, cutting out or reduction revolves around combat and statistics. You shouldn't look down on Serpieri Nei's response which is how it came across, it was valid and concerns both customisation and also ~interactions.
Huh. I had never drawn the equation that "streamlining" was being lumped in with "amount of content." The two are very different things in my head. I tend to look at streamlining as mechanical or tied to the user-experience. Thanks for the clarification.
#161
Posté 27 mai 2011 - 02:34
Blight ravaged Ferelden was peaceful?Mike Laidlaw wrote...
A sliver of a relatively peaceful Thedas. It was time to kick over the sandcastle and make the series about more than just the wardens and darkspawn.
I get what you're saying , but still, its not like we had seen some place like Orlais or Tevinter prior to the sandcastle being kicked over such that we'd possibly appreciate the magnitude of the sandcastle being knocked down and the effect that had on the world at large.
Mike Laidlaw wrote...
Player VO, rivalry, and the responsiveness of combat all fall into that category for me (so, no, we won't be going back to a silent protagonist, for instance). That said, I think we could do all three of those things better. Honestly, if you ever run into a game dev who doesn't think they could do something better with some iteration, they have either lost touch of the crazy rate of progress in this medium, or they're lying.
Major, major meh if we're stuck with player VO as BioWare's Sacred Cow from here on out. I suppose the Warden is all but officially done then, barring some myopic move to add a voice to the Warden or some lame voiceless cameo.<_<
And I absolutely agree on iteration between games to improve. I think a good many people think that DA2 didn't really iterate much from Origins or improve much in an evolutionary fashion, but rather essentially rebooted the franchise by injecting stuff that was simply ripped from other games and wasn't something from Origins that was tweaked, but rather something entirely new. Stuff like the art style change- I wouldn't call that iteration but more like rebooting and tossing the baby out with the bathwater. (IMO) DA2 ripped up way too much of the foundation of Origins and just started over and I wouldn't call that iteration, but a reboot.
Its like the rule of sequels- One third old, one third new and one third improved. Except, I think maybe much of what some of the DA2 devs viewed as "improved" was in other's view, just something "new," like player VO and not necessarily an improvement, given the implementation and handicaps that come with something like that.
#162
Posté 27 mai 2011 - 02:34
Mike Laidlaw wrote...
Serpieri Nei wrote...
Why would you get points for controllable party members when you have done quite a lot to take that control away from the player?
Is this an armor thing? It sounds like an armor thing. If so, I hear ya!
More then an armor thing, I should't be forced to bring Anders because I need a healer and would rather bring Merill or have Fenris be more of a guardian or party protector then Aveline, or leave Isabelle behind in favour for ranged dps.
#163
Posté 27 mai 2011 - 02:37
Mike Laidlaw wrote...
Huh. I had never drawn the equation that "streamlining" was being lumped in with "amount of content." The two are very different things in my head. I tend to look at streamlining as mechanical or tied to the user-experience. Thanks for the clarification.
Streamlining to me means just 'reduction', be that mechanics (perceived or otherwise) or content. Maybe we just don't view the context the same way but that is from where I came from point wise.
The user experiences content just as much as they do mechanics.
Modifié par Dragoonlordz, 27 mai 2011 - 02:40 .
#164
Posté 27 mai 2011 - 02:37
#165
Posté 27 mai 2011 - 02:37
Mike Laidlaw wrote...
Serpieri Nei wrote...
Why would you get points for controllable party members when you have done quite a lot to take that control away from the player?
Is this an armor thing? It sounds like an armor thing. If so, I hear ya!
If the fixed companion armor feature is to change, please include an option that allows us to change their armor but keep their original looks. There are some among us that actually prefer consistensy in character appearance.
Bloody Morrigan and her two of a kind dress...
Modifié par Kaiser Shepard, 27 mai 2011 - 02:38 .
#166
Posté 27 mai 2011 - 02:38
Mike, I don't think there are many here who would disagree with that statement! It does make me happy to hear you say it thoughMike Laidlaw wrote...
snip ... but in terms of pulling out what I saw as relatively needless complexity, I think we're good.
In fact, I think we're due to put some back in. I suspect lots of folks will agree.
#167
Posté 27 mai 2011 - 02:39
#168
Guest_Puddi III_*
Posté 27 mai 2011 - 02:42
Guest_Puddi III_*
Mike Laidlaw wrote...
Filament wrote...
Man, don't get my hopes up with this griffon talk if there aren't actually going to be griffons in it.
I can promise only statues at this point, alas. But they are pretty big statues, so that's something.
I see, thanks for the clarification.
Still, the screenshots are intriguing.
#169
Posté 27 mai 2011 - 02:44
Mike, it's not just an armor thing but a set weapon type and magic school thing as well. Having rogues who couldn't duel wield and use bows, and mages that couldn't use blood magic and heal spells caused a lot of compaints. Please, let us decide the direct that our companions skills go in.Mike Laidlaw wrote...
Serpieri Nei wrote...
Why would you get points for controllable party members when you have done quite a lot to take that control away from the player?
Is this an armor thing? It sounds like an armor thing. If so, I hear ya!
But yes I do give you guys huge points for being able to determine the gender of the PC. As a female gamer this rare boon is MUCH appreciated!
Modifié par tishyw, 27 mai 2011 - 02:50 .
#170
Posté 27 mai 2011 - 02:45
#171
Posté 27 mai 2011 - 02:47
Anyway I'm actually happy to hear from Mr. Laidlaw and to be honest it's rather nice to hear that feedback is taken into consideration. I think most companies don't really listen to much feedback until it's too late -eyes Square Enix- I've been reading a lot of the things others have said on the forums too and agree with most of it. I didn't think of DA2 as a bad game just one that just seemed a unfinished but that's probably because I was spoiled on Origins and other RPGs that were just long. I guess I'm one of those that just enjoy long games because the stories just drawn me in. From what I can tell Bioware has the right ideas in trying to improve things it just fell short and I don't have any doubts that it will be overcome.
Honestly I'd like to walk into Tevinter and start some trouble there...Ah the chaos that could be caused -evil grin-
#172
Posté 27 mai 2011 - 02:48
Serpieri Nei wrote...
Mike Laidlaw wrote...
Serpieri Nei wrote...
Why would you get points for controllable party members when you have done quite a lot to take that control away from the player?
Is this an armor thing? It sounds like an armor thing. If so, I hear ya!
More then an armor thing, I should't be forced to bring Anders because I need a healer and would rather bring Merill or have Fenris be more of a guardian or party protector then Aveline, or leave Isabelle behind in favour for ranged dps.
Merrill's a blood mage. It makes no sense that she'd be a healer too. I'm fine for choices like these being taken away from the player when it makes no sense with the character. It's the same reason I'm fine with Anders not being a blood mage. If choices are going to matter, they need to be logical. And if you wanted to kill Anders at the end, then you should have done it without worrying about "needing" a healer.
As to the main topic of this thread, DA2 might not be a perfect game, but I personally thought it was a very strong one. I loved the departure from the Wardens, I loved that the plot wasn't standard save-the-world-be-a-hero stuff that you get everywhere. The characters were unique and compelling. The story grabbed me from the getgo and still holds me even now, going into playthrough number 8.
I love the talks this game has spawned. The final endgame has sparked so much debate about terrorism, mental health, politics, and other real world issues. DA2 is one of the first games I now point to when the "Are games art?" question pops up. The fact that you can debate these issues, that DA2 (whether consciously or not) makes a comment on so many meaningful ideas, it's a great thing.
Are there faults? Yes. Repetitive environments, less challenging combat, and (seemingly) less dialogue with companions are annoyances. I understand the companions say as much as they did in Origins, but that some of those dialogues were moved to quests. I love this, I just want more. I think that's a testimony to the writing, actually. BioWare could likely triple the word budget and I'd still be left salivating for more. I connected with the vast majority of the characters, I enjoy debating their motives and intentions, so that's a major plus.
I'm also okay with the lack of armor. I wasn't at first. I was one of the first people who was scared they were going to Mass Effect-ify DA. But when I played the game, I realized the custom armor meant for some unique rigs. Like Anders, who looks like a normal, non-steroid-swallowing guy. It cements his status as an Everyman and makes the dichotomy with his eventual actions that much more jarring. He doesn't look like an action star, after all, but he's this tremendous mover and shaker. Would it have been less effective if you could throw him into plate mail and make him look like a warrior? I think so, yeah. His look said a lot about him. All of the characters did, really. I would have appreciated some variations, though. Some recolors, even. Something to give a bit more flavor to the world.
And before I write a book here, I'll make one last comment regarding the issue of choice. It's been said that DA2 offers superficial choices, that you can't change certain events. This is true. Just as it's true of Origins. But what DA2 did right is allow us to react to world events in just about any manner we see fit. The personality choices are key here. I really felt like Hawke was my character because he emoted exactly how I intended. He wasn't the blank slate of the Warden, he had a personality and it showed at appropriate times. I don't mind being rail-roaded as long as I can choose how to respond to the world events (if that makes sense). In fact, I'd rather more things be set in stone, because it's easier to write a tighter story when there are less variables.
So, anyway, my point is that some of us saw what you did and tried to do with DA2, and we support the direction you took. I hope you continue making these types of games. As much as I liked Origins, DA2 really rose above it in every way for me. I look forward to seeing where you take the game and its world and characters next.
#173
Posté 27 mai 2011 - 02:48
Mike Laidlaw wrote...
...so, no, we won't be going back to a silent protagonist, for instance...
YAY!!!
#174
Posté 27 mai 2011 - 02:49
Kaiser Shepard wrote...
Mike Laidlaw wrote...
Serpieri Nei wrote...
Why would you get points for controllable party members when you have done quite a lot to take that control away from the player?
Is this an armor thing? It sounds like an armor thing. If so, I hear ya!
If the fixed companion armor feature is to change, please include an option that allows us to change their armor but keep their original looks. There are some among us that actually prefer consistensy in character appearance.
Bloody Morrigan and her two of a kind dress...
That mechanic has been available for quite some time - Aion and DC Online comes to mind. What Bioware needs to do is create less generic robes, leather armors, and metal armors. And should try to make each armor look greater than the set you outgrew. Look at how Tier armors are handled in MMO's, you can still keep a style/theme for the character and build on it but my concern with specific armors for each companion, will lock the character if it has specific bonues for lets say blood magic or archery abilities and you have different plans for them.
Modifié par Serpieri Nei, 27 mai 2011 - 02:54 .
#175
Posté 27 mai 2011 - 02:50
tishyw wrote...
Mike, it's not just an armor thing but a set weapon type and magic school thing as well. Having rogues who couldn't duel wield and use bows, and mages that couldn't use blood magic and heal spells caused a lot of compaints. Please, let us decide the direct that our companions skills go in.
But yes I do give you guys huge points for being able to determine the sex of the PC. As a female gamer this rare boon is MUCH appreciated!
Quick question: Would it be fine to allow the characters to equip the different weapons, but have them "specialize" with a set weapon. For example, Isabela would be able to use a bow, but her specialization tree is based around improving her dualwielding abilities? 'Cause I, for one, enjoy a level of consistency within a character. I feel that someone who is touted as a skilled duelist should have her strengths geared toward that. While she should be able to use a bow, I think she should be far less proficient with a weapon or style that is not her preferred one.




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