the_one_54321 wrote...
I'll give you an example:
If there is no detachable overhead tactical camera in DAIII, you may as well count out my sale right now. I won't buy DAIII unless it has that feature. It doesn't matter to me if other people think that this feature is RPG or not. It is either in the game or I walk.
Shorts already mentioned this, but I would actually prefer a detachable camera. Reason being, the top down perspective is very restrictive because it greatly reduces field of view. DA:O usually forced to to rapidly swith between top down (because it unlocked the camera from one character so you can aim AOEs easily) and OTS (so I can actually
see where the enemies are).
One thing that's important, tactically, is to be able to plan ahead. I think that for that reason we need changes to the magical system to allow us to physically alter the world. Barries to stop enemy movement, traps that explode when enemies cross over them. Force Mage is my favourite specialization for that reason. I think this is the direction that the magic system needs to go in.
the_one_54321 wrote...
While I would actually prefer that
people completely ignore the term "RPG" I would still like to hear what
they want and don't want included in the game in relation to that term.
Someone above mentioned controlling the companion equipment. I could
certainly live with that, but I could also live without it. One thing I
could not live without is a deep, detailed and interactive level-up
system for my character and the companions.
I like unique apperances. But I like the sense of progression from equipping characters. My solution would be for each character (except for the PC who would have multiple choices) to have their own style. There would be rogue armours, warrior armours, mage armours but when you equip them instead of the armour having the
same model it would have a reskin of the unique model for the NPC.
I think this would be a solid compromise between unique apperance
and customizability.
Upsettingshorts wrote..
However I am not averse to a
compromise solution to show the full line, perhaps upon highlighting a
paraphrase for a couple of seconds, the resulting full line appears.
However, I would be against the exclusive combination of VO and full
line, for a number of reasons. Considering BioWare's statements
regarding the future of voiced protagonists, I would therefore support
trying to figure out ways to improve the effectiveness of the
paraphrases and/or pursue compromises such as the one I described.
One
other complaint I did have though was that often I'd get a
"STAR" symbol dialogue option and had no idea where I acquired it, nor
could I go and look it up. It just seemed to appear out of nowhere.
That was... not helpful.
The star symbol was supposed to be a ''special effect'' which is useless as a description. It's basically the hit for surprise button, comparatively. But it was a lot like using the ME-style paraphrase again.
I think one thing Bioware needs to change is the ''never use the same words in the paraphrase and full-line'' rule. I think the speech could be novel (and so not redudant) without having to hear a completely new sentence.
That way, it can be like... the paraphrase is the gist, or half-finished thought, and the speech is still novel but not wildly disimilar such that it makes you think someone else is speaking.