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Rich stories, deeper RPG mechanics, more choice and something even more epic


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#76
A Crusty Knight Of Colour

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the_one_54321 wrote...

Yes, that's all very nice, but really it doesn't contribute anything at all. Perhaps you have a list of features you'd like to see in a future game?


I did provide a list. The highlighted text generates a list.

- Non combat skills
- Skill checks
- Reputation system
- Choices and Consequences mechanic
- Semi-Open Exploration

But IMO, the mechanics matter less than the design and execution. The Witcher 2 proves that. It's a different kind of game, but it uses many mechanics that people hated in Dragon Age 2. The difference is that they executed them very well.

AAHook4 wrote...

The story is not necessarily the "End" you use "means" to get to. Philosphically, if the journey is unique because the player conciously wanted it to be, that's basically an RPG. Play it the way you want it to be. Seek out an end on your own terms.

It's not enough that you should physically look different at the end of a long journey. You ARE different. You can feel it and it's usually in a way you didn't expect to feel the difference nor planned to. But you did plan, and that's what's special. That's the surprise.


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Modifié par mrcrusty, 29 mai 2011 - 12:45 .


#77
the_one_54321

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mrcrusty wrote...

the_one_54321 wrote...
Yes, that's all very nice, but really it doesn't contribute anything at all. Perhaps you have a list of features you'd like to see in a future game?

I did provide a list.

I was talking to Davasar.

#78
Davasar

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the_one_54321 wrote...

Yes, that's all very nice, but really it doesn't contribute anything at all. Perhaps you have a list of features you'd like to see in a future game?


That's a fair question, so sure.  This list is far from complete, as others have made suggestions as well, but off the top of my head:

-A character I create, not one they create for me

-Different racial choices and have them matter in the game

-Non-combat skills that matter

-Lose the stupid jumping around anime combat

-Choice/result mechanic so your decisions matter and impact the story

-All combat choices for a warrior (dual wield/archery)

-All combat choices for a rogue (if I wanna use a sword, I should be able to)

-Lose parachuting enemies

-Lose overly recycled maps

-Lose exploding enemies

-A Camera that was similar to the one DAO had

-Trap making and other lost skills that are combat centric but do not have direct hand in combat

-Lose voiced protagonist (I provide the voice, I don't need one and the cost inherent to having one provided for me.  I do not have Lazy Brain syndrome)

-Lose Dialogue wheel (Many choices, much of the time, not just three.  I also like seeing EXACTLY what is said)



I am sure I am fogetting a multitude of things, but there it is.  I will add more as I think of them

Modifié par Davasar, 29 mai 2011 - 01:49 .


#79
AAHook2

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The way I feel about the voiced protagonist is similar to the way I feel about a book being adapted to the screen.
I consider what was written first to be canon.
So for example, Hawke has a paraphrased response, that's what I expect Hawke to say word for word. When Hawke goes off and says something different from what I read, I feel like I'm being tricked. I don't like it.
I read books. I've read many. Not as many as some, but a fair many. I just like the written word better. You can trust your eyes before you trust anything else..

I mean, if you're going to voice act it, then go all the way. Have the phrase be fully written out and when you select it to be said, that's what should be said, not an interpretation of what you selected.
If you're going to select your protagonist's words, you should be able to select the voice as well.
In Origins I liked that you could select the tone in which your Warden spoke. Violent, Smart, Experienced, cocky.
If you really wanted to invest in making the voiced protagonist a feature, you should have the choice of how your character should sound. Hire different voice actors to portray different characteristics that you choose at the beginning. Say, I like sarcastic and cocky. Well, have the actor deliver all of the lines, faithful down to the word in that tone. It's the dialogue that should change, not someone's delivery.
If I talk with a low tone and don't usually get overenthusiastic, I should pretty much speak that way all the time. What changes is the words I say and when I say it and what for.

I thought it was weird in Dragon Age 2 that I would either speak in a drone like serious tone one moment then could suddenly switch to a joking sarcastic delivery the very next thing I said. And none of it was faithful to what I read on the wheel.

Obviously, I have mixed feelings. I think if you're going to have voice, there should be as many choices as there would be for a non-voiced text based response system. Don't go half way. Add a consistent character based tone as well like in Origins.

If you could do that, then I could say that this is truly ground breaking and ambitious. Otherwise it's no more impressive than a Final Fantasy game from 6 years ago.

#80
the_one_54321

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I don't much care about the protagonist being voiced one way or the other. For me, it adds nothing nor takes anything away.

So long as the actor doesn't suck.

#81
A Crusty Knight Of Colour

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AAHook2 wrote...
snip


While I agree, that would be incredibly difficult from a technical standpoint to accomplish. It's also not taking into account the possibility of your character's personality developing over time, as you have one preset personality you choose on creation.

For example, in Origins, playing as a City Elf or a Mage, finding out that the outside world (whether it be Dalish Elves, Apostate comapnions, etc) was far from the ideals (s)he had concocted, they were hit with the "it's not all it's cracked up to be" problem. As a result of going through various events and quests, my characters re-evaluated how they looked at life and their own goals. My Mage sunk into cynicism about the world and became self centered, whereas my City Elf became solemn and more determined to improve things for the Alienage.

My Mage came to the belief that if she could make her mark on history, she could at least carve out a nice life for herself and live in peace, regardless of what happens in the rest of Thedas.

On the other hand, my City Elf felt all the more driven to fight for the rights, freedom and prosperity of the Alienage.

The narrative of Origins aided, supported and enhanced the story I wanted to tell with my characters through dialog options, through the skills my character learned as well as through the various choices you could make.

These outlooks on life also meant that they had a shift in personality, my Mage becoming snarkier and less patient with people, she also learnt the fine art of pickpocketing. Whereas my City Elf became more diplomatic and willing to help others.

You can't really do that properly if you define a character's personality on creation.

As for a voiced protagonist, I think paraphrasing could work if done well, but honestly, I much prefer the Alpha Protocol style of dialog options where they give you a personality tone. Instead of picking words and being angry that they don't match up with what your character says, you're able to reply in a "professional" manner, a "suave" manner, an "aggressive" manner, a "sarcastic" manner, an "honest" manner and so on.

-----

For the most part, what Dragon Age 2 did wrong in this area imo was three fold.

They gutted down the character system, removing a lot of the freedom and ability to mix and match specialities. Rogues had to Dual Wield, Mages had to have Staves, removal of conversation and non combat centric skills, etc.

This meant any development on the part of the character had to come from the character's developing personality and through the choices they made in terms of narrative.

But then what they did on top of that was not properly flesh out a narrative with choices. There were choices, but they weren't satisfying because a lot of them led to the same conclusion. Mix that with the fact that the narrative felt railroaded and disjointed at the same time and it was difficult to find motivation for your character other than the ones that were forced on you (always a bad idea for roleplaying). Having motivations pushed on you is fine, but the narrative should always be open enough to allow the player to create their own. This leads to a sort of feeling where the game leads you on instead of you making your way through the game for your own purposes.

I mean, the idea of the Ferelden refugees, the Nobles and politicking, the Coterie and underground crime, the Alienage and racism. All of these were plump ideas that were ripe for the picking, but the game never takes more than a cursory glance at these elements or allow the player to respond to them through quests and interaction. Very disappointing. Even something as simple as deciding whether a Dwarven Chantry in Orzammar is a good idea reflects the type of depth that helps roleplaying. We never see that in Dragon Age 2.

This also relates to the idea of motivations. Wanting to help the refugees, trying to out smart the Nobles, crushing or helping the Coterie, etc, these are all very good areas where the player can create their own story and motivations using the game's own narrative but it only works if the game responds to it. Games like Origins do, Dragon Age 2, doesn't.

Things like that make a game epic, ability to roleplay a character and see how that character's choices -whether in narrative, character systems or personality- affects the world around them, not DRAGONS DRAGONS DRAGONS or Meredith's Lightsaber.

Finally, the personality development we had in Dragon Age 2 was shallow. That's all there is to it. I understand that it's a result of time and technical limitations and I did like the idea of dialog and tone changing automatically to reinforce the personality. It's a good idea, but Hawke's three personalities were shallow. I'm nice, I'm "funny" or I'm angry. Wow, that passes for character depth these days?

It's things like that which make people think that Dragon Age 2 is less of an RPG or is a dumbed down one.

If people like that, more power to them. Dragon Age 2 is not a bad game when looked as a whole, especially compared to what else is on the market.

But if that's going to be how games are like in the future...

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Modifié par mrcrusty, 29 mai 2011 - 04:41 .


#82
Sylvius the Mad

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Davasar wrote...

-A Camera that was similar to the one DAO had

As much as I think DAO's camera was superior to DA2's camera, DAO's camera could have been much better.  If  it had been free-roam even when at a lower angle (so more like a Total War camera), that would have made targetting and character movement mush easier.

#83
thedistortedchild

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mrcrusty wrote...
megasnip


It just doesn't seem posible to allow the same level of characterization and choice with the dialogue wheel as can be allowed with the old fasioned way. DA2's wheel (and by extension Mass Effect's) allowed for very little character development. Alpha Protocol's just let you pick what kind of jerk you want to be, instead of giving you genuinely different responses.

IMHO the wheel ( and voiced protaganists) will always limit the roleplay-ability.

#84
A Crusty Knight Of Colour

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http://social.biowar...78987/3#7484469

I personally prefer the silent protagonist + full text dialog with an emphasis on good dialog and building more complex dialog trees with skill checks being a gateway for new trees as opposed to being an instant success button. That's where I personally want to see dialog in RPGs go. You know, Master from Fallout 1, or the Trials in Neverwinter Nights 2 and KotOR.

I want a path of diplomacy or persuasion to play out like that for most of the game with varying depth depending on the situation. Not just in set piece moments.


The truth is however, that Bioware is moving towards a voiced protagonist and will not move back towards a silent one.

Modifié par mrcrusty, 29 mai 2011 - 05:11 .


#85
neppakyo

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mrcrusty wrote...
The truth is however, that Bioware is moving towards a voiced protagonist and will not move back towards a silent one.


Its sad.. unless they can make it better than what was done in DA2, and to a lesser extent ME.

Personally, I think CD Projekt did a hell of a better job at it with TW2 than BW did with DA2/ME

#86
In Exile

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neppakyo wrote..

Its sad.. unless they can make it better than what was done in DA2, and to a lesser extent ME.

Personally, I think CD Projekt did a hell of a better job at it with TW2 than BW did with DA2/ME


You're going to explain that one to me. TW2 had Geralt often give monologues with no input from the player, and express and explain complex beliefs you might not have ever had while actually making the decision for the dialogue choice in the first place.

#87
Remmirath

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Mechanical features that I would like to see but now have no hope of seeing
- Silent PC.
- No dialogue wheel.
- The option to create a full party instead of bringing the NPCs.
- No activated abilities except spells.
- When a character goes down, they are dead.
- Combat feedback window. Attack rolls, damage, all that good stuff.

Mechanical features I would like to see, more realistically
- Being able to equip armour on NPCs in the party.
- More than one voice to choose from per gender (per species if applicable), if voice there must be.
- Enemy NPCs that have a sane amount of hit points/combat that doesn't have hugely inflated numbers.
- Tactical camera.
- Enough information about the combat system given to be able to make reasonable choices on equipment and levelling up (how much does 5 points of attack mean versus five points of armour, or exactly what effect a spell will have for instance).
- A 'Core Rules' setting, where the rules all run as the system is intended - not several different flavours of 'what changes do you want?'.
- Less egregiously reused maps.
- Weapons able to be used by any (warriors should at least be able to use a bow, for crying out loud).
- Injuries with more impact that take more time to heal; must return to camp/home to heal them, for instance, and would end up making the PC/NPC who acquired them essentially useless after a few of them.

Story/interaction features that I would like to see but do not expect to, ever/ever again
- NPCs that either like you or dislike you (I don't like the rivalry thing) based on a combination of how you treat them and whether or not they agree with you. Gift-giving is all right so long as it's impossible to make someone who would hate you love you by throwing cool stuff at them.
- Possibility of attacking anyone and continuing the game if you kill 'em (possibly with a nice little warning if you just screwed things over). I miss this from earlier games.
- Several points where you really can fail and the game goes on, for example if you were able to actually not cure Eamon either through not being quick enough or intentionally failing and had to deal with Bann Teagan instead.
- Romance NPCs with a list of things that they like/don't like so that
they won't just go off with every character. Even something like species
or class would be an improvement.
- No codex, except perhaps to log things you've seen/heard for future perusal if you forget. Rather, gaining information from things such as books, stories from NPCs, and seeing evidence of them.

Story/interaction features I would like to see
- Choices that result in distinctly different paths (where it makes sense to do so, of course).
- A limited enough background given to the PC that you are free to mostly create your own (both Dragon Age games are right on the brink of what I find acceptable here).
- Conversation, at least to some extent, possible with NPCs at least when not adventuring - and certainly not only when a quest appears.
- Little things just for roleplaying. More dialogue options.
- I actually really liked the sort of interactive text parts in DA:O (the elven ritual and the arcane warrior in the gem, for instance). I'd like to see those again. In those cases, the text does more than anything else, because you can't convey a feeling through any other medium in a game. You can't visually or audibly give a 'cold feeling' or a 'sense of loss', for instance.
- Descriptions on weapons and armour.

Visual features I would like to see
- Either (and very much ideally) a return to how elves were in Origins, or dwarves being changed up a lot. I'm not buying 'we want to make the fantasy races less generic-looking' when dwarves look exactly the same, I'm afraid.
- Less exploding, less over-the-top twirling and combat movies - basically more realistic looking combat.
- The toned-down visual effects for stances and what were a step in the right direction in DA II; I'd like to see them gone completely. Magical ones I can understand as they are magical.


The only thing that would be a true deal-breaker to me is if the PC is ever truly set. If you at any point can not create your own character, that is when I would not play the game even once. However, all of these are things that would improve a game dramatically for me.

Lack of any or even a good level-up system would come close to being a deal-breaker, but would really just make me grumble about it frequently and definitely not replay the game.

#88
lazuli

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Melee friendly fire is fairly uncommon in RPG's.  If it is to return in future iterations of the series, I hope that the AoE targeting system used in spells applies to special melee attacks.  Warriors could essentially nuke in DA2.  Skills like Scythe, Whirlwind, and even the Rogue's Rush should project what they are actually going to hit, just like a Mage's Fireball.

#89
In Exile

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lazuli wrote...

Melee friendly fire is fairly uncommon in RPG's.  If it is to return in future iterations of the series, I hope that the AoE targeting system used in spells applies to special melee attacks.  Warriors could essentially nuke in DA2.  Skills like Scythe, Whirlwind, and even the Rogue's Rush should project what they are actually going to hit, just like a Mage's Fireball.


I think melee AoE is being cut, at least as FF. Though I agree - the lack of a cone makes it hard to know what's going on. Like hidding mage AOE. I believe the upgraded cone of cold does splash damage.

#90
A Crusty Knight Of Colour

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In Exile wrote...

neppakyo wrote..

Its sad.. unless they can make it better than what was done in DA2, and to a lesser extent ME.

Personally, I think CD Projekt did a hell of a better job at it with TW2 than BW did with DA2/ME


You're going to explain that one to me. TW2 had Geralt often give monologues with no input from the player, and express and explain complex beliefs you might not have ever had while actually making the decision for the dialogue choice in the first place.


Agreed.

I think the reason it's more excused is because Geralt is a pre-determined progatonist. His personality is ingrained, so is his knowledge and beliefs. As players choose dialog options that shape the narrative, he often shows depth that the player is not always privy to.

While this makes controlling him harder from a roleplaying perspective, it makes him more rounded and interesting as a character.

It is a give and take, character development is less about shaping Geralt as the character you want, but rather, exploring how Geralt would evolve and react to your choices. Part of me realises that this isn't very good for player-centric roleplaying and I would hate to see it become industry standard. But I love the Witcher 2, so I give it a free pass.

OTOH, Dragon Age 2 and to a lesser degree, Mass Effect 1/2 try to straddle the line between the depth of a pre-defined character and the freedom of a player defined one. It falls apart in Dragon Age 2 especially because there's a lack of meaningful choice and the more limiting dialog system means that character development and growth from a roleplaying perspective (though also from a gameplay perspective) is extremely shallow.

Modifié par mrcrusty, 29 mai 2011 - 07:27 .


#91
Sylvius the Mad

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mrcrusty wrote...

But IMO, the mechanics matter less than the design and execution. The Witcher 2 proves that. It's a different kind of game, but it uses many mechanics that people hated in Dragon Age 2. The difference is that they executed them very well.

No amount of polish will make me enjoy The Witcher's combat system.

I think mechanics matter more than execution.  Without decent mechanics, I don't think execution matters at all.

#92
Sylvius the Mad

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In Exile wrote...

I think melee AoE is being cut, at least as FF.

This annoys me.  Whenever they get a good idea and actually put it in a game, it never lasts.

#93
mesmerizedish

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Sylvius the Mad wrote...

mrcrusty wrote...

But IMO, the mechanics matter less than the design and execution. The Witcher 2 proves that. It's a different kind of game, but it uses many mechanics that people hated in Dragon Age 2. The difference is that they executed them very well.


No amount of polish will make me enjoy The Witcher's combat system.


I'm not sure whether you, Sylvis, mean the first or the second game. I haven't played the first, but I want to comment on the second and say that I agree.

mrcrusty, I'm not sure what mechanics TW2 uses that are in DAII. They're completely different. And TW2's combat sucks. I really like the game. I don't want anyone to think that I'm bashing it. But combat is a pile of crap. DAII's mechanics have some logical problems, yes. I know Sylvius agrees that enemies following entirely different rules as far as health/damage go is absurd, for example. But actually playing a combat in DAII is a lot of fun for me.

#94
A Crusty Knight Of Colour

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Sylvius the Mad wrote...

mrcrusty wrote...

But IMO, the mechanics matter less than the design and execution. The Witcher 2 proves that. It's a different kind of game, but it uses many mechanics that people hated in Dragon Age 2. The difference is that they executed them very well.

No amount of polish will make me enjoy The Witcher's combat system.

I think mechanics matter more than execution.  Without decent mechanics, I don't think execution matters at all.

So, you're consistent about things. That's fine.

But there were people who didn't like Dragon Age 2, yet loved the Witcher 2, despite sharing many of the same things that people criticised Dragon Age 2 for. That's the point I was getting at.

ishmaeltheforsaken wrote...

mrcrusty, I'm not sure what mechanics TW2 uses that are in DAII. They're completely different. And TW2's combat sucks. I really like the game. I don't want anyone to think that I'm bashing it. But combat is a pile of crap. DAII's mechanics have some logical problems, yes. I know Sylvius agrees that enemies following entirely different rules as far as health/damage go is absurd, for example. But actually playing a combat in DAII is a lot of fun for me.


- Fixed + Voiced protagonist
- Paraphrasing Dialog.
- Action/Hack n Slash type combat.
- Lack of companion customisation.
- "Consolisation" compared with the predecessor.

And so on.

I agree that they are different types of games, but they do share quite a few elements. Maybe mechanics is not the right word, but they do have their similarities.

Modifié par mrcrusty, 29 mai 2011 - 08:28 .


#95
mesmerizedish

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Sylvius the Mad wrote...

In Exile wrote...

I think melee AoE is being cut, at least as FF.

This annoys me.  Whenever they get a good idea and actually put it in a game, it never lasts.


AoE is still in. It's just auto-attacks that no longer deal friendly-fire. Activated talents like Scythe and Whirlwind still deal FF damage.

I'm not sure if that changes how you feel about it. I think it's silly that Fenris isn't a good enough swordsman to avoid killing Isabela with his basic attacks, so I like the change.

#96
Tommy6860

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mrcrusty wrote...

Sylvius the Mad wrote...

mrcrusty wrote...

But IMO, the mechanics matter less than the design and execution. The Witcher 2 proves that. It's a different kind of game, but it uses many mechanics that people hated in Dragon Age 2. The difference is that they executed them very well.

No amount of polish will make me enjoy The Witcher's combat system.

I think mechanics matter more than execution.  Without decent mechanics, I don't think execution matters at all.

So, you're consistent about things. That's fine.

But there were people who didn't like Dragon Age 2, yet loved the Witcher 2, despite sharing many of the same things that people criticised Dragon Age 2 for. That's the point I was getting at.

ishmaeltheforsaken wrote...

mrcrusty, I'm not sure what mechanics TW2 uses that are in DAII. They're completely different. And TW2's combat sucks. I really like the game. I don't want anyone to think that I'm bashing it. But combat is a pile of crap. DAII's mechanics have some logical problems, yes. I know Sylvius agrees that enemies following entirely different rules as far as health/damage go is absurd, for example. But actually playing a combat in DAII is a lot of fun for me.


- Fixed + Voiced protagonist
- Paraphrasing Dialog.
- Action/Hack n Slash type combat.
- Lack of companion customisation.
- "Consolisation" compared with the predecessor.

And so on.

I agree that they are different types of games, but they do share quite a few elements. Maybe mechanics is not the right word, but they do have their similarities.


Reading this, I get the feeling I wouldn't enjoy TW2. I liked TW, but only finished half of a second run because I just couldn't get past playing one character in a game that is pretty decent for role playing aspects. By the way, your previous post with the polar bear picture (pretty funny) was spot on for me, well done.

#97
Sylvius the Mad

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ishmaeltheforsaken wrote...

AoE is still in. It's just auto-attacks that no longer deal friendly-fire.

All AoE should deal FF unless there's some lore-based reason why it shouldn't

I'm not sure if that changes how you feel about it. I think it's silly that Fenris isn't a good enough swordsman to avoid killing Isabela with his basic attacks, so I like the change.

If I swing a big swod right through you at high speed, it's going to hurt you.  I can't magically make the sword hit everyone else in its path but not you.

#98
Sylvius the Mad

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mrcrusty wrote...

But there were people who didn't like Dragon Age 2, yet loved the Witcher 2, despite sharing many of the same things that people criticised Dragon Age 2 for. That's the point I was getting at.

And my point is that it might not be those features that make those people like the game.

We can't control enough variables to measure these opinions effectively.

#99
Xewaka

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ishmaeltheforsaken wrote...
I'm not sure if that changes how you feel about it. I think it's silly that Fenris isn't a good enough swordsman to avoid killing Isabela with his basic attacks, so I like the change.

Who says Fenris *wants* to avoid hitting his companions?

#100
AngryFrozenWater

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At this stage I am not willing to ask for what I want or listen to what the DA2 team is promising me, because the faith in that team has been damaged by promises that they won't implement or don't tell the truth about. This faith needs to be restored and that is simple to do: What I want first is that BioWare publicly states that they won't confront the players with such surprises in the future. A clear press release or other easy to find public message with such a statement will suffice.