Aller au contenu

Photo

DA3 Wishlist


  • Veuillez vous connecter pour répondre
68 réponses à ce sujet

#1
2torman

2torman
  • Members
  • 15 messages
 This is a place for fans of the game to put down things they would like to see in the next installment, this is NOT somewhere to complain about the current game.

1.) Bring back the grey warden storyline. I like the current spin-off but the character of the wardens is fanbtastic and it will be interesting too see the various storylines that come to the wardens from the templar-mage conflict.

2.) As a warden commander I would like to see an ability to train recruits/ companions as well as control them, In comparison a system a bit like the one used in asssasinc creed: brotherhood.

3.) Massive fan of some of the weapon styling but i would love to see it expanded to polearms.

4.) Would be nice to see how Ferelden has changed with seeing a few of the great places. Even if it means its a DLC.

Add your own :P

#2
Dariuszp

Dariuszp
  • Members
  • 500 messages
Ad 1. Why ? Blight end. Archdemon is dead. Wardens are no need. But you also right. I did inted to play my character again (and i keep my savegames). It was disapointment when i learn that they were unimportant.

Ad 2. Rejected. Generic companions - no real companions. Or you want companions + your own private army. What will you do with them ? Any idea ? Go play RTS :P

Ad 3. Agree. Still they should bring back old weapons style. This oversized swords are just one big joke.

Ad 3. Agree. I did love Fallout 2 for that :-) When you see places from part 1 (statue of part 1 hero !).

My own:
1. Improve romances. Dont make everyone bi or gay. It's stupid. Like they dont have their own mind. Create player profile with some variables like gay/straight/bi funny/serious/boring/sad genius/inteligent/avarage/idiot/deputy, tolerant/racist, da2 lvoer/da2 hater etc...
Then take player choices while talking, actions etc and switch that options a little. Then when you match to some of companion characters - unlock posible romance options.

2. Make romances count. They should have impact on story

3. Give us real chocies.

4. More alive world. You already hired loot of NPC so they can stand in your town. Make them DO SOMETHING.

5. NO "go fetch" or "kill 10 spiders" quests.

6. More tactic oriented combat

7. sync combat animation when 2 people fight with sword - like in KOTOR series

8. Allow us to always interact with companions. Not just at their home. Still you can lock some options while they are outside.

9. Real time day/night cycle.

10. Weather. Dam - i want RAIN!!!

That's mine list :-)

PS: Good topic :-)

#3
Salaya

Salaya
  • Members
  • 851 messages
  •  Let us import the warden as the main character AND Hawke as a recruitable companion (as I have told before: it would be epic mislead the players about Hawke being the main role and then show the warden; or let us kill Hawke as many other companions in DA)
  • A combat system in the middle ground from DA2 and origins: fast paced animations, with the tactical approach of origins, without waves or flashy animations.
  • Bring back the skills, please. Coercion and traps, at least!
  • Even beter class trees - lets be a little more imaginative with mage spells, please.
  • Please, please, bring back 2 weapon warriors, not only rogues. My favourite class/specialization by far!
  • Revert Elven and darkspawn looks! And Flemeth. It would be great that you go back to the pseudo-realistic dark design from origins.
  • Make armours and weapons more unique. I prefer quality over quantity... and I really dislike tons of equipment that have flashy names but do almost the same things.
  • Give us the true choice! I want to control my destiny, plot climatic instances. Explore this even further than origins!
  • Well made romances - Make them part of gameplay, with deep impact in history and cool, well designed scenes. Keep the all are bisexual idea from DA2, but present it better.
  • Lets pray the maker for the return of finishing moves! xDD And for mages, too.
  • Mix the approval system with the friendship/rivalry one. We can gain respect by rivalry, but not approval.
  • Reduce the number of combats! Make them more interesting (quality over quantity), not omnipresent.
  • Put some role-playing quests not depending on combat.
  • Look more carefully to your own lore - don make mages teleport! :( Reduce the number of dragons! :(
  • Design beatiful environments, put some variety to the places that players explore. Scenarios must be part of the game... not just linear corridors.
  • You have some of the best characters of videogame history on your games, and some of them its due to original planning. What about some unexpected companions? An "awakened" darkspawn, spirits, demons... or something like Deekin, from Neverwinter expansions.
  • I want the feeling of gaining power again. Some parts of the game must be difficult, others, not so much. Basically, I want the feeling of leveling up, not just being at par with the new enemies.
  • More diversity in inventory. I want to find unique things, maybe for sale, maybe for secret, unknown quests. If I kill a Varterral or a High Dragon, I dont want to find... junk :(
  • Keep your focus on narrative, make gameplay as important as history, and dont get discouraged by those who say that you should offer more freedom as in Oblivion and such. That does not mean, though, that you should make main quests linear. Give some choice, some little freedom to go or solve things.
Thats all for now... maybe later I'll come again with more ^_^ 

#4
frustratemyself

frustratemyself
  • Members
  • 1 956 messages
I think it would be cool to see more of Hawke and the warden. Even having both available as playable characters with the game starting out a bit differently for each like an origin story.

A longer game with a clear story. There are parts of both games where the story kind of flounders (more so DA2) that could have done with a bit more structure so it flowed better. Yes this is something that can happen with any book or movie as well but it's a shame when it does.

Keep some of challenge in the combat. I love the combat in DA2, it flows well and I enjoy having to think about it a bit. The difficulty doesn't need to be ridiculous but if I'm playing on nightmare it's cause I want a challenge.

Friendly fire on lower difficulty levels. If I remember correctly DAO had ff on all difficulties to varying degrees whereas DA2 had no ff until you crank it up to nightmare then it's 100%. A scaling level of ff depending on the difficulty you play on would be good. You wouldn't get such a rude shock when you find you can't drop a firestorm on your own head and still walk away smiling.

Further development/evolution of the friendship/rivalry system. I think it was a good idea but a bit simplistic. I don't know how much further it can be taken but other people have spoken about the idea of having a dual system that looks at the friendship and rivalry as separate things rather than being one or the other.

Cross-class specialisations like the DAO arcane warrior or spell sword in Oblivion. The arcane warrior was completely op but it was a cool idea. You could then have some characters that are a more versatile jack of all trades as well as more focused ones.

More situational consequences that are dependent on the class and/or race (if this is an option) you are playing. This was done a bit in DAO if you were an elf or a mage but I think more of a reaction (besides being called knife ears) from people in different situations or some quests playing out slightly differently would add to the story.

More interaction with companions. All those chats with them was something I missed in DA2. I don't think it needs to go back to the talk to the companions anytime, anyplace of DAO (cause accidentally triggering Alistair's kiss scene in the deep roads covered in darkspawn blood was just awkward) but more conversations would be great. It's more interesting story wise than reading a codex entry (oh woe is my precious immersion) and there can be some pretty fantastic dialogue in those conversations.

Must now stop procrastinating.

#5
KeeperOfArlathan

KeeperOfArlathan
  • Members
  • 15 messages
Stay with the lore, please! No teleporting mages and no demons that can summon abominations...  :whistle:

#6
MinotaurWarrior

MinotaurWarrior
  • Members
  • 214 messages
This is a very disorganized, largely thoughtless list.

1) More Qunari

2) A different side to the Qunari. Perhaps a female merchant? (I believe Sten says that's one of the role women fill in the Qun)

3) More non-combatant party memebers.
 3a. A cook
 3b. A scout
 3c. A translator
 3d. A scholar / researcher
 3e. An archaeologist
 3f. A cartographer
 3g. An occultist
 3h. A carpenter / crafter of some sort, responsible for creating barrels, crates, shelters, and misclelanious goods
 3i. A man in charge of the draft teams that pull the carts laden with the barrels full of your loot
 3j. A trader (such as Bodhan, but with more interaction) who trades with all the cities you visit.
  3jI - After every dungeon, he acquires some useless (for you) junk, such as giant spider silk and Elvhan relics from a spider-infested ancient Elvhan ruin
  3jII - Whenever you visit a city, he can sell his goods to various organizations in the city. You can unlock more by earing their trust in quests (ie, do a favor for an underground group of mages? They'll buy lyrium junk from you)
  3jIII - You can also buy trade goods from cities, and sell them to other cities. Prices on these things fluctuate. You earn a share of the profits

4) A sense of legend, both for the current, and past PCs. I'd love if I heard some random NPC telling their children about the legendary adventures of The Warden Commander of Ferelden or Hawke, and an Alpha-Protocol like system where people comment on how you handled earlier missions would be great

5) More variety in the encounter type. I really liked the waves, because they were (to me) a fresh change of pace. I think Bioware can do more in this regard, and mix up
 5a. Traditional. You see a group of enemies. You fight them.
 5b. Waves. You see a group of enemies. You fight them. More show up.
 5c. Ambushes. You don't see anything. You fight one or more waves of enemies.
5d. Adventurer vs Adventurer. The last time I saw this was in BG, and I loved it. You come across a group of other adventurers, have a conversation, and you duke it out. They have the same range of abilities (including healing and crowd control) and statistics that you do, and have tactics custom-crafted for that encounter.
5e. Horde. You see a seemingly unending horde of enemies, and wade through it. Think of how the deep roads could have gone. Obviously, this is only really practical under certain circumstances (you'd need to be careful with the level design and creature types to not overwhelm the player, or their system), but in, say, a narrow corridor, with a type of enemy like spirits that don't need a lot of detail, it could be awesome.
5f. Pestering. Enemies use hit and run tactics, attack (with weak attacks) from unreachable locations, or something else like that, adding in another tactical element, but not posing any serious threat. Obviously, this would have to be used very sparingly (like, once or twice in the whole game).

6) Another fresh art style. I liked the highly-stylized look of DAII, because it made sense. Varric is narrating all the cool stuff he and his buddies did, so he exagerates the number of backflips. It was already established that the DA world didn't really look like that, so it was cool. But some people got sick of it right away, and I think one game is enough, but I liked that DAII didn't just try to make the most 'realistic' elves and dragons it could, and instead really tried to make an artistic statement. I don't know what sort of style I'd like best, but I'd definitely like another sort of out-there style.

7) This is one of my big ones. Don't just reward us for taking the extreme. If I support NPC Alpha on issue 1, but not on issue 2, my nuanced approach shouldn't be punished. Perhaps the game could record the absolute value of each friendship/rivalry change, add them together, and use that value to determine when you get a gameplay bonus / can continue their romance / whatever.

8) More loose threads. I think the reason we were able to decide who got the crown in Orzammar, what happened to the werewolves, et cetera, in DA:O, and were railroaded so much in DAII is because once you made those decisions in DA:O, you were done with those areas (so they didn't need to do twice the work to reflect your choices in a later area). I think they should do this stuff more often. Have a bunch of NPCs you only meet once, and decide their fate. Determine the economic policy of the tevinter imperium, with regards to the manufacture of lumber, and then never have lumber actually be important ever again. I love having these sorts of choices, and I understand that you can't reflect all of them in your game (it'd be like making 2+ games), so... just let us make a lot of them, and plan it ahead of time so they don't need to be reflected upon in any huge way.

9) More text. Personally, if Bioware made another game like BGII, with 2d graphics so bad you can barely tell your character's head from their ass, and almost no voiced dialog, I'd buy it. But you won't do that, and that makes a lot of stuff more expensive. So, to get around that, give my PC a bunch of penpals.
 9a. Reflect those loose threads in text. Have the elderly couple we met on the road go over to tevinter, and write us a letter about the lumber market over there. Despite what I said in 8, I love seing my choices have consequences, and I think this is a great way for you to do that.
 9b. Another good use would be for dialog considered not important enough to get voiced. If one of your writers has a great idea for a conversation between the PC and the Archduke of Adventuretown about how duck beaks look like dog faces, have him write a letter about it!

10) Create exuses for their to be a limit to the number of characters in our party, and use this to expand the story. Say we're on a mission to assasinate the Archduke of Adventuretown, because the Tevinter Lumberbarons want him dead. We have six companions, but for gameplay reasons we can only bring three. Well, we need to send one guy to create a distraction, another to serve as a lookout, and a third to serve as hostage to the Tevinter Lumberbaron, to ensure we don't double cross them. Now, we never actually need to see any of this other action, but you've just instantly multiplied the depth of this story, and our immersion, for next to no time/resource cost.

11) More important prestige classes. I'm not sure how feasible it is to try and balance this, but I'd love it if every prestige class really drastically changed how you played that class, irreversably, and was focused more on passive abilities. DAII was a step in the right direction here. Ideas (not gauranteed to be even close to sane) follow
 11a. Blood mage: you always cast from hit points (changing which stats are important), you can't be healed by normal means during combat. Maybe another talent gives you the ability to regain health based on a miniscule fraction of all damage delt to blooded creatures around you (including team mates).
 11b. Berserker. When in combat, every second away from enemies is somehow harmful (some sort of debuff), every time you inflict or suffer damage, your dps increases, but you suffer a slight decrease in defense. Maybe another talent allows you to do a deathless frenzy type thing for a bit, where you can ignore falling to 0 hit points for the next 10s.
  11c. Duelists gain a substantial bonus to attack and defense, but every additional enemy targeting them subtracts from their defense, and they can't perform AOE attacks. They maybe gain a talent that severely lowers resistance to attacks from the pc, but increases resistance to all other sources of damage.

12) A middle ground on NPC customization. I never liked it when I reached a point in DA:O where team members ended up weaing the same thing, but I also didn't like being locked out of my companion's inventory. I think there's a middle ground. For every companion, give them something unique. If you recruit the Archduke of Adventuretown, he has a cape. The Tevinter Lumberbaron has a cowl. Merril never wears shoes. Asym the Nonconformist Duelist never wears a left pauldron. When you construct armor models, construct them in segments, then have  them dissapear /  be replaced by the companion's bits as fits. I hope that's doable.

13) Give us a sense of how the whole world works. A game that did this (and only a few other things) quite well was the NWN2 base campaign, where you started off in a village, moved to a garrison, then a port town, a city, recruited a merchant /  lawyer, met interestingish characters from all walks of life,  became a lord, and had a close relationship with the king. I'm not saying bioware needs to do all of this, but NWN2 managed to make Faerun seem like a real place in a way no other game (and there are a lot of games set there) ever did, and a little imitation is in order.

14) Abandon the kill xp system. I vastly prefer objective based xp.

15) Let us get involved in stuff completely unrelated to killing monsters. The mine was a step in the right direction, except in that your involvment was completely limited to the times when monster killing was called for.

16) More transparent game mechanics. I'm a number cruncher, and I like to be able to crunch numbers without going to the wiki / reading the game files on my computer.

17) Up front merchants. In DAII, I almost never spent any gold, because I was always afraid that later on there would be an even better item available. When I meet a merchant, I should be able to see all of his wares, including the ones I won't be able to use / purchase until the further on in the game, so that I can decide wether or not it's worth it to buy this item that will make this part of the game this much easier.

18) Greatly relaxed equipment requirements. The statistical requirements on armor in DAII and other games just impairs my freedom of choice in character building.

19) More (or all) items should improve with level up. I would just like this a great deal.

#7
PsychoBlonde

PsychoBlonde
  • Members
  • 5 129 messages
Hmm. If I were to make some recommendations, they'd read like this:

1. IMO the In Medias Res beginning didn't work so well. If you're going to kill off two characters right off the bat, give us a chance to get to know them at least a little first. So a little bit slower and more paced introduction would probably be a plus.

2. Some transitions/buildup for the events would help a LOT. For instance, actually playing through intense poverty and increasing threat from the Templars would have made the Deep Roads expedition seem more like a necessity rather than a goal that had just been arbitrarily plonked in your lap. I was happy enough to go along with it, but that's exactly what it felt like: I was going along with it to show willing. Which is not so immersive.

3. Please remember that your PC mage doesn't miraculously stop being a mage when combat's over. Yes, I realize that this may as well be a demand for you to write an entirely different game just for the mage character. Or you could make a virtue of a necessity and make all three classes have some really, significantly different options. One of the ways you could do this by limiting resource expenditure would be to have the various set-pieces connect in different ways for different classes. Free example: You have this situation that requires you to get inside a heavily defended fortress in order to do diplomacy with the leader of the place. It involves three set-pieces: a dungeon/sewer section, the interior of the fort, and a wilderness area outside the fort. If you're a warrior, you don't have any major difficulty talking the guards into letting you in by, say, claiming to be a mercenary looking for work. The lord says he'll consider your proposal if you help him out with a task, and sends you to the wilderness. Then, when you get back, he turns on you and has you thrown into the dungeon, from which you must escape into the castle and then accost the lord and change his mind. If you're a rogue, you bluff your way past the guards, sneak through the castle and find some interesting information you need hidden in the lord's office. Then the guards show up and you are forced to make a hasty exit through the dungeon/sewer. You retreat to the wilderness, where you complete the quest you read about in the secret documents, then return to the castle with information that will win the lord over to your side. If you're a mage, on the other hand, when you present yourself to the guards they have you taken prisoner and thrown in the dungeon. The lord comes to visit you there and asks you to help him out secretly. You go do the quest in the wilderness. When you return, you find that you were a bit too late and now you have to fight your way through the castle to get to the lord so you can resolve the situation.

It's a hasty example, but the idea is that the same stuff gets used for all three characters. Some of the dialog will necessarily be a bit different, but you'd get access to all the same side-quests and the fights can all be pretty much the same.

4. This one is probably only specific to me, but I'd like a bit more direction on what companions you get to take with you where. Only having certain companions available at certain times would make the game a lot more interesting to me, at least. Also, it'd be a lot easier to plan for companions interacting with each other, the PC, and the world, so there could be more of that sort of thing overall. Also when Mr. Fenris has a big emotional outburst over how he can't take this romance stuff and leaves, it feels a bit weird if you immediately walk out the door and put him right back in the party.

5. MAKE IT SO WE CAN SWAP GEAR ON COMPANIONS WITHOUT HAVING TO HAVE THEM IN THE ACTIVE PARTY. My GAWD it's annoying to have to change out your party members five or six times just to redistribute gear. The ability to access everybody at once in the party camp was one of the best gameplay features in Origins.

6. *Some* kind of gameplay that doesn't involve beating things up. Puzzles. Stealth sections. Investigations. Complex multi-branching conversations that require you to pay attention so you don't accidentally screw yourself and have to go back and start all over.

7. Interactions with NPC's based on how you have treated that NPC, not your *overall* tone. I liked the tone concept, I thought it was neat, but I don't see how me being nice to helpless villagers should prevent me from shouting at annoying Qunari (and vice-versa). In fact, if I'm generally a nice, pleasant person, when I finally DO fly off the handle it should be that much more potent from being completely unexpected. That actually might make a neat mechanic--using the nice-guy tone builds up "actin' CRAZY" points that you can use to activate special conversation options where you just blow people away with your psycho self. Likewise using the aggressive tone a lot could make it so you get access to special nice options that really have punch behind them. And if you're snarky, you get an "all joking aside" pool or something like that which can be used to impress people with how serious you are.

6. Telegraph the moments when companions can intervene a little bit better so it doesn't feel like Hawke is activating them. It just felt awkward when I'd click on the companion button and Hawke would turn around and say "Care to step in here?" or similar. If, instead, Aveline had made a disgusted noise, then the icon had appeared, and I'd clicked on it, and then Aveline had butted in, it would have felt a lot more organic and natural.

#8
Jones7602

Jones7602
  • Members
  • 57 messages
I like this thread, hope someone at Bioware reads it and gets some ideas for DLC or DA3. Here is my own personal wish list, roughly sorted by priority.

1. A more open world for the next game is a must have. I don’t care if the world consists only of one city or of several places, but travelling from one city quarter to another using a map is kinda lame. The environments should not consist of tunnel like levels, if I see a place in the distance I should be able to go there by a path I chose. When enemies are around, they should not appear out of thin air but should be seen from quite some distance.

2. A living world, meaning there should be day and night cycles, weather and if the game runs long enough seasons; animals running around, birds and so on. This is also about in logic, in Kirkwall nobody can live, because there is no space to live, no possibilities for shopping, working or spare time activities. Therefore the city fails and is not accepted by players. Just one example: A city this huge needs a lot of grain, but there are no farms outside producing grain and there is no trade delivering grain. So what is everybody eating? Certainly not fish or game cause there aren’t any fisher boats or hunters either.  

3. An intelligent world, meaning the world reacts to my actions and I am able to react to the world. What I mean has once again a lot to do with logic like NPCs should not stand around and do nothing when I fight hordes of bandits, they should run away, call the guards… Doing magic in front of Templers should be punished or at least provoke a reaction like “one day you won’t be protected by friends” and certainly not dialogues like “mages are not like you and me, mages are no normal people”… In turn I should be able to react to things like warning female friends about a murder on the loose, do some investigation regarding white flowers…

4. Better usage of the physx engine. This is part of the living world issue, but from a different angle. During the game you do some pretty destructive things like casting fireballs inside a building, but nothing ever gets scorched or destroyed. The game should at least take some notice to this and perhaps even punish utterly silly things like casting lightning in a river. You could also exploit this in a positive way, think of casting telekinetic burst on some rubble on the floor, should give a nice missile barrage.  

5. More party interaction, basically I want to talk to my party members when I want and not once every year at their home. Bring back well written characters like Leliana or Morrigan, their dialogue options were awesome! And while I’m at it, bring back the old way romances were done, not everyone jumping at you at once. It would also be nice if I could discuss the current situation in the game with my party members, especially if something new happens, something like “Varric, what do you think about this scary elf?”.

6. A more grown up feeling of the game. Some things are handled badly like the love scenes. If you include such things in a game do it in a grown up way! This is also true for a lot of the combat animations, a dark fantasy setting certainly don’t need anime style combat, like Meredith jumping in the air, backflips in full plate armor, warriors rushing at lightspeed over the battlefield, enemies exploding from a backstab and so on.

7. A better start into the game, Hawke can have his own origin story back in Lothering and it would be nice to get to know the family, before it is killed. That would also have been a very nice tie in to DAO, participating in the battle of Lothering and before that to interact with some NPCs or even the Warden.

8. Quests that don’t involve killing things and doing FedEx. The murder hunt could have been a marvelous quest in DA2 if the focus would have been on story and investigating not on running around killing demons. A major dislike for me was finding things and using my magical Hawke powers knowing who has lost which item and where to find this person in a city as large as Kirkwall. If you feel the need to give away XPs for such quests do it at least via the chanters board and give the quest some back-story.

9. A better use of the framed narrative including cut scenes. I like the way the story was told, but it would have been much better with some cut scenes showing what’s happening elsewhere in the world. Cassandra would have been perfect to bring a new perspective to Varrics tale by providing insight how Hawkes actions were seen e.g. in Orlais. A single scene showing how the Devine discusses things with Leliana would have made the game so much more epic.

10. The story needs some real choices from simple things like choosing between two quests to siding with certain parties that open up totally different ways of experiencing the game. Choices should also be morally ambiguous with no “good” solution at all. The best example I can give you for this is the quest “Of Monsters and Men” in the first witcher game. Sorry for bringing up the comparison… Of course your choices should influence the game later on and should be made aware of what your actions caused.

11. I’d like the character system to be reworked and opened up. For me the key is not limiting the classes to certain weapons like sword and shield. Basically everybody should be able to use any equipment if the stats are met. But you should be only good at it with the proper training and the training in turn should be based on your specializations while choosing the first specialization at the start of the game (think of it as a prestige class). That way Aveline fights with sword and shield because she was trained as, let’s say, an Orlesian Chevalier and not because she can’t equip anything else. If you want to, give her a bow, but without training she will not do much damage with it. These things in turn could be linked to an origin story of the character like Hawke being trained as a force mage because his father was a force mage.

12. Regarding specializations the way you get them really needs to be reworked. How do you learn something new in DA2? You click on the skill tree spending a specialization point. Boy, that is really lame and has nothing to do with a RPG or even the lore. How can I learn to become a Reaver or a Spirit Healer? That is special condition based on drinking dragon blood or hosting a being from the fade in your body!

13. I’d also like to see a rework of the abilities, as stated above some are ridiculous and not very grown up, like a warrior throwing back enemies by sticking his sword into the earth or teleporting rogues. All abilities should be fitting to the class, meaning only a mage does magic. So warriors should gain abilities like attacking multiple targets at once, better defense, better offense, using secondary weapons and so on. Rogues should focus on dirty fighting, attacking from the shadows, using poison and grenades. Mages should concentrate on spells but have a melee tree available. Once again it depends on the players choice and the training of the character if you have to stick to the background or fight face to face.

14. I  don’t like the dependencies between most of the abilities as there is no logic behind it. Basically they just take care of you not learning the better abilities too early in the game. I’d like to see this replaced a system where I can choose the abilities more freely but where I am restricted by base attribute points and mana / stamina.

15. I’d also like to use perks shaping the abilities in the direction best suited to my play style. Let’s say I choose a spell “magic missle” for my mage Hawke, than I could apply perks that either enhance  single target damage (3 missiles on one target) or add an area of effect (3 missiles on 3 targets) or add other effects like stunning (more force) or setting up CCC (staggering the enemy). These perks should be mutually exclusive. Using this system the Cone of Cold could actually be a perk for Cold Blast creating an AoE spell while something like a Blizzard could be a totally independent spell.

16. One of the best things of the DA2 combat system are the cross class combos, I definitely like to see more of those. But I’d also like the spell combos to return. These should be available as a separate skill tree that is filled by learning the basic abilities like a fire spell and a grease spell. My guess is that many spells have the potential to create combos or completely new spells. Let’s say we combine a flame blast with a spirit bolt creating something really powerful like the balefire from the Wheel of Time. For balancing the balefire spell should require the base spells, set the base spells on cooldown and consume at least as much mana as both spells, perhaps even more. In turn I want the spell to incinerate a lieutenant and really hurt a boss.

17. That gets me to the point where I want mages treated differently regarding the damage they are able to do. Throughout the games we are constantly warned of the damage potential of mages comparing them to kittens able to nuke a city block. Unfortunately we don’t feel this in the game. I like the concept and I like to see it reflected in abilities that really hurt and kill outright. A mage entering the battlefield should mean instant carnage and not simple darkspawn smiling at a fireball continuing to fight as if nothing had happened. I’m ok with casting only a few spells in combat if they really hurt and explain why everybody fears mages. This way it would also make sense for the mages to learn melee fighting abilities cause the mana pool is only good for a few powerful spells and then it’s basic spells and defending your hide like everybody else. For a better balancing you could think of situations effectively shutting down mages, like casting lightning while standing in water will fry your party or casting a firestorm inside a building will get everybody killed.

18. Last but not least I’d like some talents based on class that can be used outside of combat. These could simple tricks for mages like lighting a dark cavern, eavesdropping, healing or opening locks. For rogues things like pick pocketing, creating poisons and grenades or for warriors repairing broken gears. Things like lore, alchemy or social skills like bartering or diplomacy would also be appreciated. Of course you could think of sinister things like compulsion for mages.

Pretty long list...

Modifié par Jones7602, 17 juin 2011 - 11:53 .


#9
fchopin

fchopin
  • Members
  • 5 060 messages
I like to see the text on what my character is going to say.

I don’t want my character to say anything unless i see it first and i select it.


Edit: I also don’t want to see any silly icons with the text.

Modifié par fchopin, 17 juin 2011 - 11:57 .


#10
RangerSG

RangerSG
  • Members
  • 1 041 messages
1) Put weapon switching back in. It's absurd to have to waste inventory spots and real time pausing to switch from the preferred weapon to a secondary.

2) Warriors should have archery. There's nothing believable about a trained fighter not being able to shoot a bow or crossbow (to that end, crossbows should be strength based).

3) Paraphrases that match what the PC is going to say. If this means the paraphrase has to shift with the personality, then that should be anticipated.

4) Bring back quests that can be solved by means other than hacking. And btw, it really stinks to see the PC use guile and then get NO xp reward for being clever, and this happens multiple times in DA2.

5) A real alchemy system. It's painful to have to do all the work of finding ingredients and recipes, and then STILL have to order and pay for the potions/runes/etc. It's like saying, "Here, I did all the work, now YOU do it." If I've done the work, I should be able to make the item...and yes, if I want to profit by it, I should be allowed to for the effort. It's a single player game. Should I really care if someone else sits down and crafts potions for 3 hours? Now I have to admit, the only game I ever did this in was Elder Scrolls, and that was because you had so many ingredients and options it was insane not to try. But really, this isn't an MMO. No one is hurt by a player getting rich from crafting.

6) Rapiers. I *want* rapiers! I want my swashbucklers to actually swash. The daggers are already almost long knife size.

7) I'll agree about having a middle ground in NPC gear. I never liked all my party looking the same in DA:O either. And the unique style for each NPC doesn't bother me nearly as much as it does others. And yet...there's too much stuff that doesn't get used now. Perhaps something "signature" to each character that either can't be changed, or only will change like for like.

For example: Varric might not want traditional rogue armors. But instead would look for dusters and vests. Another character might like a signature color (Morrigan and black, for instance? ;) ). I've never thought the PC should be able to tell the party how to dress. And yet, there's something to be said for upgrading them through loot as well.

#11
bEVEsthda

bEVEsthda
  • Members
  • 3 598 messages
1. Shorten dialogue to cool one-liners like "I'll be back", "It'll hurt if I do", etc. No dialogue choice is necessary, a default dialogue just plays automatically.

2. Linear gameplay, no choices at all, not even virtual choices, they only confuse and result in people not having the same game experience.

3. Combat is after all the only important thing. Here much can be done, particularly more enemies. I think as a rule a fight should spawn between 60 to 300 enemies. Animations should be the opposite of DA2: Instead of instant events, we should have bullet-time slow motion, so we can follow the movements, and the swords path through the flesh of the enemy.

4. Body explosions must be much improved. Slow-motion thankyou, and recognisable gore like eye balls, entrails, bones, brain etc flying through the air. And more persistent, gore lying around for hours.

5. New creatures. Like clowns in many different colors. And dinosaurs, different disosaurs flying different WW2 types of propeller aircrafts. Besides dropping bombs on people on the ground, these could also do air combat against dragon riders, dragons and griffins.

6. More horns, feathers and glowing eyes. Basically everyone in DA should have horns and glowing eyes. That would provide DA with a very distinctive style that sets it apart from other generic fantasy games.

7. Lots of cameo appearances by wellknown figures from Japanese games and anime. Like everything from Tidus to transformer robots.

8. Machineguns. It's inevitable, sooner or later we must have guns, and flamethrowers, and rocket launchers.

9. Better character models. Bigger eyes, smaller mouths and miniscule noses on everybody. And ruffled long hair in very light pastel colors.

10. Better gameplay. Remove the boring walking around. I don't see why the game can't be streamlined, between combat encounters, to just be movies playing. Gameplay should be modern and elegant, no more of that tedius fiddling that comes from outdated PC paradigms.

11. Hawke forever. DA franchise doesn't need any other protagonist, for ever.

(Plan B: If the market fails to appreciate great innovations, - punish your ungrateful fans by SELLING DA franchise to Bethesda, cheaply, and throw BG into the deal for good measure.)

Modifié par bEVEsthda, 17 juin 2011 - 08:29 .


#12
lobi

lobi
  • Members
  • 2 096 messages
bEVEsthda is actually serious guys. This is why I proxy.

I still say we need some love interests outside of the combat party. Also better Combat party non combat interactions.

Medieval Fair or Banquet that lasts more than a few lines of dialogue. Perhaps minigames like hit varrick with a chicken leg from other side of room to start food fight.

Have party members or events interrupt the personal moments occasionally.

Get cheated on. Broken up with for being too protective in combat.

Imagine having to cope with getting a drunken jealous Merril home without incident.

Get some depth into the actual relationships for roleplay.

Instead of finding out how boring companions are once they move in, and unable to kick them out.

Modifié par lobi, 18 juin 2011 - 11:18 .


#13
philippe willaume

philippe willaume
  • Members
  • 1 465 messages
Hello
Having several tactical options for each class, not necessarily all of them at the possibility to have 2 or 3
So each class can do damage to single opponent, crowd control/damage,/aoe, buff allies and missile.

This and CCC could be based on the fighting style, weapon and or specialisation.

More varied combat
waves, sneak attack, reinforcement, mobbing, single opponent or small group of lieutenants.

More varied boss
Lots of hit point, more deadly less hit point, single combat/duel

The difficulty being tied up how well the monster re-evaluate their strategy and how well the work together as oppose to causing more damage and having more hit points

Some of the decision having a chance to affect the world some other that does not .

Chances to have a chat with companion about what annoyed them to improve relationship or a way to present the situation into something palatable for them.

A relationship system with the big institution of the place you act (gvt, chantry, circle, thief guild

A broker for selling an buying stuff or a way to go straight to the shop you want once you have discovered it.

The same thing for location, I am not talking about less map or less places to go. Or not exploring the map first.
I talking about a way to go to a map or the point of the map I need to go to without having to leg it through 2 maps that I have already explored (even having short cut linke in DA:0 is
If need be built in ambush and encounter into the travel

#14
0x30A88

0x30A88
  • Members
  • 1 081 messages
- Half open-world à la The Witcher 2, which only means larger areas with map wandering through in a DA context.

- Optimize the rendering engine, The Witcher 2 ran 55-60 FPS on my card (Ultra, w/o uber) while DA2 happened to have noticable framerate issues.

- Keep it as tidy as Origins and have item names that speak for themselves, rare items are excused.

- Consistency, a nice detail/size ratio that stays the same, for inconsistency ruin the enviroment, like these low-res ambient characters in a somewhat high-res city area. And the trees.... If DA3 is about around or slighlty behind The Witcher 2's graphical standards, it would be great.

- DA2 was anticipated for a reasson, by those who loved DA:O, dissapointment would make sense.

- Okay, it's more responsive, but hell, it looks silly with teleporting.

- Better balance, not gods in a world of untrained fools. A group of equal enemies is way better -- IMO -- six groups of drooling monkeys.

- Choices that matters, perhaps a first-chapter choise that might determine parts of the end.

- Allow more freedom, not have silly two-attrribute requirements on stuff. Also, remove other silly restrictions, like the bow rejecting the warrior's hand and the automatic replacements if no weapons are equiped. DA:O did this rather nicely.

I didn't like The Witcher 1 -- but I gave The Witcher 2 a chance and loved. I didn't like Oblivion, though I will be giving Skyrim a chance. I will give DA3 a chance too, provided these issues are adressed and the game made with care.

Modifié par Gisle Aune, 18 juin 2011 - 02:45 .


#15
quaresma_Pt

quaresma_Pt
  • Members
  • 67 messages
 i WISH I Can play with my warden, or i can make a new warden  and play on the past and be friend of duncan:D

 WhO MISS DUNCAN? COME ON GUYS!

 That s the real game! Duncan, alistar,morrigan. LOL compare those 3 to dragon age 2. LOL

#16
SirGladiator

SirGladiator
  • Members
  • 1 143 messages
I know that they said that Duncan was dead, but he never died in the game, in fact all signs in the game itself pointed to him still being out there somewhere, so I'd definitely say go ahead and bring him back, he's cool. And he could actually be the father of Morrigan's baby if your Warden isn't, so that would be quite useful from a storyline standpoint. Duncan, Morrigan, Leliana, Flemeth, they should defintiely all be back in some fashion in DA3, that'd be great.

Another idea would be, you know how in DAO they sort of based one of the really cool characters, Shiani, off of one of TW's coolest characters?  I really loved Saskia from TW2, and from what Ive read pretty much everybody else did too, and the one thing that was missing was she wasn't an LI.  If we could get a similar type of character (certainly it would fit the setting quite well, avoiding spoilers but if you know the character I'm talking about you know why it would fit REALLY well into the DA Universe), and one that would be an LI, that would just be perfect :) .   

Modifié par SirGladiator, 19 juin 2011 - 12:55 .


#17
WidowMaker9394

WidowMaker9394
  • Members
  • 679 messages
I want a realistic style and look and more classic gameplay.

#18
Jessihatt

Jessihatt
  • Members
  • 752 messages
I'd like to choose the origin and race of my character again, not that I disliked Hawke, just that there's more chance of having a unique PC.
Adding Qunari would be nice, as well as more customisation options.
Also in origins, the idea of being a human barbarian was scrapped, but I'd love to have the option in DA3. It'd be similar to Morrigan being unused to handshakes etc which could be humorous.

I don't think adding more classes would be beneficial, just confusing. There are 'sub-classes' as it were, like arcane warrior etc I'd like to see back.

I don't mind a voiced protagonist, but I liked the silent one too. If we were to have silent again, I'd still like facial expressions and reactions to events/what NPC's say.

I enjoyed the combat more in DA2. Auto-attack in origins was pretty boring.. and I found myself pressing buttons, even though I didn't have to.

I don't want to play as a warden again, or Hawke. I want a new protagonist and a new storyline. Though obviously the events of origins and DA2 will and should have an impact on DA3. I'd prefer the game to play out more like origins too as DA2 seemed to end half way through. It didn't really feel finished.

Oh, and not to make everyone bi.. seems lazy.
Make some purely s/s LIs, some purely heterosexual and some bi, but not everyone..

Modifié par CommanderJessica, 19 juin 2011 - 01:23 .


#19
They call me a SpaceCowboy

They call me a SpaceCowboy
  • Members
  • 2 772 messages
I just have some general wishes.

Don't rush the game. Stop taking shortcuts, see list
- in depth quest dialog and journal entries
- meaningful interaction with party and npc's
- Meaningful choices in plot line
- more character development. Not just 'everyone is bi/hits on Hawke'. Give them a distinct personality, with deeper opinions onthings that are not their 'favourite topic'
- Give Isabela some pants :P
- More unique NPC's. Dwarves all wearing the same outfit, and no female dwarves are both silly.

Rethink design
- Better Darkspawn design.
- Where are the Genlocks and Shrieks?
- Better, more varied environments

**Edited to add more

Modifié par Shinian2, 19 juin 2011 - 01:59 .


#20
Aapheus

Aapheus
  • Members
  • 133 messages
Rather than wishing for specific things in the game, I'll wish for the dev team to take the following suggestions for approaching the next sequel:

1. Wipe from your brains all memory of DA2. Go back to DA:O and start again from there. The gameplay mechanics in DA:O + Awakenings were about 85-90% perfect. Why did you lop off half of that for DA2? Bring back the 85-90% that was good about DA:O and then work on tweaking those areas that can be improved.

2. Learn to appreciate the counter-intuitive fact that "less is more." The whole "push a button and something awesome happens" approach may work (for console players) for about 30 minutes or so, but thirty hours into the game it's simply background noise.

3. Lock the entire dev team into a room playing BG, BG2, andthe fatefully incomplete NWN module Witches Wake over and over until someone understands why those games and that module were pure genius in the making, then try to duplicate that experience in DA3.

Oh, and ...

4.  Take your time.

Modifié par Aapheus, 19 juin 2011 - 05:26 .


#21
BurstAngel75

BurstAngel75
  • Members
  • 105 messages
My wish is for Bioware to avoid a HUGE cliche .... that the Chantry is based on a lie.
For once I'd like to see something different rather than "oh! established religion, lets laugh at the faithful and call them stupid" or "Faith is nothing more than a political tool to control that masses"
I'm so bored with this perticular cliche it has been done over and over and over again, especailly in the scifi and fantasy genre. Problem is I can see this "revelation" coming a mile away. I am bored of it.

Tone down the "lets make everyone bi sexual", I know you did this to give everyone what they want, but frankly it is so unrealistic it isn't even funny!

In a romance I'd like to recieve gifts too. Courtship goes both ways you know.

TAKE YOUR TIME! And bring Varric back!

#22
Foolsfolly

Foolsfolly
  • Members
  • 4 770 messages
I'm not better than BioWare's talented team of writers.

All I'll say is this: No more three separate stories without an over-arching story.

#23
Loyal Tevinter

Loyal Tevinter
  • Members
  • 333 messages
I'd like to see a new kind of shop where you can change the color of whatever armor is equipped. Or at least be able to buy armor and choose from a couple different colors of it.

Modifié par demonwolf83, 23 juin 2011 - 06:07 .


#24
csfteeeer

csfteeeer
  • Members
  • 1 594 messages

2torman wrote...

 This is a place for fans of the game to put down things they would like to see in the next installment, this is NOT somewhere to complain about the current game.

1.) Bring back the grey warden storyline. I like the current spin-off but the character of the wardens is fantastic and it will be interesting too see the various storylines that come to the wardens from the templar-mage conflict.

2.) As a warden commander I would like to see an ability to train recruits/ companions as well as control them, In comparison a system a bit like the one used in asssasinc creed: brotherhood.

3.) Massive fan of some of the weapon styling but i would love to see it expanded to polearms.

4.) Would be nice to see how Ferelden has changed with seeing a few of the great places. Even if it means its a DLC.

Add your own :P


Fix'd

now, to state my view of your comment:

1)could be, and it is a possibility for DA3, cause, supposedly, Hawke and The Warden are the only people who can stop the Mage-Templar war, so we'll see what they do, cause i just can't see a new guy fitting in this, maybe they'll think of a way, but i have seen it from almost every angle possible and i don't see it fitting, it would feel force to me, and even though some people may say the warden returning would be forced, given his/her current status as one of two possible saviors, it certainly seems more fitting.

2)mmmm.... no i don't think so, would be interesting, but it wouldn't go any further than just a gimmick.

3)Agreed

4)Agreed too.

now, what  I think:

1)The obvious Crappy design choices must go (waves, re used maps....)

2) I Would love them to change engine, and use a realistic, gritty, dark Look, i know that it isn't about graphics, but it wouldn't hurt to use a better, it's starting to get really hard to watch Origins, and DA2 (because of it's art style)
was hard to look since the beginning.(my heart is, hopelesslly, praying for them to use the RED Engine:crying:)

3)i would like that the cities felt more alive, you know, people walking, active day/night cycle, etc, just look at games like The Elder Scrolls or The Witcher.
and speaking of The Witcher...

4)the combat, now i don't want the combat to be as slow as DAO, but i certainly want it slower than DA2, and i think The Witcher 2 can be a good inspiration.
i think they should some inspiration from the combat in that game (after all, TW2 took "inspirations" from Assassin's Creed and Demon's Souls), what exactly?
well, the combat is Button Mashing, like DA2, and the combat is not as fast as DA2 but Faster than DAO, so combining the elements from said game with DA mechanics could work, i would into more detail but it would consume too much space.

5)oh yeah.. I Want My "Sword Porn" Back!!!!!!(and when i say that, i mean the executions, or Deathblows, or however you wanna call them, they are much more satisfying that just a exploding body right in my face!)

6)the ability to constanly talk to your companions should have never been removed, you don't have to make them talk about their "Forbidden Fruit" right on front of everybody in the middle of the field, but at least let me talk to them whenever i want in camp, base, house, whatever.

MANY other things too, but my main suggestion is this:

Please, Please, PLEASE, take all the time you need, we (or at least i hope we do) can wait, it's not like there is absolutely no other game out that we can't play, or it's not like we have no lives, so please, take the time you!.

#25
Salaya

Salaya
  • Members
  • 851 messages

BurstAngel75 wrote...

My wish is for Bioware to avoid a HUGE cliche .... that the Chantry is based on a lie.
For once I'd like to see something different rather than "oh! established religion, lets laugh at the faithful and call them stupid" or "Faith is nothing more than a political tool to control that masses"
I'm so bored with this perticular cliche it has been done over and over and over again, especailly in the scifi and fantasy genre. Problem is I can see this "revelation" coming a mile away. I am bored of it.


I see your point, but more than a fiction cliche, I think it's a common sense thing (every faith has two sides). In the particular case of DA universe, it's not as stereotyped as in many other universes. My experience is that all common perspectives for religion are equally represented (from skeptics to fanaticals, to just plain indifference or good natured believers). 

Or maybe I didn't understood your post ^_^

Since you put some religions into a game, wich perspectives have to be there to make it beliavable? If you don't want people who gets suspicious about religion, or completely opposed to faith, what do you want? I think it's inevitable that there are certain individuals who don't like spirtitual beliefs. But, again, I think DA has every possible perspective about religion, and not only opposers or chantry-laughers.