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The Future of the Dragon Age Series: DLCs, Expansions, DA3 and beyond.


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#51
LunarPhase

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daemon1129 wrote...

I would like to see improvements to DAO's formula, instead of changing everything. Innovations are fine, but if it changes direction completely, then it shouldn't be a sequel. It's not easy to find a good balance of changes and familiarity in a sequel, but I think it is safer to be similar than an overhaul. DAO is a proven game, no need risk alienating fans.


Yes, true. That is what many of us wereand still are hoping for. The graphics from Dragon Age Origins should return but updated and a bit cleaner (textures and stuff). There's already a new engine for the game, so gameplay is probably not an issue. The spell menus didn't change much (except for the motif) but the level of detail is missing since things were rushed. Now, this is not likely to happen right now but I would vote for it. 

Like I said before, being able to jump over obstacles would be helpful, especially in combat. I think that could be a minor improvement. 

#52
Cutlasskiwi

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I would like a more open world or at least bigger areas. I'm not expecting anything close to Baldur's Gate size or anything but just a little bit bigger.

Improving the friendship/rivalry system even more. I'm excited to see where BioWare can take it. Also, I think that it was a misstake to call it friendship and rivalry. Or at the very least having it in blue and red since renegade and the dark side both are red while paragon and light side are blue. I know a lot of people who thought that it was a punishment when they gained rivalry.

Something that I would love to see is some class specific quests.

More Qunari. More and more Qunari.

#53
Teaganeis

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Yellow Words wrote...

I would like a more open world or at least bigger areas. I'm not expecting anything close to Baldur's Gate size or anything but just a little bit bigger.

Improving the friendship/rivalry system even more. I'm excited to see where BioWare can take it. Also, I think that it was a misstake to call it friendship and rivalry. Or at the very least having it in blue and red since renegade and the dark side both are red while paragon and light side are blue. I know a lot of people who thought that it was a punishment when they gained rivalry.

Something that I would love to see is some class specific quests.

More Qunari. More and more Qunari.



I most definitely agree with having a larger world to explore. Using Baldur's Gate as a stepping stone is progress in the right direction. A larger world to explore with expanded DA Lore to support is the right direction and would allow for more replay ability.

Modifié par Teaganeis, 22 juin 2011 - 11:06 .


#54
Cutlasskiwi

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Teaganeis wrote...

Yellow Words wrote...

I would like a more open world or at least bigger areas. I'm not expecting anything close to Baldur's Gate size or anything but just a little bit bigger.

Improving the friendship/rivalry system even more. I'm excited to see where BioWare can take it. Also, I think that it was a misstake to call it friendship and rivalry. Or at the very least having it in blue and red since renegade and the dark side both are red while paragon and light side are blue. I know a lot of people who thought that it was a punishment when they gained rivalry.

Something that I would love to see is some class specific quests.

More Qunari. More and more Qunari.



I most definitely agree with having a larger world to explore. Using Baldur's Gate as a stepping stone is progress in the right direction. A larger world to explore with expanded DA Lore to support is the right direction and would allow for more replay ability.



I don't know how populair exploring is among the players, but I do hope that BioWare will incorporate it more in future installments. I miss the big blackout maps from BG and NWN and I always needed to explore the whole thing so the whole map was visible. But if they would return to this Bio needs to make it worthwhile for players who want to explore. Just a few extra treasures, enemies to kill or small side quests would do it for me.

#55
CoS Sarah Jinstar

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The world would need to be larger, without massive amounts of reused art pieces, lore retcons, art retcons. The plot would need to be more cohesive and make sense, and player choice would need to actually matter.

Along with readding more RPG elements that Bioware sadly stripped out of the second game. Things like full party customization, better prompts for dialog, Ideally actually showing the actual line much like Origins so that the player actually knows whats going to be said rather than paraphrasing that at times no where even remotely matches what comes out of the player character's mouth.

Also If they're going to stick to this whole framed narrative idea, the game needs to be fleshed out far more, for example, I felt zero attachment to Bethany, Carver, or Hawke's mother because they never took the time to allow the player to get to know these characters and actually form any sort of concern for said characters. Sadly these types of situations plague the entire game and help to destroy any cohesiveness within the story and within the characters themselves.

Don't fix what isn't broken, don't change massive amounts of the game mechanics, slap it together and push it out the door in 18 months. Do it right Bioware or don't do it at all.

#56
Fortlowe

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I've said it before and I'll say it again: In the future, I hope Dragon Age is split into two franchises. One franchise following Hawke, that is a bonified action adventure game. Think Assassins Creed, but in Thedas. And the other Following the Warden, that is more likened to DA:O. With a release schedule patterned after the COD franchise. Divide the devs into separate teams working almost exculsively on one of the two franchises, and stagger the release.

This way EA gets the yearly release it seems so desperately to want from DA, but the devs get 24+ months to work on the title. And the fans get what we all want: Moar Dragon Age.

Modifié par Fortlowe, 23 juin 2011 - 06:51 .


#57
RinpocheSchnozberry

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Fortlowe wrote...

I've said it before and I'll say it again: In the future, I hope Dragon Age is split into two franchises. One franchise following Hawke, that is a bonified action adventure game. Think Assassins Creed, but in Thedas. And the other Following the Warden, that is more likened to DA:O. With a release schedule patterned after the COD franchise. Divide the devs into separate teams working almost exculsively on one of the two franchises, and stagger the release.

This way EA gets the yearly release it seems so desperately to want from DA, but the devs get 24+ months to work on the title. And the fans get what we all want: Moar Dragon Age.


:wizard::wizard::wizard::wizard:

#58
Schamino

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The games Dragon Age Origion and Dragon Age II is a genre that have brought me a lot entertainment. I do not require so much from computer games any more because I do not have the time to play that much any longer than I had before. So therefore as long as they keep me entertained for a while I am happy about it. But like many others in here I did have more expectations for DA II because DA:O was fantastic. And though DA II kept me entertained for some time, I must admit I got a little bored at my third try.

For further DCL's here are some of my thoughts. In DA:O we had the opportunity to start the game from different views or locations based on which races we selected, and I thought that gave the game a fresh start; I looked forward to start it all over again. I don't know if future DLC's will be based on acts where Varic is talking, but lets say it does (that's a possibility).

My thought is that future DLC's should start differently, based on who we had a romance with. It could be one starting act, (and it didn't have to be long) where we traveled by with Isabela, through the Deeproads with Varic, or with Merrill's as she goes through *spoilers*so on. I think that would be a good, varied start, and the rest of the game could be similar either way around, where we get to explore some more of Thedas, with a good storry and a lot more of exploration.


I would also like to see a more open world and maybe the oportunity to swim and dive. A more deeper crafting system and so much more. Just some of my thoughts. I must say there is a lot of creative and constructive ideas in this thread.

#59
Tezzajh

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any dlc in my oppinion would be boring unless its set after act 3, this game was just full of random fights, any dlc that is set in any of the 3 acts would also mean just another random encounter. and i wouldnt be able to playthrough this game again just for 15mins of new content, i got bored during my 3rd playthrough

#60
In Exile

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Yellow Words wrote...
I don't know how populair exploring is among the players, but I do hope that BioWare will incorporate it more in future installments. I miss the big blackout maps from BG and NWN and I always needed to explore the whole thing so the whole map was visible. But if they would return to this Bio needs to make it worthwhile for players who want to explore. Just a few extra treasures, enemies to kill or small side quests would do it for me.


With me, pretty unpopular. It depends on how much exploration a game has, but I generally the only thing I find less interesting than wandering through forests is searching through people's trash, and BG and NWN had that in droves.

#61
LunarPhase

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Schamino wrote...

The games Dragon Age Origion and Dragon Age II is a genre that have brought me a lot entertainment. I do not require so much from computer games any more because I do not have the time to play that much any longer than I had before. So therefore as long as they keep me entertained for a while I am happy about it. But like many others in here I did have more expectations for DA II because DA:O was fantastic. And though DA II kept me entertained for some time, I must admit I got a little bored at my third try.

For further DCL's here are some of my thoughts. In DA:O we had the opportunity to start the game from different views or locations based on which races we selected, and I thought that gave the game a fresh start; I looked forward to start it all over again. I don't know if future DLC's will be based on acts where Varic is talking, but lets say it does (that's a possibility).

My thought is that future DLC's should start differently, based on who we had a romance with. It could be one starting act, (and it didn't have to be long) where we traveled by with Isabela, through the Deeproads with Varic, or with Merrill's as she goes through *spoilers*so on. I think that would be a good, varied start, and the rest of the game could be similar either way around, where we get to explore some more of Thedas, with a good storry and a lot more of exploration.


I would also like to see a more open world and maybe the oportunity to swim and dive. A more deeper crafting system and so much more. Just some of my thoughts. I must say there is a lot of creative and constructive ideas in this thread.


This sounds interesting. I support your ideas. =]  Most of all, I hope that any new installments in the series won't be rushed. 

#62
Cornelius119

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my biggest fear for the future is that they can't find the middle ground between DA:O and DA 2

#63
Tezzajh

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one piece of dlc they should make is regular money deposits from stores you can buy, simliar to assasins creed 2 and fable, because the cost of power items is far to expensive

#64
Teaganeis

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LunarPhase wrote...

Schamino wrote...

The games Dragon Age Origion and Dragon Age II is a genre that have brought me a lot entertainment. I do not require so much from computer games any more because I do not have the time to play that much any longer than I had before. So therefore as long as they keep me entertained for a while I am happy about it. But like many others in here I did have more expectations for DA II because DA:O was fantastic. And though DA II kept me entertained for some time, I must admit I got a little bored at my third try.

For further DCL's here are some of my thoughts. In DA:O we had the opportunity to start the game from different views or locations based on which races we selected, and I thought that gave the game a fresh start; I looked forward to start it all over again. I don't know if future DLC's will be based on acts where Varic is talking, but lets say it does (that's a possibility).

My thought is that future DLC's should start differently, based on who we had a romance with. It could be one starting act, (and it didn't have to be long) where we traveled by with Isabela, through the Deeproads with Varic, or with Merrill's as she goes through *spoilers*so on. I think that would be a good, varied start, and the rest of the game could be similar either way around, where we get to explore some more of Thedas, with a good storry and a lot more of exploration.


I would also like to see a more open world and maybe the oportunity to swim and dive. A more deeper crafting system and so much more. Just some of my thoughts. I must say there is a lot of creative and constructive ideas in this thread.


This sounds interesting. I support your ideas. =]  Most of all, I hope that any new installments in the series won't be rushed. 





This is very interesting.  I like the Point you make about the installments (LunarPhase).  Verry Very Good Point.  

#65
Sad Dragon

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Yellow Words wrote...

I don't know how populair exploring is among the players, but I do hope that BioWare will incorporate it more in future installments. I miss the big blackout maps from BG and NWN and I always needed to explore the whole thing so the whole map was visible. But if they would return to this Bio needs to make it worthwhile for players who want to explore. Just a few extra treasures, enemies to kill or small side quests would do it for me.


The problem with making huge areas or areas that are none-linier is that they take a lot of time to do now a days. Making a large detailed -- some might say overly detailed -- area for NWN took me about 4-8 hours of work when I was at the hight of my Aurora Toolset days. This included: designing the flow of an area; making sure it fit with surounding areas; getting the lighting and fog right; making sure the audio for the area was done and no sound was to loud or to low so it all worked together; getting the transitions done; getting encounter spawns into the area; and finaly putting all the placeables in place. The think that actualy took the least amount of time was creating the area itself. Why? Because NWN was tilebased.

Leaving tiles behind you will have to spend more time creating the level itself, much much longer. Now, I dont actually know how BioWare went about creating the area meshes we see in Dragon Age, but given the heavely reused areas in DA2 -- as well as one or two tiny null space holes -- I would say that DA2 did not utilise tiles.
Now granted I was a one man show back in the NWN days as the toolset allowed for quick and easy area creation with all that that entails. BioWare probably has various people working on one area in different itterations, the ones who create the area might be different from the ones who light the area who, in turn, might not be the same people who adds the sound to the area.

My point with all that text is just to say that making large areas that are only there for people to explore and not used for anything else might have been easier back in the day -- though I am unsure if this is true for BG as I have no clue how the areas were put together back then. Creating such areas now is a bigger decision as you have to allocate more time, and thus more money, to the creating of a none-vital area -- and even more work if you want the area to be multilinier.

That said, exploration isn't a bad thing, but as fun as exploration is it might come at the expence of other things we would like.

LunarPhase wrote...

The ability to jump and have more control over your terrain.


Jumping is an interesting thing, giving the player the option to jump at anytime and anywhere means more design need to go into the areas to accomodate this new feature. For instance, there might be a place in an area where it looks like you can make a jump between two cliffs were in reality the space it too great. The player might try the jump a few time and get frustrated with the game because they can't make the jump. Invisible walls -- which are used to keep the player from accedentaly falling off a cliff or get to a place they are not suppose to -- also gets more anoying as you have a greater precived freedom when you get to control how you jump -- Fallout New Vegas has some issues with this.

On top of all that you would also need to put in places where the player can, or even has to, use this feature for it to feel like something that adds anything to the game. If you as a player never find any use for the jump feature then you might get anoyed at the fact that its there but does nothing of any value.

In both cases the estetics of the area might have to take a blow as you are now more limited in how you want to design your area as well as having more things to make sure gets integrated into the game, be it in the area you are working on at the moment or the area you just finished. Another problem is the companions  and how they should handle this new feature so that they dont get left behind or tries to run around the long way and activates every spawn inbetween.

An alternative to this is to have jumping but now alowing the player to jump. What I mean by this is that at certain points in an area the player can interact with the area which triggers the player to jump over an obstical or climb over a wall. This is more for flavouring then anything else but flavouring can be a vital part to building up immersion for the player. If you want to look at games who have gone down this path you can take a look at Alpha Protocol or a more resent example, The Witcher 2.


Again, both exploration and jumping could be a lot of fun and I am not, I repeat not, against these ideas, I am mearly putting forth some argumetns as to why we might not see either of these features in a DLC or even a new installment of the series.


Will be back later to post some ideas on what I would want to see in an DLC or Expansion in terms of story but for now I will wish you all a great Midsummer's Eve.

-The Sad Dragon

#66
Cutlasskiwi

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E

Sad Dragon wrote...

Yellow Words wrote...

I don't know how populair exploring is among the players, but I do hope that BioWare will incorporate it more in future installments. I miss the big blackout maps from BG and NWN and I always needed to explore the whole thing so the whole map was visible. But if they would return to this Bio needs to make it worthwhile for players who want to explore. Just a few extra treasures, enemies to kill or small side quests would do it for me.


The problem with making huge areas or areas that are none-linier is that they take a lot of time to do now a days. Making a large detailed -- some might say overly detailed -- area for NWN took me about 4-8 hours of work when I was at the hight of my Aurora Toolset days. This included: designing the flow of an area; making sure it fit with surounding areas; getting the lighting and fog right; making sure the audio for the area was done and no sound was to loud or to low so it all worked together; getting the transitions done; getting encounter spawns into the area; and finaly putting all the placeables in place. The think that actualy took the least amount of time was creating the area itself. Why? Because NWN was tilebased.

Leaving tiles behind you will have to spend more time creating the level itself, much much longer. Now, I dont actually know how BioWare went about creating the area meshes we see in Dragon Age, but given the heavely reused areas in DA2 -- as well as one or two tiny null space holes -- I would say that DA2 did not utilise tiles.
Now granted I was a one man show back in the NWN days as the toolset allowed for quick and easy area creation with all that that entails. BioWare probably has various people working on one area in different itterations, the ones who create the area might be different from the ones who light the area who, in turn, might not be the same people who adds the sound to the area.

My point with all that text is just to say that making large areas that are only there for people to explore and not used for anything else might have been easier back in the day -- though I am unsure if this is true for BG as I have no clue how the areas were put together back then. Creating such areas now is a bigger decision as you have to allocate more time, and thus more money, to the creating of a none-vital area -- and even more work if you want the area to be multilinier.

That said, exploration isn't a bad thing, but as fun as exploration is it might come at the expence of other things we would like.


I think adding more exploration for the sake of exploration would be a bad idea and it's not something that would the game more fun for me. And yes, creating areas will take time and if they're only there for people who wants to explore then it seems like a bad idea to add it to the game.

But if you could find side quests and things like that while exploring I would definitely do it. But it has been some time since I've found exploration fun in a Bio game. Ok, I might be clinging to much to the past ;)

#67
Sad Dragon

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Yellow Words wrote...

I think adding more exploration for the sake of exploration would be a bad idea and it's not something that would the game more fun for me. And yes, creating areas will take time and if they're only there for people who wants to explore then it seems like a bad idea to add it to the game.

But if you could find side quests and things like that while exploring I would definitely do it. But it has been some time since I've found exploration fun in a Bio game. Ok, I might be clinging to much to the past ;)


If they find a good use for the area then its all good, still making a big area can, in and of itself, be a lot of work -- even if it is justified by an amazing side quest.

I also dont think you are clinging to much to the past, I do however think that you are grasping for the same thing that people who doesn't want a voiced protagonist are grasping for. Both things have benefits that the current way of doing things doesn't -- that said however, they have their own unique downsides that the new way of doing things have solved. So rather then clinging to the past I think you just miss the good things about the old way -- which, I believe, is a valid thing to do. The good things are after all good things.

-The Sad Dragon

#68
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I would like to thank and applaud everyone who has posted and shared his or her ideas in a very constructive, logical and civil manner. Please do continue to contribute your ideas or dreams for future DLCs and/or an expansion as they surface in your minds and thoughts. Once again, thank you. Posted Image

Modifié par [User Deleted], 25 juin 2011 - 05:20 .


#69
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POSSIBLE *SPOILERS* POSSIBLE *SPOILERS* PLEASE BE AWARE 
 

I would like Bioware to continue with Hawke's story, as chapters. For each chapter, allow one or two companions to accompany him/her on a journey outside of Kirkwall for the first chapter DLC. Maybe in the first DLC, Hawke could go to Starkhaven with the Exiled Prince to aid him reclaim his throne. He could stay there for a bit to help him rebuild the country, providing Prince Sebastian the extra fighting edge he needs to maintain his power as he rebuilds his kingdom.  
 
Alternatively, Hawke could meet a Qunari, Dwarf, or Elf dignitary (a ruler of a kingdom) who might need his help or maybe Hawke simply needs to get away and during his travels, he meets one of the dignitaries I just mentioned (Qunari, Elf, or Dwarf). She can remain there to heal or find herself, whatever the reason for what happened at the end of DA II (those of us who played the game know what had occurred). Hence, said dignitary (which could include prince Seb) could return with Hawke in the next chapter or the next DLC to reclaim Kirkwall, which by now could have had a new ruler in power or maybe a new Chantry zealot in charge of the city.
 
Whomever chosen by the writer(s) or the developmental team as the ‘dignitary’, could help Hawke reclaim Kirkwall and thus becoming the Viscount of Kirkwall. Said dignitary or ruler can be a guest for a few days, offering support in the form of monetary, armament, etc. 
 
As for the environment, it should be full of life (teeming with people), of wildlife, trees, grass (differing heights) and plenty of foliage. The combat should be realistic, similar to DAO: A sword pierces, cuts, maims and enemy bleeds… again, similarly to Dragon Age: Origins. However, I strongly suggest that the DLC retains the combat speed and graphics of DA II.
 
Let us have new areas to explore.  Let the enemy sense you based on your level (Survival). For example, a higher-level enemy should sense a lower level. Yeah, shades, shrieks and rogues can pop-up or materialize, hence keeping us on the edge, but other classes should not.  Yes, bring back the Skill Tree... in truncated form if need be (others before me have mentioned this, I believe), please.
 
Let bosses have realistic health bars, be tough and challenging; having more health does not make a boss tougher. Adds should be added according to difficulty level.  Adding additional waves or a ton of adds do not make an encounter tougher. To me, it is simply tedious, repetitive, and annoying… a total waste of time and energy. In addition, let bosses adapt to our protagonist’s fighting style; that would be challenging and fun, indeed.
 
For an expansion, those ideas that I stated above can be expanded upon… 

#70
Sad Dragon

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Destination Unknown wrote...

Hawke could go to Starkhaven with the Exiled Prince to aid him reclaim his throne.


While it would be interesting to see Starkhaven the problem whith an DLC that involves the Exiled Prince and Starkhaven is that it is based on another DLC -- namely the Exiled Prince himself. You can of course make the DLC only be about Starkhaven and if you have the Exiled Prince your choices at the end of that storyline will influence how the new Starkhaven DLC would play out.

Now that I think about it this might actually be a good idea -- from BioWares side -- as you have a stand alone DLC (Starkhaven) that might also promote the Exiled Prince DLC. On the flipside this might cause more uproars on the forum as the Starkhaven DLC could be precived as just a cashgrab -- in that is would promote the Exiled Prince DLC. Though imho that would depend on how the Starkhaven DLC would play out, if the DLC is good enough to stand on its own and the Exiled Prince only adds some extra -- though meaning full -- quests then I think it would be OK as long as the Exiled Prince parts are not focused upon.

Destination Unknown wrote...
Yes, bring back the Skill Tree... in truncated form if need be (others before me have mentioned this, I believe), please.


Yes, yes please. In a mega feedback document I sent to BioWare regarding DA2 I had a part dedicated to none combat skills -- or well just social skill to be precise. The current way things are set up is that depending on which personality you have choosen you unlock extra dialog: Agressive gives you intimidate options; Sarcastic gives you bluff options; and Diplomatic gives you persuade options. Granted there aren't a lot of these options but they are still there. In the feedback I made a point that you do not have to be agressive to intimidate just as you dont have to be polite or diplomatic to be able tp persuade. In my case I focused on intimidation and wrote up an example of how each personality could handle intimidation in their own way (If anyone is interested I can post the example here or provide a link to the feedback).

Now the reason I focused on social skills and not all none combat skills is that I really, really, really like dialogs. That said, I do love any and all none-combat skills as they -- if used correctly in game -- can shift the focus away from combat as the center of all things ingame. DA2, i felt, was mostly combat orientated with a few dialogs along the way -- which sadly didn't have much real weight behind them in terms of shaping the story.

As much as I like none combat skills I doubt we will see them return in an DLC , expasion maybe, but not in an DLC. Realistically though, I do not think we will see them return in anything short of a new Dragon Age installment -- and yes, that does make the Sad Dragon, sad :(


Destination Unknown wrote...
Let bosses have realistic health bars, be tough and challenging; having more health does not make a boss tougher. Adds should be added according to difficulty level.  Adding additional waves or a ton of adds do not make an encounter tougher. To me, it is simply tedious, repetitive, and annoying… a total waste of time and energy. In addition, let bosses adapt to our protagonist’s fighting style; that would be challenging and fun, indeed.


I felt I should quote the last part and make the important parts bold.

I hate to say it but World of Warcraft has actually made a few good boss encounters thoughout the years -- of course that game has 10-40 people which are there for the encounter so they have more classes and players to play around with when designing the encounter. Still, it doesn't stop the game from having some kick ass encounters that doesn't just revolve around health or adds.


Thats it for now but before I go, I promiss I will post my own story ideas later today, breakfast first though ^^;

-The Sad Dragon

#71
LunarPhase

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Destination Unknown wrote...

POSSIBLE *SPOILERS* POSSIBLE *SPOILERS* PLEASE BE AWARE 
 

I would like Bioware to continue with Hawke's story, as chapters. For each chapter, allow one or two companions to accompany him/her on a journey outside of Kirkwall for the first chapter DLC. Maybe in the first DLC, Hawke could go to Starkhaven with the Exiled Prince to aid him reclaim his throne. He could stay there for a bit to help him rebuild the country, providing Prince Sebastian the extra fighting edge he needs to maintain his power as he rebuilds his kingdom.  
 
Alternatively, Hawke could meet a Qunari, Dwarf, or Elf dignitary (a ruler of a kingdom) who might need his help or maybe Hawke simply needs to get away and during his travels, he meets one of the dignitaries I just mentioned (Qunari, Elf, or Dwarf). She can remain there to heal or find herself, whatever the reason for what happened at the end of DA II (those of us who played the game know what had occurred). Hence, said dignitary (which could include prince Seb) could return with Hawke in the next chapter or the next DLC to reclaim Kirkwall, which by now could have had a new ruler in power or maybe a new Chantry zealot in charge of the city.
 
Whomever chosen by the writer(s) or the developmental team as the ‘dignitary’, could help Hawke reclaim Kirkwall and thus becoming the Viscount of Kirkwall. Said dignitary or ruler can be a guest for a few days, offering support in the form of monetary, armament, etc. 
 
As for the environment, it should be full of life (teeming with people), of wildlife, trees, grass (differing heights) and plenty of foliage. The combat should be realistic, similar to DAO: A sword pierces, cuts, maims and enemy bleeds… again, similarly to Dragon Age: Origins. However, I strongly suggest that the DLC retains the combat speed and graphics of DA II.
 
Let us have new areas to explore.  Let the enemy sense you based on your level (Survival). For example, a higher-level enemy should sense a lower level. Yeah, shades, shrieks and rogues can pop-up or materialize, hence keeping us on the edge, but other classes should not.  Yes, bring back the Skill Tree... in truncated form if need be (others before me have mentioned this, I believe), please.
 
Let bosses have realistic health bars, be tough and challenging; having more health does not make a boss tougher. Adds should be added according to difficulty level.  Adding additional waves or a ton of adds do not make an encounter tougher. To me, it is simply tedious, repetitive, and annoying… a total waste of time and energy. In addition, let bosses adapt to our protagonist’s fighting style; that would be challenging and fun, indeed.
 
For an expansion, those ideas that I stated above can be expanded upon… 



This would be an awesome way to turn the Dragon Age series in the right direction. Destiny, you have presented a solution. ^^ I  agree with the part about boss battles; at times I feel a bit scared about not making it through the fight. :P Another thing I would also like to see are bosses that are suited to the region they reside in. In other words, themes I suppose. (Ice, Fire, Forest,) 

Looks like the devs have a checklist to work on! I really hope that this will inspire the team. =D

#72
Nightdragon8

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How come I think most of the "boss fight" thing is the whole Aroshok fight where you are 90% of the time running away from him. Where funny enough being a rogue or a mage was easier than being a warrior....

(it was really fun with Rogue, backstab, stealth, decoy soo much fun, run away alittle rinse and repeat)

#73
Schamino

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Destination Unknown wrote...

I would like to thank and applaud everyone who has posted and shared his or her ideas in a very constructive, logical and civil manner. Please do continue to contribute your ideas or dreams for future DLCs and/or an expansion as they surface in your minds and thoughts. Once again, thank you. Posted Image


And credit to you Destiny for taking this initiative! Posted Image

#74
Sad Dragon

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Ok, so time for my ideas for the story.

In the DLCs -- for these are small enough to simply be DLCs -- I would like to see you would not play as Hawke. Their story has already been told and I honestly don't want to continue playing the character in DLCs, expansions or new installments -- unless the DLCs take place during Hawkes stay in Krikwall then it would be ok.

What I would like to see -- in terms of improving on Dragon Age 2 -- are DLCs that focus on the various factions of the story and give better insight into the main players of Krikwall. So to make things easy to overview I will break down my DLC idea into three separate DLCs.

1. Meredith.

Have the player take the role of a Templar in Kirkwall before Hawke set out for the city. This DLC would focus on giving us some insight into the inner workings of the order and Meredith. Let us see what drives her and through that make us understand -- though not necessarily sympathies -- her motives. Show us the problems the Templars of Kirkwall have to face and perhaps end with the event that drove Meredith over the line in her 'hate' for mages.

2. Orsino.
Here we instead get to follow the mages struggle in Kirkwall after the events in the above mentioned DLC. Let us take the role as a mage in the gallows and let us see first hand how badly mages are treated. Show Orsinos struggle to make a better world for the mages in Kirkwall, show how this struggle tears on him and how it forms him into someone who ultimately end up like he does at the end of Act 3.

3. Arashok.
Here we could either take on the role of a Qunari, a Pirate on The Siren's Call or an Orlesian originally tasked with returning The Tome of Koslun to the Qunari. Here we can focus on the importance of the Tome for the Qunari as well as what it means to be one of the Qun. The focus here would not be the Qunari as a race but how they relate to the events in Kirkwall -- thus more focus on the Arashok's quest for the tome then the Qunari. Taking on the role as a Qunari would give us insight to the events from a Qunari standpoint, though just as valid would be to get a closer look at the Qunari from the perspective as an outsider -- we can still understand their struggle to reclaim the tome, but we still don't know exactly what make them tick.

All of these DLC's can be played as stand alone adventures but they add to the main story of DA2 -- and can even fix perceived problems with the main story of the game. You also have the option to tie them into the game. Normally we import the character from the main story into the DLCs -- but here we can make the DLC character import into the main game, adding some choice and consequence to the game -- even if its not Hawke who made the choices but rather just sees the consequences of our DLC choices.

Those are my current ideas for Dragon Age related DLCs. Hope you all enjoy reading the post and have a great Midsummer's Day.

-The Sad Dragon

Modifié par Sad Dragon, 25 juin 2011 - 11:23 .


#75
DarkAmaranth1966

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Okay Anders, well he is a Grey Warden, so if the blight and/or talking darkspawn came to The Free Marches, then Hawke would need to be a grey warden to stop them and, to do that, he would need Anders/Justice who is the only one in Kirkwall who knows the joining ritual and, is a mage that can make the drink. Because he is a warden and has Kristoff's memories (form Awakenings) Justice/Vengance decides the darkspawn are a greter threat than the chantry and mage oppression, thus he aids Hawke and Hawke becomes the Free marches Warden comander through a log process of uniting a nation near a mage war, allying with Ferelden to gain more warden aid, and finding the real archedemon amoung 2-4 high dragons given superior intellegence by the Mother or Father form Awakenings - Only one is the power beihind the Free marches Blight, but which one?