So I got to page 6 before I skipped to the end.
Legacy and MotA have been improvements, go you guys!
Here's my list. I will be including things that may not be "combat gameplay and its immediately related systems" critiques after the combat stuff.
1- As has already been mentioned, and seemingly heard based on DLC, tone down the raining men.
2- I would li ke more ability to determine my party's capabilities. I think a good compromise would have been to allow NPCs to have their specialized skill tree, but also choose a specialization at 7. Now, in the current system, I would basically like to add a box to the left of the NPC specialization skill tree, and have their relationship buff attached to that, then at 7 I could choose to either go for the special skill tree, or a normal class specialization. At 14 I would then be able to choose the other. Basically, I never want to be stuck with a character I don't want in my party (Anders after my first playthrough) if I need a certain role filled (spirit healer).
3- Cross-class/spell combos. I would like a wider range of combo effects, or more abilities that apply combo-able effects. If there were easy-to-do combos with a smaller bonus than some harder-to-do ones, that would be great. Something like the rogue bonus damage to stunned targets, rather than +bajillion damage to brittle targets. I also enjoyed the combos from DA:O. Another alternative would be +1/2 bajillion damage to brittle OR staggered targets as a rogue. Basically +damage to not-my-class status effects. Perhaps +2 bajillion damage if ALL not-my-class status effects are on a target.
4- Turn-based mode. I would like to be able to use a turn based mode on higher difficulties, mostly because of friendly fire and not having absolute control over what my companions do. I understand that the AI scripting is an attempt to address this, but its not perfect (though it is very good).
5- OVERHEAD CAM. Speaking of friendly fire, I deeply missed the overhead, zoomed out, detached camera for placing AOEs.
6- Auto-run. Auto-tab.
7- Auto-tab. Auto-run.
8- Remove the "stumbling" thing that happens when you get too close to a big creature. There's enough going on in combat, I don't want to have to worry about how many pixels I am away from being stunned (lethally on several
occasions) when I'm just trying to move to a certain position.
Ok, here are the things that may not fall under the category of what you were looking for:
9- Remove non-accessible areas from the minimap.
10- De-link combat stats from utility stats. I disliked having to up cunning on Isabella so that I could open doors/chests/traps whenever I'm not a rogue or don't also have Varric (who doesn't need Dex to equip his
weapon) in the party. This could perhaps be redone by reintroducing skill selection. I'm not sure if making it so that such things are competing (say, 4 points in lockpick vs trap disarming, with 7 points to assign by end game) is the way to go. Perhaps make it level based (1 for simple, 6 for standard, 12 for complex, 18 for master or whatever lvls work best) for rogue classes.
Perhaps only have the PC be able to do these things, with differing methods for each class. Maybe have 4 levels
of each skill, 10 points, 3 skills: Lockpicking, Persuasion, Traps. Warriors would bash/intimidate/smash, Rogues would pick/con/disable, Mages could magic/magic/magic (shush you!).
11- Hero/Wiseass/Vicious interrupt options. Like in ME with Paragon/Renegade interrupts. I would like the opportunity to interrupt cut-scenes with a heroic act, comedic interjection, or sword to gut.
12- Companion items. I actually liked companions having their own armor, but there were some pieces of gear that were badass that my character couldn't use, and it felt really bad to just sell them. If some item breakdown for resources to upgrade your stuff is implemented, that mightn't be an issue, but I would also like some way of giving gear to my companions so that they can use the stats on it. I don't really have a suggestion on how to do this that is not just letting/making me fully equip the companions.
13- Item Upgradability. Basically, I would like it if the weapon you can start the game with could be upgraded to be as good as the best weapon in the game. There would obviously be a cost attached, or perhaps quest requirements of some kind. There is a large scale for getting something like this in the game; maybe not have the weapon you start with go all the way to end game, but maybe allow it to be upgraded so that it's still on-par at level 7 (or some other arbitrary time). Alternatively, include weapons and armor for crafting (again, but player-based this time).
Basically, I want to make a <Character's Name> <Item Type> of <Synonym of Badassery> rather than find some other dude(tte)'s kickass item.
14- Don't make junk take up my inventory slots. Alternatively, let me have 150 slots by the end of the game. Most of the slots gainable in Act 1 (let's say 70% for starters). An item-consuming crafting system might also solve this problem.
These lists are ranked on when I though of something, a priority list would be:
6, 7, 5, 4, 2, 3, 8, 1 (this would be higher, but you seem to already be working on it).
Thanks, and keep up the good work!
edit 2: ok, this should look less bad now.
Modifié par PantheraOnca, 23 octobre 2011 - 04:54 .





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