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Dragon Age moving forward: gameplay feature discussion


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#26
ipgd

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Characters will use spells and talents no matter when they are selected or not.

That only applies to select all. Characters will still stop using spells and talents when they are directly selected.

I wouldn't mind having select all stop spells and talents again.

#27
AngryFrozenWater

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Double post. Deleted.

Modifié par AngryFrozenWater, 11 juillet 2011 - 06:33 .


#28
Melca36

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Less Fetch and Delivery Quests and **MORE** Quests like Magistrate's Orders or Wayward Son

I would have loved an occasional spontaneous event of Assassins after you if you chose to kill the Magistrate's son topped by a final boss encounter

It was so wonderful to see how Lia grew up and became a guard by the choice you make.


I would also like to see the winter spells evolve a bit for the elemental specialization. I would love to see something similar to firestorm but instead of causing damage... it merely stuns and confuses enemies. It could even be called Winter Storm or Blizzard. :wizard: 

I would just like to see more spells the confuse or stun multiple enemies


For Rogues...PLEASE bring back traps. It could be added in one of the specializations like Stealth


If we can't change our companions clothes can we at least change their color??? :happy:


One more thing....PLEASE having something like the Black Emporium in future products. Really enjoyed that. :D

I also love Dog and those Rune of Fortunes really do work!!! :o

#29
Fraevar

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I'll just cover the stuff I didn't already put in my DA2 Critique (see my blog if interested).

UI: Can we please get back to some proper UI scaling on the PC? I really miss having the abilities in the Tactics Screen expand on their own when I mouse over them in DA:O. In DA2 it's a pain because you can't see many of the abilities at once due to the console UI, so you find yourself scrolling through an endless list and having to click the Back button over and over again instead of simply moving your mouse back a bit. In terms of behavior and layout for menus can we just get DA:O's UI back, please? Reskin it to look like whatever you like, but please make sure the PC DA3 UI behaves like the DA:O UI, not the DA2 UI. Center menus, please and don't make them take up the whole screen.

Party management and swapping: I'd like the ability to check the inventory/equipment of ALL my party members, not just the ones I have along at any given moment when visiting shops and the like. It's impossible to know if that dagger you saw would be a super upgrade for Izzy if she's not along right here, and the fact that you cannot swap party members on the fly when in non-combat areas add to this frustration. And please add this feature to the PC's "home base" as well, so we don't accidentally sell that one item that might have been awesome for a certain party member we may not take out as much.

So there you go. PC stuff mostly but it all added up to a bunch of unnecessary annoyances with DA2 compared to DA:O, which made the game feel nowhere near as comfortable to play on a PC as DA:O did.

Modifié par Delerius_Jedi, 11 juillet 2011 - 06:42 .


#30
Thelzar

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Random thoughts:

 Waves can be fun, if used sparingly and with sense. I just replayed the battle of Denerim, and had a blast.

Grinding mooks is never fun. Scaling enemies does not always make sense - it ruins immersion when an act 3 thug is tougher than an act 2 high dragon. Mook fights should be short and lethal. I might be an idea to introduce some kind of cap on just how tough a city guard or thug can be.

Break up the weapon/class restrictions. Dualwielding or archer warriors are interesting, and would promote replay.

Avoid linear maps. Use the environment for tactics.

Introduce random elements, like minor bosses, pedestrians, weather and ambient sounds to make the game come alive. Baldur's Gate got this right back in the day, and GTA IV is fantastic.

Bring back the tactical camera.

Modifié par Thelzar, 11 juillet 2011 - 06:54 .


#31
smithybum

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Personally i think the warrior shouldn't wave his/her two handed weapon like a rolled up newspaper, the other combat styles are mostly enjoyable
i thought DA2 would be quite good for class affected quests e.g mage class: hawkes home is raided by the templars or something like that
i liked talking to my companions every now and then on my travels in DAO, you should bring that back as well as using dual weapons as a warrior
Thanks for listening to our suggestions

#32
Brockololly

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Couple things off the top of my head which most likely will never show up in a future DA game given the faster pace combat direction, but what the hell:

Slower, more thoughtful combat:
What I mean by this isn't slow-mo animations, but rather have things such as being able to queue up moves like you could in KOTOR. And thereby maybe have fewer enemies on screen at once to manage that but have the enemies smarter and not just rush the player.

And a VATS like targeting system where you can stop, target and queue up specific attacks either on specific parts of an enemy or tactically significant enemies(Want to stop that charging Ogre? Have your mage take out his legs! Want to send a group of darkspawn into disarray and rout? Take out the leader, maybe a Hurlock Alpha Commander or something!)

Add more environmental interaction:

Whether that be in combat or via puzzles. Sticking with a VATS like combat system, maybe in certain areas and environments, you could target certain points in the environment, like if you're in a cave, there would be specific points to highlight in VATS and say with your mage collapse the ceiling on enemies. And that way you'd be able to play up more tactical positioning of your party by manipulating the environment and creating choke points.


Edit: Or like KoP said below, if you had more dynamic weather cycles have that effect combat. As well as having more significant effects of terrain on combat- just think about stuff like the Total War games and how units are hidden if in a forest or that kind of thing.

And puzzles are great to break up the monotony of combat and provide another avenue for exploration.

Bring back non combat skills:
To me, what separates an RPG from an adventure game is character progression, not only in how you can kill people in new and inventive ways but also in how you can attack situations without violence. Maybe have specific non combat skills that are class specific? So a mage's persuasion skill might be more effective against certain people as opposed to a warrior in a given conversation topic or person. Leveling up shouldn't be just about combat skills- thats what Call of Duty does and thats not what I want out of an RPG.

Bring Back the Origins Tactical Camera:
Or at least give everyone a camera such that you can maneuver it around the battlefield (freely) in such a way which empowers the player and doesn't constantly frustrate, whether thats in targeting enemies or being able to accurately survey the area to position your party members.


Oh, and Add a 5th Party Member Slot:
Just do it.:wizard:

Modifié par Brockololly, 11 juillet 2011 - 07:14 .


#33
KnightofPhoenix

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Not sure if it falls under gameplay perse, but better designed maps that do not feel like corridors and terrain being more relevant in combat.

For instance, being able to push enemies from a cliff. Or hide behind bushes (say for rogues) and lay an ambush. Or being able to set a part of the terrain ablaze to temporarily block reinforcements. In other words, environments that are more responsive to your actions, and which would add more tactical options.

I also would not mind climate affecting combat in some ways. Say if it's a rainy environment, lighting spells might be more effective. Or if it's snowy, ice spells have bonuses. If it's muddy, movement speed decreases. Of course it shouldn't feel too punitive, but it would add an interesting twist to combat imo, and might force us to slightly adapt our tactics instead of doing the same thing over and over again.

#34
esper

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Don't know if it s game play, but companions should betray you based solely on their own friendship/riveraly bar. Example Fenris and Aveline. If I have been stupid enough to neglect both my warriors and they don't trust me when I am going against their core belief then they should both betray me.
Being able to see the upgrades of the compainion amour. I like that it was invidualized, but I would have like to see the things I bought/found for them.

#35
AllThatJazz

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The BG games had some wonderful party vs party battles. You know the sort of thing, your group of stalwart adventurers meets another group, very similar in composition but diametrically opposed ethically. You have a disagreement, things come to blows, and you meet your match in combat, or more than, even. It feels so much more satisfying to defeat such a group in battle, rather than yet another trash mob plus mini-boss. Fewer, but unique and better designed combat encounters beat almost endless filler for me anyday. That isn't to say get rid of filler combat altogether, but mix it up a little. The odd unique encounter that isn't so obviously signposted as 'Boss Monster This Way' would be wonderful.

#36
Xalen

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Luke Barrett wrote...

For comparable stats would you prefer that your characters had insane amounts of HP as well? You can't really do it the opposite way otherwise all your damage would like very underwhelming and big numbers is a huge draw for a lot of people (for some reason). I agree that the damage:hp ratio being completely reversed between players and enemies often makes for some very bizarre events.

big numbers is a huge draw for a lot of people (for some reason)

I have no idea who are you talking about :whistle:

You raise a good question though.
I see how making high HP for player maybe unappealing, at least aesthetically (well, it is for me a bit - I much more prefer having hp in three digits, then in 5). Since the only real issue I personally have (not boo hoo it's unrealistic my immersion is broken) is how player/enemy imbalance affects friendly fire, so maybe FF damage should just be calculated differently for party members, like proportionally to their HP? Max -75% hp in 1.03 was nice and all, but it doesn't really remove the obvious inherent imbalance since the insane damage numbers fopr companiions are still there.

Luke Barrett wrote...

They should possibly get some sort of 'wounded' state where they just fall down and moan if they would have normally died then? I see where you're coming from - I frequently let Anders tank in the Chantry when you're doing the Templar fight with Karl simply because he can't die.

But...but...Luke, immortal NPC are such a nice exploit (*cough*forcefieldDA2version*cough*) :crying: And Anders-tank is simply hilarious, admit it.

Modifié par Xalen, 11 juillet 2011 - 06:58 .


#37
Cutlass Jack

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Luke Barrett wrote...

I think this is more of an animation issue. Personally I think all classes should be able to use all weapon types since they have stat requirements anyways to increase the number of viable builds. I really liked DW warriors in DAO and I'm pretty sure I could build an insanely good sword and board rogue in DA2 if it were possible.


If I there was one issue beyond any other that bothered me in DA2 it was this. Being unable to use a sword as a duelist or a Swashbuckler was absolutely insulting. It would be like playing an archer who could only use throwing daggers.

Since most of the dual wield animations were slashes anyway, this made no sense at all. If you must go down this horrid road again, at least put in some rapier type blades that are specificially for dual usage. Doubly so if you do an installment in Orlais. Orlais without rapiers would just be sad.

And on the other side of the fence, I do miss my berserking Archer warrior.

Also please bring back skills and rogue non-combat usefulness. Locked chests in DA2 mostly contained items of no value, which made the skill useless. Combine that with removal of pickpocketing, traps and real stealth options just sucks much of the fun out of being a rogue.

Finally lets see some quest variety. Nearly every quest in DA2 involved killing things. Mix it up a little and lets see some different objectives. By removing most non-combat options from the game, combat was the only thing left.

#38
Relix28

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- More assignable slots for spells/talents (for Xbox360/PS3).
This is one thing that bothers me very much as a console player.
Having just 6 assignable slots is not nearly enough for a spell/power heavy game like this. In my latest mage playthrough I had at least 5 or more spells I would have been using constantly, if I didn't had to pause every time just to activate them. And even in my Warrior and Rogue games, I always sacrificed some "less important" talents for the sake of ease. Having to pause every time just to throw a Miasmic Flask is just not worth it for me. Anywayz, enough about me. :P

I think this could be solved by simply adding at least two more sets of assignables (+6 new assignable slots). And add a toggle feature for cycling through the assignable sets. Basically, instead of holding down your right trigger to bring up your secondary set of powers, you would just need to tap the trigger and your next set would come up and be ready to use. That way, you could easily switch between 4 or more sets of assigned powers, all ready to use without having to pause your game.
A simple feature like this would make the game a lot more enjoyable and hassle-free for a lot of us console gamers.


- Weapon Swap function.
This one seems to be one of the most requested features for all platforms. Not much to say about it, since we all know how annoying it can be without it.

It could be implemented the same way it was in DA:O. Or it could be done Mass Effect style. Basically hold down a certain button for more than a second or two and the character switches to it's secondary weapon. Either way, it would be a welcomed addition to the game.

Modifié par Relix28, 11 juillet 2011 - 07:12 .


#39
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Ranger and Shifter may be instances of animation and art and lore and stuff, but they also add a new dynamic to gameplay. Being able to change into different forms with mutually exclusive abilities suited to the task at hand can be a gratifying experience of used well. Having an animal companion around is just cool-- like having the dog-- but having it be a controllable party member like in Origins also added a different dynamic to rogues. In a sense it made the rogue 1.5 characters at once.

I'm not asking for anything radical, I'm just asking to bring back stuff you already had in Origins.

While making Shifter more powerful, because it wasn't that good in Origins.

I'd also like both of these to be sustainable modes that open a radial menu like Fade Shifting or Denerim Army Summoning to give room for more gameplay enhancing abilities as opposed to simply having every ability being devoted to a certain animal or upgrades to said animal. Because that's kind of boring. Especially with 10 talents to work with instead of four.

Arcane Warrior is cool as well, though I'm partial to the idea of Arcane Archer myself. For rogues. And spellsword for warriors. Both having abilities that, lorewise, draw on the party mage, but use their own stamina for magical effect. Would be cool. And add gameplay variety to otherwise mundane warriors and rogues without having to give them inexplicably over the top abilities. Because it's magic.

So, basically: new, interesting prestige classes...

Modifié par Filament, 11 juillet 2011 - 07:17 .


#40
andraip

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    - I really would like to see traps again, but in a better manner than in DA:O, I don't want to be able to kill a High Dragon just because I laid about 100 traps.

    - Weapon Swap button please.

    - Some diferent outfits for my companions, with different stats, so I could change their armor as required.

    - I would like if there were a side-quest for your specializations, e.g. to be an assassin you would have to meet with some antivan crows and assassinate some guy, after that they would teach you the specialization, it would also be cool if your companions, NPCs would acknoledge your specialization.

    - No more immortal friendly NPCs.

    - Some epic gear (Jackal's, Glandivalis, Voracity, Champions Armor Set) should get the lvlup with character skill, and not only dlc weapons. I just hate it that an random weapon at lvl 27 has far better base damage then some of the really epic weapons that you picked earlier on, the game becomes easier if you don't lvlup that much, for exemple the champions armor only gives you about 15% armor at lvl 26 put about 90% at lvl 16 (numbers just out of my head), that's a hell of a diference.

    - No more random elemental immunities. It's really annoying, e.g. I fought some random thugs, in the second wave an assassin appears (names Thug Leader), I use assassinate (with 2 nature daggers) on him and, trara he decides to be nature immune (dodging 50k damage), while all the other thugs aren't.

    - Better animations on some spells, if it is impossible to teleport there should be no talents that look like teleports (enemy mages, rogue! talents like vendetta or back-to-back), that's a little immersion breaking.

   - An AI that prevents the abuse from kitting, atlest in boss fights.

   - And finally, please, please let the enemy archers miss from time to time, even Robin Hood envies the accuracy that an critter archer has.

Modifié par andraip, 11 juillet 2011 - 07:17 .


#41
Cutlasskiwi

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I would love to see some class specific quest/content. Or if we ever are in the position to pick a race again; race specific quests/content. For me at least, it gives me one more reason to explore the game even more and play through it game again, just to see what other classes/races can do that I couldn't before. I don't know if it would be worth the effort though but it's something I'm hoping to see in the future.

#42
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The game seriously needs to allow us to access the inventory/equip screen of all party members, both active and inactive, preferably at all times. I don't see why we're currently unable.

If my party is Hawke, Merrill, Isabella, Varric... I want to be able to take the staff I have equipped on Anders off him and give it to Merrill, or compare the new bow I found to the one on Sebastian, without having to run off and swap around my party/ The way things currently work make it tedious and clunky to do something as simple as manage NPC inventory/equipment.

Also, I'd like to see skills come back too, but NOT the way they were in Origins. I'd like them to be viable non-combat ways to progress, and/or offer interesting ways to effect combat, but come at the cost of potential combat skills. Something like KOTOR, specifically KOTOR2, where you could have a skill-based char not as effective at combat, but could set/disarm mines, talk his way through a problem, etc. I liked in KOTOR2 how you could disarm minefields (traps) and then use a mine to set up your own minefield for enemies or even arm a mine to a door to blow the lock off as an alternative to lockpicking. I like that skills feel like a real and viable part of the game in D20 games, and even Bethesda games. Skills in Origins, other than Persuade, were just crafting, and didn't really effect the game as some alternative way to succeed.

Another thing, I liked the talent trees in DA2, but all the restrictions ended up making them feel so linear that you may as well have just made them straight lines. Loosen up the restrictions on those. Pre-reqs and skills being deep in the tree should be good enough. Do we really need level restriction too? Heck, did we even need as many prereqs as we did?

Modifié par Rojahar, 11 juillet 2011 - 07:40 .


#43
AllThatJazz

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Yeah, totally agree with Jack. The removal of non-combat skills has taken away a lot of the fun in playing classes that aren't all combat-focused. I *like* putting points or whatever into the persuade/diplomacy/charm skill and seeing the effect that has on a conversation or quest resolution. It doesn't feel as ... weighty? or meaningful when I just add to a slightly more generic attribute but 'oh by the way, persuade and a bunch of other stuff is affected anyway'.

#44
Xalen

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andraip wrote...
   - And finally, please, please let the enemy archers miss from time to time, even Robin Hood envies the accuracy that an critter archer has.

oh god, this. 

#45
Luke Barrett

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hoorayforicecream wrote...
[snip]


Let's say, for arguments sake, that gameplay refers to anything that affects combat, directly (how you fight) or indirectly (armor strengths, weapon types, stat recalculation...etc). With that in mind I'll address the issues that fall under that category (and wasn't already addressed elsewhere)

1. Items that have interesting effects. Orsino's Staff of Violation that randomly casts Walking Bomb was pretty neat, but I didn't get the chance to use it. Items that aren't just stat sticks, but have interesting effects in combat.


Agreed, though Walking bomb was an odd choice as it's quite negative when you're not expecting it on Nightmare. I'd actually like to see some armor with reactive effects other than on hit stealth as well.

2. Summonable temporary allies. Perhaps some sort of consumable item that I can purchase to summon a golem to absorb hits and taunt enemies, or a spirit to heal my party.


Perhaps a summoner spec might better work for this? Otherwise we would need some sort of lore to explain why you can conjure things with a wand - it may be make people say 'why be a blood mage when you can just use an item to summon spirits?'

7. Places I can go to keep fighting that isn't pre-scripted. E.g. a battlefield, where I can always fight bad guys, even if they don't necessarily provide any sort of meaningful loot. If I want to grind levels, test builds, try out new gear, I should have that option someplace in the game. A place with restockable enemies to practice on.


So basically some sort of randomly generated dungeon system? That's usually what's put in place to accomplish that goal.

1. Specializations integrated/unlocked via gameplay, rather than just having them all selectable from the appropriate level. It's especially jarring when something like Blood Magic is made a plot point, but no attention is drawn to it via gameplay.

I actually touched on this a few months ago. I think we addressed different story based ways to accomplish this goal. The counter-point, I believe, was that users didnt like having to find these during gameplay if they required blocking portions of the game off (such as Reaver in DAO) as well as some of them appeared far later in the game.

2. More depth for Cross class combos. Instead of just bonus damage, other effects instead/in addition. Creating an obscuring cloud, setting all nearby enemies on fire, lowering the enemy's armor, etc.
3. Better differentiated enemies. I don't mind having the critters and normals being silly, but give more tactical and challenging fights by giving the Lieutenants and Bosses some actual tactics. When they show up, they should be sufficient to give pause and make the player have to think a little about strategy (esp. at higher difficulties), rather than just act like normals with higher HP. These should be legitimate tactics, like the ones the player can give to her companions. Make the 'boss' figures empower their cronies, and make use of the AI to provide more tactical combat.


Both of these simply require more depth to combat. We're looking at ways to improve enemy AI. As for the CCCs that's somewhat in the game already but in a very minor way. Perhaps we need certain skills to have this as their focal purpose instead of being somewhat of a secondary bonus.

4. More depth in Rivalry and Friendship. Perhaps instead of making it an on/off bonus, have a scaling amount... the more friendship/rivalry you have with a character, the larger the bonus gets (similar to inspire <stat> in DAO).


The problem I see with this is simply that it would require every single buff to be scalable (even though I think they are right now so it may be a non-issue if that trend continues)

Modifié par Luke Barrett, 11 juillet 2011 - 07:31 .


#46
esper

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Normally I also like non-combat skills, but persuasion or however it is spelled felt so... overpowered in Orgins. I think I rather like that depending on the personality Hawke was good at talking to people in different situation.
A traps talen would be nice for rouges... Perhaps the archer. They could fire from range and then prepare the traps for the enemy who ran closer.

#47
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Luke Barrett wrote...

2. More depth for Cross class combos. Instead of just bonus damage,
other effects instead/in addition. Creating an obscuring cloud, setting
all nearby enemies on fire, lowering the enemy's armor, etc.


Cross-class combos being more accessible too would be nice. Mage only has like 2-3 abilities which set up brittle, for example. It felt like you had to build characters one way to really make use of CCCs. I thought they'd be a much bigger part of the game.

Modifié par Rojahar, 11 juillet 2011 - 07:34 .


#48
Redcoat

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Bring back Non-Combat Skills, and make the PC's attributes relevant outside of combat: In DA:O, for example, you couldn't finish the Elora's Halla quest unless you had a high enough Survival skill (or enough Persuade to lie through it). During the Urn of Sacred Ashes quest, if your Cunning attribute were high enough, you could poke holes in the imposter Weylon's story and force him to divulge his true identity. Your ability to Persuade certain characters often had major ramifications (such as forcing the demon inside Connor to give you a boon, and then intimidating it into leaving Connor alone). That DA2 stripped out all non-combat skills, and made player attributes irrelevant to anything outside of combat, was a huge step back. This is something that should have been expanded on, not removed, especially since DA2 was supposed to tell a more personal story.

DA3 should allow people to play as a "Guile Hero," someone who solves problems with cunning, persuasion, dissimulation, and guile rather than just hitting people with a sword.

Strongly Encourage Tactical Positioning: Attackers should gain significant bonuses from striking from the flanks or from behind. Backstabs need to work like they did in Origins, i.e. actually requiring the player to get behind the enemy, rather than DA2's ridiculous method of just having you push a button. Terrain should also play an important role in combat; attackers should gain significant bonuses to attack and defence if they are striking from high ground.

Allow us to fight battles on our OWN terms: In Baldur's Gate, you could have your thief enter stealth and scout out enemy locations. At that point you could backstab the most dangerous opponent, making the following battle much easier. You could lay traps for enemies to stumble into as they moved to attack the party. You could summon creatures and send them to wear down the enemy party and force their mages to expend their spells. Essentially, the game rewarded the player for thinking ahead. In DA2, however, enemies just appear whenever you enter a room, and since you cannot use your abilities outside of some arbitrary state of being "in combat," you can't do much to prepare. So a huge portion of DA2's combat was just ambush after ambush after ambush, and this made combat a complete chore.

Violence should not be the only solution:  This ties into my first point. In DA2, it felt like no matter what you said or did, every situation ended in a bloodbath. There needs to be more opportunities to avoid combat, and the player should not be punished for it. In fact, I'd go so far as to say that there ought to be many situations where violence is far from the ideal solution.

#49
Blastback

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One thing I'd change is the combat speed. Origins was to slow, while DA2 was to fast. A bit of a middle ground would probably nail it.

I'd also like to see skills make a return. I'll admit, I don't think that Origins implemented them all that well, but it can be done. To this end, I'll point to KotOR, which in my opinion handled skills better than any other game I've played. To many of the skills in Origins revolved soley around crafting items, while in KotOR, they were much more a part of the gameplay. You needed Security, Computer Use, Repair, Demolitions, and Awareness to get around easily in KotOR. While you could do without them, having them made for a rewarding experiance. Find ways to use skills similarly in future Dragon Age titles.

I'd also like to see things like the "teleport" backstabs and superhuman closing attacks done away with. To my mind, Rogues and Warriors are , to quote TV Tropes, "Badass Normals" I like it when they feel more realistic. Giving them more supernatural abilities with advanced classes is great, but the vanilla classes, imho, should be more realistic.

#50
Luke Barrett

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I'd just like to reiterate that this is being used as a dialog to discuss gameplay, and should not in any way be taken as us working directly on any or all of these ideas, even if I appear to agree with them, any time now or in the future. I want to discuss and flesh out some ideas of how people perceived our gameplay and gauge some reactions fans have not only to anything I suggest but to what you say to one another.

Just wanted to make that clear so people who jump in half way or skim the thread don't get their hopes up :innocent:

Modifié par Luke Barrett, 11 juillet 2011 - 08:09 .