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Dragon Age moving forward: gameplay feature discussion


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#101
TEWR

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Luke Barrett wrote...

The Ethereal Writer Redux wrote...
I think the two main problems with DA2's armor system are that:

1) the upgrades don't change the look of your characters' armor at all.
2) Hawke picks up armor for all classes that he can't use, so it's really just extra coin with an extra step. Instead of getting the coin, you get something that you have to sell for the coin.


The second point is not necessarily true. If you're really min/maxing your damage output you'll often see, for example, a Warrior/Rogue wearing a robe for +elemental damage or a Warrior/Mage wearing rogue armor for +crit% dmg or even a Mage/Rogue wearing warrior armor for a tank build. BUT in the majority of cases, yes you are correct. I think it would need an adjustment rather than completely removing the other classes armor type from your playthrough.



True, but in DA2 because the enemies didn't really pose a threat there wasn't any need to put points into other stats other than the main ones for that class (which was true in Origins in some cases).

For Mages in both Origins and DA2 you didn't have to put anything in the other stats (Str,Dex, Cunning.). In Origins if you took the Arcane Warrior spec you could just use magic to equip anything (one of my favorite specs and I'd like to see it return, but not be so easy like it was in Origins. Anyway.)

In DA2 Mages only really need 3 stats to have points put into: Magic, Willpower, and Constitution. If you're a blood mage then you'd naturally put more into Con then Willpower (as you would in DAO), or at least try and find a happy balance. The other stats, while their bonuses were great and all, became unnecessary due to how easy the battles are. DAO suffered from the same problem for me, as the battles weren't really challenging, but that's just because I rarely find games that are tactical.

That said, I'm not against my PC equipping other types of armor because I had a lot of fun making my Arcane Warriors wear the Warden Commander Armor. Image IPB

But it would be nice if the companions could as well.

Also, can we see more Mage armor that has steel gauntlets and such? I enjoyed how The Fugitive's Mantle and the Champion armor had that

SteveGarbage wrote...

1) Deathblows on regular monsters like in Origins. It was a little animation thing that really had no combat benefit (actual opened you up to take MORE hits) but it was a nice bit of flair in battle.



how about class specific Executions?


Rogue: Grabs the enemy and slits their throat
Archer: Fires an automatic critical hit at the eye of the enemy, which you can see protruding
S&S: Dismemberment of a limb or decapitation. Maybe another one where you slam the shield into their heads?
Mage: Dependant on the element of the staff: Immolation, Electrocution, Poison, Freezing, GoW3 Hades style soul steal
2H: Improve a few of the Origins animations. One that comes to mind is Sten's where he turns around and stabs the enemy through the stomach with Asala.

Modifié par The Ethereal Writer Redux, 12 juillet 2011 - 08:50 .


#102
LadyJaneGrey

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Yay - discussion!  Don't know if it's been mentioned yet, but:

Having only one custom set of tactics available gets really old really fast.  In Origins, we could quickly change the party's strategy based on the enemy type.  Now we have to redo the tactics every time; it's tedious and obnoxious.  :crying:  Please fix this.

#103
Melca36

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Please make the belts, amulets, and rings have better names and the rating system for them is very confusing.

How could an amulet and belt with the same attributes be rated two and four stars?

Also how many rings with the +3 damage stat do we really need? :blink:

#104
Sidney

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Rabbit-Heart wrote...

1) Surprised nobody has mentioned this yet but traps have made me rage quit so many times when accidently stepping on one, i can take injuries, being knocked down, heavy damage or even death but missing out on xp ruins it for me. As somebody who plays through these games repeatedly its just plain annoying, i would rather there was no xp for traps and harsher penalties and damage inflicted instead.


The AI should also not step on found traps. If it can be seen it should be avoided.

#105
Sidney

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Melca36 wrote...

Please make the belts, amulets, and rings have better names and the rating system for them is very confusing.

How could an amulet and belt with the same attributes be rated two and four stars?

Also how many rings with the +3 damage stat do we really need? :blink:


I understand the goal for the ratings but they didn't match well with my perceptions of value.

There should be fewer magical items - DAO actually had a better sense of this sort of scarcity- and they shuld be less mundane. I never like the feeling from DA2, or even BG2 for that matter, where I'm throwing away magic items because they're useless to me.

#106
Harid

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Fix the Star system. Or remove it entirely. Preferably the latter. Make an auto equip command for stupid/lazy people.

Improve Rogue defense. . .It felt like my defense was no better than a War as a Dual-Wield Rogue. . .and that was wierd.

As it's been stated before, allow consoles access to more slots. You have on the PS3 for example, L3 and R3 buttons that do the exact same thing, center the camera. Have one of the buttons, preferably R3, give you another 6 slots to work with. Having to pause to use abilities gets frustrating with certain classes.

Work on your animations. It feels like you've been using the same animations since KOTOR. Dagger and 2 Handed sword swings seem to have no weight behind them due to you guys not properly animating a swing. If I had it my way you would do this all in mo-cap before the game comes out with real martial arts experts.

Make poisons have a universal timer. Not one that lasts 5 mins, one that lasts 30 mins, one that lasts. . .

Re-add deathblows. I don't know why you let some crappy players talk you out of no longer using them but they were some of the better parts of combat to me. Make certain npcs that need to talk post encounter be immune to them, though, talking decapitated heads was sloppy work.

Make the rings/amulets/belts better and give us less crap from that category. I shouldn't be able to get 3 rings with 22 attack on them in the same hour.

More armor upgrades. I found myself wearing the same armor for the majority of the chapter. Armor should also compliment certain builds rather than being stuff you have to wear that isn't really any good for your build. You created the battle system and hopefully playtest it, you guys should have an idea on the ways people will take certain classes. Add more sets.

Bring back Physical/Mental Resistance, or tie Fortitude and Magic defense to multiple stats like in DA:O. I would also like HP and MP/TP to fall under this same window. Rogues shouldn't have crap Hp because they have to put points in Con that do nothing for their base class, for instance, that is counter intuitive. Something like 3 points of STR/DEX/CON for one upgrade to HP/Fortitude, and 3 points of INT/WIL/CUN for TP/MP/Magic Resistance. This was a good system in Origins, but if STR does not help Rogues abilities, they should not have to upgrade them to not be knocked about like a rag doll. Yes, Warriors should be king at this, though.

Some sort of cooldown between Status effects that make you defenseless. Monsters should not be able to stun lock or knockdown lock you.

You should also be able to have multiple pages of tactics that you can set for different circumstances that you can change through the pause menu. I don't need a healer to be a heal bot on crap enemies, but I do on Bosses. Outside of direct control, I cannot have a more aggressive build on weak enemies and a defensive build on bosses. I should be able to do this.

And save tactics after respec like you did in Origins. Dunno why you guys did this. It's up to me to find the abilities I don't have after a respec, not you.

Let us equip our companions. Don't give me that they are their own people bs, if that was the case, they could solve their own problems and they would auto level because they would not want me telling them what to invest their skills into. It's insulting.

And would it kill you guys for at least a couple times, for us to get the tactical advantage? I don't care if we have to work harder for it, but it really makes our heroes look like god damned fools being over run and out strategized in every. single. encounter.

Modifié par Harid, 13 juillet 2011 - 12:32 .


#107
Alexander1136

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I missed having a secondary weapon and being able to make traps. I also would have liked it if all enemies were on  the map.. instead of spawning randomly. that way I can scout and set up traps. I also liked the way the old stealth ability worked compared to the way it works in da2. If you could better utilize the steal ability. I missed the skills things like coercion survival ect. that's really all I can think of at the moment.B)

#108
element eater

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i don't know if all these fall under the remit but here goes some

i very much like the idea of in combat banter between party members with one member making a comment and another acknowledging it.

decreased combat animation speed. I don't mean to simply decrease it to origins speed but something a little less frantic then da2 would be nice. I kind of feel the ridiculous rate of action makes the world feel a bit less reel and almost detracts from the sense of combat.

archer animations improved drawing arrows form the quiver would be nice as would maintaining the bow in the kill cutscenes

less limited companion skills. I appreciate the idea of giving all companions unique skill sets but i don't think they need to be quite as defining as they are I think the balance is yet to be reached between uniqueness and flexibility

the retun of crossbows would be nice a little unsure what the motive behind there removal was. i would very much like the addition of spears 

reanimate the dual wiielders in there current form they are very robotic in the way they move

The Ethereal Writer Redux wrote...
Archer: Fires an automatic critical hit at the eye of the enemy, which you can see protruding

surely it would be best if the archer did some kind of trick or maybe a quick little flurry

ADDITIONAL:
just adding stuuf i agree with thats already mentioned; reintroducing skills, friendly fire, interchangeable companion armour, arcane warrior class, terrain/enviroment effecting combat - higher ground advantages maybe, race selection

Modifié par element eater, 13 juillet 2011 - 12:24 .


#109
TEWR

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of course. Twirl the arrow before firing.


It brings to mind some of the Fire Emblem critical hit animations. And a quote from Shinon from Fire Emblem Path of Radiance


A single arrow, right between the eyes? Who else could make a shot like that?

#110
Serpieri Nei

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Companion Armor:  Until you are able to create companions that are capable of understanding the difference between fire resistance and cold or how a stat affects abilities they have access to or how to maximize their potential or chose armors that support the role given to them. Gearing that companion should be left to a human player who is capable of understanding and making the distinction between the items and sets of armor that are available.  Does this stop Bioware from creating unique weapons and armors that are not only available to the companions but the player? No it doesn’t,  you create multiple sets that are useable by both that can be acquired in game through drops, rewards, or even crafting.

Companion Roles:  If I want an archer in my party I don’t want to park Issabella for the entire game or be forced to take Anders with me for healing or leave Fenris wallowing in whine when he can be given a task to shield the party from harm. As the leader of the party, recruitment  is under my control and if a potential prospect is not willing to work with the team and take on a role of my choosing he/she can go on their merry way when I look for a suitable replacement. Each Companion should have access to the full trees available to each of their class.

Race Customization: Being part of a world that has Elves, Dwarves, and Quanari. The game needs to offer the player the choice to be these races just like in Origins. And be able to see Thedas through not only their eyes but the eyes of others. Each race can also be given unique/distinctive abilities that can be either beneficial or detrimental  to the character.  And unique events/quest lines should also differ making future play through as different as possible. It's been said a few times by many, Humans are boring.

Specializations: Many of the specializations from Origins/Awakenings/Da2 should be kept and re-introduced in future installments. We would like to see the Arcane Warrior, Battlemage, Legionnaire Scout, Keeper, Shapeshifter, Ranger, and Spirit Warrior return among others. The specs should also provide a different gaming experience in terms of combat and interactions.  Blood Mages for example, should have the ability to influence/control the minds of others in dialogues and be able to summon/deal with demons. Bards should be able to entertain/charm people/clients for information  or make a few coins performing in the bar.  Rangers should be able to befriend/train different types of animal companions  which have different strengths and weaknesses.

Difficulty Settings: Normal, Hard, Nightmare – Enemies should have access to different/ tactics/abilities/weapons and gear for each level of difficulty instead of just increases resistance/hps.

class/Weapon Restrictions: Removed

Finishers: Bring back the DA:Origin finsihers - no more exploding bodies in pools of blood.

Spell Combos: Brought back from Origins and built on – creating not just devastating effects but ones that can  be used to hinder as well.  Spells that effect  environments – if fighting say in shallow water  - electrical and ice spells  would be far more dangerous

Armor/Rune/Weapon Smithing: You can’t always depend on that Mystical Smith that can shape swords from meteorites or dragons or create a devastating rune that can shatter mountains. The player should be able to learn craft and create mundane and magical armor/weapons for himself and others. Forging these items with different properties based on the materials/rare components on hand. Also control of how the armor looks in style and color based of the models available in game.

Mini-Games:  Arm Wrestling, Dice/Cards, games of chance,  Drinking, and Brawling in the Bar. Also for skills like lock-picking, trap-springing, and others - which can be skipped based on skills/tools available. 

Trap Making/Scouting: Having a rogue scout an area and leave traps/nasty surprises at various points of the area of engagement or able to thin the ranks with stealth kills or sniping from range before the party engages or is discovered by the enemy. However, for this to work though, hold party would have to actually HOLD the party. 

Modifié par Serpieri Nei, 14 juillet 2011 - 01:32 .


#111
TEWR

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I always found it odd that Dwarves could be Spirit Warriors. Good odd, but odd nonetheless.

#112
Serpieri Nei

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The Ethereal Writer Redux wrote...

I always found it odd that Dwarves could be Spirit Warriors. Good odd, but odd nonetheless.


Ethereal, you suprise me.....

A Dwarf and his Spirits are not soon departed :happy:

Especially, when a large quanity is available. :D

Modifié par Serpieri Nei, 13 juillet 2011 - 06:46 .


#113
TEWR

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Serpieri Nei wrote...

The Ethereal Writer Redux wrote...

I always found it odd that Dwarves could be Spirit Warriors. Good odd, but odd nonetheless.


Ethereal, you suprise me.....

A Dwarf and his Spirits are not soon departed :happy:




Image IPB Got me there.


Their powers draw themselves from alcohol and not the Fade!

#114
Serpieri Nei

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The Ethereal Writer Redux wrote...

Serpieri Nei wrote...

The Ethereal Writer Redux wrote...

I always found it odd that Dwarves could be Spirit Warriors. Good odd, but odd nonetheless.


Ethereal, you suprise me.....

A Dwarf and his Spirits are not soon departed :happy:




Image IPB Got me there.


Their powers draw themselves from alcohol and not the Fade!


Who knows maybe Oghren will create his own Gutbuster Brigade. Poor Pwent, the things he went through 

Modifié par Serpieri Nei, 13 juillet 2011 - 06:53 .


#115
TEWR

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Who knows maybe Oghren will create his own Gutbister Brigade. Poor Pwent, the things he went through



Both do have foul smells, so it works!

#116
Guest_Puddi III_*

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Arrow between the eyes I can't imagine would be that impressive without some kind of annoying auto-zoom or arrow cam or something.

Twirling the arrow would be trying too hard to be impressive, like the excessive sword/dagger twirling.

As far as archer finishers go, I'm inclined to say they just shouldn't have any. Aside from cutscene specific finishers.

Though I suppose they could, like, shoot the guy with an arrow, and then blow him up with their lazer eye beamz. That would be badass.

#117
Dave of Canada

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This has possibly already been mentioned but...

I'm a big fan of the unique companion outfits, I feel it gives them more personality and style. Though one thing I wished existed in DA2 while playing was the capability to equip companions with loot you've received, that way your mage / rogue / warrior equipment that the protagonist cannot use isn't vendor trash and it allows for more stat customization for the party (which some people like). Unique looks can still exist with the armor not having any visual on the companion.

Lowered stat restrictions on gear, the patch which lowered it a bit was amazing (thanks!) but it really does punish the people who don't simply build into those two stats. Blood Mages come to mind where you're essentially wasting points on Willpower for equipment and I didn't want to experiment too much with other weird builds for Warrior / Rogue because of underwear it left me in.

Modifié par Dave of Canada, 13 juillet 2011 - 07:56 .


#118
Icy Magebane

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Well, games like this don't need patches that change the gameplay. I'm specifically referring to the last one, which I refuse to download. Reaver was perfect before it got nerfed, and Blood Mage should be more powerful than any other mage spec... nerfing single player games is IMO unethical. Yeah, that's a bit dramatic, but whatever... I'm just saying you guys did it right the first time. No need for all these changes, or at least that's what I thought...

Other than that, I liked the gameplay quite a bit. In fact, the combat is the main reason I played this game 4-5 times... eh... actually, I have nothing to criticize regarding the gameplay, so I'll leave it at that. I don't know if positive feedback is useful at all, but there's my two cents.

#119
Yuqi

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The ability for warriors/rouges to eqiup duel swords. I miss that alot, otherwise I'm fine with the combat system.

And..please gives us the abilty to skip the blasted tutorial at the start of the game. That is really really annoying..

#120
nicethugbert

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My general advice to BW is, focus on what makes DA2 unique and have a rational for what happens.  Do not let people clutter tha game with the same old boring mechanics recycled from ancient obsolete games.

I think of DA2 as primarily an interactive story so I would advise that BW continue to focus on that and to make the interaction and the story work together.

If DA2 had a toolset and Persistant World capable MP like Neverwinter Nights, then I would welcome any and all content and mechanisms because amateur modders need all the help they can get and those games need amateur modders.

But, that is not the case with DA2.

So, the first question is, what is the DA2 story?  Well, it's a story about fighting evil, among other things.  Or, it's a story of other things told through the act of fighting evil. 

So why does my character go dumpster diving all the time?  I understand he has to acquire resources to then acquire tools to fight with.  I understand we want to have fun while doing so.  But what does dumpster diving have to do with any of that?  And why are some of the dumpster's locked?  Why is it that all locked containers are dumpsters?  Why the lame attempt to justify a superfluous skill such as lock picking? 

I'm glad that lock picking is a natural feature of the rogue class.  Having to spend talent points in DAO for it was horrible.  But, I don't see what lockpicking has to do with DA2, or DAO.  It makes no difference in DA2, or DAO.  You never see a cutscene where a lock is opened to advance the story.  And, why not just have "Samson" break the lock or container open?  Locks are superfluous in DA2.  I have not seen a justification for spending resources on it.

If dumpster diving is an attempt to make the environment interactive, note that it has the effect of reminding us that most of the environment is not interactive and that a fully interactive environment would be a chore to play without clues and a rational to direct us.  It would be a dumpster diving nightmare, not to mention that Kirkwall would be a flaming heap from all the fighting, assuming that there is any time left over for fighting.

Much of the problems in DA2 result from a lack of rational, same in all games really.  Enemies dropping out of the sky, not a problem if there is a rational for it.  I expect some enemeis to be acrobatic and come down off roof tops and balconies.  I don't expect all of them to be so unless it has the proper rational.  Flying pigs could certainly drop out of the sky and I wouldn't be shocked to see them in a fantasy game.  But, average mooks?  Not so much.

Similarly for poisons, grenades, and traps, in both DAO and DA2, I find them superfluous.  They could have come in handy in DA2 if playing a mage were fitting to the story.  Mages could use their natural alchemy abilities to craft grenades for them to throw, to avoid spell use, for instance.  Otherwise, a horde of templars would wipe out the party.  Or, something like that, Arcane Tricksters, Arcane McGuyvers, etc.

Mage Hawke and mage friends all too often did not fit the DA2 story.  I understand that there is a lot of corruption in Kirkwall and that it shields mages.  But all too often, playing a mage or having mage companions in DA2 was no different than doing so in any other game.  It lacked the proper rational for DA2.  It clashed with the story.

Athenril/Meeran shield your mages while you are in their employ and I expect Hawke to learn to do the same from them and to then do it for himself and friends later.  But, I don't expect it to be any easier to do than robbing vaults in broad daylight, well maybe in some neighborhoods.  Being a mage in Kirkwall is clandestine activity.  Yet, all too often it did not play that way when it should have.

The problem with enemy waves is that it crowded out other entertaining alternatives.  I don't mind lots of enemy waves.  In fact, I adjusted to the difficulty quickly and found it engaging.  But, it can get overused, limiting the variety of strategies and tactics played.  I always use two mages and an archer in the party, circumstances permitting, because they can keep the mobs interupt locked with firestorm, tempest, and hail of arrows.

I've noticed that the recent DA2 patch has adjusted enemies to be more like DAO.  It bores me.  DA2 had it's own style and I liked it.  It kept me engaged.  Now, it's less engaging.  The fights are over too soon.  And, I'm refering to normal difficulty.  Nightmare difficulty was a kitefest.

But, it still has my favorite feature: fast attack speeds, fast reaction speeds, fast combat movement, acrobatic combat as natural class feature, and charging in combat as a natural class feature.  DAO is slow and clunky in comparison.  Don't go back to it.  As a matter of fact, I want to know how to adjust these things just in case future patches ruin it.

And, I want it to be easy to adjust.  All the above mentioned speeds should have a slider so that people who think the game is too flashy can make it as clunky as they like.

I'd like to have at least 5 custom difficulty slots that we can set up as we please as well as the default company difficulty settings with the same adjustables each.

hoorayforicecream wrote...
........
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.
...........


THIS!  Many times, I just want to beat stuff up.  That's part of the attraction of MP.

Brockololly wrote...
....
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.
....


If there is one thing about DAO that I thought was an improvement in gaming, it was the camera.  I miss the zoom wheel in DA2.  I was hoping they would improve it, not get rid of it for the same clunky camera every game uses.

The problem I had with the DAO camera was that the zoom range before switching into overhead angle was too narrow and I would have liked to continue to zoom out even more once it hits overhead angle.

Modifié par nicethugbert, 13 juillet 2011 - 06:42 .


#121
In Exile

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The thread is very detailed and I'm not sure if these points were made but:

1) Open up specializations and weapon trees to the entire party. I understand that a point was made some people argue that restricted specializations increase the unique feeling of the companions (I was one of them!) but in practice the design is not fun. The amount of customization falls, and so does the # of ways you can address an encounter. I used a mod recently to open up specializations to all allies, and I found that that the combat is more fun (and more varied) and the utility of ever character goes up quite a lot.

2) Statistical costumization of NPC armour. Honestly. I like having a unique art asset for each companion outfit. But I don't like how that essentially forces you into a box in terms of statistics. If loot was oriented (for NPCs) toward these small scale customizations, the aggravation of finding rogue and warrior armour could be avoided. You could design the game to recognize the PC class and spawn PC appropriate loot along with NPC "improvements" that are constat at each drop, so we feel we can customize each NPC.

3) More environmental variation! I didn't mind the waves as much as most simply because I used the environment against them (retreated from the spawn zone and forced them into kill zones). Certain enemies fought against this (Arcane Horrors & Blood mages) because they had AoEs that killed the party when grouped close. I'd like to see more detailed environments and encounter design that forces us to use the environment in creative ways to defeat encounters.

#122
nicethugbert

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Redcoat wrote...

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.


I don't like the skills mess that DAO was.  Somethings should have been skills but they were talents, lock picking for instance.  Most of the skills were rather irrelevant.  Is there one skill whose use leads to a result that becomes part of the story, part of a saved game import?  I doubt it.

The rest were must haves.  Must have skills should just be a natural class feature that impoves with level.  DA is not D&D and I think it should capitalize on that difference.

Redcoat wrote...


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.


I never do this because I don't have the patience to skulk around in slo mo, it is implemented in an entirely unrealistic manner(stealth = invisible+silent) and I know it's not necessary.

Redcoat wrote...

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.


I don't think it was too bad.  It seemed mostly appropriate considering what a bloody mess Kirkwall is.

Modifié par nicethugbert, 13 juillet 2011 - 07:05 .


#123
Xewaka

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In Exile wrote...

The thread is very detailed and I'm not sure if these points were made but:

1) Open up specializations and weapon trees to the entire party. I understand that a point was made some people argue that restricted specializations increase the unique feeling of the companions (I was one of them!) but in practice the design is not fun. The amount of customization falls, and so does the # of ways you can address an encounter. I used a mod recently to open up specializations to all allies, and I found that that the combat is more fun (and more varied) and the utility of ever character goes up quite a lot.

2) Statistical costumization of NPC armour. Honestly. I like having a unique art asset for each companion outfit. But I don't like how that essentially forces you into a box in terms of statistics. If loot was oriented (for NPCs) toward these small scale customizations, the aggravation of finding rogue and warrior armour could be avoided. You could design the game to recognize the PC class and spawn PC appropriate loot along with NPC "improvements" that are constat at each drop, so we feel we can customize each NPC.

3) More environmental variation! I didn't mind the waves as much as most simply because I used the environment against them (retreated from the spawn zone and forced them into kill zones). Certain enemies fought against this (Arcane Horrors & Blood mages) because they had AoEs that killed the party when grouped close. I'd like to see more detailed environments and encounter design that forces us to use the environment in creative ways to defeat encounters.

1) Told you so.
2) Told you so.
(:P)
3) Agreed. Using the environment to counter-ambush is an age-old honored tradition.

If I may add my own:
Fully functional camera across all versions. As the game is now, aiming AoE in DA 2 in the PC version is nightmarish.
A combat log wouldn't be out of the line, it'd help keep track of inmunities, resistances, critical spread, etc.
Give us a proper character sheet, well rounded. Don'r remove non-combat skills, add them, engross them, make them a viable alternative to combat.
Ensure that the gameplay and the narration/dialogue/codices tell the same story.

Modifié par Xewaka, 13 juillet 2011 - 07:11 .


#124
nicethugbert

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frustratemyself wrote...

- The animation on Twin Fangs. It's a great ability but the animation is really slow, leaving you rather vulnerable for longer than is comfortable or feasable depending on the fight.


Now that you mention it, how is it even a smart move to turn your back on somebody to stab them?  Is it a lap dance of doom or some other peculiairty?

Modifié par nicethugbert, 13 juillet 2011 - 07:56 .


#125
TEWR

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If you're behind them it's a smart move. But if you're facing their front then it's not a smart move.