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 .