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Dragon Age moving forward: gameplay feature discussion


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#126
nicethugbert

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The Ethereal Writer Redux wrote...

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


Sure, if you're an interpretive dancer.  But, that class is not in the game.  I don't see the advantage to lunging backward when lunging forward is obviously better, in a fight.  The twin fangs animation looks more like a dance move than something sensible.

Modifié par nicethugbert, 13 juillet 2011 - 08:00 .


#127
Sabotin

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How about some streamlining (wait, don't throw rocks at me yet!) and expansion of the elemental system. Move armor to physical resistance instead and give different armors different elemental bonuses. For example heavy metal plate having high physical bonus, resistance to nature, but weakness to lightning. Leathers the opposite. Etc. You can even reintroduce the materials and make them additional templates for this. Also skip the totally arbitrary and inobvious immunities. Also, obviously weapon switching goes hand in hand with this (yes, even when I can wield only 1 type of weapon, sometimes I want to use a different one).

Shield functionaltiy. Make shields more like defense than additional armor. Maybe literally an additional defense. Or a chance for glancing blows. Or transfer from damage to force. Something.

Better enemy scaling (for lack of a better word) as you progress through the game. By this I mean mostly enemy abilities being set based entirely on class. It would be an improvement I think if maybe the thug elites at the start of the game have less/different abilities than the assassin's guild elites at the end of the game, and they would have different abilities than the templar hunter elites etc. And maybe even some stat differences. Like the player can specialise a class or a stat even within the same class. With this would go also some name changes and aesthetic differentiation but that's not a gameplay issue I guess.

"Achievement" things. Maybe getting a few (2 or 3?) global special abilities through the game, perhaps tied to your choices or playstyle. Or specific bonuses to your stats. If something you do affects the world, then it also affects you, I think.

Auto-unequip stuff for which you don't meet the requirements to wear (anymore).

Slightly slow down combat. It quickly becomes very chaotic, specially at later levels with ++attack speed stuff and swishing from one enemy to another with the closing basic attack. Actually, I'd remove those entirely, there are skills that provide the functionality.
In general the flow of the game needs some work, at least in my opinion. In DA2 I often got an adrenaline feeling to kill everything as fast as possible - and in the dialogue piece that followed I was still pumped and almost inadverently skipped stuff. Other times I had a frustrated feeling that I needed to slowly trudge through a million enemies to get to the next location/piece of the story.

Terrain/formation stuff. Just something basic. Like high ground attack bonus or defense bonus for close units. Don't make it cover based...

Tactics improved/expanded. There's just a few options missing. I'd also love to be able to create subroutines for it, that'd take up just 1 tactic.

Better start of the game. I see what you wanted to do with the start of DA2, but that didn't work out so well in my opinion. It really needs to be a better representation of the game. First impressions are important.

#128
Captain_Obvious

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I'll agree with others on these:

Toggle mini-map on/off
Toggle FF on/off at any difficulty
Less recycled areas
Companion conversation on the fly
Equipping all companions at a central place
Revised crafting
Stacking commands

One of the most annoying things in the game for me was the lack of relevant normal armour.  With all of the DLC, Staff of Parlathan, Hayder's Razor, etc., most of the normal equipment in the game became useless.  You get that one staff from the Mage DLC pack and put it on Anders in the beginning of the game, and never have to look at his weapon again because it improves at level-up.  It's the best freaking staff in the game, and I didn't even have to work for it, and I can use it forever.  Now, I love to be an overpowered pain-giver at some point in the game, but this made it too easy (not to mention that I’m a woman who doesn’t really want to stare at girly bits on my mage’s staff all game, but that point is really irrelevant to gameplay). I figure it was this way to allow a player to find the item useful at any point in which it was acquired. I don’t really have a suggestion other than to lock the level of the item at the time the quest was completed, but that may defeat the purpose of releasing it as DLC. 


Immediate removal from an area via cutscene after a fight was annoying. Specifically with the History of the Chantry Part 3 in the Qunari quest, and the items dropped by the templar lieutenant in Ander’s recruitment quest. Unless you are quick on the draw and have figured out how to collect items during a battle, you miss out on these when combined with the locking of areas and inability to backtrack. Same with the Supplier achievement. No backtracking in an RPG that contains one-chance-only items? Oh, my OCD is killing me here…


No doors if you cannot open them. This is probably my biggest pet peeve in any open-world game or RPG I play. If there is a door, and a room behind that door, there needs to be a way for a player to get through that door. Lockpicking, explosives, dropped keys later in the game, bashing doors in, whatever. No “you can open it only if the doorknob is brass” (L.A. Noire), no “we put boards across the doorway, see?” (Fallout NV), no “it looks more realistic if there is a door right here” (KOTOR), no “we’ll just re-use one of our maps” (DA2). With DA2’s recycled areas, I spent a good deal of time checking to see if the doors would open, because it’s the same dungeon as last time, and it opened then, didn’t it? The map tells me there is something behind there, doesn’t it? RPG players are OCD. If you put a door there, we are going to check it six times to make sure it won’t open. We can’t help ourselves. Please take pity on us, and don't tease us with areas that will forever be out of reach.  If there is a door, there must be a way to open that door. 


Everyone else pretty much covered the other recommendations I would have. 

#129
Sabotin

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Oh, you reminded me of something with the minimap. It would be awesome if it would show tooltips when you mouse over markers on the minimap, the same as when you're looking at stuff on the big map. And if inacessible areas weren't shown on either of them (or not having recycled areas is even better)

#130
Apathy1989

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Some of these have been said:

1. Less Waves, except at boss fights. I get annoyed at bosses with a million HP, I would rather have a boss that has alot of minions and is vulnerable only at certain times. Sure huge bosses like Orsino can have as many HP as they want, both normal humanoids should have realistic health and rely upon buddies.

2. Specialisations should have quests or actions to unlock them. For example blood magic in DAO was nicely placed, as was reaver and both had an impact in the game. Getting Isabela to teach you to be a dualist was always fun. More specialisations would be nice too. DAO had 4 which was a good number. 3 is too few. DAA had 6 which was too many, and I don't think having 3 specialisations feels right. The trees should have been developed more rather than adding another 2 specialisations.

3. Immunities to elements should be only for certain logical instances, imo. Rage Demons immune to fire, Shades immune to spirit, Profane immune to electricty, etc. Some raiders immune to cold? Bah.

4. Friendly Fire should be around at all times, and scaled properly. DA2 is silly with how enemies have 10 times the HP as a companion, but my companions take full FF damage. A stray attack can mildly irritate an enemy, while killing half your team.

5. Diversify stat building. Dexterity is ignored by anyone except rogues, Strength by anyone except warriors, and Magic by anyone except mages. DAO this wasn't completely the case since each had many benefits and was needed at some point. Now I'm not saying the execution was perfect in DAO, but its better than having half the stats being ignored.

6. Make dedicated healing more interesting. Spirit healer really is a boring class to play since you cannot act offensive, and the heal spell is both powerful and long charging. DAO had more, weaker spells and made healing a full time job without resorting to denial of offensive spells.

7. Hostile mages should not be 1-shot death. In DAO, enemy mages generally were debilitating and annoying. They would hex up the team, freeze my warrior and cast defensive glyphs. Now what do they do? they cast AoE attacks that kill your entire team if you don't see them spawn and react instantly. In DAO its fun to dispel the hexes, set fire to my warrior so he can thaw, and having Alistair purge the glyphs. Instantly dying is not fun, nor does it allow much in the way of tactics.

Sure you can have the occasional mage cast a fireball, but even on nightmare a fireball never killed an entire team instantly when prepared.

8. Return self-contained combos, such as spell combos. Storm of the century, shattering, etc. I realise this sort of treads into CCC territory, but I do miss them.

#131
Guest_Puddi III_*

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nicethugbert wrote...

The Ethereal Writer Redux wrote...

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


Sure, if you're an interpretive dancer.  But, that class is not in the game.  I don't see the advantage to lunging backward when lunging forward is obviously better, in a fight.  The twin fangs animation looks more like a dance move than something sensible.


I think Twin Fangs would probably look better using the enemy assassin's 'backstab' animation. Where they raise the blades high up in the air and stab in a downward arc. You know, like 'fangs.'

Modifié par Filament, 13 juillet 2011 - 11:15 .


#132
Harid

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I kind of would like bombs to work like poisons and stack with job specific bombs like Stun Bombs for the Rogue class.

I'd say universally, but Warriors don't throw flasks *innately* and Mages have no reason to.

And I'd also like achievements to actually give you an in game effect like you guys did in Mass Effect, that was a brilliant idea and you guys haven't doen it since for some reason.

Modifié par Harid, 14 juillet 2011 - 01:18 .


#133
Davillo

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I think that if yall made a game as extensive and huge and grand as origins but with DA2 game-play/combat it would be the best rpg ever made.

#134
nicethugbert

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Filament wrote...

nicethugbert wrote...

The Ethereal Writer Redux wrote...

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


Sure, if you're an interpretive dancer.  But, that class is not in the game.  I don't see the advantage to lunging backward when lunging forward is obviously better, in a fight.  The twin fangs animation looks more like a dance move than something sensible.


I think Twin Fangs would probably look better using the enemy assassin's 'backstab' animation. Where they raise the blades high up in the air and stab in a downward arc. You know, like 'fangs.'


I agree.  It would also be nice it varied according to he situation:  both from the top, both from the bottom, striaght ahead, one up one down, etc.

#135
nicethugbert

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Davillo wrote...

I think that if yall made a game as extensive and huge and grand as origins but with DA2 game-play/combat it would be the best rpg ever made.


True, I think that is one thing everybody can agree with is that it felt like less game compared to DA:O.

#136
nicethugbert

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Apathy1989 wrote...
....
2. Specialisations should have quests or actions to unlock them. For example blood magic in DAO was nicely placed, as was reaver and both had an impact in the game. Getting Isabela to teach you to be a dualist was always fun. More specialisations would be nice too. DAO had 4 which was a good number. 3 is too few. DAA had 6 which was too many, and I don't think having 3 specialisations feels right. The trees should have been developed more rather than adding another 2 specialisations.
...


I don't think that is neccessary.

#137
ladyofpayne

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You need to change Blood Mage specialisation for hero. I don't feel it's power and Healer+Force more useful than this one. 

Reaver for warrior is all that I need- Reaver powerful spec, I see people have reason to fear my hero. All can I say about BM: "And those magick everyone feared? Ha-ha-ha!"

Blood mage need to summon demons from level hero. Low player Level- demon of rage and hungry. Middle- Sloth and desire. High- demon of Pride.

An instead radius of gruop helps spells please do icom for group because healers no need to be in battle.

Modifié par ladyofpayne, 14 juillet 2011 - 07:54 .


#138
SkittlesKat96

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Its pretty obvious some of this stuff won't be plausible and is too trivial but this is a discussion and it doesn't change the fact that they are still cool ideas.

1. No enemies that come out of thin-air or too many battles with waves. Mix it up a little and only put the waves in situations where it makes sense and adds to moment, for example the end of Dragon Age Origins had a wave moment. (This has already been confirmed but I thought I'd throw my support for it out there anyway.)

2. Slower combat. DA 2's combat speed is too hyper. Also make the sword fights look more like sword fights. The combat in DAO was clunky and annoying sometimes but it looked more realistic and lethal.

3. Add traps (player useable traps) again. Even if you have to simplify it so more people use it. Just as an example, you must sound a horn that will alert dozens of enemy forces, this is a good opportunity to place traps in chokeholds. Not to mention as a gamer I can say that people love those sort of 'defend yourself from an onslaught of enemies' combat scenarios especially when traps and tactics are involved.

4. Add puzzles again. I'm guessing they took the puzzles out of DA 2 because of either time and budget constraints or because people found them frustrating. My suggestion is they just make the puzzles easy and make the harder ones optional (optional as in you only do them so you can get a little bit of extra treasure or bonuses.)

5. Put some minigames in (if you have the time.) An example is the cannon minigame in Tuchanka in Mass Effect 2. It was quick and fun and you get a nice little reward for it afterwards.

6. Gameplay items in shops that do weird things ('Kelstrums Orb'  'Blood magic item that summons a reasonably powerful rage demon from the fade, WARNING: Demon is likely to strike at its owner(s) once foes are dead'

7. Like you said on the front page, a wounded bar for invincible NPCs. OR to add to the challenge make it so that their base health and damage resistance is a lot higher but if they die in a battle you have to go back a save (make sure its balanced enough that the only way that can possibly happen is if you aren't good at the game or your on nightmare mode)

8. Let us see the enemy in some combat situations (some) so we can change our tactics and battle approach.

9. Probably one of the bigger ones of my concerns (but I wasn't sure whether I was meant to put it in this thread) is making the cities and locations feel more alive, more ambient noises and more people and things going on around you. Give more life to the cities and locations etc.

10. What KnightOfPhoenix said on the second page was awesome about the reactive environments and weather and stuff like that.

EDIT: 11. Just make the combat feel more like DAO I suppose. I thought DA 2's combat and gameplay was going to be like DAO with all the clunkiness and bad stuff out...and it kind of was but it also took away the lethal good feel about it. The waves of enemies, the hyper fast combat speed and unrealistic looking fights, if those things go away then I'll really love it.

Modifié par SkittlesKat96, 14 juillet 2011 - 09:13 .


#139
Priisus

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1)  A lot of my points are similar to Apathy1989's... though on point 6:

IF the Spirit Healer mode will not allow us to cast offensive spells, I would prefer the animation when switching sustain to not be so showy off... which is greatly appreciated in higher difficulties where my squishies companions often get almost one-shotted and they didn't have time to mind blast before getting attacked again (I'm looking at you Rage Demons and Anders)...

2) I enjoy both DA;O and DA2 combat. I generally prefer the skill sets in DA;O but I like the web system in DA2. I love the varieties given to us in DA;O+A specializations (although lore wise, it's pretty funny imagining a human Keeper mage or dwarf  Ranger - unless pet is a nug or bronto)...

3) Personally, I do not mind companions getting their own specialized trees but I kinda wish that there is a 2nd specialization that is available for them at a later level to allow more diversities in gameplay if we had to lose so many companions due to the plot. And I actually like the companions getting their unique armor look but maybe give us more texture variations with it and that the upgrades we painstakingly found for them show some visual changes! Although I do miss laughing at dressing up the non-mage companions in mages robes in DA;O ;)

4) Weapon swap! (I need my bow... wait wha... *runs from Arishok*)

5) And no enemies swooping down from the sky again please... only Alistair is entitled to such spectacles [smilie]http://social.bioware.com/images/forum/emoticons/wink.png[/smilie]

And features in Mass Effect I would love in DA:

5) An option to delete save files directly in the game instead of going to my Dashboard/My Documents to find the save files per se.

6) Difficulty level is "sticky" onto each character profiles... I can't tell you how many times my boyfriend got frustrated because the difficulty level is left on Hard/Nightmare (which I played on and often forgot to change everytime I quit the game) while he prefers Casual/Normal.

#140
Priisus

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SkittlesKat96 wrote...

EDIT: 11. Just make the combat feel more like DAO I suppose. I thought DA 2's combat and gameplay was going to be like DAO with all the clunkiness and bad stuff out...and it kind of was but it also took away the lethal good feel about it. The waves of enemies, the hyper fast combat speed and unrealistic looking fights, if those things go away then I'll really love it.


This :)

I find DA2 to be slightly more challenging than DA;O (before patch 1.02/1.03) because of the need to be more responsive but the changes done is a little bit on the over-the-top side, if there is a balance between both then it would have been sweet.

Modifié par Priisus, 14 juillet 2011 - 09:27 .


#141
nicethugbert

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SkittlesKat96 wrote...

2. Slower combat. DA 2's combat speed is too hyper. Also make the sword fights look more like sword fights. The combat in DAO was clunky and annoying sometimes but it looked more realistic and lethal.


I thought it looked more like lazy play fighting.  There is nothing realistic about taking your time when someone is trying to kill you.  If it looks lethal it's because the slow look soon to be dead.

Priisus wrote...

SkittlesKat96 wrote...

EDIT:
11. Just make the combat feel more like DAO I suppose. I thought DA 2's
combat and gameplay was going to be like DAO with all the clunkiness
and bad stuff out...and it kind of was but it also took away the lethal
good feel about it. The waves of enemies, the hyper fast combat speed
and unrealistic looking fights, if those things go away then I'll really
love it.


This :)

I find DA2 to be
slightly more challenging than DA;O (before patch 1.02/1.03) because of
the need to be more responsive but the changes done is a little bit on
the over-the-top side, if there is a balance between both then it would
have been sweet.


If BW slows it down then it's just another game.  There are plenty of slow games around.  But, DA:O is the only fast paced mideval fantasy game.  And, DA2 isn't very much faster than DAO so I don't see how there can be a balance between the two speeds.  The only way I see of resolving this is speed sliders for run, combat movement, combat attack, etc., both overall and for party.  Some games have speed sliders.  I think one of EA's sports games does.


I do miss the finishing move and decapitation animations.

#142
element eater

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nicethugbert wrote...
If BW slows it down then it's just another game.  There are plenty of slow games around.  But, DA:O is the only fast paced mideval fantasy game.


its the fact it is a medeval fantasy game which makes the speed in da2 seem so rediculous it completely destroys the atmosphere of the setting. 

the fact the speed is so high means that the attacks must do less proportional damage making the act of actualy fighting seem somewhat trivialised as charaters are swinging there weapons round at a ridiculous rate to very little effect. It also adds a huge reality gap between non combat segments and player controlled combat. Look at the Qunari ambush on hawke and Aveline for example.The quanari throw a few spears which kill guardsmen instantly, moments later though your engaged in player controlled combat and your battering qunari round the head with an absolutely huge weapon with minimal effect.

as i said earliar i believe the key is to slightly decrease attack rate and up the damage to componsate. You could also include few more animations in the genric attack combo that serve as a combo break to make it look a bit less relentless 

Modifié par element eater, 14 juillet 2011 - 02:02 .


#143
TEWR

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Another thing I'd like to see. Less linear maps.


While Origins maps were linear, they at least gave the illusion of non-linearity. DA2's maps are too linear.

#144
macrocarl

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hoorayforicecream wrote...

A clarification question:

What exactly falls under gameplay? There's going to likely be a lot of crossover with UI improvements, simply because they are so tightly coupled.

Anyway, things I'd like to see:

New stuff:
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.

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.

3. If we are to have a home base that is really home, allow us to customize it and make it ours. Hawke owned an entire estate, but I could not place trophies or arrange things. Make it something I could show off.

4. Armor dye/material matching. I actually wrote a script for this for DA2, where the script takes the material of a character's chestpiece and applies the appropriate material to that characters hat, gloves and boots to help maintain visual cohesion.

5. More mutually exclusive quests. Nothing says 'choices that matter' like being told you can't do something because of something you did. Totally serious about this one.

6. More character building moments, especially integrated into quests.  Not all quests have to be combat-oriented; imagine a scene like the Landsmeet, but Hawke's goal is to convince the nobility to vote a particular way at the party the night before. Hawke and all of her companions are invited to the party, and there's a mini game of persuasion, threats, blackmail, etc. in talking with the nobles. Or Hawke can convince her companions to apply their unique skills to help as well.

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.

Improving/Cleaning up old stuff:

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.

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.

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).

5. More option to act during conversation. I really liked how the different personalities and classes had unique options available to them (throwing a dagger at Feynriel's captor, siding with Ser Varnell, talking one's way out of a fight). They are fun, make more of them.

6. Follower armors should be at least somewhat customizable. I know that you were shooting for iconic looks for them (especially after DAO pretty much had them all as just somewhat unique face meshes), so how about something more like Planescape Torment's system? Instead of finding upgrades, you find different companion-specific armors. I think the main issue with the follower armor was that there was only two outfits for both. If you could bump that to three or four, with different visual looks for each, it would go a long way to help quell the 'no customization' complaints.

More as I think of it, naturally.


I agree with all the above, particularly 5 & 6 under 'new stuff''. Those were what I was going to suggest but then reading the rest of this list, I thought they were pretty good suggestions as well. I'd also like to maybe expand on #6 under 'Improving/Cleaning up old stuff'. While I'm all for iconic looks (I think DA2 did a wonderful job), since the tactical camera was removed I never had a problem where I had no idea who I was looking at in a battle. I was either facing the companions or not. They stuck out from the bad guys which was a plus of course but I really enjoy seeing them up close in conversations and admiring armor desgn etc. while those scenes unfold.
One additional thing I would like to add under 'improvements' is figuring out how to make weapons and staves actually fit on a model's back. The hovering thing for rogues and mages is really jarring. Also, during DA2 there are some scenes where NPC's recognize each other even though they're wearing generic masks. That feels rushed and breaks emersion. Another DA:O/ DA2?ME-vers beef I've always had is people sitting down with all their gear on their back. While DA2 did a much much better job of removing weapons from characters during conversation scenes, I'm hoping moving forward they continue to do so 100% of the time.
Thanks for listening!

#145
TEWR

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More mutually exclusive quests. Nothing says 'choices that matter' like being told you can't do something because of something you did. Totally serious about this one.


I'd like for the mutually exclusive quests to make some sort of sense though. How does Nathaniel Howe being alive mean you can't do Fool's Gold, when they aren't related to one another aside from taking place in the Deep Roads?

#146
hoorayforicecream

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The Ethereal Writer Redux wrote...

More mutually exclusive quests. Nothing says 'choices that matter' like being told you can't do something because of something you did. Totally serious about this one.


I'd like for the mutually exclusive quests to make some sort of sense though. How does Nathaniel Howe being alive mean you can't do Fool's Gold, when they aren't related to one another aside from taking place in the Deep Roads?


I felt that way about some of the quests in the Witcher 2, actually. They usually handwave it there by saying "You only have time to do one of them", but then they don't actually put you on a timer or anything and Geralt can stand around picking his nose for an hour if he wants before actually doing them. It's jarring, I agree.

Mutual exclusivity is what makes choice "matter". But yeah, there has to be some sort of reasonable reason for the mutual exclusivity, or it just feels silly.

#147
ladyofpayne

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Also slower combat anr less enemies. And forbid tha to fell on PC!
Do game more hardcore like The Withcher 2. 

Modifié par ladyofpayne, 15 juillet 2011 - 04:07 .


#148
nicethugbert

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element eater wrote...

nicethugbert wrote...
If BW slows it down then it's just another game.  There are plenty of slow games around.  But, DA:O is the only fast paced mideval fantasy game.


its the fact it is a medeval fantasy game which makes the speed in da2 seem so rediculous it completely destroys the atmosphere of the setting. 

the fact the speed is so high means that the attacks must do less proportional damage making the act of actualy fighting seem somewhat trivialised as charaters are swinging there weapons round at a ridiculous rate to very little effect. It also adds a huge reality gap between non combat segments and player controlled combat. Look at the Qunari ambush on hawke and Aveline for example.The quanari throw a few spears which kill guardsmen instantly, moments later though your engaged in player controlled combat and your battering qunari round the head with an absolutely huge weapon with minimal effect.

as i said earliar i believe the key is to slightly decrease attack rate and up the damage to componsate. You could also include few more animations in the genric attack combo that serve as a combo break to make it look a bit less relentless 





Did you just say realistic in comparing one fantasy combat system vs. another fantasy combat system?  Lol.

But, in any case, there is nothing reallistic about slow combat.  You don't have to leave the comfort of your PC or TV to see that.

Midieval Fantasy does not equal slow combat.  You prefer it does, but, I have just as much a right as you to prefer it does not.  People are allowed to be creative and to break stereotypes and break conventions and so on.  The next DA game does not have to be a retread of some old clunky game.

I don't really care what you want.  I just want a bunch of sliders to adjust the game to my liking.  You do whatever you want as long as it doens't get in my way.  Peace.

Modifié par nicethugbert, 15 juillet 2011 - 02:22 .


#149
nicethugbert

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ladyofpayne wrote...

Also slower combat anr less enemies. And forbid tha to fell on PC!
Do game more hardcore like The Withcher 2. 


One thing I don't like about The Witcher 2 is that it is a dumpster dive.  Almost every house can be walked into and if someone is in there, it does not matter.  You can rob them blind, just swipe everything not nailed down.  It's not very grand to be a petty thief and it makes the world seem as dead as if all the doors were just impenetrable walls.

Also, the combat in The Witcher is a totally different system.  It's not bad, but are you telling BW to make the next DA game have a totally different combat system, one like TW2?

#150
jbblue05

jbblue05
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 The Champion's armor is the best looking armor in DA2 I would like to see it level up with you.  I have access to the warrior pack item and I intentionally gimp myself by weaing the Champion's armor because it looks awesome

I wouldn't mind if Bioware brought back the Sentinel Armror its ny favorite armor in DAO

2-handed warriors are my fave class in DA2 but it does not compare to duel-wield warrior, please bring it back.

Make the Deulist, Specialization stronger give it Flicker.
 Bring back Keeper their are no nature spells for the PC and they can mix with Shapeshifter,
Battlemage they should mix it with Arcane Warrior,
Ranger/Scout a specialization purely for archers
 Bard can be a party buffer, 
Allow Blood mages to summon demons
Give Templars a boost combine it with Spirit warriors

Different enviornment like a snowing, heavy rain, wildifres, etc.