Aller au contenu

Photo

Dragon Age moving forward: gameplay feature discussion


318 réponses à ce sujet

#176
Apathy1989

Apathy1989
  • Members
  • 1 966 messages

frustratemyself wrote...

Removing the 95% cap on elemental resistance would be nice, for spirit in particular. It's taking the fun out of using Walking Bomb when I have to keep reloading cause Anders goes bomber brat on my party.
It's not as much of a pain with mage Hawke but it's becoming a nuisance for my rogue.


DAO didn't allow elemental immunity, so I don't see what DA2 should. Maybe elemental forcefields for temporary shielding against a specific element, but walking around completely resistent to an element is just dull in practice.

#177
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages

frustratemyself wrote...

Removing the 95% cap on elemental resistance would be nice, for spirit in particular. It's taking the fun out of using Walking Bomb when I have to keep reloading cause Anders goes bomber brat on my party.
It's not as much of a pain with mage Hawke but it's becoming a nuisance for my rogue.

Group behaviors are set to aggressive:

4: enemy: range: short: jump to tactic 6
5: enemy: paralyzed: Walking Bomb
6: enemy: range short: stonefist

#178
FieryDove

FieryDove
  • Members
  • 2 635 messages

ishmaeltheforsaken wrote...

Make friendly fire available at all difficulties (Mr. Thomas has mentioned that it checks for Nightmare's ID so the FF settings in difficulty.gda don't have any effect except on Nightmare... that's a terrible method, very mod unfriendly).

Re-introduce the weapon swap button. The functionality is still there, and there's a PC mod that implements it via an activated ability, but a real UI element would be nice, and then console kiddies could have it too.


A million times these suggestions!

Also consider making FF more customized please. (Meaning I can turn off just melee FF if I like). It ruined NM for me. Patch helps but its still not there yet. Death by Fenris x1000,  death by Varric x1. See? Image IPB

Also maybe another toggle for combat auras. I didn't mind any of them when in battle except rock armor. Or maybe have RA fade after its shown for a few seconds. I don't have to see it the entire fight...yes? No?

Again allow us to spec companions as we need. Varric being the exception (of course) but otherwise if a character is a warrior let them spec whatever we need, more tankish SnB or DPS 2H...etc.

Bring back more variety to classes. Its getting extremely limited and feels almost claustrophobic. DW and archery for warriors back please. No more weapon restrictions (within reason) please. More specializations are welcome too. Old ones were really cool/had potential/could have been balanced.

Mages - AW, battlemage, shapeshifter etc.
Rogues - Bard, Ranger. (We need gorilla summon).Image IPB

I probably could write a book. More later. Thank you for a place to post fan requests/pleas/beggings/bribes. Will send cookies next week.

#179
frustratemyself

frustratemyself
  • Members
  • 1 956 messages
@ SuicidalBaby I'll try that. I think I've got the tactics set to use WB on disoriented targets which is probably a mistake since I don't have good control of my rudder ;p

#180
devSin

devSin
  • Members
  • 8 929 messages

SuicidialBaby wrote...

Group behaviors are set to aggressive:

4: enemy: range: short: jump to tactic 6
5: enemy: paralyzed: Walking Bomb
6: enemy: range short: stonefist

They should add constraints to the tactics interface (exposing only a subset of available conditions), operating on [target] (as set by the primary condition) or on [self] (because sometimes you only want something to happen if something is true for the person using the tactic). No specified constraints behaves just as current, but specifying one allows you to refine the condition so that you stop action from occurring unless or until that condition is also true.

5: enemy: paralyzed: Walking Bomb [IF NOT [target]] range: short (== [IF] range: >= medium)
6: enemy: range: short: Stonefist [IF [self]] armor: low

Modifié par devSin, 19 juillet 2011 - 11:10 .


#181
ladyofpayne

ladyofpayne
  • Members
  • 3 107 messages
You need to give PC a fixed name. When everyone call PC Hawke it really annoying. When you give a name it will be much better.
Don't  do an enemies falll from nowhere- it kill every tactics on the root.

Modifié par ladyofpayne, 20 juillet 2011 - 04:10 .


#182
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages

frustratemyself wrote...

@ SuicidalBaby I'll try that. I think I've got the tactics set to use WB on disoriented targets which is probably a mistake since I don't have good control of my rudder ;p


it will only work if everyone is on aggressive as they will not move at all but purely attack.  Paralyzed simply forces the situation to occur when you create the situation.  Have the rogue fire Fatiguing Fog on paralyzed targets as well,

the usual set includes:
enemy: range short: Stone Fist
enemy: range short: jump to tactic: x
enemy: paralyzed: WB
x: enemy: paralyzed: uccfnt
enemy: target of Anders: Spirit Strike
enemy: disoriented: spirit strike  - "will fire on general disoriented targets as well as time in during paralyzed targets on the appropriet subject after fog has been applied."

and additionally from Varric:
enemy: paralyzed: Fatiguing Fog
enemy: paralyzed: uccfnt
enemy: target of Anders: Rhyming Triplet
enemy: range short: Kick Back

Modifié par SuicidialBaby, 21 juillet 2011 - 12:57 .


#183
LeonBrass

LeonBrass
  • Members
  • 184 messages
1. !Number One!! - Much better enemy AI is needed, IMO the most important improvement that could be made in any future game... I hate the "rugby scrums" being the essential enemy tactic... a lot more variety is needed.  Rugby scrums should occur, just not so darn often.(I'm looking at you Origins<_<)

2. Increase the difficulty of the wave attacks- wait, hear me out... please -
The sequence might be... small group of mooks, then mooks plus a commander (see number 1) then,  two mook squads plus 2 commanders and a boss.  Another way to say this is scale the waves so that difficulty increases based on enemy composition, position, and tactics;  rather than just bigger groups with more HP falling from the sky. Very dependent on my point number one..(DAII <_<)

3. Add environmental uses for both the player and the enemy... use stairs, choke points, high ground , destructible environments and so on. Also very dependent on point  number one.

4. Add variety to the type of attacks.. sometimes facing a small group of very tough, very smart baddies as well as the occasional one on one fight, is more fun than dealing with huge groups of cannon, I mean  - fire ball - fodder.   Also dependent on point one.

Doing only this would improve combat a bunch IMO...
Not sure how easy it would be to do however.

Or I could just say -- Improve enemy AI and tactics.:innocent:
I detect a trend in my thinking.

#184
SuicidalBaby

SuicidalBaby
  • Members
  • 2 244 messages
Open world. (see Assassin's Creed 1, 2, Brotherhood, Infamous & 2, ect...)

#185
FaeQueenCory

FaeQueenCory
  • Members
  • 499 messages
I started reading everything.... but then got lazy.... then I thought that having multiple people asking for the same thing might make it more likely to happen.


I want specializations to be unlocked via PLOT, as it was in Origins.... I REALLY hated the way in DA2 Hawke just magically became a deulist.... instead of unlocking the spec from the person who practically invented it.... who s/he may even have been rutting..... That's just one example too! Merril could unlock Blood Magic.... with no need for approval too! Hell's, asking her for it could even gain FP for doing so! Fenris could unlock Reaver. Anderstice can teach you Spirit Healer. ... And that's about it for companions.... You could even have Orsino and Meredith unlock the respective Force Mage and Templar specs!! I enjoyed and appreciated the need to unlock specs for the first time.... because it integrated the mechanic into the plot and the RP. Unlike in DA2, where you can become a Blood Mage.... spontaneously.... without demonic intervention....

I would also like to note: I actually prefer the way the companion specs are handled in DA2. It makes them (the companions and abilities) more unique to the character.... And I would not like the ability to give them a second and third spec.... However. When you combine other specs to make the companions'..... why the hells do you nerf their versions of the spells and talents Hawke gets!? Namely Anders' Spirit Healer abilities... they are strictly worse than Hawke's because they can't be made better like Hawke's can. I say, if you're gonna make their talent trees have identical abilities, but you're not gonna have them be upgradeable (which btw, I love.... I just don't like how some of the spell upgrades are..... stupid. Namely the walking bomb spell and upgrades... it takes 2 levels just to make the spell do something! In fact, when the talents-get-upgraded thing was announced, I immediately
thought of walking bomb and said that the first point will be walking bomb and then the second will make it virulent... the way it is now....  just seems like some sort of nerf to the overpowered mage class.... but when your plot says mages are gods in squishy bodies....)
at least make the talent be the same as the one from Hawke's trees when fully upgraded.

And speaking of the upgrading talents.... I kinda went on a tangent... but I meant every word! There were a LOT of upgrades..... but not very many straight up talents..... I'm not saying I'd like more, but I would like to every so often (say, every 3rd or 4th level) get 2 skill points to spend instead of the normal one. I think in doing so it can allow for more fully upgraded (aka "actually useful") talents throughout the game. (kinda as if your capabilities scaled with your numerical level, which is what I believe this whole talent upgrade thing was meant to create.)

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.

Actually.... you CAN do it the opposite way. (having both you and the random encounters having the same ammount of hp and the same damage level) My favorite RPG series does it in every main game and nearly every splinter series: Shin Megami Tensei. All enemies (except the bosses, obviously) have no more than the maximum health that you and your demons can have (999).
Furthermore, they also use the SAME abilities that you use... meaning when they have a cast-from-hp ability, their hp drops! (which would have been nice to have done.... with all the Maker forsaken BLOOD MAGES running around)

Which brings me to my next point/gripe/demand-for-improvement:
No. More. Wire. Hangers. Mages. Having. Spells. I. Can't. Do.
But not completely. For you see, again to the SMT, in SMT there is only a couple of abilities that the protagonists can't use... and only one ability that they can NEVER use. (any demons that can be recruited/fused can use their unique ability they used when you fought them as a boss and the one ability that you'll never have access to it the one that gives the single=person-boss more turns so the boss can deal with your 4 man party...)

While I understand the need to make some enemies have unique abilities (like Revenants and their pulling) I do not approve of all mages casting spells that are lightyears ahead of the best, fully-upgraded spells that Hawke and co. have access to. (Especially when an Arcane Horror cast the Origins' version of Death Cloud on my party!! I USED to be able to do that.... now I can't.)
So I would like to see less enemy-only abilities and make it more even with the level of skills the enemies have access to and I have access to... or to put it simply: Except for bosses and a few enemies here and there (like Revenants and their pulling or spiders and their webs... see the racist pattern here?) make all enemies use the same talents and spells that the PC party uses. And I mean THE SAME... not the same but tweaked so that you can show how deadly mages are....

When you nerfed the gods-but-squishy mage class for justified balance reasons... you completely broke the plot's fear of the lethality of mages.... when I'm a mage and can barely hold my own against a single Qunari*... how am I
supposed to believe that mages are a threat and that a single INEXPERIENCED one can wipe out a whole village????? The disconnect of how powerful mages are said to be, how powerful the enemy mages are, and how powerful Magehawke, Anderstice, and Merrill are.... just kinda ruins any sort of justifiable fear of mages.

I honestly felt that enemies in Origins used the same talents (except for a few justifiable unique ones) that I had access to.... which was immersive. In DA2 I really noticed all the MANY different things all the enemies would do..
that I couldn't.... and it would break immersion for me because it really codified how seperate my party was from the world we were interacting with. In other words, it really drove home for me that this was a game and not a world.

And please.... for the love of The Maker, please! make enemy blood mages cast from health again**!!




*Unless I have a VERY SPECIFIC selection of spells..... which basically means I had to be psychic.
**I can't quite recall.... for I never paid so close attention to the blood mages in Origins.... but they had the blood magic aura, so I assume they cast from health.... the thing that MAKES A BLOOD MAGE A BLOOD MAGE.

EDIT: when I posted.... it did this strange formatting thing.... so I attempted to make it normal.

EDIT2: While doing my daily looking at what new mods there are and what of the one's I'm using have been updated.... I realized something else mechanically that I absolutely despised about DA2...
The "Improves With Level-up" problem...
What I mean is that in order for most weapons and armor to be viable for any period of time thats longer than a few minutes... the item practically requires this ability.

Now, I hate this for two reasons.
The first is purely opinion and how I play as opposed to something that is mechanically.... unbalanced. I like using the items and equipment that would be sentimental to the character's I'm ROLE PLAYING as. For instance, my city-elf warden from Origins ALWAYS wore her mother's boots because that was a part of her, and when she got Fang... she opted to use that instead of a strictly better dagger or sword because it was from her mom....
And in Origins I never had a problem dealing out damage or taking too much damage.... because my AC was static.

Which brings us to the other reason. The mechanics of making AC scale down when you level up. All that this does is create an artificial dificulty in the game..... much the same as the horrid overuse of waves.
And it creates a really, in my opinion, stupid and ludicrous senario of: one minute, this super-mega-kill-every-thing-BAMF-armor is apropriate for all the millions of enemies you'll fight... but all of a sudden you've gained two levels and enemies are dealing twice as much damage to you... The same stupidity holds for weapons too. One minute they are dealing decent damage, the next they barely move an enemy's health bar.

While having enemies scale with you, like they did in Origins, is perfectly fine and great; also having all your equipment SCALE YOU DOWN unless it scales up with you.... is just punishing the player and creating a "more difficult" game artificially instead of the way difficulty should be made.... organically.
In other words, stupid.
I think even the developers realized this during beta.... because, while none of the armor, every single weapon from the item packs has this ability.
Having the player hold on to and use a sentimental, early game item should have the organic effect of being weaker (and therefore taking more damage from the enemies who are now dealing more damage, or not dealing as much damage to the enemies who now have better AC) and should not have the double negative that DA2 gives such "out-dated" equipment. And since it would be absolutely idiodic to not have the enemies scale with the player.... stop also punishing the player for not habing THE BEST AND NEWEST equipment in the game.

Sometimes we like the boots our DEAD MOTHERS leave us... That is... if that caracter that we are RPing cares.

Modifié par FaeQueenCory, 23 juillet 2011 - 02:11 .


#186
stobie

stobie
  • Members
  • 328 messages
I've just gone through 2 new run-throughs, after a break since launch, & what I'd really like to see is:  more individual mobs.  I'd remove the 'critter factor' entirely, & make fights that require you to deal with the subject at hand.  By Act 3, I'm just so sick of the waves of mass, critter-filled mobs.  I really love playing a rogue-type character, in any game, but in this, there's just so much aoe.  I found my mage more useful, in that she can gather up groups & squash them.

There were some interesting cosmetic improvements in DA2.  Mages just stood & poked at things with their staff in Origins - it was a bit dull.  But in this, there seem to be a lot of superfluous moves.  The rogue's Captain Kirk roll would be fine for Rush, but just rolling around seems weird & unnecessary.  (and often annoying - she sometimes rolls, stops & seems to forget what I told her to do)  I'd like a jump, kick, roll, or charge to reflect an actual spell, not be cosmetic, as it is now.    If a class has a flashy move, it's great to have a visual for that. I could do without the random cosmetic-type effects though.  (if I do a Kirk roll, I want there to be a good reason for it)

Personally, I'd like simplified companion abilities.  Isabela, for instance, has the same rogue tree as my rogue, but unless you're on her, you can't really maximize what she's using.  I guess others like micro-managing everyone, but for me, the team is companionship, and such things as healing, tanking, & setting up combos. (or trap detection, if i'm not the rogue)  I'd expand such things as Anders's tree, & make tactics more direct & to the point.  A lot of the time, I found the tactics I set didn't work. He'd heal before removing vengeance - that kind of thing, even though I had him set to remove it first.  (The warrior is so simple anyway that it wasn't a problem, but the mages & rogues often gave me grief this way)    I would rather have my own character with intricate spells, & the others as back up - a back up that works.  (Critters really get in the way here, too - if I set someone to use, say, a frostbolt at anything over 50% health, they might target a critter.  Set it to normal or higher, & they blast someone at 1% health. I had NO luck with the 'jump to' tactics, which might have helped there, but would be a pain to set up, nonetheless)

I'd like more bosses that I can deal with over time - I guess I liked the Arishok fight best, except for the 'It was only a flesh wound!!' Arishok-stab.   The high dragon was mainly just annoying, and came down to a boss with the same old mass-mob again.  More single bosses, less mobs.  The wave of mobs was an interesting idea, but it's WAY overused.  It doesn't matter where you are - the coast (which was beautiful, btw) - undercity, streets - whatever... it's always the same.

Sustainables - I really hate these. There are too many, they take too much mana/stamina & promote auto attack over choice. I'd rather they were a stance which you choose, befitting your role, not a choice of 'either this or spell use.' (I'm fine with say, spirit healers not being able to damage, however, or blood mages not healing.)   I just use a savegame editor to minimize them, because I loathe that kind of management.  I'd like simple stances and spells I can USE.  I absolutely hate the warcraft-type model of heavy auto-attack.  I want to choose what I'm doing & why, & have a mob that lives long enough for me to use some strategy.   (to be clear, I'd like simpler tactic-based attacks from companions, and more elaborate, intricate choices for the main player character)

It seemed to me that we're getting away from the classic tank/heal/dps group model, & the non-tank classes had a tank-ish ability, such as with duelist.  I rather like that. Perhaps spirit healer could be a bit more tankish, too?  In essence, depending on the class you choose, you could then choose your role. (so far, archery just hasn't worked, & I haven't seen it work in many games.  I think lotro is the only one where it really seems well done. Sebastian's tree was good, but I couldn't tolerate him long enough to try it.)  Rather than viewing the DA team as an MMO group model, it might be better to view it as a a single player character, with a support team around them, because I haven't seen tactics work well, & unless you love the constant pause system, it's just not all that fun. (pause-play also interrupts dialogue & visuals - I could be happy to move beyond that)

Way too much aoe-fighting - I wish games would all get away from this.  Every so often, it's fun to round up a large group & squash them, but it gets old very fast & requires very littte positioning or thought. DA2 almost entirely eliminated positioning as a strategy, & I miss that a lot  (I also miss pick pocketing & STEALTH that means something)  I've gone through once on a warrior, & a few times on both mages & rogues - the warrior, I find dull, though the best for companions.  The mage is useful for DA2, & probably the best designed class for the game as it is now, but I deeply prefer a rogue-style, & the current game style undercuts everything great about rogues.  

Not really gameplay, but certainly related to game enjoyment:  I want more & deeper conversations with companions, perhaps based on rivalry/friendship levels.  I very much prefer the companions in DA2 (ok, not Sebastian - but all the others!)   - but I felt I knew the Origins people better. It also distances me from Hawke herself - she let 3 years pass & didn't talk to Fenris *once* about their relationship?  (They might at least have had an 'I don't to talk about it' option, with an, 'ok I'll wait,' or 'forget it' choice.)  I like them having their own setting, but not enough happens there. I would have liked to see Varrick's room change over time. I think only Merrill's house changes at all.  (also wondered - how cheap WAS Hawke? Did they get nothing from the deep roads expedition?)

More choice: Poor Hawke doesn't get to determine much in this story, & that makes me go back to Origins more than DA2. Hawke's choices seem to be personality, basically - and either do something nice or something horrific (betray/kill a friend, that sort of thing), whereas the Warden got to choose a Dwarven king for various, plausible reasons. (he'll be good for the poor, strong, kind, etc)  There's not enough of that in DA2.  I'm fine with there being an evil-pc-mode, but there's not much in between here.

Evolving settings:  As an example, Fenris's house still has dead bodies & trash after 6 years. If nothing else, they should have disintegrated by now.  It's out of character for him to have a house & not upgrade it.  Given that this type house is used all over the place, it seems like he could upgrade at least to the Comte style.  A few elf, character-specific trinkets would be nice, too. (Merrill has her halla - that kind of thing) Hawke mentions that Fenris hates a Tevinter statue, but he has one in his own house.  Things like that should go.

Everyone mentions the reused maps - while some of that was fine, it's way too much. I guess we all know that.  

The biggest thing I want, however, in future Dragon Age games is Origins-style choices in race.  I love the voice acting - beautifully done, and I thought I'd hate that.  But I miss having a unique character.  The Warden could be very different - so different at the beginning that falling back to the same ole warden by the end didn't matter - he or she was already established in my mind. But Hawke is always Hawke, & with each run through, the same things happen no matter what I do.  (I've tried going through templar-friendly, but I felt unclean & offed the character!)    If you do elf pcs, bioware, please give them Welsh/Irish accents!!! Dalish elf accents are my single favorite improvement in DA2)

Modifié par stobie, 21 juillet 2011 - 10:00 .


#187
Sepewrath

Sepewrath
  • Members
  • 1 141 messages
Well I would say what was in DA2 was the right direction, I particularly didn't mind the waves, it forced you think on your feet more as opposed to the comfort of Origins. In Origins, the game practically played itself because enemies always came from the same direction, always followed the same pattern, my range characters were safe because they had to go through the tank, the game was auto pilot as one set of tactics covered nearly everything. The waves break that up, as enemies, come from different directions, get to the ranged characters, I liked that, I guess you could change how they appear though.


Something I would like to see expanded on his the friend rival system, I think an extra tree when you reach friendship or rivalry would be great. Sort of like a friendship with Merrill allows her to gain a healing tree, while a rivalry gives her more blood magic spells. It doesn't have to be a lot, like 4 talents, even without upgrades would be fine.

I also wouldn't mind Arcane Warrior back, but I don't want them back like they were in Origins. A mage with a sword without any sword talents is not much fun, AW was only fun because you were invincible and that was more funny than fun. I would love to see them build on the staff combat started in DA2, particularly since there are bladed staffs, have talents for the staff in the same way there are talents for the sword or bow.

Oh and I want to add that I would like to see the approval from missions apply to th eparty, whether they were there or not. It always struck me as odd that in these two games, your party act as if they don't know what you did, except in the case of plot moments i.e. How you dealt with the Redcliffe situation whether Alistair was there or not. Its weird, they know what happened then, but all those other times they don't know. If I go and free 50 mages from the Circle and even though I didn't take Fenris, its hard to believe that he wouldn't know and of course get upset.

Modifié par Sepewrath, 22 juillet 2011 - 03:19 .


#188
Ashanasu

Ashanasu
  • Members
  • 11 messages
I think Luke has gotten more than he bargained for, he may have stopped reading already

#189
SergeySW

SergeySW
  • Members
  • 157 messages
Greetings, respected game developers at Bioware! We, the Bioware Russian Community, want to thanks you for all the hard work you do, creating amazing games. We are most sure, that Dragon Age series will receive a continuation, and that it will be just as great as both previous games. Here are some suggestions we would like to see in Dragon Age 3:



Combat and tactics

1) Return finishing moves, add some for the mages. Animation should depend on weapon type (warhammer-skull crushing, axe-decapitating head, etc)

2) Return combo-spells and leave combo-attacks. Make more diverse system of inter-party combo's. Add special animation for those. Combo's of combo's would also be great.

3) Improve enemy tactics, cooperation and intelligence. Make enemy mages heal and buff their allies. Tactical specifics in boss fights would be awesome. Using surroundings to kill certain boss always looks great, as in dropping ceiling onto enemy, luring especially tough boss in a trap, etc. Also, tactical spots system should be introduced. It would significantly improve tactics. Warrior, standing on top of staircase, should receive bonuses to attack and a kickback chance versus enemies, that are trying to ascend.

4) Make combat less arcade-like. Too much jumping around and showing off is excessive. Speed should be average between DA2 and Origins. Combat should be more like real sword's fighting, combatants should parry strikes, rather then tolerate those, this should also be shown via animation.

5) Return possibility of isometric view.

6) Remove mob respawn or make it more realistic (definitely not waves). People jumping down from roofs or appearing from side passages look realistic enough, but creatures, materialising from nowhere in open spaces are just ruining immersion.

7) Animation fight should be more realistic.Necessary remove or rework abilities, that ruin immersion. Sure: "warrior's swings are so fast, that air waves from his blows extend the blade" SOUNDS COOL, but honestly, it is nonsense, ruining game atmosphere. Same goes to armor and weapons, more precisely-it's looks.



Specializations and classes

1) Addition of more specializations, not seen in DAO and DA2 would be great. Receiving specialization should also be a result of certain questaction, for instance becoming a spirit healer must be a result of cooperating with a benevolent spirit. Companion's reactions to receiving a specialization should also be expanded, sometimes completely changing their attitude towars the player. Adding certain dialogue choices for different specializations in some situation is also a must have. For instance, if player is a spirit healer, then he should also be able to help different people only Wynn and Anders were able to in DAO and DA2. Or, if player is maleficar, it should be possible to affect other people decisions in dialogue.

2) Blood mages should be reworked and made very powerful in combat, but with significant penalties in anything else-attitude of others, danger of being possessed, etc. Give blood mages possibility to summon demons with some chance of them breaking out of control, meaning that as long, as maleficar controls them, they assist party, once they broke loose, they go on rampage and attack everyone. Chance of demons breaking loose should depend on demon's strength (rage being easiest to control), maleficar's willpower, and occasion. Summoned demons should also be able to use several skills, for example demon of rage should use fire burst. Rework blood control ability, since codex of DAO says, that it is the most fearsome blood spell. As an option, blood mage should be a separate class (not just mage).

3) Return arcane warriors, rework necromancy (not blood magic summoning, but necromancy from spirit magic tree)

4) Give unique subclasses not only for henchmen, but for main hero too.



Game mechanics and roleplay system

1) Add physics and interactivity for certain elements of surroundings. It would be incredible to see mage use a fireball to blow up cart, that enemies used for cover.

2) Change appearance of characters in accordance with damage taken. Align health bar status and appearance of characters, balance player party and enemy mobs health. Make loot fit NPC equipment.

3) Give options to change henchmen equipment, but allow to display either equipped gear (like in DAO), or default looks (like in DA 2), clothes should also have more than one set of "default" outfit for each character (characters, wearing same clothes for over 6 years are not exactly realistic)

4) Improve character creation.

5) Armor should give penalties, depending on strength. Say, heavy armor gives penalties to agility and fatigue, and the stronger character is, the lesser these penalties are. This means, that a strong warrior will receive little to no drawbacks from heavy armor, unlike rogues and mages. Idealy, restrictions should be completely replaced by such system. 

6) Return inventory, reduce amount of trash-loot, return stories for some items.

7) Fatigue for warriors should depend on constitution, unlike mana for mages, that should still depend on willpower. As an option, fatigue should be replaced by rage, at least for Berserker warriors.

8) Introduce a craft system. Give players a possibility to produce runes, weapons, armor, etc using ingridients and instruments. Allow to apply runes not just to weapon, but to armor too.

9) Make different types of melee damage (crushing, cutting, etc) and make different enemies resistantvulnerable for certain types of damage. That should bring in more diversity in gameplay.

10) Allow warriors to wield two swords at a time, but restrict rogues to a sword and a dagger, making warriors with two weapons slower, than rogues. Ideally, weapon should not be restricted to a specific class. As a suggestion-move all weapon skills to separate category, accessible by both warriors and rogues.

11) Make fireball explode on collision with an obstacle and prevent arrows from flying around the corners.

12) Introduce a system of creatingmodifying spells. It should fit game world nicely and make gameplay much more diverse. Such system would allow more different spells to be used, without increasing overall amount of skill points. Our community believes, that idealy player should choose not spells, but rather some basic "types" of spells (like fire damage) and then allow to upgrade it, choose shape of spell (like arrow, cone, rain, etc) and otherwise make this spell unique. Whether player will use fire or frost spells is then left only for player to decide. Such system will also require player to have skills and some tactical knowledge in order to maximize effectiveness of shape, type and special attributes combinations. Making a similar system for warriors and rogues will be a major achievement for entire game industry.

13) Change the way armor and criticals work. In DAO this system was close to perfect, but still... Armor value of specific body part equipment should be directly substracted from damage received, making it a model of being hit in different areas. Animation for such hits would also be great. Critical strikes should ignore armor value for respective body part. Such system also should implement damage multipliers for different body parts, meaning that if strike is succesful, game determines which body part it was landed on, respective armor value is substracted from weapon damage and then damage multiplier for this body part is applied. Say, x1 for hand and x10 for head. Such system will make every piece of armor important and prevent players from protecting their entire body by simply using some high-tier boots. Such system is also logical and easy to understand.



Soc composes, party members, and dialogues

1) Improve dialog ring. Add more options, not just goodfunnybad

2) Give player an opportunity to change the appearance of his house. An opportunity to start his own business in the game, which will produce a profit. An opportunity to join the guilds. Hero must have a reputation, and NPC’s reactions must depend on it.

3) An opportunity to have a child. An opportunity to register a legacy for the child, that would be the way to transport saves to the next game.

4) Missions must be more diverse. Less missions tied to battle, and less missions like kill himbring that.

5) Bring back free dialogs with party members. At least in cities and taverns.

6) More interactions between party members, they must fight for the love of a hero.

7) Create a demon of desire as a party member. And he must change his sex depending on what sex and race is a hero.



Entourage

1) Greater variety of locations. More cities, not just one city.

2) Interactive environment. NPC’s must have their own daily mode. And react on the events around them(such as fight).


Thanks, Luke :)

Modifié par SergeySW, 22 juillet 2011 - 07:19 .


#190
Pygmalin

Pygmalin
  • Members
  • 115 messages

SergeySW wrote...



1) Improve dialog ring. Add more options, not just goodfunnybad

2) Give player an opportunity to change the appearance of his house. An opportunity to start his own business in the game, which will produce a profit. An opportunity to join the guilds. Hero must have a reputation, and NPC’s reactions must depend on it.

3) An opportunity to have a child. An opportunity to register a legacy for the child, that would be the way to transport saves to the next game.

4) Missions must be more diverse. Less missions tied to battle, and less missions like kill himbring that.

5) Bring back free dialogs with party members. At least in cities and taverns.

6) More interactions between party members, they must fight for the love of a hero.

7) Create a demon of desire as a party member. And he must change his sex depending on what sex and race is a hero.



Entourage

1) Greater variety of locations. More cities, not just one city.

2) Interactive environment. NPC’s must have their own daily mode. And react on the events around them(such as fight).


Thanks, Luke :)


I agree with the bold, I have to disagree on the opening business and decorating home, Its Not an MMO. I would rather they concentrate their efforts on improving diversity on environment and relationhips. They took out the Romance model in Origins and "fixed" it when it wasn't broken. 

There is no coesiveness to the relationships, maybe because of the three years gaps where apperently you didn't talk to one another. This is a big gripe for me. The same dialog over and over. Ok I get it Anders you think Mages should be free, I get it Fenris your life as a slave was horrible. This is OVER AND OVER. every time you talk to these two its the same conversation done different ways, like an attorney trying to ask you the same question over and over to get a different result.  I honestly can't have Anders in my party after Act 1. I just can't. And Act 3 FORGET ABOUT IT. 

Bring back the Adult scenes in the Relationships, but keep the added kisses :) if parents are having issue with this then tell your kids not to play it. (And yes I am a mother of a teen and a tot).

 Cut out the fetch quests by Half and add some variations to the actual quests. All of the "Junk" is just a waste of space. Also if you are given something (like the Tomb of Sulmbering something something) And its apperantly important then have another area that goes in, not junk. 

I love the talking Main, I love the dialog changes. But I feel its missing an actual connection to the Character. I also miss the Race change and different openings, This set Origins apart from alot of RPG's of its time, and I loved it. Honestly if you Added the talking Main and Graphics of DA2 to Origins, I would re-buy the game in a heartbeat! Even with Origins Flaws, they were minor very minor compared to 2. 

PS. I love the Rival Friend system. I love the difference scenes based on class and dialog choices. <3

#191
Pzykozis

Pzykozis
  • Members
  • 876 messages
For me I'd have to suggest looking at how important auto-attack is in terms of rogue and some warrior combat, mid to late game especially is watching auto attack kill things for you whilst waiting for your active abilities to cooldown.

In terms of a fix I'd suggest perhaps including more low cooldown, low resource based actives whilst lowering auto-attacks damage output, actively taking part in the combat is much more fun and engaging than watching the computer do it for you. Also places more emphasis on setting tactics up for party members or micromanaging them if that's your thing.

I didn't mind the waves so much as it promoted adaptability and on the spot thinking, but having them make sense wouldn't be amiss from what I've heard about Legacy the waves will be dialled back / removed completely. So perhaps not a useful point to make but having them come from behind doors or having runners during combat that will flee to get more enemies would perhaps be something to look at.

Improved AI, pretty much covered by people already, but commanders that command rather than applying an arbitrary buff, mages that support, less invulnerable stealth assassins though (or perhaps just reworked). Just more reactivity in combat

I'd be an advocate for more variation in classes aswell, old favourites the monk and spellsword spring to mind, monks kind of exist in the lore already with the silent sisters I guess (Or atleast in the book she fought with her bare hands)

#192
TEWR

TEWR
  • Members
  • 16 987 messages

Pzykozis wrote...

For me I'd have to suggest looking at how important auto-attack is in terms of rogue and some warrior combat, mid to late game especially is watching auto attack kill things for you whilst waiting for your active abilities to cooldown.

In terms of a fix I'd suggest perhaps including more low cooldown, low resource based actives whilst lowering auto-attacks damage output, actively taking part in the combat is much more fun and engaging than watching the computer do it for you. Also places more emphasis on setting tactics up for party members or micromanaging them if that's your thing.

I didn't mind the waves so much as it promoted adaptability and on the spot thinking, but having them make sense wouldn't be amiss from what I've heard about Legacy the waves will be dialled back / removed completely. So perhaps not a useful point to make but having them come from behind doors or having runners during combat that will flee to get more enemies would perhaps be something to look at.

Improved AI, pretty much covered by people already, but commanders that command rather than applying an arbitrary buff, mages that support, less invulnerable stealth assassins though (or perhaps just reworked). Just more reactivity in combat

I'd be an advocate for more variation in classes aswell, old favourites the monk and spellsword spring to mind, monks kind of exist in the lore already with the silent sisters I guess (Or atleast in the book she fought with her bare hands)



Agreed on all accounts.


Also, Xanthos Aeducan admires your Dwarf's epic beard.

#193
Pinely

Pinely
  • Members
  • 52 messages
Most of the suggestions I've been thinking of have already been mentioned a couple times over, so I'll try to stick with things that haven't been said too much.

1)Another class that has the capability to heal others.  It is quite possible to beat the game without any kind of healer by just using potions.  Never the less, it often feels like I'm gimping myself by not brining Anders along or tailoring my Mage to have a couple healing spells.

2)Along those same lines, it would be nice to be able to bash open a lock with the possibility of items inside being destroyed.  I like Varric, but I feel like I'm missing out if he isn't in my party to unlock stuff.  And it feels a bit of a waste to bring Isabella's Cunning to 40 just to open up locks.

3)More identifiable and meaningful gear choices.  It was annoying to sort though multiple varieties of items simply named Ring or Plate Armor.  Furthermore, each armor "set" is almost always the best for whatever roll your character is performing.  There are a lot of armor pieces in the game, but the vast majority are simply junk.  I never really felt like I was making an important choice in what armor I wore, just picking an obvious best candidate over a collection of odds and ends.

4)Along with above, companion armor upgrades that present a choice.  I liked that my companions had their own looks, but upgrading their armor was a strait progression from bad to good.  Instead, I'd like to decide how to specialize that armor.  If I want a tank Isabella, having the option to give her more defense.

5)I loved that some of the DA2 fights had actual mechanics to avoid and I'd like to see this extended.  It was refreshing to have boss fights that required me to do more than stand in front of the boss running though buttons.  Now, I don't think we need to have fights that feel like raiding in an MMO, just more abilities that have common sense mechanics like moving away from charges.

Beyond those that I highlighted, I do agree with most of the posters asking for better use of enemies waves.  I like waves because they require you to keep on your toes.  In Origins, you could completely predict a fight by just seeing what enemies are ahead of you and that was a problem.  DA2 went a little too far into unpredictability however.

#194
Graye

Graye
  • Members
  • 9 messages
I would really like to see some tangible benefit or result for leaving party members out of the party. One thing that has always bugged me is that if I roll with a certain crew (like, say, Isabela, Varric, and Fenris), my companions that aren't in party should be off doing something to add to the cause. Not just minding their own business, but actively contributing in some way.

Ideally, I'd prefer to have a side mission for every area, as per the suicide mission in ME2, whose success or failure is determined by the party I dispatch to it. If it goes well because the companions match it well, it should have a tangible benefit. Also, quest hubs should have companion missions, perhaps; things the PC can't do, but to which he can dispatch a party to do from quest hubs, but taking them out of his available companion pool for the duration. Throw in little cut-scene interludes for these missions, so we can see what's going on with our companions, and it would add a LOT, and help to add depth to our characters. How awesome would it be, for example, to be able to dispatch Leliana on a spying mission? Or dispatch Varric and Isabela to go convert some guards on your behalf?

If that's too much work, then a simpler mechanic like maybe sending the companions off gathering resources, or researching recipes, trading or gossiping while you're off on quests would be good.Give them a passive skill, so that when they're not in party, they feel like they're doing something besides hanging around getting hammered (Isabela).

Also, I think a big addition to the series (for me, anyways) would be for DA2 to borrow some elements from open-world games like GTA4 and AC2. I really like the RPG aspects of DA2, as I thought those were generally done very well, but I think Kirkwall would have hugely benefited from a living city approach over a static city approach. I think this was the biggest drawback with Kirkwall; it wasn't so much that it was set in a single city, it's that we've been trained, over the last few years, to expect a much more alive city, a la Firenze, Roma, or Liberty City.

Moving forward: I think more anonymous NPCs, probably procedurally generated, going about their business in populated areas. Not the usual three or four walking around, but thick crowds. Give me a crowd to push through. Make my fireballs scatter civilians. Give me guards to worry about. There were a few random NPCs in DA2, but not enough, in a lot of ways. I felt like I was walking around a static set piece, rather than a living city. 

Second, I'd like to see a lot more interaction with environments in a lot of ways; wagons, rocks and fallen trees should have a role in combat, either from dodging fireballs, or arrows. Or being able to detonate a fallen log, for example, with a fireball and then having it shower enemies with fiery shrapnel = good times. 

Third, I'd like to see more resource investment game mechanics. I really liked the keep upgrade mechanic in NWN2 and DOA:Awakenings, and I'd like to see that implemented in cities and countrysides; things like owning and upgrading a mercenary compound, for example, and then getting an occasional cut of mercenary runs, or investing in a bank. Or even being able to bring mercs with you to certain hard boss fights. Seriously. Those sort of things are good crack to me in a game, and they make me care about a city or area a little bit more.

Fourth, I'd like to see more movement. The ships loading and unloading in harbours. More weather effects. The occasional bit of conflict that doesn't concern the player would atmospheric; guards chasing thieves, that sort of thing.

Also, I think the lore you collect should mean something; not just achievements, or xp. I'd rather see all the pieces of lore I collect being turned over to, say, a chantry scholar, who slowly builds up his library, and eventually starts producing something for you beyond the occasional bit of gold; persistent rewards, in some way.

I would REALLY like it if my companions could be set to auto-quaff potions at set percentagelevels. I can set that up, obviously, but I'd prefer it to be a default behaviour to drink the weakest pot I have. It gets really annoying to manage that for them. I'd rather manage my supply than when they take it, more than anything. 

Anyways, just my thoughts! YMMV!

#195
Morroian

Morroian
  • Members
  • 6 395 messages
 I've just noticed this thread, these have probably all been mentioned so this will add emphasis:
  • Keep the voiced protagonist and dialogue wheel. But improve the paraphrasing and add a subtitle of the complete line when you highlight a paraphrase. I might be wrong but I think you implemented the paraphrase as the first phrase of the dialogue but Hawke didn't actually say it. This approach didn't work, the paraphrase should be just a summary of the spoken line.
  • More freedom to the classes eg. restoring dual wield and the ability to equip bows to warriors even if they can't use them efficiently. Take the time to do animations that are different from rogue for both. Plus rogues should have the ability to equip swords.
  • Rogue specs with more variety like ranger and bard.
  • The environment has to be more reactive to your actions, games today like AC and TW make the lack of reactivety in DAO and DA2 stand out.
  • Restore some sort of tactical view, maybe not completely isometric like DAO but give us the ability to unhook the camera.
  • Friendly fire on more than just nightmare. I've used the mod that mods nightmare down to hard plus FF and there's no reason for not having FF available on hard.
  • Rogue animations and probably combat animations in general, make them less jrpglike/anime like, more gritty. This was a big change from DAO to DA2 that was not really needed.
  • Slow down combat a tad (not as slow as DAO) while keeping the actions front loaded as in DA2.
  • More non combat resolutions to situations with no penalty in terms of experience points.
  • Restoration of skills in some form, maybe take the passive abilities from the ability tree, which were great on the whole, and add them to a skill tree and work up a tree along those lines, plus add non-combat type skills that enhance non combat resolutions and dialogue. Skills were poorly done in DAO so I don't want a return to that sort of thing but go in a different direction.
  • Separate fire and ice and electricity and earth into 4 different trees for mages. This would allow you to bring back blizzard.
  • Restore some sort of necromancy ability.
  • I dunno if this is appropriate here but more dialogue and interaction with your companions outside the specific quest interactions. A combination of the approaches in both DA2 and DAO.
  • The friendship/rivalry system is better than the approval system of DAO but still needs to be refined. This may be too complex but maybe an additional dimension something like respect/lack of respect. There were rivalry actions that we could take in DA2 that really should have resulted in Hawke decreasing in the regard of some of the companions.
  • Companion armor I don't mind it being fixed but would like more choice as to the look and more customisation of the functionality.
  • More varied encounter design which it sounds like you're fixing for Legacy anyway.
I should add going forward I would like you to keep the mission structure of DA2 as opposed to the long long missions in DAO or the purely companion based emphasis of ME2. I think you struck a good balance between the length of missions, tying missions into the overall stories and the companion quests. Plus I like the way Act 1 was almost purely a role playing experience getting to know Hawke and Kirkwall.

Modifié par Morroian, 26 juillet 2011 - 05:55 .


#196
Dial_595

Dial_595
  • Members
  • 38 messages
I've only got one point, and that is improved combat for consoles. Either go the action route or tactical one, but commit already.

For the action route, I've recently enjoyed Castlevania and I have high hopes for tue upcoming Space Marine game, so something where I have to use combos instead of just mashing the X-button.

#197
Luke Barrett

Luke Barrett
  • BioWare Employees
  • 1 638 messages
How does everyone feel about the combat direction after playing Legacy DLC? Are we on the right track?

#198
RinpocheSchnozberry

RinpocheSchnozberry
  • Members
  • 6 212 messages

Luke Barrett wrote...

How does everyone feel about the combat direction after playing Legacy DLC? Are we on the right track?


Yes,  Waves are a fine tactic... but it has to make sense to the map.  The "set piece" fights were great. 

I also really like the final battle... it was cool to see a battle have an impact on the map itself.  I would enjoy battles that changed the landscape.

#199
Blastback

Blastback
  • Members
  • 2 723 messages
One way o do companion outfits is to have each companion have a unique outfit that levels up with them to stay in the top tier, but let players swap them into other outfits if they want.
Also, I think this has been mentioned but hey, have the auto attack be more than just repeating the same four or five moves in a row then repeating.  Origins may have done this, but if it did, I never noticed.  I did in DA2, and it made combat feel less exciting.

Modifié par Blastback, 27 juillet 2011 - 05:27 .


#200
csfteeeer

csfteeeer
  • Members
  • 1 594 messages

Luke Barrett wrote...

How does everyone feel about the combat direction after playing Legacy DLC? Are we on the right track?


i still feel very annoyed by the speed of the combat, i just don't like how silly and Over the top is, i would prefer it more realistic for DA3, and i know a lot of people too, i also don't like how little thought is required, i don't even have to think, i just randomly press the special abilities until i win, even on hard, BUT, despite that, i do think you're on the right track.

No more of those horrible Waves.
You no longer have to face 20 enemies at the same time with a STUPID amount of health.
etc...

i think the combat should be made deeper than just smash a button, which was also one of my complains, like the trap making in Origins, it wasn't implemented very well because i didn't really used, but it was there, and it needed a second chances, all that had to be done is to make more useful.
Or better loot.
anothe issue is that Nightmare is just extremely cheap, mostly because of the level scaling and the waves, and that 90% of my skills can kill the entire party in a single hit.
the game was just not designed for this Difficulty.

Despite that though, i do think you guys are going back on the right track.

For me there is nothing that can make the DA2 combat fully enjoyable because of the design choices that were made to it, but keeping the general direction other than the sillyness of the combat, and how little it's required, would be enough to make me, and of course A Lot of people, happy.

Note: I Dislike DA2, but i liked this DLC enough to look forward to more.
so yeah, you're on the right track.

Modifié par csfteeeer, 27 juillet 2011 - 05:37 .