Features/News You Must Hear to Restore/Bolster Your Confidence for DA? (Edit: Added Laidlaw's Response) Updated: 8/5/2011
#101
Posté 15 juillet 2011 - 01:44
Other examples: backstabbing by getting behind the target; assassination by creeping up, tactically-positioning and then using combat skills, instead of having these actions abstracted into a button press.
#102
Posté 15 juillet 2011 - 02:55
2. No paraphrases.
3. A video interview explaining how people will react differently depending on your class.
#103
Posté 15 juillet 2011 - 03:13
However, if they take these steps I might be interested in a third installment:
1.) Remove certain developers and writers who think DA should be changed into something to attract the CoD crowd (how's that?)
2.) Make combat more tactical again (but a little faster than in DA:O)
3.) No Hawke as a protagonist
4.) Re-implement origins
5.) Find a happy medium between the art in DA:O and DA2, especially when it comes to the donkey elves.
6.) Allow warriors, rogues and mages to use all weapons again (even though they may not have bonuses or abilities for some of them)
7.) Bring back Arcane Warrior (although the class is overpowered and one reason why Bioware/EA took it out because of their desire to push specific MMO-type roles like tank, dps, healer, etc.)
8.) More areas to explore
9.) Implement a conversation skill that you have to upgrade in order to be able to intimidate, bluff or charm an NPC
10.) Allow for longer than an 18-month or 24-month development cycle.
That's all I can think of off the top of my head.
Modifié par Frybread76, 15 juillet 2011 - 04:58 .
#104
Posté 15 juillet 2011 - 03:14
* May or may not have intimate encounters with you.
* Can and will refuse to help you during certain quests.
* May or may not offer a side quest.
All characters able to open chests, detect and disable traps.
* Lockpicks, bashing, magic or all the above.
Modifié par GabrielXL, 15 juillet 2011 - 03:29 .
#105
Posté 15 juillet 2011 - 03:46
JohnEpler wrote...
I'm going to leave this open, with one caveat - that it not be used as a vehicle to attack specific individuals. Feel free to discuss design decisions or other aspects of the game as a whole that you feel would be a must-have, but avoid the 'as long as person X is gone'.
People really need to read that before posting, and/or edit their posts.
Otherwise dont be suprised if this gets locked.
/looks at the recent posts above.
#106
Posté 15 juillet 2011 - 03:47
MeAndMySandvich wrote...
Tommy6860 wrote...
Bioware made the game they thought was best, despite the backlash, unlike I've seen levied against any Bioware game before. I certainly didn't care for the game on many levels, but why should Bioware acknowledge mistakes for making something they thought was what they wanted to sell. More importantly, that would just smack right in the face of those who really enjoyed the game and found it to their liking.
But can you honestly say that they would, if showed the final version of DA2 at the beginning of the DA2 dev cycle, consider what they saw final draft? Could they honestly tell us they were happy to recycle levels? Or that the combat was effectively paced and integrated into other aspects of gameplay? Or that the writing was final-draft quality? OTOH, I can't really blame them for switching to PR-speak, but it would be really nice for them to find a way to say something along the lines of "we are learning from this experience" even if they don't outright tell us mistakes were made.
I agree. PR speak aside, I don't honestly believe the developers can look at DA2 and truly say they're totally happy with it. Any developer who honestly thinks Act 3, in particular, is fit to be in a game of the usual Bioware standard shouldn't really have a say in the design.
#107
Posté 15 juillet 2011 - 04:46
#108
Posté 15 juillet 2011 - 05:25
[e.g.] A Mage with the Arcane Shield activated truly makes an enemy miss. Attacks shown to be halted, absorbed or redirected.
- A world large enough to encourage exploration of towns, villages, ruins and caves
- Enemies that are not bosses with varying degrees of toughness. Bosses, will be bosses, but not all mobs should be equally resilient regardless of level. In this way, character progression can be observed and more rewarding. A spider should be a spider, regardless of level, but what was one spider at level one, becomes 5 spiders at level 5... or 5 spiders and a venomous spider, etc. In other words, we should never really know how tough of an enemy or creature we'll face.
- Character should always be able to see what gear they're wearing.
* I'm not sure if it was intentional to make Hawke unable to see what gear they're wearing at home, but in my opinion, that was a bad idea. Especially considering the fact that you could in other places.
- Companions that can follow you in your home so long as they're in your party.
* This would also help with allowing you to switch out gear and weapons if necessary, without the player having to carry everything around and distribute them. On that note (maybe) individual inventories for the player and companions, which would prevent inventory space being used up with items a player would not use. This would also allow the party to collect more items from chests, containers or the fallen.
- No more default weapons. Disabled weapons should be disabled without substitutes. On that note, make weapons available via hotkeys.
- More (programmable) hotkeys.
- Characters that don't move around during character creation. The occasional blink is ok, but constantly moving and looking in different directions while one is trying to customize is irritating.
Modifié par GabrielXL, 15 juillet 2011 - 06:39 .
#109
Posté 15 juillet 2011 - 05:26
2. Party camp/Ability to switch out equipment for all party members at the same time
3. Let companions use any weapon suited for their class, not just one specific weapon type. I want a bow wielding Isabela damnit! (there's a mod for this on the PC yes, but it made me realize that this was a really poor restriction enforced in DA2)
4. More companion armours.
Modifié par Quinnzel, 15 juillet 2011 - 05:28 .
#110
Posté 15 juillet 2011 - 05:31
Also a redheaded mage LI, but only if the main character is not the warden. I don't really want to have to cheat on my DA: ) LI's...
Modifié par Lord Issa, 15 juillet 2011 - 05:34 .
#111
Posté 15 juillet 2011 - 05:52
JohnEpler wrote...
Let's give this one more shot - again, without calls for anyone's head. As I said, please feel free to discuss what you feel are important things to bring back/maintain in the franchise in future installments, but do so without making it personal. Because that will get this locked.
Why not just remove the post?
The thread is civilized so far. Why close a productive thread for a few people not willing to listen?
#112
Posté 15 juillet 2011 - 06:39
Serpieri Nei wrote...
For Starters
Race Customization
Customizable Companions: No Restrictions on Armor/Gear/Weapons or Skill Trees for their class
Companion Interaction Increased
Weapon Restrictions Removed
Real Choices – Real Consequences
Exploration
Elves – Origin Style- sorry can’t stand the donkies and fish people
Darkspawn – Origin Style – yeah mutated clowns – bad choice
Isometic View
Item Descriptions
DA:Origins/Awakenings Specilaizations
DA: Origins Stats
DA: Tracker – Kills/Damage/Damage Taken etc..
No Hawke
No More Lazy Fetch Quests
No Dialogue Wheel
No Recycled Enviorments
No Ninjas or Paratroopers or Tedious Waves
^
This.
And Bioware take a look at how Witcher 2 wiped the floor with you and the upcoming release of Skyrim. Stop trying to make some kind of Action Adventure RPG Hybrid and stick to one genre. And maybe next time I won't buy the next installment of DA used.
Modifié par Black Arachnia, 15 juillet 2011 - 06:40 .
#113
Posté 15 juillet 2011 - 08:03
GabrielXL wrote...
- Blocking animations for all classes.
[e.g.] A Mage with the Arcane Shield activated truly makes an enemy miss. Attacks shown to be halted, absorbed or redirected.
YES.
The blocking animation is pretty essential. Why? Ever since they sped up the combat, the faster combat only further amplified a interesting problem graphic-wise where the enemy lacks reaction the your blows. You whack and the enemy just blinks while his health goes slooowly down. You want to make DA's combat more engaging? Make soldiers react in combat as they do in real-life while keeping the tactical combat. Give us more variety of animation such as when a warrior blocks a blow, he actually visually blocks it. We could see the rogue actually dodge blows and mage's absorb damage. I think we had some elements of this in DA:O but it kinda just went off the radar in DA2 as it was nothing but hack hack hack slash slash stabbity stab.
Black Arachnia wrote...
And Bioware take a look at how Witcher 2 wiped the floor with you and the upcoming release of Skyrim. Stop trying to make some kind of Action Adventure RPG Hybrid and stick to one genre. And maybe next time I won't buy the next installment of DA used.
This type of post doesn't really help anyone except to stir up anger etc. If you want Bioware to learn just say so without a need for a confrontational tone like the "Witcher 2 wiped the floor with you"
On a quick sidenote, you do realize that many people are already attacking Skyrim for being "dumbed down" and "streamlined" etc?
JohnEpler wrote...
Let's give this one more shot - again, without calls for anyone's head. As I said, please feel free to discuss what you feel are important things to bring back/maintain in the franchise in future installments, but do so without making it personal. Because that will get this locked.
I placed a reminder in the OP if that helps...
That said, it's kinda cool that you guys are monitoring this thread. Any chance that some of these suggestions will be passed along to the design team? :innocent:
Modifié par Savber100, 15 juillet 2011 - 08:07 .
#114
Posté 15 juillet 2011 - 08:15
Modifié par Savber100, 15 juillet 2011 - 08:16 .
#115
Posté 15 juillet 2011 - 08:21
Savber100 wrote...
JohnEpler wrote...
Let's give this one more shot - again, without calls for anyone's head. As I said, please feel free to discuss what you feel are important things to bring back/maintain in the franchise in future installments, but do so without making it personal. Because that will get this locked.
I placed a reminder in the OP if that helps...
That said, it's kinda cool that you guys are monitoring this thread. Any chance that some of these suggestions will be passed along to the design team? :innocent:
All feedback on the forums is read, and much of it gets passed along to various people in the design hierarchy. I can definitely say that we've looked at feedback from here (and elsewhere) and used it to inform our design philosophy at times - the phrase 'people were passionate about X, so let's keep that in mind while designing Y' shows up in most planning meetings I've been a part of.
I know that I've taken some cues from comments people had on the cinematics and applied it to new work that I've been doing, as well as feature requests for future content. So I guess the short answer is - yes, all reasoned feedback makes its way to us design folk.
#116
Posté 15 juillet 2011 - 08:50
This, modified.Black Arachnia wrote...
Serpieri Nei wrote...
For Starters
Race Customization
Customizable Companions: No Restrictions on Armor/Gear/Weapons or Skill Trees for their class. Please never again about it.
Companion Interaction Increased
Weapon Restrictions Removed
Real Choices – Real Consequences.
Exploration
Elves – Origin Style- sorry can’t stand the donkies and fish people
Darkspawn – Origin Style – yeah mutated clowns – bad choice
Isometic View ( I'm on Xbox.)
Item Descriptions
DA:Origins/Awakenings Specilaizations
DA: Origins Stats
DA: Tracker – Kills/Damage/Damage Taken etc..
No Hawke
No More Lazy Fetch Quests
No Dialogue Wheel or ( why not for me. )
No Recycled Enviorments
No Ninjas or Paratroopers or Tedious Waves
And Bioware take a look at how Witcher 2 wiped the floor with you and the upcoming release of Skyrim. Stop trying to make some kind of Action Adventure RPG Hybrid and stick to one genre. And maybe next time I won't buy the next installment of DA used.
<3
Credible graphics on console. no discrimination. Faces worked.
- Realism in the story, realism in graphics !
- depth of story, dark atmosphere not walt Dysney. Dragon age is dragon age.
- Epic story, for the love of god. :innocent:
- An opportunity to advance the main plot without being hampered by a lot of quests annexes first.
- Rework the design of the Elves. remove the Qunari' s horns.
- NO BUGS like what we had with DA2 ! No, no , no. This is essential to not ruin the game experience first. But also, it gives the impression that Biow are do not care about the quality of its games.
- return of interactions with the NPC.
- A useful and full codex that enriches the world of Dragon Age.
- No more inconsistencies, for the love of god. No more unexplained resurrections. No more decisions deliberately ignored without alternatives.
Modifié par Sylvianus, 15 juillet 2011 - 08:53 .
#117
Posté 15 juillet 2011 - 09:05
The import bugs are very frustrating to players who invested over 100 hours in DA:O to establish canon playthroughs that you wanted to carry on. To have some of those decisions not captured by DA2 was very frustrating for many players, myself included.
This began with DA; Awakening. If your Warden died in DA:O (made the ultimate sacrifice), you could not import that world state into Awakening. Instead you had an Orlesian Warden with a default world state...which was frustrating. It actually made me replay the ending of DA:O to ensure my Warden lived even though it was the role-playing equivalent of metagaming.
Bottom line: Save game import/world state based on player choices are a huge selling point for Bioware games now, a positive trend started by ME. If a DA3 or a DA2 expansion is developed, give save game importing the attention it deserves!.
#118
Posté 15 juillet 2011 - 09:43
Bows now have this little thing called BOW STRING.
There are no more floating weapons but we have now these things called SHEATHS.
Origins UI makes a comeback. or the current UI is completely reworked so it looks like it fits the setting and is actually nice to use.
#119
Posté 15 juillet 2011 - 10:01
Serpieri Nei wrote...
For Starters
Race Customization
Customizable Companions: No Restrictions on Armor/Gear/Weapons or Skill Trees for their class
Companion Interaction Increased
Weapon Restrictions Removed
Real Choices – Real Consequences
Exploration
Elves – Origin Style- sorry can’t stand the donkies and fish people
Darkspawn – Origin Style – yeah mutated clowns – bad choice
Isometic View
Item Descriptions
DA:Origins/Awakenings Specilaizations
DA: Origins Stats
DA: Tracker – Kills/Damage/Damage Taken etc..
No Hawke
No More Lazy Fetch Quests
No Dialogue Wheel
No Recycled Enviorments
No Ninjas or Paratroopers or Tedious Waves
Bolded - has to be in DA3 for me even to consider purchasing.
Modifié par Shuma Gorath, 15 juillet 2011 - 10:07 .
#120
Posté 15 juillet 2011 - 10:12
DA:O's story, atmosphere and characters combines with DA2's spellcasting and combat.
I couldn't help but smile with nostalgia on going through some of my old savegames.... I had one saved just as my Warden took his harrowing, one just after my Warden was about to set off on his epic quest from Flemeth's hut, one just before I faced the dragon in the Mountains, one just before I faced the Archdemon, one just before I went to greet the cheering crowds in Denerim after the victory.... and I realised that I had nothing in my DA2 saves that compared.
On the flipside, doing a bit of combat testing had me thinking 'if only could have put a Gravitic Ring here, then slam these lot into the centre, then a firestorm here.....damn, why the hell did my mindblast not throw them back into range for my fireball? Holy hell, since when was Cone of Cold so narrow?!'. There's no question in my mind that the whole spellcasting mechanic in DA2 *needs* to be kept - you only realise how much more fluid it is when you play DA:O then immediately try out a similar fight in DA2.
#121
Posté 15 juillet 2011 - 10:59
John Epler wrote...
All feedback on the forums is read, and much of it gets passed along to various people in the design hierarchy. I can definitely say that we've looked at feedback from here (and elsewhere) and used it to inform our design philosophy at times - the phrase 'people were passionate about X, so let's keep that in mind while designing Y' shows up in most planning meetings I've been a part of.
I know that I've taken some cues from comments people had on the cinematics and applied it to new work that I've been doing, as well as feature requests for future content. So I guess the short answer is - yes, all reasoned feedback makes its way to us design folk.
This is good to know. Honestly, I'm new to Dragon Age and in spite of all the criticism, I've purchased and am enjoying both DAO and DA2. Perhaps I'm learning that I have less of a problem with design issues than I do with buggy, crash ridden games. I do have to give BioWare major credit on that front. I've not experienced one crash since playing these games. There are odd glitches here and there, like companions teleporting behind me or pathing issues with me and/or characters stuck behind obstacles (both visible and invisible). Other than these it's been pretty much, smooth sailing.
Modifié par GabrielXL, 15 juillet 2011 - 11:01 .
#122
Posté 15 juillet 2011 - 11:10
JaegerBane wrote...
I don't know, but I've been trying out some DA:O mods recently and I think, to be honest, what I'd like would be pretty much summed up in one sentence:
DA:O's story, atmosphere and characters combines with DA2's spellcasting and combat.
I couldn't help but smile with nostalgia on going through some of my old savegames.... I had one saved just as my Warden took his harrowing, one just after my Warden was about to set off on his epic quest from Flemeth's hut, one just before I faced the dragon in the Mountains, one just before I faced the Archdemon, one just before I went to greet the cheering crowds in Denerim after the victory.... and I realised that I had nothing in my DA2 saves that compared.
On the flipside, doing a bit of combat testing had me thinking 'if only could have put a Gravitic Ring here, then slam these lot into the centre, then a firestorm here.....damn, why the hell did my mindblast not throw them back into range for my fireball? Holy hell, since when was Cone of Cold so narrow?!'. There's no question in my mind that the whole spellcasting mechanic in DA2 *needs* to be kept - you only realise how much more fluid it is when you play DA:O then immediately try out a similar fight in DA2.
I absolutely agree with you on the combat issues and the spellcasting in particular. That was definitely an improvement. I'm not far enough into Origins yet to have the feelings and thoughts you have as I discovered DA2 first. Still, I had to know what all the hub-bub was about concerning one versus the other. As I've said before, I'm enjoying both for different reasons, but in regards to Origins, I have a lot further and farther (in the game) to go.
#123
Posté 15 juillet 2011 - 11:20
-Bring back dwarf females and add qunari females: Self Explanatory! Also I know that qunari females aren't taughtt to fight, but it would still be very cool to see them in the game.
-Rework the design of the elves....AGAIN: I don't like giraffes with donkey faces.
Everything else has been explained, so that's what I have to say.
#124
Posté 15 juillet 2011 - 11:25
Modifié par bduff4545, 15 juillet 2011 - 11:27 .
#125
Posté 15 juillet 2011 - 11:46
1. Darkspawn need another redisgn
2. Darker atmosphere
3. Some form of customization for party members. It can be several different outfits you can change through or use the armor we find from chests and mobs.
4. Better LI's.
5. More armor choices for myself and not through DLC item packs. As a mage I wore only 2 sets of armor through the whole game and with a warrior only 3.
6. Real choices.





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