Bring back item descriptions for DA:3
#1
Posté 19 juillet 2011 - 04:28
A couple of my favourite examples:
The Keening Blade: "This blade makes an eerie wail, just on the edge of hearing whenever it cuts the air.Twined runes are carved into its surface, hinting at the enchantments bound inside."
Corruption: "This helm, wrestled from a commander of the darkspawn forces, carries powerful enchantments. It is uncomfortable to wear, though, as a constant whispering seems to surround the bearer, as if the helm carries echoes of the archdemon's commands"
Lifegiver: "The dark arts of a powerful blood mage forged this ring. Despite its unsavory origin, the ring's power has made it a favorite of many nobles and heroes over the centuries. Some say its abilities come at a price, but if true, that price is not apparent. "
So, post here if you support adding in item descriptions into DA:3, as well as naming equipment. rather than generic rings/amulets. And feel free to post your favourite item descriptions from Origins.
#2
Posté 19 juillet 2011 - 04:30
#3
Posté 19 juillet 2011 - 04:42
#4
Posté 19 juillet 2011 - 04:44
alex90c wrote...
y u no like generic rings and amulets?
I'm weird like that.
#5
Posté 19 juillet 2011 - 04:55
That's not likely to happen, seeing as bioware seem to have a problem giving anything that isn't DLC a uniqe model.RinpocheSchnozberry wrote...
No random loot in DA3. No dropped loot in DA3. All loot should come from the story, either as rewards or part of the quest. That way, all loot can have more than quick descriptions. Each piece can have a unique model and and codex entry.
#6
Posté 19 juillet 2011 - 05:07
#7
Posté 19 juillet 2011 - 05:12
RinpocheSchnozberry wrote...
No random loot in DA3. No dropped loot in DA3. All loot should come from the story, either as rewards or part of the quest. That way, all loot can have more than quick descriptions. Each piece can have a unique model and and codex entry.
That's really excessive and would be kind of dull, as you'd get virtually identical loot every single play-through, which would be a real yawn and reduce replay value. That's just going from one stupid extreme to another stupid extreme.
Not every piece of equipment should have a story - not every suit of armour or every sword or every bow has a story in real life, or in fantasy novels, or in fantasy movies, so why should every single one have a long description in DA3? Seriously why?
I think only serious magic items should have descriptions. I'd like to see all the dull "small bonus to thing that makes no sense for no reason" jewellery go away, though, and be replaced with magic items that actually mean something, like in Dungeons and Dragons. If I see another "+3% to physical damage" ring, I will not be happy. If I see a ring called "Ring of Sharpness" which gives does the same and has a short description, though, that'd be cool.
Not every sword or armour needs to be magic and with a story though. Stuff that has a proper story should be special.
#8
Posté 19 juillet 2011 - 05:20
And I feel that it expands the world ever-so subtly enough to be worth the 10-15 min of typing and coding that it would take to add it into the game.
So I agree completely with the OP to go back to the way items were in Origins and Awakening for DA3.... I would even go one step further to have item descriptions be put into the next patch.
My favorite modder's mod has most of her custom items with flavor text in their stat bubbles, just like in Origins, so it isn't outside of the program's capabilities.
#9
Posté 19 juillet 2011 - 05:27
One thing I'd really, really love to see back would be an actual list of quest items in inventory. The Qunari Blades quest in Act 3 was tedious, because there was nowhere to see a running total.
#10
Posté 19 juillet 2011 - 05:40
FaeQueenCory wrote...
I agree with Eurhetemec about how excessive and dull the lack of random loot would be. But I vehemently oppose having only "legendary" items getting flavor. Even the random dagger had a little blurb about it.
And I feel that it expands the world ever-so subtly enough to be worth the 10-15 min of typing and coding that it would take to add it into the game. .
Sure, but like one line about how this style of dagger is Orlesian and they were popular in X year or Y war or whatever, not line after line of stuff about this particular dagger. Jmho, of course.
#11
Posté 19 juillet 2011 - 05:50
happy_daiz wrote...
I'd prefer less worthless items (I'm looking at you, moth-eaten scarf), and more cash. Or less chests, but with actual loot. Don't reward my mad lockpicking skills with worthless crap. I'd be happy to skip rifling through barrels altogether.
A million times this. NO JUNK LOOT. I cried everytime I opened a shiny chest and got another torn trousers or rusty metal spoon.
I have a feeling during the DA3 hype machine we will see our favorite PR person say:
People don't want loot! It distracts you from the action! So one of the major innovations/awesome things is no loot for DA3!
#12
Posté 19 juillet 2011 - 06:20
Edit: To go from one extreme (too much crappy loot) to no loot altogether would be indicative of a clear lack of communication and understanding between the people buying the game, and the ones making it. Please don't go down this road, BW.
Modifié par happy_daiz, 19 juillet 2011 - 06:21 .
#13
Posté 19 juillet 2011 - 06:23
happy_daiz wrote...
To me, a treasure chest means treasure, not crap. I understand and can actually forgive finding crap in a barrel. What else would you expect to find? It's a barrel. But crap in a chest? The horror.
Some of the junk sounded interesting. I would have liked to give the stuffed parrot and peg leg to Isabela or Merrill. (She seems to find pirate stories interesting).
The ore of unknown origin could have been something too...alas
happy_daiz wrote...
Edit: To go from one extreme (too much crappy loot) to no loot altogether would be indicative of a clear lack of communication and understanding between the people buying the game, and the ones making it. Please don't go down this road, BW.
It happened with ME1/ME2 (Mostly). I blame the list inventory system along with TOO much junk in every container.
Modifié par FieryDove, 19 juillet 2011 - 06:25 .
#14
Posté 19 juillet 2011 - 06:30
Sorry, I'm too lazy to multi-quote.
I agree, and I would have loved to have been able to repurpose or re-gift some of that stuff IF it wasn't considered junk. Some of the names of things were noteworthy, but if items were moved to my junk automatically, I ignored them. To me, we might as well have been picking up rocks on the beach for how much I even thought about it.
Yes, too much junk in containers, and just too many containers! Why did there have to be a crafting resource, barrel, sack, or chest in every single corner?
#15
Posté 19 juillet 2011 - 06:35
And I have collected 14 rings that have 3x damage on this current playthrough so far.
Modifié par Melca36, 19 juillet 2011 - 06:36 .
#16
Posté 19 juillet 2011 - 06:38
Oh yeah, you're right. And why were some things awarded more stars if they had the exact same stats? I stopped paying attention to those fairly early on, as it was clear that they didn't actually mean what they were supposed to mean.
#17
Posté 19 juillet 2011 - 06:39
happy_daiz wrote...
@FieryDove
To me, we might as well have been picking up rocks on the beach for how much I even thought about it.
Now you did it.
I found a really shiny chest, all excited...pouch of PEBBLES.
I also wonder why they didn't transfer/copy over item icons. Example: Compare a glamour charm from Dao to the Da2 version. No contest. Odd? imho
But yes, items with descriptions and icons would be ideal. Just dump the junk loot. I would rather just get a few coins than that. Even if in another tab they still take up BP space currently.
Modifié par FieryDove, 19 juillet 2011 - 06:40 .
#18
Posté 19 juillet 2011 - 06:43
happy_daiz wrote...
@Melca36
Oh yeah, you're right. And why were some things awarded more stars if they had the exact same stats? I stopped paying attention to those fairly early on, as it was clear that they didn't actually mean what they were supposed to mean.
Yeah I could understand how the two rings with the same attributes but 2 different names would have a rating a three stars and one star.
Modifié par Melca36, 19 juillet 2011 - 06:43 .
#19
Posté 19 juillet 2011 - 06:48
Melca36 wrote...
Yeah I could understand how the two rings with the same attributes but 2 different names would have a rating a three stars and one star.
The higher star item is higher level. (From what I understand) even if its the same. The star system didn't really work all that well and confused rather than simplified as they hoped I think.
#20
Posté 19 juillet 2011 - 06:49
#21
Posté 19 juillet 2011 - 06:49
#22
Posté 19 juillet 2011 - 06:56
Eurhetemec wrote...
RinpocheSchnozberry wrote...
No random loot in DA3. No dropped loot in DA3. All loot should come from the story, either as rewards or part of the quest. That way, all loot can have more than quick descriptions. Each piece can have a unique model and and codex entry.
That's really excessive and would be kind of dull, as you'd get virtually identical loot every single play-through, which would be a real yawn and reduce replay value. That's just going from one stupid extreme to another stupid extreme.
Not every piece of equipment should have a story - not every suit of armour or every sword or every bow has a story in real life, or in fantasy novels, or in fantasy movies, so why should every single one have a long description in DA3? Seriously why?
I think only serious magic items should have descriptions. I'd like to see all the dull "small bonus to thing that makes no sense for no reason" jewellery go away, though, and be replaced with magic items that actually mean something, like in Dungeons and Dragons. If I see another "+3% to physical damage" ring, I will not be happy. If I see a ring called "Ring of Sharpness" which gives does the same and has a short description, though, that'd be cool.
Not every sword or armour needs to be magic and with a story though. Stuff that has a proper story should be special.
I agree there is no need for EVERY piece of armor and weapon to have a description. There were plenty of generic swords, armor, daggers, axes, in DA:O which had it's "a plain sword" as it's only descripition drove me crazy.
Special pieces of armor and weapons should have a description but a basic dagger should not.
#23
Posté 19 juillet 2011 - 07:03
#24
Posté 19 juillet 2011 - 07:14
#25
Posté 19 juillet 2011 - 07:50
YOU CAN COMBINE GENERIC ITEMS WITH SOME CUSTOM MADE just like you did in the past.
Also add bit of exploration. I want dark cave far far away from main story line or sidequest. In plac darker than my asssss. Fill this caves with some night creatures that don't like to be disturbed and have huge claws. At the end of the cave leave some body of old mage knight that was checking what is at the end of the cave and got killed. Then drop on me some monster from most darker place in this cave to kill and loot. From this monster I want some interesting crafting ingredients like when we found dragon scale or something.
Please - give us stuff like that. It would be nice to find "unknown boots - founded in the darkest cave in dark forest far far away near some unknown hero who died bravely. Be aware that if you wear this boot - your head will turn green".
Modifié par Dariuszp, 19 juillet 2011 - 07:51 .





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