Dasher1010 wrote...
1. Lower cooldown times and give us more active abilities. Fast paced combat is fine but when you can't use the tactics at your disposal, the game just feels like a mashfest and if I can't throw or jump, it makes what should be a chatic yet tactical game feel boring.
I thought there were plenty of active abilities, the problem was that most of them did pretty much the same thing, e.g. either "here's an area attack" or "here's a single-target that does MOAR DAMAGE but you have to activate it". I'd rather have MOAR VARIETY personally. I know it's difficult to make "hit enemy with sword" varied, particularly when you're trying to do something kind of "balanced" so that people can play any build they want. But here's the thing: you've already included a respec ability in the game, and it's a *single-player game*. Stop focusing combat around abilities and start making the fights themselves more interesting/bizarre.
If you decide to keep the CCC's, please, please make it so that you don't have to upgrade a given ability (which itself requires you to purchase a bunch of other abilities in the same tree) in order to use them. If an ability is a "finishing move" it should be so from the moment you pick it up. If you want to have upgrades that make it more *effective* in combos, that'd be fine. Also, each class should not just inflict ONE type of condition which can be used by the other two classes if they happen to have the TWO abilities that are CCC "finishing moves".
2. Keep all DA2 abilities. If one of them is broken, buff or nerf it. DA2 didn't have enough abilities available to players and could benefit from making the weapon trees larger.
Mff. I don't think this is important as the combat system will likely get another big overhaul for DA3, so even if you "keep" the abilities, they won't work the same way, so what difference does it make if they have the same name?
3. Let players know what's going on after an hour or two. Players like having a plot to follow. the characters were good but they were involved in a disjointed story. A good narrative makes everything better. Not three stories in one game. Save anything that doesn't have to do with the main plot for DLC.
I don't need railroad rails. I actually wish they'd been a little less outspoken about slapping down goals in front of you early on in the game--this would actually fix the "disjointed" aspect. The idea is not to TELL the player what's going on (which is what they did), but let them go around and FIND OUT what's going on. I mean, look at the laundry list of Stuff To Do that they give you *right away* at the very beginning of the game:
1. escape from the blightlands!
2. Deliver this amulet!
3. Get in to Kirkwall!
4. Join this expedition!
5. Make a ton of money!
6. Find a map of the Deep Roads!
They TELL you what is going on/what to do. The trouble is that it's just dumped on you in a couple of cut scenes instead of letting you work up to it.
4. Bring back backstabs. Rogues should still rely on positioning and do additional damage for attacking from behind.
5. Bring back dual wielding for warriors and allow there to be a one-sword/no shield weapon tree.
Um, why?
5. Don't give us fetch quests with no story. I'd rather have a shorter game with less to do than perform pointless tasks for XP.
If they're going to have fetch quests, I'd actually prefer that they be simple drop-offs rather than the more complex get quest go to quest do quest come back from quest turn in quest. The lost-and-found stuff actually made sense at the beginning and made it a bit more interesting to explore. Later on in the game, not so much, but they were fine in act 1. This could even make for a funny bait-and-switch thing where in (hypothetical future) Act 2 a quest that starts the same way as one of the lost-and-found quests from Act 1 actually turns into this huge complicated multi-area-spanning thing (and I don't mean in the sense of it turning into a JRPG-style endless reciprocating swap meet quest).
6. Give us a new protagonist. Dragon Age isn't about Hawke. It's about the Thedas.
THIS. A THOUSAND TIMES THIS. It's not that I'm opposed to the Warden or to Hawke. I enjoyed both. I DO NOT WANT TO PLAY THEM AGAIN IN ANOTHER GAME.
7. Get rid fo the dialog wheel, or at least give us a laconic option. Having only three thigns to say with three very different personalities seems to take away from my choice as a player and forces me into one role at the beginning of the game.
Eh, I think it could have been better implemented, yeah, but they were trying something they'd never done before, it was bound to be a bit awkward in spots. I don't really have a preference for dialog wheel/option list. I would like to see conversation made more of a gameplay element, though. Whether this is done via the Obsidian style where you don't get to endlessly loop through all the dialog options and paying attention to what gets said can help steer you into more productive options or through some other method (I've suggested a few in my time), I don't care. But there's a lot of potential here (and a lot of potential buggy headache-inducing complexity) that could be explored.
8. Don't redo the graphics engine. It wasted too much dev time when making DA2.
How anyone who wasn't on the dev team can claim to know this is beyond me. However, unlike this dude I'm actually aware of the huge downtick games will get if they don't keep updating their graphics, and DA2 wasn't cutting-edge when it came out. It'll be seriously passe in DA3. So they don't really have a choice about this.
Instead of worrying about the latest in bling-mapping and feature-shaders, I'd say take one or two small but significant things and work on improving *those*. One of the major things that got me excited for DA2 was seeing some of the short animated scenes where people actually INTERACTED WITH OBJECTS or THINGS MOVED AROUND rather than all the objects in the game just being completely static. That was a HUGE improvement, particularly for a game where basically *every conversation* is a miniature animated cut-scene.
Depending on how much you guys feel like screwing with people, too, I'd say go ahead and radically change the art style again, I mean, even to the point where the darkspawn all look totally different (again) and now *none* of the Qunari/Tal-Vashoth have horns (or maybe some do and some don't). The reasoning behind this, is that this would establish it as part of the series once and for all. Also, you can cash in on this big time in later installments, particularly once you start leaving the "local" games behind and have the player travelling all over Thedas, which I'm assuming will happen at some point if any of the really big buildup of events is going to play out. You can revisit areas (maybe not Kirkwall, but Starkhaven), and revisit the previous art styles in those sections (maybe altered slightly for consistency). This would be just AWESOMELY epic. Plus, really, OWN your decisions. Don't flop around trying to find that bland combination that sorta quiets everyone down.
9. Give us more item sets with set bonuses. They're worth it. Also, bring back item descriptions and give us stats instead of stars.
1. They did. As DLC.
2. Set bonuses have been meh so far. The primary benefit seems to be that your armor freaking matches. I'd much rather they PUT ALL THE SET PIECES IN THE SAME FREAKING AREA. HOW does it make sense that the pieces would be scattered all over the world AND in two different acts to boot? Heck by the time I found the fourth piece of the Act 2 set, I already HAD ALL THE PIECES OF THE ACT 3 SET AND WAS WEARING IT.
3. They didn't eliminate item descriptions, just moved them. Although it'd be hilarious (to me) if the item descriptions on the random crap items read as "It's a helm." or "Sword. Pointy bit forwards." or similar.
4. Items *have* stats. The problem with the star system for me was that all the items in my inventory wound up having either no stars (you've out-leveled this item, but since you haven't found anything that buffs your fire damage this much it's still the best item you have!) or five stars (you can't even use it yet! But when you can, it'll suck!), with nothing in between. So whatever ya'll based the star system on, it was totally useless.
Modifié par PsychoBlonde, 25 juillet 2011 - 08:57 .