hoorayforicecream wrote...
He said that all of that should be the bare minimum by default. By definition, that means there is no way to turn it off, and there is no way to not have it. I don't want that.
That's not what Sylvius was saying at all. He was saying that that level of informatin should be available as standard and not have to added by a mod, not necessarily that it's shoved in your face.
Mike Laidlaw wrote...
It doesn't mean the solution is to just revert to Origins, however.
While I was spectacularly disappointed by DA2, there are a few things I liked - such as the reduction in shuffle (it's still there, just nowhere near as prevalent and infuriating as it was in Origins), the new animations for the mage, the distinct racial models and the focus on a more personal story rather than the cliche quest to save the world from a Big Bad.
However, I personally feel that certain things should revert back to DA:O's implementation - stats being one of them. The make very little sense in DA2, especially elemental resistances. For example, in Origins, one point of X resistance equalled a 1% negation of damage from the particular element (5 points fire resistance = 5% negation of a fire-based attack), this was simple, logical, easy to understand even for those who had never played an RPG before. Compare that to DA2: my Hawke currently has a fire resistance of 528 or something which equates to 8% damage negation; now obviously more is always better, but the math behind that is rather convoluted and not conducive to working out at a glance if a high resistance to X is preferable to a medium resistance to both A and B, for example.
Defense (which is described as essentially being the chance to dodge an attack) makes little sense being tied to cunning over dexterity. I could go on but I'd feel like I'm nitpicking over minor gripes.
One thing that bothered me more than anything else in DA2 - more than the neglect shown to item naming and descriptions,
more than the re-used environments,
more than the wave combat and paratrooping enemies - was the
complete disregard for your own lore. I can understand the need to make gameplay more engaging, but it shouldn't be at the expense of the lore. Giving enemy mages the abilty to teleport when it was explicitly stated that teleportation is not possible is...questionable, at best. Abominations rising from the ground (I'm sure everyone remembers a certain scene involving a certain Knight-captain and his recruit) when they're the result of demonic possesion is also careless. I don't know how the writers feel, but I'd be offended were I one of them. The gameplay should fit the lore, otherwise there's little point in creating such in the first place - the enemy mage ability to throw up a barrier for protection is a good example of where gameplay meets lore.
Mike Laidlaw wrote...
there have been a lot of improvements in gameplay and UI design in the past 15 years, and we can learn from them.
I find this statement ironic considering DA2's UI was inferior to Origins by far, and felt very out of place not only for a fantasy game (since it's appearance seemed more in line with a sci-fi game), but also compared to the games own art style. I'm going to paraphrase here, but (even more ironic) is that you once stated that DA:O had several assets
in it's UI (map, leather-bound journal, loading screen etc) that made it felt like a melting pot of various fantasy
styles and that it needed one distinct style, yet DA2 was even worse in this regard since it had a very distinct art style for the cutscenes and loading screens (which I very much liked by the way), and then a completely separate (and as I said, out of place) style for the GUI.
I'm sure I'm not the only one who would like to see a return of the leather-bound book and scroll effect of Origins. Or at least a GUI that's more in keeping with the art style shown in the cutscenes and loading screens. More importantly, one that actually feels suitable to a fantasy RPG.
Whilst on the subject of the GUI, the character portraits, health and mana/stamina bars in DA2 felt very sub-optimal. While they weren't as obtrusive as I had thought they were going to be, the bottom left corner still felt cluttered and the screen would have been more balanced had they been in the top left corner as they were in Origins.
As for the health and mana/stamina bars, I
think I understand what you were trying to accomplish with their length being relative to the character with the highest numerical value, but I don't think it really worked. It no doubt comes down to personal opinion but I find it's easier to tell who needs what potion when the characters' bars are all equal length since it shows who's lower on health/mana/stamina as a percentage of their total and thus who is more need of a potion relative to their individual stat.
Modifié par Johnny Jaded, 05 août 2011 - 07:56 .