Modifié par Dragoonlordz, 07 août 2011 - 06:42 .
Dragon Age 2 reception and community discussed
#976
Posté 07 août 2011 - 06:40
#977
Posté 07 août 2011 - 06:42
I like that format much better than the dialogue wheel. With all the talk of giving Dragon age it's own identity with all the cosmetic changes, it seems odd that they would add something that was nearly a carbon copy of another game.Dragoonlordz wrote...
Agreed there is no good reason why can't align text to side, other than vanity of having bubble like mass effect has where sentences are cut in half becuase icon in middle of screen being inpractical. You hit the nail on the head there. I edit this pic before but it came to mind when you said about the icon in middle limiting the amount of words on screen
[snip]
P.s. Don't listen to Rinpoch if his ideas ever became reailty it would lead to a truly vast decrease in sales.
#978
Posté 07 août 2011 - 07:03
Indeed. While the personality tones were a neat idea, they had some horrid side effects with paraphrases, vague as they are.Atakuma wrote...
I had totally forgotten about that, and how much it bugged me. Some of the investigate options were jarringly inconsistent with my chosen tone, which it took me right out of the scene.
#979
Posté 07 août 2011 - 07:08
Luke Barrett wrote...
Sylvius the Mad wrote...
PC games stopped supporting 640*480 years ago. When are consoles going to do that?
My guess is nextgen consoles? Send an email to Mr. Iwata over at Nintendo and ask him to start that trend with Wii-U
Personally I agree but as PC gamers we're raised on a platform where you have to constantly upgrade to keep up. Not everyone is used to - and okay with - that.
No time like the present to learn? :innocent: (To be ok with it)
Consoles hardware is holding us back, I see no reason why they can't personally come over and upgrade my PS3/Xbox360 yearly with new equipment free
Modifié par Xaenn, 07 août 2011 - 07:10 .
#980
Posté 07 août 2011 - 07:22
Dragoonlordz wrote...
Another thing is fact since every choice in the game is basically set up via dialogue alone why they didn't have such things like out and about see some Grenlocks or Bandits ahead teammate stops you and says something like "There's some bandits ahead what should we do Hawke? Shall we try to go around or charge in, maybe set up a counter trap lure them into it?". Instead what we got in DA2 was go x kill mobs exit x and head to y, kill mobs and repeat.. No choice just go and kill each time.
They did do this. More than once, actually. I'm sorry you missed or didn't notice it. How often did this come up in DAO? Or was this mostly an overall wish list thing?
Modifié par hoorayforicecream, 07 août 2011 - 07:25 .
#981
Posté 07 août 2011 - 07:43
hoorayforicecream wrote...
Dragoonlordz wrote...
Another thing is fact since every choice in the game is basically set up via dialogue alone why they didn't have such things like out and about see some Grenlocks or Bandits ahead teammate stops you and says something like "There's some bandits ahead what should we do Hawke? Shall we try to go around or charge in, maybe set up a counter trap lure them into it?". Instead what we got in DA2 was go x kill mobs exit x and head to y, kill mobs and repeat.. No choice just go and kill each time.
They did do this. More than once, actually. I'm sorry you missed or didn't notice it. How often did this come up in DAO? Or was this mostly an overall wish list thing?
Yeh I forgot about those, however 2 instances alone is not enough to break the tedium of almost every fight being a killfest. I think they need more of such instances.
#982
Posté 07 août 2011 - 07:57
Dragoonlordz wrote...
Yeh I forgot about those, however 2 instances alone is not enough to break the tedium of almost every fight being a killfest. I think they need more of such instances.
I disagree. I don't want an intro cinematic for fights all the time, I want them for special fights. I didn't get intro cinematics for normal battles in DAO, and I don't think that they should use them often, because it's kind of a given what will happen. Having these happen for run-of-the-mill battles would make them boring and detract from actually relevant battles. These should be saved for important fights, to help showcase that such fights are important, or to highlight or introduce certain plot-relevant characters or story points. You can tell they are already doing this, because practically every plot-related or sidequest-related battle is preceded by a pre-fight dialog of some sort to mark its importance.
#983
Posté 07 août 2011 - 08:05
hoorayforicecream wrote...
Dragoonlordz wrote...
Yeh I forgot about those, however 2 instances alone is not enough to break the tedium of almost every fight being a killfest. I think they need more of such instances.
I disagree. I don't want an intro cinematic for fights all the time, I want them for special fights. I didn't get intro cinematics for normal battles in DAO, and I don't think that they should use them often, because it's kind of a given what will happen. Having these happen for run-of-the-mill battles would make them boring and detract from actually relevant battles. These should be saved for important fights, to help showcase that such fights are important, or to highlight or introduce certain plot-relevant characters or story points. You can tell they are already doing this, because practically every plot-related or sidequest-related battle is preceded by a pre-fight dialog of some sort to mark its importance.
I think in DA3 we will get even more cinematics unfortunately,at least thats the impression I get from Bioware. So far they have stated that the companion dialogues will be cinematic and since the figthing was that too in DA2, I can just imagine howeverything will be cinematic in DA3.
Modifié par b1322, 07 août 2011 - 08:06 .
#984
Posté 07 août 2011 - 08:11
The problem with da2 is it does not allow any real room to do things like this on your own.
This is one reason id like to see the reintroduction of traps and out of combat stealth as it allows for a player more variation when engaging combat without relying on special cinematics and audio cues to make a varied combat experiance
Modifié par element eater, 07 août 2011 - 08:15 .
#985
Posté 07 août 2011 - 08:46
element eater wrote...
@hoorayforicream i agree i think these moments work best during special occasions seeing them to often would spoil the effect.
The problem with da2 is it does not allow any real room to do things like this on your own.
This is one reason id like to see the reintroduction of traps and out of combat stealth as it allows for a player more variation when engaging combat without relying on special cinematics and audio cues to make a varied combat experiance
Traps aren't a real big problem. They just need cooldowns like every other ability, and a limited lifespan to avoid setting a hojillion traps to instakill some big bad monster.
The stealth part gets weird though, because of limitations on how to trigger certain cutscenes. If you're stealthed and you trigger a cutscene, your entire party gets teleported to the cutscene location, everything plays, and then the battle begins. Immersion is broken, because your stealthy person is no longer stealthy, the big battle begins, and you didn't have any time to make preparations. How does one solve this problem? It certainly isn't a trivial one.
You can't just have stealthed characters not trigger cutscenes. If you're a solo rogue (or, say, your party consists of Rogue Hawke, Sebastian, Varric, Isabela all with stealth), you could theoretically stealth right past the critical path plot points in an area, unless every single one was gated somehow so you couldn't stealth past it. That would cause strangeness to occur if the cinematic occurred in, say, an open field, or a forest or a large cavern or something.
Modifié par hoorayforicecream, 07 août 2011 - 08:50 .
#986
Posté 07 août 2011 - 09:12
Regardless I still think da needs to increase the amount of ways you can approach combat. In this respect id also like to regain the ability to switch weapon styles on companions I always used to like switching my party to ranged and and letting my enemies come towards me before switching to blades when they get close.
Modifié par element eater, 07 août 2011 - 09:13 .
#987
Posté 07 août 2011 - 09:40
Mike Laidlaw wrote...
...but there are times when I or a dev might come in to say "We're going to do X, and we appreciate the feedback, but the decision is made." The goal, of course, is to inform you guys where we're headed, not to be big ogres who make arbitrary decisions.
Some people react very negatively to that kind of response, but what I have overwhelmingly heard in this thread is that people want clear, concise communication. Sometimes clear concise communication will result in a response you do not want to hear, and I certainly could do without the conflict that sometimes erupts over decisions, but I think that in the long run I'd rather you folks know what we're doing over waffling around and saying an endless stream of maybes.
Glad the message got through.
Its definitely better for the community to hear decisions sooner rather than later. If its hugely contentious, we can always ask why...and if its massively unpopular then there's a chance that kind of time bomb can either be defused by reconsidering or explaining, or at least go off well in advance of launch so that people don't feel shocked when they find out X has changed after buying the game.
#988
Posté 07 août 2011 - 11:44
Sylvius the Mad wrote...
Or, a better question, why not then start all the paraphrases at one end of the screen instead of the middle? Having the hub in the middle necessarily limits you to using only half of the screen for each paraphrase. A list down the side would allow significantly longer paraphrases.
I like this suggestion. Current paraphrasing doesn't work well, no matter how much you try many instances 3-4 words cannot cut the mustard. (So to speak)
RinpocheSchnozberry wrote...
Even better, do away with the previews and just select the icons. It would be like Renegade/Paragon in ME2.
Even better than that, select your tone at the start of the game and just sit back and watch the game unfold. Right before your eyes...magic, like a...movie! On second thought no.
Luke Barrett wrote...
Personally I agree but as PC gamers we're raised on a platform where you have to constantly upgrade to keep up. Not everyone is used to - and okay with - that.
That is also a myth unless one relies on store brought PC's with salesmen that are less than honest with consumers telling them this desktop/laptop is top of the line and will last them 5 years or better. When its already considered low-end that year. (They did this to my own mother, and raked her over the coals in price to boot. Next PC she let me build for her and it cost 1/5 of what the store bought one did and lasted her a good 6 years. She was mainly an MMO gamer believe it or not. Ha.)
She only stopped gaming and using the PC because the internet was really flakey in her area no matter what she tried could not get a decent connection anymore. With so many regular SP type games needing net access now its pretty much no buy for those people.
#989
Posté 08 août 2011 - 02:07
Sylvius the Mad wrote...
PC games stopped supporting 640*480 years ago. When are consoles going to do that?
Or, a better question, why not then start all the paraphrases at one end of the screen instead of the middle? Having the hub in the middle necessarily limits you to using only half of the screen for each paraphrase. A list down the side would allow significantly longer paraphrases.
Well with consoles, they have to take into account a majority of people cant afford to throw $2000+ on the latest T.V. I'm on a tight budget,and still use the old analouge T.V to play my games. My P.C is not vamped up as the model was made five years ago.
#990
Posté 08 août 2011 - 02:55
Retarded meme is retarded. This whole 2k TV/ 2k PC is overused. How about we back it down a bit to a 500$ TV? a good Sony Bravia 3 FullHD tv costs just that.Yuqi wrote...
Sylvius the Mad wrote...
PC games stopped supporting 640*480 years ago. When are consoles going to do that?
Or, a better question, why not then start all the paraphrases at one end of the screen instead of the middle? Having the hub in the middle necessarily limits you to using only half of the screen for each paraphrase. A list down the side would allow significantly longer paraphrases.
Well with consoles, they have to take into account a majority of people cant afford to throw $2000+ on the latest T.V. I'm on a tight budget,and still use the old analouge T.V to play my games. My P.C is not vamped up as the model was made five years ago.
As for when the support for that will be removed? My bet is at LEAST another generation. even at acceptable prices, some people don't exactly prioritize a TV replacement since it's considered Furniture rather than electronics by a TON of people.
#991
Posté 08 août 2011 - 03:20
Art Style. For the future of the franchise. What are you all leaning towards?(This is for the fans and the devs to answer)
Personally I felt there was nothing wrong with DAO's and I hated DA2's in comparison. I imagine others feel the opposite.
I'd just like to know if future games are gonna have Morrigan's beautiful eyes or Isabella's skeleton hands.
Eww.
#992
Posté 08 août 2011 - 03:25
LPPrince wrote...
I think I've voiced my distaste for DA2(compared to DAO) enough already, but I do have ONE question I really want answered-
Art Style. For the future of the franchise. What are you all leaning towards?(This is for the fans and the devs to answer)
Personally I felt there was nothing wrong with DAO's and I hated DA2's in comparison. I imagine others feel the opposite.
I'd just like to know if future games are gonna have Morrigan's beautiful eyes or Isabella's skeleton hands.
Eww.
Morrigan's beautiful eyes? You mean this:

And yes, that is actually Bioware's official face morph of Morrigan using DA2's "improved" engine.
One of the fans found the .msh for Morrigan in the game files and just converted it to a .mop. It would seem they at least made a .msh for Morrigan for DA2 but either it was (thankfully) ditched and just left in the files or its maybe in there as a prelude to her showing up in a DLC or something.
After seeing DA2's resdesign of Alistair and Zevran, I'm demanding that they revert back the old style.
Modifié par Savber100, 08 août 2011 - 03:28 .
#993
Posté 08 août 2011 - 03:44
LPPrince wrote...
I think I've voiced my distaste for DA2(compared to DAO) enough already, but I do have ONE question I really want answered-
Art Style. For the future of the franchise. What are you all leaning towards?(This is for the fans and the devs to answer)
Personally I felt there was nothing wrong with DAO's and I hated DA2's in comparison. I imagine others feel the opposite.
I'd just like to know if future games are gonna have Morrigan's beautiful eyes or Isabella's skeleton hands.
Eww.
I didn't care for DA2's art direction either, whereas I thought DAO's was serviceable. Thedas is supposed to be a gritty world that feels real, but they took a turn towards the cartoonish, I guess to differentiate themselves from games that focus more on high-end graphics. I'm not hung up about graphics as much as art style though. For DA3 I'd hope they drop the cartoon look, which affected not only the animations, but even people's appearance. The men seemed to get unattractive (*to me* ahem) balloon heads that had strange neck-to-jaw transitions, whereas there a tons of good-looking DAO avatars on the boards.
DA2 improved the architecture though, imo. I've written a bit about it elsewhere. I prefer them pushing architectural innovation. Whereas DAO had pseudo-Roman and medieval architecture (except for the American pastoral dwarves), DA2 was a bit more creative although it still had clear terrestrial inspirations. (The Gallows feels surprisingly like walking through the Rockefeller Center.) I'd like to see them push it further, although I realize it's probably not their biggest priority. Still, I think creative architecture might be an easy opportunity to differentiate themselves visually without having to rework their engine, as they seem not to want to. One thing TW2 was not was architecturally innovative, even though everything looked good.
The pinnacle of fantasy design I've seen in a series is the throne room in the Tower of Druaga, perhaps just because I couldn't pin the inspiration for it. It has this creative zig-zag pattern in the wall and the whole place seemed very new to me. I've seen zig-zagged stonework before but never like that, and it definitely didn't ape any identifiable architectural movement I know of, although for all I know it could have been derivative of, say, other anime work. It just seemed fresh to me and not at all like, oh! "This is the Roman stage." "This is the Minoan stage." "This is the medieval stage." ... yet at the same time it looked like something someone could have constructed, rather than something extra-terrestrial or whatever (ironically so given the location).
Modifié par Satyricon331, 08 août 2011 - 03:45 .
#994
Posté 08 août 2011 - 04:06
Savber100 wrote...
LPPrince wrote...
I think I've voiced my distaste for DA2(compared to DAO) enough already, but I do have ONE question I really want answered-
Art Style. For the future of the franchise. What are you all leaning towards?(This is for the fans and the devs to answer)
Personally I felt there was nothing wrong with DAO's and I hated DA2's in comparison. I imagine others feel the opposite.
I'd just like to know if future games are gonna have Morrigan's beautiful eyes or Isabella's skeleton hands.
Eww.
Morrigan's beautiful eyes? You mean this:
And yes, that is actually Bioware's official face morph of Morrigan using DA2's "improved" engine.
One of the fans found the .msh for Morrigan in the game files and just converted it to a .mop. It would seem they at least made a .msh for Morrigan for DA2 but either it was (thankfully) ditched and just left in the files or its maybe in there as a prelude to her showing up in a DLC or something.
After seeing DA2's resdesign of Alistair and Zevran, I'm demanding that they revert back the old style.
That's not Morrigan.
THAT IS NOT MORRIGAN.
GOOD GOD, PLEASE TELL ME THAT IS NOT MORRIGAN.
If I ever see a DA2 stylized Morrigan in game, I'm quitting the series for good.
(not really)
But it'll be another strike against the game's art style for sure.
I feel the new art style RUINED a lot of characters, especially the old ones from DAO.
I was glad Morrigan didn't show up in DA2 because I had the feeling they were gonna mess her up like they did Alistair, Zevran, etc etc.
THANK GOD THAT WASN'T IN THE GAME.
If it was, I honest to God think I would've cried.
#995
Posté 08 août 2011 - 04:08
Please.
Revert back to DAO's art style.
Morrigan's eyes, the ravens flying over the Tower of Ishal, the books littering the Circle Tower Library>Kirkwall.
Seriously.
SERIOUSLY.
#996
Posté 08 août 2011 - 04:08
To honest the art style of the both games is .... Blah and Bleh. Niether artstyle is something to right home to mother about.
Modifié par nitefyre410, 08 août 2011 - 04:10 .
#997
Posté 08 août 2011 - 04:08
Modifié par nitefyre410, 08 août 2011 - 04:09 .
#998
Posté 08 août 2011 - 04:20
(It was a comment about gaming sites reporting this thread as news, but never mind.)
(Sometimes its more productive to bash one's head against a wall than post on a forum.)
Modifié par Firky, 08 août 2011 - 04:33 .
#999
Posté 08 août 2011 - 05:26
Then there was Deus Ex II, and I remember during development I kept reading the devs of that game (the original dev had stepped back) talking about granularity and simplification. And the original Dev kept saying things like (paraphrased) "well, they're the devs". And I got a really queasy feeling. And, indeed, when Deus Ex II came out, the loss of granularity felt like the loss of choice, and the game overall was not (imo) as good as the first one.
Now the thing is, the devs had talked about how they didn't want to reduce choice, they wanted bigger more meaningful (but fewer) choices, but in the end, it really did feel like choice had been removed.
When it comes to choice, each choice does need to feel like it matters, it needs to be at least somewhat clear (you must know what you're choosing) and for it to be a real choice it must feel like it is excluding other choices. You can't have it all.
And in and RPG the end result must feel different than other end results. Playing my dual wield vs. two hander vs. bow should feel different, and that difference must extend to mechanics. If it's all just a skin on the same dps, or somesuch, that will come through.
Single player RPGs don't have to be as balanced as MMORPGs (not to say balance isn't an issue), and that should be taken advantage of, as well.
#1000
Posté 08 août 2011 - 05:29
nitefyre410 wrote...
^ That has been gone over in other threads that is not a Finalized Morrigan... we can resume normal night of "whack the devs"
To honest the art style of the both games is .... Blah and Bleh. Niether artstyle is something to right home to mother about.
I can only imagine how bad the finalized Morrigan would look. *glances at Alistair and Zev*
And you're right to a degree, DA:O art style was rather grim and brown but even that pales in comparison to these new designs.
DA2's cartoony look is doing no credit to the original vision of making a game with the tone of Game of Thrones.





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