Companion equipment: what do you want to see in DA3?
#326
Posté 08 août 2011 - 02:18
In Origins, player's had to basically find and match armor pieces, scrutinizing each little piece to make sure it was better than the current piece. It was tedious and not interesting at all.
In Dragon Age 2, companions had upgradeable armor, which was a definite plus, as it retained their unique looks and eliminated the need to compare armors. However, this system was undermined by the fact that there were only 4 upgrades per companion, and these upgrades were obscurely hidden in some of the most remote places, and if missed (progressing onto the next act) could never be obtained. Instead of giving the players millions of armor choices to choose from in Dragon Age 1, you instead gave them a task to find 1-2 needles in each act or to have a weakened companion.
Looking back at Origins, there was 1 nice method to getting your armor sets completed without a hassle - Wade. You went to the blacksmith with Drake/Dragon scales and Wade would make the armor sets (usually with some gold).
So why not introduce "Blacksmiths" into Dragon Age 3, where players could go to and purchase upgrades for each of their companions using gold (which they earn from Quests, Slain Opponents, and the excess useless armor sets/weapons your MC doesn't use, assuming the MC doesn't use the blacksmith himself). Players could also provide crafting materials (Iron, Silver, Gold, Gems, Scales, etc.) for massive discounts as opposed to selling them. However, crafting materials should only be used for discounts mainly, otherwise you will have players run into the Dragon Age 2 problem again - digging through piles of haystacks looking for a crafting piece they need to upgrade.
For Armor, the character can upgrade their armor quality, assuming they meet the requirements (STR/CON) to wear the heavier material.
You can also have unique upgrades for each piece of armor (Gloves/Helm/Boots) that can give unique properties, where players can select from say 3 choices for each unique piece/slot. And if later the player does not like the choice, they can buy the alternative - and have the option to pick between the upgrades outside of combat at any time.
This system can work even for weapons, even if in DA3 each companion has 2 weapons.
In the end, you want to eliminate the annoying micro management game found in a lot of RPG's while at the same time having a system where players can see, make, and feel the improvements they make with their choices. Avoid the obscure scavenger hunts, Eliminate the nit picky comparisons, and simply make the game fun to play.
#327
Posté 08 août 2011 - 04:33
If you look at the mods on DA nexus, a huge proportion of them are appearance or armor mods that allow players to customize the look of their party. It sounds silly to admit to basically playing dress up with the characters, but I admit it, I do exactly that. Apparently my parents would have had far better luck getting me to play with those dolls they insisted on getting me as a child if I had been able to dress them up in armor and marched them off to battle. I use the Shadow Warden Armor, Armor of the Elven Warden and Dalish Ceremonial Armor mods in DAO almost entirely because they look great. The stats on them are reasonable, but I certainly have better armors available. One of the most frequent "minor" grumbles about DAO was the lack of variety in armor and weapon models.
#328
Posté 08 août 2011 - 05:11
#329
Posté 08 août 2011 - 10:40
1: I would either like to see the companions be able to be equipped with all weapons and armor that drop, but do not have the equipment change their appearance, but if this approach is used I would love to see each companion character collect some different armor styles that they player can pick from over the course of the game.
2: If the first is unlikely I would like to see armor and weapon set drop that was styled for your companions.
#330
Posté 08 août 2011 - 12:06
I hated that each companion could only ever use one style of weapon, it just felt bad tactically. I can think of a few fights in Origins and Awakening where I had everyone go ranged. (Mostly against boss level creatures with an uber powerful melee attack that hits everyone simultanously - broodmother, archdemon, end boss of awakening). But in DA2, melee is melee and ranged is ranged, no matter what. Can we have secondary weapons back please?
As for armour, I agree with what seems to be the majority opinion - distinct visual style for each companion, but more choice within that style.
#331
Posté 08 août 2011 - 01:34
#332
Posté 08 août 2011 - 02:06
#333
Posté 08 août 2011 - 02:10
#334
Posté 08 août 2011 - 04:19
Personally, I loved finding things and deciding who would use them according to the type of PC I had. Not being able to do so removed an element of the game that I really enjoyed.
Modifié par errant_knight, 08 août 2011 - 04:22 .
#335
Posté 08 août 2011 - 04:25
#336
Posté 08 août 2011 - 04:28
FieryDove wrote...
Blastback wrote...
My thought is for every character to have a starting outfit that is uniquely theirs, which levels up with the character throughout the game. But, if the player wishes, it can be swapped out for other armor sets.
How about they wear the iconic look when goofing off at the hanged man/home etc. But when out doing quests with the PC they wear the battle armor we gave them be shown? No? Yes?
#337
Posté 08 août 2011 - 04:32
For instance, Isabela could have had a few outfits available in each chapter and had outfits that included pants for those(me) who wanted her to look like a fighter and not a cheap "companion." Just my two cents.
#338
Posté 08 août 2011 - 07:35
Modifié par ReallyRue, 08 août 2011 - 07:37 .
#339
Posté 08 août 2011 - 09:04
But that prevents us from giving them armour that suits a different combat role.ReallyRue wrote...
I like the style of DA2, where companions have their own unique armour, but I think they should have a few alternate sets too, so that if you don't like one outfit, or get bored of it, then you can change.
Carver's Act II armour is far too light to serve as credible armour if he's tanking, and yet that's all he gets.
#340
Posté 08 août 2011 - 09:10
For example equipping a dalish elf-rouge companion with leather armour would cause it to be painted green with dalish symbols and less armour on it (warriors would have more) whereas when you wear it, it would be in its default form etc,
So each companion would have their own design but could wear all the different types of armour, stats permitting, whether this is feasible for Bioware to do is another issue all together
Modifié par Jamie_edmo, 08 août 2011 - 09:17 .
#341
Posté 08 août 2011 - 10:04
#342
Posté 08 août 2011 - 10:27
Modifié par Hurbster, 08 août 2011 - 10:28 .
#343
Posté 09 août 2011 - 12:30
#344
Posté 09 août 2011 - 01:08
#345
Posté 09 août 2011 - 01:10
Hmm overall I agree, but I would wish to add to that, And a cannon to deal with the Mages.blothulfur wrote...
My sword and soul, selected writings from the Qun and a mabari to guard my back. What more could any warrior ask for.
#346
Posté 09 août 2011 - 01:12
#347
Posté 09 août 2011 - 01:14
#348
Posté 09 août 2011 - 01:15
#349
Posté 09 août 2011 - 05:34
#350
Posté 09 août 2011 - 06:26
The problem with generic armour is that it really amounts to the same thing once stats are involved. It's not as if in DA:O we had more than 5-6 useful endgame armours.
My Aside to Sylvius (if you want to reply, let's do it via PM):
Sylvius the Mad wrote...
Value judgments cannot be persuasive, as they have no relevance beyond the speaker's own mind.
It wasn't meant to be persuasive. It was meant to illustrate a value.
Almost right. The "right answer" is independent of the PC.
No. The player. It has nothing to do with the in-game reality.
Since the player doesn't exist within the game's reality, describing the details of that reality relative to the player is nonsensical.
Things that don't exist can't exhibit characteristics.
In this case, we are debating altering the reality of the game (can the player choose anything about the companion's character?). As a result, we are already at the 'meta' level.
1) Not relevant.
2) Not relevant.
Both are quite relevant. As relevant as your claim that we should pretend that an RPG is a real world. It's the very point at issue.
3) Patently false.
No, the opposite. Ambiguity is at odds with an RPGs, because mental fantasy is not what makes an RPG, but rather in-character decisions and the reactions to them.
Ambiguity makes in-character decisions impossible. Remember your complaint about the paraphrase: because you can't go from paraphrase to the literal line your PC uses, the paraphrase is uselessly ambiguous (because it doesn't tell you what your character actually does) so it makes RP impossible.
You're right on the money (about the effect). All ambiguity does the same.
Modifié par In Exile, 09 août 2011 - 06:30 .





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