Most Important Issue with DA2 [After Legacy]
#1
Posté 04 août 2011 - 11:04
I am curious to see whether we can agree on one or two main issues that really stand out for us or whether there is simply too much inconsistency that it's all left to personal preference and taste and we really can no longer agree on any one major thing.
We already know that there are, in fact, four main issues that the team is discussing and looking at:
http://social.biowar...92640/2#8032195
being the recycled environments, wave mechanics, impact of choice and companion customization, so perhaps we could avoid those points. And while I can appreciate that it may be difficult to choose your most important issue, let's limit the responses to your one major point, with perhaps one related sub-point, as I do not wish for this to become another long winded laundry list of what we don't like about DA2. I would like to keep the responses brief and to the point (as we would like to present a clear and easy to read picture for the devs), but perhaps, in as few words as you can, briefly describe your thinking.
Here is my thinking.
One Major Point
The Elven Redesign - I believe the elven design in DA2 was taken to the extreme, as I find them terribly too thin and not appealing in any way, shape or form, which is counter productive to the much sought after inherent beauty that they are supposed to possess. If there was a need to make the race look more distinctive from humans, then absolutely make the race slender but I simply feel it was over done with the extreme anorexic look.
One Sub-Point
The Dalish Behaviour and Bearing - I found the Dalish in DA2 to be portrayed very differently from the lore (and perhaps my view of them as established from DA:O). They no longer possessed that mysticism about them. They lacked that ethereal sense of calmness brought about by the wisdom age brings, the age of the race as a whole. Perhaps it was the voice acting specifically or the choice of voice actors in general but they were vastly different creatures from those portrayed in DA:O and I am having great difficulty reconciling the two.
Any takers?
#2
Posté 04 août 2011 - 11:22
Edit: Never mind, I reread the post three times to get it. silly me
anyways on topic...
I agree with you on the elves not being appealing.well,except Athenril...The elves in DA2 don't give me this "majestic" impression of elves like what we see in LotR. They just seem too...cartoony perhaps? In regards to your sub-point, I don't have much too say about it because I haven't played DA:O(shame on me) but the dalish in DA2 have this annoying sense of superiority which was a real turn off. Its fine if they're proud to be Dalish but just having that "your'e not worthy" attitude gets on my nerves.
Modifié par Ryoufu, 04 août 2011 - 11:34 .
#3
Posté 04 août 2011 - 11:30
AloraKast wrote...
Now that it is apparent the fans have successfuly brought two of the most disliked issues with DA2 to Bioware's attention (the recycled environments and parachuting enemies/poor use of the wave combat mechanics) as evidenced by changes implemented in the Legacy DLC, I find myself curious about what's next on your list of the things that really bothered you in DA2? What's the one major most important issue that you would like the devs to look at next and possibly address, whether in next DLC, expansion or DA3?
I am curious to see whether we can agree on one or two main issues that really stand out for us or whether there is simply too much inconsistency that it's all left to personal preference and taste and we really can no longer agree on any one major thing.
We already know that there are, in fact, four main issues that the team is discussing and looking at:
http://social.biowar...92640/2#8032195
being the recycled environments, wave mechanics, impact of choice and companion customization, so perhaps we could avoid those points. And while I can appreciate that it may be difficult to choose your most important issue, let's limit the responses to your one major point, with perhaps one related sub-point, as I do not wish for this to become another long winded laundry list of what we don't like about DA2. I would like to keep the responses brief and to the point (as we would like to present a clear and easy to read picture for the devs), but perhaps, in as few words as you can, briefly describe your thinking.
Here is my thinking.
One Major Point
The Elven Redesign - I believe the elven design in DA2 was taken to the extreme, as I find them terribly too thin and not appealing in any way, shape or form, which is counter productive to the much sought after inherent beauty that they are supposed to possess. If there was a need to make the race look more distinctive from humans, then absolutely make the race slender but I simply feel it was over done with the extreme anorexic look.
One Sub-Point
The Dalish Behaviour and Bearing - I found the Dalish in DA2 to be portrayed very differently from the lore (and perhaps my view of them as established from DA:O). They no longer possessed that mysticism about them. They lacked that ethereal sense of calmness brought about by the wisdom age brings, the age of the race as a whole. Perhaps it was the voice acting specifically or the choice of voice actors in general but they were vastly different creatures from those portrayed in DA:O and I am having great difficulty reconciling the two.
Any takers?
To touch on the wave mechanic - I still think it would not have been as bad if the main method was travel was not the quick travel map they used. If they opened the world up some - allowing you to travel between districts via the city streets you dark ally places where the those mobs are going to be. You can A. avoid them completely or fight them. On to Elves
I don't dislike the redesign but its jarring because there is really know biological reason behind why - they look like Na'vi but why are Na'vi , the Na'vi there eyes are big to see better in darker places. So whats the reason behind why the elves have such large eye and thin bodies. Bioware shot themselves in the foot because canon says the everything about elves was lost - so that includes knowledge about the ancestors. Even in Anime there is a reason behind why some characters have certain features. Naruto has the whiskers marks on his face because of the Fox demon sealed in side of him not becasue the artist thought it was cool looking same with Jinjurikuu- they hall have a mark of some sort. Bleach Grimmjaw has a hole in his stomach because A Hallow(the creature the he evolved from) is spirit that has it the remains of the chain the connect to bodie eaten away. Once the chain it gone it becomes a Hallow. What is off putting is that there is no reason behind the elves looking the way they built into the story. Same for the Qunari who look awesome but once again.. why do have horns in the DA what was the purpose behind them evolveing horns.
Dalish - if I am right its the same clan that the Dalish warden came from(my first warden was Dalish) So not only have they lost two of there own they have been running and moving with very little rest by the time Hawk first meets them in DA2. So for Act 1 I would say stress, Act 2: at in my game I sent the boy on the run to them and then Templars torture and a young hunter add on top of the fact the Merriel messing with Mirrior is digging up old wounds. Act 3: your guess is as good as mine.
So I would the biggest issue would be now start paying attention to the detials in DA world if they are going to make change. Trying to give some reason in the story why are these characters like this.. A, B,C was done because in the game world X,Y,Z
Modifié par nitefyre410, 04 août 2011 - 11:33 .
#4
Posté 04 août 2011 - 11:30
Yes, exactly so. I am wondering whether we can arrive at one or two more prominent issues that we would like for the devs to look at next and see how those things can be improved or whether there are so many different points of view dictated by personal preference that we simply cannot agree on any one major point... or at least no clear "winner" will emerge from comparing the different points of view.
Modifié par AloraKast, 04 août 2011 - 11:43 .
#5
Posté 04 août 2011 - 11:41
Not even a Comic artist can get away with change the costume of the X hero with out a good reason behind it. Do they different styles of drawing the characters yes but they are still drawing the same characters.
Modifié par nitefyre410, 05 août 2011 - 12:32 .
#6
Posté 05 août 2011 - 12:04
This is probably going to be difficult to implement given the point DA2 is already at and the way it's set up, but hey, it's worth a shot! I want to see Kirkwall, and environments in general, feel more populated and 'real.' Whether that means new areas open up or the scenery changing as time and/or achievements happen (the huge Champion statue on the docks, I thought, was a nice touch) I want to feel like the city grows and changes as much as I do, whether directly or indirectly because of my influence.
Heck, even seeing the NPCs outfits change over time would be nice. As a simple example, the Herbalist's Tasks quests: after all that running around for exotic ingredients not once, but twice, I expected to at least see more goods on the shelves, or an outright pimpin' stall. Did it happen? Nope. I really appreciate what the game does have in this way (meeting Grace and Alain in the Gallows, or Feynriel), but Kirkwall doesn't reflect the fact that TEN YEARS passed AT ALL.
SUB ISSUE:
I loved the cinematic of Hawke entering Kirkwall, and I always wanted to be be able to examine statues/details around the Gallows. Can we please take something from Legacy and implement viewpoints in the main game, even just for aesthetic purposes if not game-related ones? Or even just a first person view/free camera function? :S
Modifié par miskatonica, 05 août 2011 - 12:05 .
#7
Posté 05 août 2011 - 12:57
miskatonica wrote...
MAJOR ISSUE:
This is probably going to be difficult to implement given the point DA2 is already at and the way it's set up, but hey, it's worth a shot! I want to see Kirkwall, and environments in general, feel more populated and 'real.' Whether that means new areas open up or the scenery changing as time and/or achievements happen (the huge Champion statue on the docks, I thought, was a nice touch) I want to feel like the city grows and changes as much as I do, whether directly or indirectly because of my influence.
Heck, even seeing the NPCs outfits change over time would be nice. As a simple example, the Herbalist's Tasks quests: after all that running around for exotic ingredients not once, but twice, I expected to at least see more goods on the shelves, or an outright pimpin' stall. Did it happen? Nope. I really appreciate what the game does have in this way (meeting Grace and Alain in the Gallows, or Feynriel), but Kirkwall doesn't reflect the fact that TEN YEARS passed AT ALL.
SUB ISSUE:
I loved the cinematic of Hawke entering Kirkwall, and I always wanted to be be able to examine statues/details around the Gallows. Can we please take something from Legacy and implement viewpoints in the main game, even just for aesthetic purposes if not game-related ones? Or even just a first person view/free camera function? :S
^ Agree
Something else I just thought of and this is something that has bugged across both DA:O DA 2 and it is something that I would like to see Bioware(at least in my eyes) in prove on. First in presenation and video game is not a book there is visual aspect to this and honestly I was not wowed visual by DA:O or DA 2.
In DA:O i would have loved to have gone back to the remains of Lorthering that would have given a the player visual of how destructice blight could be. Burnt down buildings, bodies everywhere - she the characters responded Lieana at the remains of the Chantry etc,etc. Something like the would really drove home just how bad a blight is and connected the player to the Story. Shown the Warden and Alasitar just what they are fighting against. Its one thing to see the remains of a battlefield is another to see the remains of a Town. DA 2 seeing Hawk and sibling working jobs that are not on the up and up. Act 1 durning that times skip seeing events that set the tone for issues with Qunari. Act 3 seeing the breaking down of Mage Templar relations durning those three years.
a example would look at what Square is doing with just the promotions for Deus Ex. The mechanics and gameplay I know Bioware is going fix but the delivery is important. ME team seems to have gotten it - so I know the DA team by DA 3 hits we get it.
#8
Posté 05 août 2011 - 03:20
Almost all quest end up in fighting someone. Why can't a quest be ended by being diplomatic or bribery...something! Its always fight this guy and fight that guy. This leads to combat being repetetive to an extent. That said, sometimes the combat mechanics don't flow fluidly like rage demons taking a while to do their stealth animation but you still have a target locked on it but won't attack. Allies not triggering their tactics properly or immedietly is an annoyance but I'm able to tolerate it because it's not completely game breaking. Allies not performing their assigned tactics when set to a non-aggressive behavior is a problem, though I'm not sure weather this was intended or not. Weapon animations are good but repetetive. Perhaps a solution to that is adding more attacks to the attack string and adding finishers IF the the character killed the LAST enemy, of course, with varying finisher animations. The finishers used in the cinematics after killing Corypheus or the High dragon was a good step, but should be applied in-game.
sub issue
I loved the cinematic of Hawke entering
Kirkwall, and I always wanted to be be able to examine statues/details
around the Gallows. Can we please take something from Legacy and
implement viewpoints in the main game, even just for aesthetic purposes
if not game-related ones? Or even just a first person view/free camera
function? :S
^this
#9
Posté 05 août 2011 - 03:24
Hawke, on the other hand, is just some shemlen who isn't anything special (other than the amulet). They have no reason to be nice, especially since the entire clan is living in Sundermount basically against their better judgement for 10 years., they lost their Halla, and they feel a bit betrayed by their Keeper by her actions.
#10
Posté 05 août 2011 - 03:40
I understand that Hawke starts out as a refugee with no money or influence whatsoever in Kirkwall and only goes there because Leandra is from there. Originally the Hawkes were planning on using the estate and nobility to hide from the templars but couldn't because of Gamlen. Then we have to join the smugglers or the mercenaries.
My thing there is I would like to see more consequences of that beyond what is shown in act 1. Meet a family we robbed or were hired to attack. Not just some comment from Varic and Elegant and company.
Sub-Issue: Time frame.
I accomplish a lot in Kirkwall as the game lasts ten years. I would like to walk down a street and hear people retelling one of Varic's exaggerated stories about a certain quest I completed, or even be a victim of Leandra playing matchmaker for Hawke between act 1 and 2. (If playing a male, Leandra mentions that the youngest daughter of the Reinharts was interested in him, maybe meet the Reinharts).
#11
Posté 05 août 2011 - 04:41
#12
Posté 05 août 2011 - 04:48
The Dalish Behaviour and Bearing - I found the Dalish in DA2 to be portrayed very differently from the lore (and perhaps my view of them as established from DA:O). They no longer possessed that mysticism about them. They lacked that ethereal sense of calmness brought about by the wisdom age brings, the age of the race as a whole. Perhaps it was the voice acting specifically or the choice of voice actors in general but they were vastly different creatures from those portrayed in DA:O and I am having great difficulty reconciling the two.
I don't quite understand. We barely got to know Marethari's clan in Origins aside from what they do and Zathrian's clan were a bunch of pricks unless you were Dalish (in which case only the hahren was a ******, like he is to everybody).
Also, Dalish doesn't just mean the wanderers. It also means the people of the Dales when they were allowed to live there.
What lore are you talking about?
#13
Posté 05 août 2011 - 08:18
Dalish crafting is second to none I assure you!
Compare that to Varathorn in DA:O and I think it's clear who has more of that "ethereal sense of calmness brought about by the wisdom age brings".
I am no merchant, but let us trade. Perhaps there is something here which will be of value to you.
Personally I don't mind it. I never saw the dalish as a people that excelled at wisdom anyway.
#14
Guest_Fiddles_stix_*
Posté 05 août 2011 - 08:34
Guest_Fiddles_stix_*
#15
Posté 05 août 2011 - 01:07
I would like to have seen more variety in Act II based on things I did in Act I. I was expecting Dragon Age: Middles instead of Dragon Age: Origins, and I didn't get it. I lost the epilogue cards and didn't get in-game replacements for them like I'd expected, given the 10-year time frame they had to work with.
If you're not going to give choice like with Petrice and the Saarebas, I'd like them to constrain you with story and the circumstance as opposed to constraining you with a lack of options in your UI (dialogue wheel, quest journal requirements). I'd like them to concoct some reason why it's really in my best interest to go along with things even if I have misgivings.
#16
Posté 05 août 2011 - 01:19
My experience with the Dalish Origin really gave me a rich insight into the clan and the culture. I moved around the camp, interrupted their activities while asking about everyone's health, etc. I fondly remember joining Paivel around the fire while he was telling the children stories and joining in, interrupting Junar while he was practicing archery with Pol and learning of how Pol (a city elf) came to be among the Dalish, getting some history lessons and a peek into the Dalish culture from Master Ilen... things like this came together to create this beautiful mystic atmosphere and bearing around the Dalish clan I came to love in Origins. Meeting the clan in DA2 was a vastly different experience. I think Gallimatia has pointed out the differences with his/her example above.
Through my experiences as a Dalish Warden I have come to view the Dalish akin to Elves from Lord of the Rings, possessing that deep, ancient magic, mysticysm, assuredness, calmness, wisdom, etc. (even despite the fact that a great deal of their lore has been lost to the ages)... whereas those presented to us in DA2 put me in mind of some non-descript and two dimentional nomadic tribe with very little life to them.
Oh, and the codex entries! Let's not forget the rich codex entries to be found in just the Dalish Origin alone. I count 16 codex entries on the wiki page, but there could very well be more to be found... and they add even more insight into the culture and add to the rich lore.
Perhaps it really does come down to attention to details, like Beomer describes in his post:
http://social.biowar...1/index/8036991
Having all those "unnecessary" details really does add that level of vibrancy which only heightens the game experience and makes it that much more believable/realistic.
Ah, some really good idea in here, some things I've never even considered before. Though it doesn't seem that any one thing jumps out as the next prominent aspect to be closely examined by the team. Well, aside from the importance of choice and reprecussions of choice which I do believe the team is also looking at to see if/how that aspect can be improved. But some really good ideas here guys, thank you so much!
Any more suggestions/thoughts?
#17
Posté 05 août 2011 - 01:35
This clownish cartoonish design
The animeish style japanese animation: mh i don't like them i find them out of tone on the dragon age universe...
Some silly abilityes: Of course the teleport backstab and the teleport chanrge of the warrior need to change.. As a long with some over the top ability that for me is really immersion breaking...
Those are my opinions ofcourse
#18
Posté 05 août 2011 - 02:03
Monica83 wrote...
Some silly abilityes: Of course the teleport backstab and the teleport chanrge of the warrior need to change.. As a long with some over the top ability that for me is really immersion breaking...
Those are my opinions ofcourse
Well sense we are the topic of Combat .
The Charge/ cleave needs to two seperate attacks- Warriors must have a way to close on a ranged target. If there was one thing that drove me nuts in DA:O was when there was Mage or Archer giving my party hell and I could not GET over to them in time to interupt. Reduce the range of the change some what make run with warrior leaning with the shoulder but the has be some speed and force or the impact is going to be unbelievable. Allow warriors to use Pole- Arms would be great.
Cleave is a cleave I swing 6ft two handed sword razor sharp sword as hard as I can you and you two buddies next getting cut. Now would you could do is dmg decrease the for adjacent targets and only hit say two mobs adjacent to the main mob. What the better not do is going back those god aweful animation they used in Origins which that winded up... Anyone who did that in combat... DEAD.
Rogues - are all about speed, misdirection and fighting dirty. No rogue is going stand there while warrior winds up to hit with the big ole' warhammer , axe, sword, sword and shield. Once have the back stab in combat should three key animation the stun hit or counter/parrry to get the target off balance, move to back either roll or a step around and then the attack itself.
They have work do when It comes to combat casue saying the DA 2 combat was better than DA:O is like it being 120 degrees out but it only being 110 in the shade.
Modifié par nitefyre410, 05 août 2011 - 05:38 .
#19
Posté 05 août 2011 - 03:18
AloraKast wrote...
Through my experiences as a Dalish Warden I have come to view the Dalish akin to Elves from Lord of the Rings, possessing that deep, ancient magic, mysticysm, assuredness, calmness, wisdom, etc. (even despite the fact that a great deal of their lore has been lost to the ages)... whereas those presented to us in DA2 put me in mind of some non-descript and two dimentional nomadic tribe with very little life to them.
I guess it just shows how interpretation comes into play, because in my five experiences as a Dalish Warden, Dalish never gave me that impression of "eerie ancient calmness", quite the contrary.
Case in point: when you start, you're given the choice of killing those three humans on the sole basis they are Shemlens. If you choose not to, you're told you're being too soft. This doesn't strike me as "calmness and wisdom" but more as a xenophobic aggressive attitude bordering on Scoia'tael (if you see what I mean, and I know you do
Then you move on to the ruins and the dialog with Tamlen in which you learn lots about your life in the tribe, and what transpires is a rather "normal" life (living in a camp notwithstanding), where you can brawl with other Dalish, among other things (again, not very calm and wise, rather a "youth will be youth" thing).
In the camp itself, Hahren Paivel, Master Ilen and Marethari sure give that impression, but they are the elders. Although Paivel, for all his wisdom and ancientness, can't refrain making little passive-aggressive jabs at shemlens in his telling. The others sound like perfectly mundane people with mundane worries and aspirations. And if you chose to kill the shemlens, neither Fenarel or Marethari call you out on it. They seem more worried about the consequences.
Fast forward to Zathrian's clan, and the Scoia'tael impression actually grows. If you're Dalish, all is well, but you're repeatedly 1. praised on your blood 2. questioned about your choice of companions, and verbally attacked by the crazy storyteller for not adhering to his extreme views. If you're not Dalish, you're treated a little better than an annoying disturbance. City Elves have it the worst.
And then we have a third clan, Velanna's, who actually seem less xenophobic and shemlen-hating than the previous two (since they cast her out because of her extremism). Velanna herself is neither wise nor calm. This also reinforces the "clans are different from one another" lore, meaning you can't put all Dalish in the same "they all act like this and that" little box. The wiki gives a more clear view on that last point.
And last but not least, if as a Dalish Warden you choose the Land to the Dalish boon, Ashalle is overjoyed because she will now be able to have a real house. Again, a very down-to-earth aspiration.
All this to say that DA Dalish don't strike me as anything like the LotR elves, far from it. They have their own personality as a people, and variation from clan to clan, which is exactly why I love them so much, and why I wasn't surprised at DA2 Sabrae attitude, especially considering what they went through.
Having all those "unnecessary" details really does add that level of vibrancy which only heightens the game experience and makes it that much more believable/realistic.
This I absolutely agree with. As much as I like DA2, the lack of details, being on lore or environment, make it, sometimes, a very barren game, which leads us back to:
Most important issues:
Lack of details, regarding everything, including the fact that passage of time isn't shown at all.
Lack of "free" interaction with companions and LIs. I miss the little displays of affection, the possibility to break up with the LIs, and the little conversations about nothing with the companions.
Least ones:
The change to the Stealth ability.
The inability to ambush enemies (wasn't possible in DAO either). Sometimes, you stumble upon a bunch of baddies who haven't noticed you yet, and it strikes me as particularly asinine to have to draw their attention to initiate a fight while you could get rid of half of them with a surprise attack. Plus roguish bad-assery is good.
#20
Posté 05 août 2011 - 03:24
Detailed: Envirovment ,Lores ,Customization ,Content must be present or at the end the game is just mediocre.. A thing i hated of da2 is the total lack of detail in almost evrything also the time skips cut important potential in the scenario..
Modifié par Monica83, 05 août 2011 - 03:25 .
#21
Posté 05 août 2011 - 03:42
Harid wrote...
They should have actually changed not only the zones around Kirkwall, but Kirkwall itself during the ten years that passed.
They did move the crates and boxes around. Oh, and Lirene's Ferelden Imports moved after Act 1.
#22
Posté 05 août 2011 - 03:49
Very interesting arguments. I actually haven't really considered Velanna and her clan in my thoughts of the Dalish (perhaps because I only mostly recall my interactions with her as an individuals, as opposed to her clan as a whole), but you do bring up good points. And I know it's quite silly of me to think of the Dalish in these general terms, whereas in truth each clan is different from one another; some with only minor differences while other clans having more pronounced differences. I quite freely admit that I fell in love with my clan in Origins and that love has no doubt coloured my view of the Dalish as a whole. But I can also understand how the Dalish may be viewed in quite a different (and not so flattering) light... even going as far as comparing them to Scoia'tael (although I never see them as drastic/ruthless as Iorveth's Scoia'tael, but can appreciate those glimpses of comparison nonetheless).
Although there is one aspect that I did experience rather strongly which was lacking from the Dalish clan in DA2 and that is that sense of... magic? mysticism? I'm not sure if I'm choosing the correct or powerful enough words to convey my meaning or impressions (of course, everything of which is subjective).
Perhaps we can agree that the level of detail is one thing that the team needs to consider. Because while the world of DA:O was filled with rich details making everything vibrant and alive, DA2 came across as bare bones and clinical at times.
PS. You do realize that all your sensible talk is bursting my bubble, right? So quit it dammit! I'm perfectly happy in my coloured immersion, thank you very much.
Modifié par AloraKast, 05 août 2011 - 03:55 .
#23
Posté 05 août 2011 - 03:53
Having to fight the controls while trying to play probably soured my view of DA2 more than it should have, but control is something fundamental to a game, I believe. Not feeling in control bleed into a lot of other things becoming frustrating.
#24
Posté 06 août 2011 - 12:48
Thanks for reading.
#25
Posté 06 août 2011 - 01:09
More and freer dialogue with companions
A toolset
These were more important to me than the re-used areas and waves to begin with.





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