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Top 3 things most important for you to be worked on with DA3.


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#126
Rawgrim

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1. Character customization.
2. Fix the elves back to the way there were.
3. Remove all the anime-type weapons and moves. 8 foot long weightless swords is just silly.

#127
Darth Krytie

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1. Retooled areas/maps...make it less obvious when reusing areas, give more freedom for exploration.
2. Party Camp/Home base. (Let me check out my companions without having to go somewhere with three at a time, first, and half my storage box.
3. More ambient and cinematic dialogues with the LI. (I liked in ME2 where I could call Garrus up for snuggles or in DA:O where I could get smoochies from Alistair anytime I wanted.)

#128
bti79

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1. Overall return towards DAO style gameplay
2. Overall return towards DAO style storytelling (epic storytelling in 1st person) = real rpg
3. References to DAO events and characters through import flags

#129
NedPepper

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For a twist, I'm going to put in three things I DON'T want to see:

1. Any thought whatsoever of making this a sandbox game. I have a love/hate relationship with them, but I like Dragon Age because it's NOT Fallout or Elder Scrolls. Doesn't mean you can't have more exploration, but I like when it's structured towards the story and not just aimlessly wandering.

2. Don't revert the Qunari or the Elves back to Origins. The Elves may need a little retooling. Some looked great, some looked really, really ugly. On the other hand, the Qunari look like a diffrent race. I like the move against just being tall and having ridges in the forehead. Hats off there. You may need to explain why Sten doesn't have horns. (I want to meet up with Sten again. I really do. Sten was my Varric in Origins. My right hand man.) Visually DA:2 looked a million times better, and I get what you were doing with the Elves. They SHOULDN'T look like humans with pointy ears...but, you can play around a little more and find a less...anime design.

3. Don't think you have to remake Origins. I know some people want this, but I believe in evolution and experimentation. Don't lose that. It's what love about you guys.

#130
devSin

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I agree with that. Especially sandbox. I don't like Dragon Age "because it's NOT Fallout or Elder Scrolls", but I do in fact dislike Fallout (3) and Elder Scrolls because they are... well, Fallout 3 and Elder Scrolls.

Modifié par devSin, 11 août 2011 - 11:25 .


#131
Kothoses Rothenkisal

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The three things I would most like to see improved in DA 3.

Bring back companion depth, In Origins I really felt like my companions were people who had their own reasons for joining me, in DA 2 the companions were interesting but very spartan in depth, I felt like they were walking banter wagons with a quest for me every 3 years. While some of the quests were nice the shallowness and instant gratification of most of them left me yearning for the slow discovery of companions motivations that Origins, Kotor and even JE had.

2, More cerebral puzzles and quests, Andrastes Ashes from Origins is an example of a great little change of pace from the constant combat of DA 2. In Origins finishing a quest felt like an achievement in DA 2 I had to be told that it was an achievement after finishing my single player wow style Fed Ex.

3, Less streamlining, give me somewhere to explore I dont want ME 2 style corridors I want to feel like I am in a WORLD not a one way school hall being hand held from 1 arrow to the next, I am not talking about a massive Sandbox, Divinity 2 was not a sandbox but used a sandboxy engine to encourage exploration, put things in that are off the  beaten track and require effort to find.

Also 4, Epler for presidente!

I am sorry for the Paragraphs but I felt my statements needed quantifying lest I get the pitchfork treatment :)

Modifié par Kothoses Rothenkisal, 12 août 2011 - 12:56 .


#132
kirkonacid

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- I'd definitely want more freedom in regards to companion interaction. I want to be able to talk to companions anytime I want, not simply a few times an act.

- I don't like the use of recycled environments. This really needs fixed. I'd also prefer them to a be a little larger and while I'm at it, more of them.

- The inventory systems needs... something. The junk system is nice for clutter reduction, but what's the point aside from a few silvers? I'd like a greater variety of useful items. You should be able to equip companions not currently in your party.

#133
Dubya75

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crusadeonacid wrote...

- I'd definitely want more freedom in regards to companion interaction. I want to be able to talk to companions anytime I want, not simply a few times an act.

- I don't like the use of recycled environments. This really needs fixed. I'd also prefer them to a be a little larger and while I'm at it, more of them.

- The inventory systems needs... something. The junk system is nice for clutter reduction, but what's the point aside from a few silvers? I'd like a greater variety of useful items. You should be able to equip companions not currently in your party.



Often overlooked, but this is a big one!

#134
Xewaka

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JohnEpler wrote...
I actually prefer the middle ground between sandbox and load screens. I don't know if you've ever played STALKER (any of them, really), but in their current iteration, they have a series of 4-15 set pieces that are connected via loading zones. Within those set pieces, however, you have quite a lot of freedom of exploration, and there are a number of missions that will take you from one end of the Zone to the other. It feels rather large, and while you don't see everything, you get a fair sense of scale by the end of the game.
Contrast that with FO:NV. And let me preface this by saying that I adored the game, to the point where I own two copies and bought a third for a friend. It was a blast. But while it certainly felt big and epic while I was running around at the start - as soon as I found the boundaries of the map, that sense of scale suddenly vanished for me.  It still felt big, but it no longer felt like this giant world.
It's odd, because in reality, none of the STALKER games cover as much ground as FO:NV. Not even close. Yet they felt bigger to me - probably because I never really saw the edges of the world. They were implied, of course, but since I couldn't actually get to them, the illusion that the Zone covered a massive amount of ground stuck. And thinking back on it, this is particularly strange as it was always implied that the zone-out point was the exact same place, geographically, as the zone-in point for the next area.
And I've started rambling. But my point was, I guess, that I personally feel that a set of a few large areas connected by zone triggers is more effective at creating a sense of sheer scale than one -very large- area. As to why that is? I'm not sure. Again, I think it comes down to implied versus explicit.

I somehow find funny that you go to Stalker to as an example of that (reasonably sized zones interconnected by loading screens to increase the feeling of huge, expansive world) when you have an in-house game that did the same (Baldur's Gate).

#135
Uccio

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1. Free interaction/conversation with companions, and deeper relations. Character/companion customization.
2, Choises that actually have affect on the storyline. Also not every quest needs to be solved with a sword.
3. No more oversized anime weapons and armors. Reality is cooler.

Modifié par Ukki, 12 août 2011 - 04:11 .


#136
Guest_PresidentCowboy_*

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Cool thread!

1. Branching narrative with your decisions making more impact.
2. More party interaction!! But keep the number of companions the same as DA2. I know DAO and DA2's were the same overall but keep one of them mutually exclusive depending on a choice I say.
3. Hmm... I think if it's gonna be set over a long period of time again, show the passage of time a little better, maybe give the companions a different outfit every act or something.

#137
PSUHammer

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I will be brief:

1) More meaningful quests and loot
2) More story choice consequence. The game funneled you to the same points, regardless of choice, for the most part.
3) Kirkwall as a setting, is fine, but the city felt small when you think of giant worlds like in Elder Scrolls/Fallout type games. And, why did supposedly different caves look exactly the same? Legacy was a big step forward, here. More variety, please.

#138
Ianamus

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  • Conversations. I want to see more conversations with companions, and I want them to be more in-depth and branching, like they were in Origins. I don't need to be able to speak to them anywhere (although the one the line they say when you click on them should be more varied. Merrill saying "Have I mentioned I don't like it here" in every one of the cut-and-pasted dungeons really didn't make it any better) But I do want to be able to talk to them anytime I want.
  • Customisation. I want to be able to custromise the main character's race. They don't have to have a unique origin, they can all start the same way, but I want to be able to choose from the different races. I also want to be able to change my companion's armour, and give them whatever weapon's I want. I don't really mind warriors not using a bow, but I should at least be able to spec them as either sword and shield or 2-handed sword. Same with rogues in DA2 only being able to use wither a ranged weapon or dual wield. I should be able to change what they are, so that they are still useful even if my character is an archer, or tank. 
  • Area Variety. The sequel is probably taking place in Orlais, which is one of the larget and most varied countries, so I hope they take advantage of that. One of the things I liked most about Origins were the visuals of Orzammar and the frozen temple. Even the deep roads in DA2 didn't look that different to all the other area's. The deep roads in Origins were huge, and managed to at least capture some of the "wow" factor that Orzammar had. Kal-Sharok is near Orlais, and I hope we will be travelling there. 

 

Modifié par EJ107, 12 août 2011 - 01:28 .


#139
aries1001

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Might I add an addendum to point 3, called 3B)

Better music, please. The musical score for this game, DA, needs to be much better for DA3, I find. The combat music needs to be fine tuned a bit - or rather a lot. The string section is picking away trying their best to make it sound epic and such; sadly they only seem to be making - yes, noise. And a noise that is very loud, indeed.

The importance of my critic here is to help make things better. I want to see music that's engaging in DA3. As an example (without spoiling too much) - the music surrounding a certain event regarding your mother in DA2 is a good example of how music can indeed draw your emotionally into a scene in game.

#140
Huntress

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Nice!

1) Keep Qunari the way they are! really intimidating! Keep the main character voice, I really like Fhawke voice.:wizard:

2) Repair the Elves please! go back to Origens or better yet, change the Elves lore from beautiful, smaller humanoid with Knife ears to wierd, defective and sickling looking humanoids better known as Mutants.. or Creatures err elves.:sick:

3) Character interaction need to be more than DA2 please, hawke had a house for nah and keep companions quests they were GREAT in Da2. :)

Modifié par Huntress, 12 août 2011 - 03:18 .


#141
0x30A88

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1. Bring the party down to earth. Different companion body styles might sound like an excellent idea inheretly. However, in a world where every single other individual is of the same body type and uses the same armors/clothing... it does nothing but alienate the party further. In DA:O you were part of the world. In DA2, the party was not alike the other humanoid beings at all. Also, this time have all six versions of a piece of clothing.

2. Combat. Take critisism the realy way. If I say I don't like sugar-free soda (I do like it, but for example's sake), does that implicitly mean that I want a bottlefull of sugar? The same goes for combat. Don't like slow != want teleporting. I'd say keep the animation speeds down to somewhat realistic levels or a compromize and let placing one foot before the other be the only way to move. Also, keep the enemies balanced. For a even challange is way better than 10 waves of fools. Origin's level of balance was decent enough. As I speak about animations, the female out-of-combat running animation looked odd to say it at least.

3. Race selection and content over voiced PC. This might come of as wrong in many's eyes and you thing such a change was unatural, just change origin and destination and you'll see a change that have already happened. A voice define the character as much as what is said and for all the sliders in the CC, the same voice conforms all characters. Imagine having a fixed skin color or hair-style or perhaps both. I want to know exactly what my character is going to say and would prefer more options and content. For that funding of one major voice actor can pay for many a quest giver. Imagine if you didn't like any of the Hawkes' voices. And after three playthroughs, you'll find out that it's the freaking same character however different (s)he might look. Also, dwarven and elven characters would need their own voices, and you can't just digitally change accent and tone, as some might think is the magical sollution to this.

If I might be allowed a fourth. Do these changes to the elves.
- Scale down the head slightly
- Shorten the neck
- Move said neck into place
- Refrain from making them thinner
- Spend a bit more time working with the facemorphs.

A fifth would be bringing back the tactical view, as it would only require the modeller splitting up the model into a fade-cutaway part and the normal part.

6....sorry.... Friendly fire only on expert? Make spells so that the player can play them tactically with FF on normal...you know, as in Origins.

7...oh damn.... Choices with an actual consequence. Not go back to Origins' levels, beat them!

8...it's the last one, i swear... In DA2 you know what's junk, in DA:O that wasn't really clear and that we're not explicitly told everything is what makes RPGs complex and fun. As I speak of this. DA:O was extremely clear in what you could expect from an armor by its name, what does "Randomname's Armor" say you? Nothing? Yeah, that's right. What about "Dwarven Heavy Plate Armor"? Much!

9...oops... 4 years of development time, minimum! The one who waits for something good, waits not in vain. Also, then you could have better choices that matter. The ideal, but perhaps impossible, would be loading back and changing one thing causing a minor butterfly effect. Also, let quests become impossible given a wrong choice or a failed quest. The lyrium-smuggling in DA:O is a good example of this.

Modifié par Gisle Aune, 13 août 2011 - 09:42 .


#142
zackiz

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1. The tactical overview. This is number one by far!

2. Real stat-customisation. What I mean is, you should be able to get a viable(not optimal) build from spending points in any stat assuming you couple it with a correct build and appropriate gear. This means respec aswell. Not only will it promote replayability but appeal to more people since you can tweak the game slight the way you want. To complicated? Im sure you can make a kick-ass tutorial to fix that and give those that don't want to fiddle with it a good default build.

3. A world that feel big and interesting. Most important here is to make the npc inhabiting the world feel real and not there just because they need to be for the "story".

#143
Andraste_Reborn

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I had to think a lot about my top three. I love both games, but there's plenty that could be improved.

1. Do I really need to say 'more environment variety'? I think BioWare has got the message loud and clear that nobody really enjoyed tromping through the same cave fifty times. However, even in DAO more varied scenery would have been nice. There's a reason a lot of people complained about staring at the Deep Roads for hours on end, and it's not just because they were full of spiders.

2) Inventory needs ... something. If I knew what, I would be a game designer. I think Mike Laidlaw's inclination to go with "less loot but more special" is a good one. Please stop filling my bag with frost rock or twelve rings all named 'ring'. Again, this is something I thought was kind of lousy in both games.

3) More impact from player choices! A lot of people feel DAII let them down here, but again, I don't think Origins actually did any better. Sure, we're told things turn out differently if you put Harrowmont or Bhelen on the throne, but all we get is a paragraph in an epilogue slide. I understand how tough it is to have branching content in a story-driven game, but it's something I'd really like to see done better.

I could make a much longer list of things I think are perfect the way they are, or only in need of minor refinement, but this is hardly the thread for that.

#144
NitaW

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1.  A deep, rich storyline relevant to my character and companions, including twists and turns.  Take me on the adventure of a lifetime!  And let my decisions help shape it, rather than having One Set Outcome.

2.  Ability to discuss various relevant and irrelevant matters with my companions to get to know them, esp. LI.  Please, can we have more level-headed companions? All LIs in DA2 hit the "way over the top" meter on their stances on issues and most did not amend their views based on our adventures.  At all.  I live in a world colored in gray, not black and white.  I'd like to play in such a world, too, just be cooler and have awesome friends and powers.

3.  Several Land/city/dungeonscapes to travel with NPCs who react to what's happening around them, even up to having merchants run up to try to sell stuff or hawk their wares audibly in markets.  And having people run from combat if it erupts in front of their faces.

BONUS: No Suddenly Superman bosses, pleasePosted Image.

Thank you!

#145
Johnsen1972

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- Better story (that doesnt play in a village only, without any consequences for your actions,
I dont play a roleplaying game to watch a movie where none of my actions matter.)

- A lot more maps and variety in questdesign.
(After Act 2 I was already bored to run through the same maps again and again, through night and day cycles for the same kind of quests) That was really cheap.

- More balanced game, its not a balanced nightmare difficulty if you have to fight bosses for 90 minutes, 15 Min is more then enough for bosses in nightmare, we arn't playing WOW!
Please do a better quality balance check for your games. I got onhitted by invincible assasins before patch 1.3 in difficulty hard. Nightmare should be possible with normal ingame items and not only if we buy your UBER gear DLC's. I already payed 50 Euros for your game!

Modifié par Johnsen1972, 12 août 2011 - 04:48 .


#146
AloraKast

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Since I'm feeling particularly lazy, I shall simply direct you to my point on the topic in another thread:

http://social.biowar...index/8038486/1

Posted Image

#147
Wyndham711

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1. A steep increase in player agency. I don't want to have to walk a round as a pre-determined character where I'm offered little to no choice in terms of determining who/what kind of person they actually are. How to avoid the current situation? Make it like BG2 or DA:O. You've done it well before, you can do it well again.

2. Bring back the origin stories. I found them to be the greatest innovation in the genre in years. No one had really done it before or since. They should come back, they are a feature that distinctifies DA from other RPGs.

3. Make the game grander, larger, longer, more epic. In effect, more like DA:O, or BG2.

#148
Wusword77

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 Reading this thread it seems many people don't get the advantages of playing a game who's story is told from the point of view of one of your characters. :lol:

1. class/build differentiation:  Big one, so it's in a few parts.

1A.  classes in the story:  This was a big thing for me in DA2, I thought by playing a mage I was going to get a vastly different playing experience (I did gameplay wise, but not story).  My character should respond differently if he/she is a Rogue/Warrior/Mage (espically if they are a Blood Mage).  I understand this is somewhat limited by having a voiced protagonist (budgets and all), but for immersion and story telling this would make the games better.

1b.  classes in gameplay.  Do something with the Rogue.  right now there is limited difference between a Rogue and Warrior.  Make the classes feel different for when we play them.  People have made suggestions about stealth gameplay and scouting and thats a great place to start.

1c. Build differentiation:  Until end game of DA2 I found very limited use for a sword/sheild warrior (and your item packs didn't help that).  There needs to be a disadvantage to picking some builds over others, like 2 handed warriors not being able to mitigate damage the same way as a S/S warrior.  Maybe restructuring the skill tree system so defence abilities only open up for S/S warriors, while 2H Warriors get access to more damage trees.  Make stats effect the builds differently.

2. Love interests: I really liked the idea of Varric and Aveline not being Romance options.  I also liked the idea that Aveline went after someone else other then my Hawke.  I would like to see more of my companions have an attraction to someone other then my PC, especially if my PC is chasing after another party member (or NPC) at the time.  This way it it doesn't feel like every potenital LI is in waiting for my PC.

3. Gear:  More then 1 end game armor set for my PC would be awsome, something that would work well with different class builds.  Also It would be nice to have different armor looks for companions aside from just one static one.  Can be purely cosmetic (like ME2) it doesn't really need to have an impact on their stats, but that could be cool if each set might work better for a type of class build.

#149
Sylvius the Mad

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1. Greater player control over dialogue. There are many ways to do this. You could make the PC voice optional, you could write better paraphrases (longer would help, and you have space for longer if you're willing to move the hub out of the centre of the screen), or you could move more content from cinematic to ambinet dialogue as long as that ambient dialogue is interactive. But as it is, DA2 doesn't really allow the player to choose what Hawke says or how she says it, and I'd like to see that fixed.

2. More open level design. Legacy was a step in the right direction on this. Too often DA2's levels were all narrow corridors with nowhere to leave the intended path. There were too few passages to explore that didn't go anywhere, and encounters were typically placed in areas where the party could approach from only one direction. For examples of better levels withing BioWare's prior games, I'd suggest looking at the Korcari Wilds in DAO, Dantoonie in KotOR, or basically any urban level in the NWN OC..

I'm going to stop at two, because those are really important. There are other things I'd like to see done, but let's work on the big ones first.

#150
Lord Nikon 001

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1. Charcter selection and choice. Race, class, and a unique starting history made me love Origins. Here's a thought. What about age selection. A grizzled veteran or a young novice. Could be an interesting take on things.

2. NPC coversation and depth. I would love to be able to speak to an NPC at any time and have any potential LI respond to my character in different ways long after our initial hook up. Also, please include an NPC or two that dosn't have an attitude problem, isn't an apostate and is generally a nice person without a huge amount of issues. You can have too much drama.

3. Take me places. Give me a role playing game and a long story where I travel, do quests that have meaning and effect on a story as a whole. Puzzles, traps and quests are all important. Make my character important to the story being told, not a spectater in a movie.

PS. Make my beautiful elves beautiful again....