What would you like to see Dragon Age 3?
#51
Posté 03 septembre 2011 - 04:07
I'd also like to see a return to how it was in DA:O where you got to choose one of several different characters to play as but instead of being limited to just an origin story, I think each character in DA3 should have his or her own unique story and unique quests for the entire game.
Regardless of whether you play as one predetermined character like Hawke in DA2 or you get to choose from one of several characters like in DA:O, I think the most important thing about DA3 is making sure that the choices that we make throughout the game actually matter. I don't want to spoil anything about DA:2 so I'll just say that I was disappointed that the choices that I made seemed to be inconsequential. It was a little better in DA:O but even that game still felt pretty much the same no matter what choices you made.
Bioware likes to tout how their games give you choices but what good does that do if the choices really don't mean anything. Our choices in DA3 should really have a major impact on how things play out from start to finish. Each play through should really feel like a different experience depending on the choices you make for each situation. If they get that part right then I think DA3 will be a great game.
Anyways, that's what I would like to see in DA3.
#52
Posté 03 septembre 2011 - 08:08
Tsuga C wrote...
DA:O was made for people who enjoy playing Pen & Paper rpgs. DA2 clearly was not and the reviews and sales numbers support the fact that the casual gamers/action gamers still see anything marketed primarily as a roleplaying game as too slow, mentally demanding, and boooooorrrrrrring. RPers and action gamers: never the twain shall meet 'till the action/casual crowd develops a measure of sophistication to complement their twitchy reflexes.![]()
What do I want? A cRPG made for those of us who crave Pen and Paper rpgs.
Origins made by inspired by cRPGs and BG but it plays nothing like them.
I want a real Dark Fantasy game not high fantasy I don't want magic to be used as a crutch for story telling.
Ofcourse I want a new engine and all that stuff but story wise I want something dark where the bad guy wins.
#53
Posté 03 septembre 2011 - 08:15
Ringo12 wrote...
Ofcourse I want a new engine and all that stuff but story wise I want something dark where the bad guy wins.
In DA:O, the bad guy won at Ostagar. He also won at other times, depending on your actions (poisoning Arl Eamon, for example). If you played human noble origin, the bad guy continues to win right up until nearly the end.
#54
Posté 04 septembre 2011 - 10:37
#55
Posté 04 septembre 2011 - 10:45
#56
Posté 04 septembre 2011 - 10:52
" Pink Monkeybottom Flapping In The Wind" then it would go platinum lol
#57
Posté 08 septembre 2011 - 12:07
#58
Posté 08 septembre 2011 - 12:36
1. Party Camp of some sort. (A way to adjust my team, check approval/friendship/rivalry/whatever before heading out on a quest all at the same time)
2. More reactive quests. Ending a quest one way is the only way to get another quest later on. I would like that more.
3. class/Origins/etc specific reactions/quests. If I'm a rogue, I'd like some quest specific to that. If I'm an elf, the same. Something that's wholly unique to that playthrough. If there's mage/rogue/warrior classes, then each class should have at least one thing unique to it. If there's different origins, I'd like it to impact the game more than just the origin playthrough itself.
4. Dialogue wheel. I liked it a lot. But I wouldn't mind if it got more in-depth with more tone choices.
5. I would like more tailored drops. If I'm a mage, I think loot drops of armour should be primarily mage-related. It was annoying in DA2 to get so much stuff my character couldn't put on (and no one else could, either). If the plan as it stands goes through in DA3 to have armour slots for companions for stats (but not looks), have the loot drops geared toward whomever is in your party, maybe. Something so you're not getting endless bunches of items that are wholly unusable to you.
6. More LI-dialogue/scenes. I really would have liked to have, like in ME2, the chance to snuggle any old time with my LI. And maybe another scene or two throughout the game. I sorta wish there was an option for polyamoury.
7. Gay NPCs would be great. It's not a must, but I really did enjoy Wade and Herren.
8. Cassandra, please. I would be greatly pleased to see her again.
#59
Posté 08 septembre 2011 - 01:19
The Forge/Craft Master - A character who acts to reforge/refine weapons and armor that the player has a vested interest in for a nominal fee. It would utilize the same system for leveling items that the Legacy DLC used. Any item reforged would be brought up to the stats to be on par with equipment on the current PC level. This would allow the dev team to focus more on unique item sets rather than hundreds of useless generic sets found everywhere. This also allows the player to keep lower level equipment that they feel fits the look/appeal of their PC without being forced to use what the devs has deemed to be the most powerful set of armor. If a player likes the Blood Dragon Armor more then the Champion armor set, then they can keep Blood Dragon set throughout the game.
"Agent Noble" - My take on the new PC A character without a real name, to which the player can define by their own terms. the Agent can be a dwarf, elf, or human from any class that would serve some higher power. The PC could be voiced and referred to only as "Agent" or "Noble" without breaking emersion of the player. In my mind Noble is a Ferelden who serves the Orlesian Empire and somehow becomes involved in the background or very important events.
#60
Posté 08 septembre 2011 - 03:42
I don't really want to step into the shoes of a pre-made character, be a warrior, mage or rogue. Which really means a tank, a ranged magic damage or a damage melee. Those really aren't mages or rogues, they are just definitions of party slots in an MMO.
I want to play an RPG in the vein of D&D, not a World of Warcraft style game, that is a single player game. I understand that simple is good in an MMO or a multiplayer environment, but this game needs none of that, and i find the character build boring and needlessly restricitive, unless this game is revving up to be an MMO.
SHort version, if i wanted to play WoW I would be, give me more freedom in character builds, I don't want the holy trinity in my friggin single player rpg games.
#61
Posté 08 septembre 2011 - 04:08
#62
Posté 09 septembre 2011 - 09:22
#63
Posté 09 septembre 2011 - 09:58
I just want to explore the world more. On the top of my list is Orlais and Tevinter...Also I love the Qunari and want to see them back.
Want to customize party inventory ala~ DA:O and have more party dialogue options too. No recycled environments is an understatement and we should be cool to get started for now~
Modifié par panamakira, 09 septembre 2011 - 09:58 .
#64
Posté 10 septembre 2011 - 10:38
Modifié par Zoikster, 10 septembre 2011 - 10:42 .
#65
Guest_Snake91_*
Posté 13 septembre 2011 - 08:24
Guest_Snake91_*
#66
Posté 13 septembre 2011 - 09:00
Modifié par The Xand, 13 septembre 2011 - 09:03 .
#67
Posté 13 septembre 2011 - 09:27
#68
Posté 13 septembre 2011 - 09:47
The Xand wrote...
Also, people complained that the recycling of environments was the worst thing about DA2, imo it was the recycling of enemies that was worst. The reimagining of the darkspawn was horrible yet they used all of the old enemy models for demons and abominations and undead and the like. So some new or redesigned enemies please.
Actually, the undead got a bit of a re-design in DA2. Corpses who fire arrows now appear to be to peppered with them, and melee fighters now have their blades literally tied to their wrists. Also, we got those really big spiders.
I didn't mind the re-designed darkspawn, but I do agree with you on one point, Xand: we need to add some new monsters if only to provide some variety. The game's bestiary actually shrunk from Origins to DA2 — for instance, sylvans, werewolves and corrupted animals are no longer available as enemies. If it wasn't for Legacy, we would also have never faced deepstalkers or alpha darkspawn or brontos.
Blood mages and qunari are now more readily avaialble as mooks, but the only "monster" actually introduced in DA2 that wasn't a re-design are the rock wraiths/Profane. (Both the Harvester and the Varterral appeared in Origins DLC). I like the rock wraiths, but they only appear in one portion of the game.
I'm just afraid of the franchise getting stale if new enemies aren't introduced.
Modifié par thats1evildude, 13 septembre 2011 - 10:17 .
#69
Posté 13 septembre 2011 - 10:31
Skyrim Video Blowout
Modifié par SphereofSilence, 13 septembre 2011 - 10:38 .
#70
Posté 14 septembre 2011 - 04:03
something on the order of Assassin’s Creed – an expansive map with unique
locations, not reused maps with different start and stop points. Two other elements I’d love to have from AC
would be the verticality and … a horse! Okay, the horse would be a cool bonus,
but definitely the verticality. Something more than chutes and ladders.
Now, lets talk player companions. Part of what made DA2 a
disaster over DA:O was even though you could play through more times, it was
basically the same experience over and over again. It got boring fast.
What I’d like to see is a larger number of potential
companions, maybe as many as twenty-five possible companions, but you can only
recruit six as active companions. The story unfolded quite differently
depending on which six you recruit. If a companion leaves or is killed, then
you can recruit a replacement and the story is enhanced. It would be normal,
expected for a companion or two to leave for one reason or another.
The Friend/Rival dynamic was a step in the right direction,
but still a bit flawed. The idea is for
companions to be completely committed to your goals, either because they accept
the goals, or because they believe in you. So, I would change that to
Support/Oppose. If through your decisions, you can get complete support from a
companion, they become Committed. No further changes to them are possible.
But if a companion reached full opposition, then there has
to be a conflict resolution. Initially, this is through dialogue options. You
can convince them that you are right, and they become committed. You can fail
to convince them or dismiss them, in which case they leave. Or you can initiate
trial by combat. If you lose, they leave and every companion suffers a loss of
support. If any companion hits full opposition as a result, they immediately
leave with the companion that defeated you.
If you best them, they become committed. But you also have
the option to kill them outright, and the convincing manner of your victory
adds support to all remaining companions. So it might be in your best interest
to kill a companion and get a new one.
Companions have their own lives and hence their own home
place, as in DA2. But when they become committed, they join you at your base,
as in DA:O. Committed companions offer more interaction, unique dialogue where
you learn more about them. Committed companions give the story depth, and
expose their backstory. And through the backstory we can learn more about
characters from DA:O and DA2 that they had met.
As for the personalities, DA2 was a step in the right
direction, but it needs to evolve. I see five unique personality types within a
personality spectrum:
1. The Idealist – sees the world as it can be; everything is a choice between good and evil.
2. The Jokester – somewhere between an idealist and a realist. Uses humor as a defense mechanism, often successfully and to help lighten the situation. A moral booster.
3. The Realist – sees the world as it really is, in shades of gray.
4. The Wiseass – Lies somewhere between the realist and the cynic. Uses sarcasm as humor, but rarely helps.
5. The Cynic – sees the worst in the world, jaded. Not a bad person, not evil. Just expects the worst.
The companion character personality type is decided. It
doesn’t change. Yours isn’t decided. It evolves (and changes) based on your
dialogue choices, decisions and actions.
And no, I don’t think there should be an icon to give you a hint. You
just go with your gut.
How companions respond to you is based on how closely your
actions and interactions match up with their personalities. Some events will only affect those three
companions that are with you on a mission. Some are just so big and important,
that they affect every companion. They also build a reputation – more on that
later.
As for relationships, they are more successful the more
closely aligned you are with a companion’s personality type and the more
supportive they are. A similar
personality who is fully committed would be the most successful.
But since your personality can (and will) change,
relationships will sour and end and may prompt the companion to leave
completely. This would be normal.
I would restore the love triangle dynamic from DA:O where
you can have developing relationship with several companions, which create
conflict and lead to choices with consequences.
I some cases, I would have former companions come back as
adversaries whom you must defeat. In some circumstances, you might send a
companion away to protect them, and there is an option for them to return in
some form, maybe as a full companion, maybe as someone who acts in the
background.
Every companion would have a Judas Option. One particular
set of events, alignments, actions, and companions that, should it occur, leads
to a betrayal. Just as an example, lets say during DA2, you made romantic
advances towards Merrill, but changed your mind and romanced Isabel. Then,
during “A Murder of Crows”, you took Isabel, Merrill and the Paladin-like
Sebastian. As the end of the mission, you chose to join Isabel and Zevran in a
threesome.
If Sebastian’s disapproval rating is above 85%, he becomes
morally outraged after seeing the hurt in Merrill’s eyes. His Judas Option
becomes active. No longer will you see a change in Support/Oppose. He has secretly gone to 100% and chosen
betrayal. Sometime in the future, when you take him on a mission, you will be
ambushed and betrayed.
The more unlikely the scenario for the Judas Option, the
more devastating the betrayal will be. The most devastating one may have
everyone who isn’t committed to you turn against you. You may need all new
companions and to start again from scratch!
I’d also like to see them change the economy of the game. I
have the hunt and gather for coin aspect. I was half owner of a mine for 9
years and never saw a copper come of it. Perhaps there are some business
interests that are available to me to develop a steady income.
Own a brothel, get income but suffer the potential lack of
support for owning that business. Not to mention the potential missions that
could bring. Besides, if I have six companions, and I can only take three with
me, why not send the remaining three on paid missions?
Assuming we’ll see different regions, it’s likely each
region has a slightly different economy. I should be able to make money trading
good too. Maybe some of those good are profitable, but more illicit, which
results in companion reactions.
And what about personality altering weapons and armor
pieces? They appear like normal weapons and armor, but have secret alignment of
their own. When you have one equipped, it alters your dialogue choices, subtly
changing your personality over time. There will be clues, but you have to
figure it out before too much damage is done.
If you have more than one, you’ll know instantly. If they have the same
alignment, dialogue and action options become very narrow. If they have
different alignments, you experience it as an internal conflict.
You could also be manipulative and equip a companion with
that object and alter their personality on purpose! But be careful if you’re
caught. What happens if you later take it from them? Depending on how much
their personality changed from their natural one, you could end up at instant
100% opposition. It might even be their Judas Option trigger.
One thing I loved from Divinity II is that vendors have a
limited amount of gold. They cannot buy more from you than the amount of gold
that they have. Thus ends the unlimited money exploits.
Some dialogues with NPCs are meant to be persuasive. Your
success shouldn’t be based on your dialogue option alone, but how well that
dialogue option matches your personality. Think of it in terms of non-verbal
communications. If you are dealing with a priest and you are a cynic, choosing
an idealist option shouldn’t work. You have to offset your personality by
having companions with you that can sell that dialogue choice and letting them
speak. Their chance of success is a combination of their personality type plus
how supportive they are of you. An idealist with a high opposition isn’t going
to sell an idealist on your solution, but a moderately supportive one can. A
highly supportive Jokester can do it. Maybe even a committed realist. You may
even need more than one companion to speak on your behalf, so the right
combination matters.
Since there would be so many potential companions and you
might need to replace companions with new ones, we should consider a reputation
system when recruiting. For instance, you have a history that gives you a
reputation. When you recruit a new companion, that reputation matters. You
don’t start from a neutral position. Could be good, could be bad. You could
recruit someone who instantly has a high support rating, or someone with a high
opposition rating. Or, through dialogue choices with you and your companions,
you might convince them that you’re a victim of circumstances and to start with
an open mind (ie neutral). But that is a persuasive dialogue, so it follows
those rules. If you fail to convince them, you face additional opposition.
The way I would do that is your reputation is a percentage
of the sum of all of the events that would have affected all companions,
regardless of whether they were in the party or not.
Another DA:O feature I would restore is the origin stories.
We should be able to play as humans, elves, dwarves or even as Qunari. Races
have different relationships with each other, which would affect companion
interactions and important NPC interactions. This doesn’t mean they need to
have long, drawn out origin stories, but for goodness sake, make it more
interesting than male/female Hawke!
You can still voice the player. Just do it male and female and apply digital filters to create the species.
Maybe this means nothing more than there is a short intro
origin play and all it really determines is where on the map the game begins.
Character classes were better in DA2, more balanced; but how
about some additions and hybrids? Take Anders, for example. He stopped being a
Mage and was a Healer. Let’s go back to
the very beginning, to D&D – before computer games and consoles:
Warrior – Combat specialist
Rogue – Stealth attacks, thievery and lock picking.
Mage – Offensive magic
Cleric – Healing magic, support magic
And now the hybrids:
Paladins –Warrior Cleric – Combat specialist with limited healing abilities
Battle Mage – Mage Warrior – A mage who also has limited fighting abilities
Assassin – Warrior/Rogue – Stealthy warrior (think Ninja)
Bard – Rogue/Mage – A rogue with some illusionist magic to distract/confuse
The player begins as one of the four classes. To become a
hybrid, they have to have minimal attribute scores and the right species (no
dwarf magic, no rogue Qunari). In becoming a hybrid, they give up something too.
An assassin limits his armor type of stealth. A Paladin cannot use sword and
shield and is limited to two-handed weapons – a two handed sword with a staff
as a pommel.
To be a hybrid involves having minimal skill points, finding
a willing mentor and a quest in which one trains and forges the weapon/item
unique to their hybrid class. The Paladin creates his sword. The mage creates
his bladed staff.
The assassin forges a sword and dagger combo. In combat he
can use a Warrior’s sword and the Rogue’s one-handed weapon in place of a
shield. He has a devastating attack, but not as good of a defense because of
armor limitations.
The Bard creates a magic ring, necklace or belt that becomes
the source of his/her magical ability. He is still primarily a Rogue, but will
illusionist magic. Maybe he can make you see three of him or become invisible
for short periods of time, or just slow down time. Its magic that complements
his Rogue abilities, not rogue plus mage.
In all cases, gaining ability trees means losing some too.
It’s not an addition; it’s a replacement. You give up depth for breadth of
ability.
So that’s how I would improve DA3. Restore the origin/player
race choices even if it is more limited. Expand the number of possible
companions. Focus much more on the inter-relations of the player with the
character depending on how he/she players the role and make it more dynamic,
with more twists, turns and options.
End the hunt and gather economics in favor of something more
realistic: work/trade/own with each region having a different economy. Building
wealth is as important as building power, experience and companions.
More class options and hybridization options.
A bigger world to play in with a vertical element to
character movement.
More companion vs. companion dialogue. That is some of the
funniest stuff.
More player personality options and have those options
evolve the game.
Modifié par FASherman, 14 septembre 2011 - 04:09 .
#71
Posté 16 septembre 2011 - 03:13
Also DA3 to be called DA:O 2, so I could pretend the fiasco of a game that DA2 was never really happened.
#72
Posté 16 septembre 2011 - 06:00
FASherman wrote...
What I’d like to see is a larger number of potential
companions, maybe as many as twenty-five possible companions, but you can only
recruit six as active companions. The story unfolded quite differently
depending on which six you recruit. If a companion leaves or is killed, then
you can recruit a replacement and the story is enhanced. It would be normal,
expected for a companion or two to leave for one reason or another.
I'm going to be honest, I didn't read more then 10% of what you wrote. But this stuck out to me. This just screams out to me a huge NO. One of the reasons I love bioware's games (and what I guess is one of the contributing facors to their success) is becasue of the depth they give to their characters. I'm not saying there hasn't been flaws in their attempts, but for the most part, they pull it off.
Bearing this in mind, they would need to create less developed, more generic characters. Or devote a huge amount of resources to content that a large amount of players may not ever see.
#73
Posté 17 septembre 2011 - 12:07
2. A large explorable world like in Fallout: New Vegas, rather than the go here buttons on an overhead map.
3. More tactical combat.
4. Choices that actually mean something.
5. A plot that makes sense.
6. Origins, the strongest point of the first game was the origins story. In fact, the first game didn't go far enough. The origin selection rarely had any impact on the npcs.
7. Race selection. Most NPCs treat an elf the same as a human, the race selection should get MUCH more reaction than it did.
8. Return of the party dialogue system, you can ask someone to move in with you and they act like furniture, they stand there and you can't really talk to them. It would be nice to have the dialogue system back.
9. The Most Important One. Simply this, which everyone here wants unilaterally.
EA KEEP YOUR GREEDY GLOVES OUT OF IT!!!!!!
#74
Posté 17 septembre 2011 - 12:17
Modifié par Tom12, 17 septembre 2011 - 12:34 .
#75
Posté 17 septembre 2011 - 01:22
Storyline:
Mage vs. Templars, leading to civil war as Tevinter Empirium (the "country" of mages) vs Chantry (Templars and anti-mage)...
Fight against Flemeth...
The Warden and Champion become a companion later in game...
Gameplay:
1) Combine DA:O/A and DA2 combat gameplay.. Except for 1 thing, PLS MAKE THE BACKSTAB (rogue) A PASSIVE ABILITY!
2) Same as everyone else, more ORIGINAL character and their respective origin stories with various race..
3) Enable companions to equip other than pre-set armors.. Or ensure that every character (including ours) are entitled to a special and unique OWN SET of armors (e.g:Champion set for Hawke)
4)Never make a "hybrid" system for character class.. pls return the character branching class from DA:O and add more variety to it.
5) Allow a character to use any weapons (except mage.. they use staff [except arcane warriors, they can use swords])
6) Allow customization of each characters apparels.. i.e. Heralds, armor color can be adjusted (refer Two Worlds 2)
7) Remove health/Mana/Stamina cooldowns.. it's a complete crap to have that cooldown system...
8) Return the old DA:O runing system..
9) More places/maps to explore
10) Enable use of Dialogue "POWERS" i.e.: Persuade, Bluff, Intimidate (refer NWN2)
And last but not least, the thing I REALLY WANT MORE:
BETTER ROMANCE SCENE FTW.. (DA:O romance was alright, but DA2 was kind of a let down)





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