I can't say I think of it that way, no. I would agree that the limit doesn't make much sense in a lot of cases, but I can't just pretend the characters are there when they're not.Quething wrote...
Rojahar wrote...
If I want to give Sten's (who is at camp) gloves to Alistair (who is with me) while I'm in the Deep Roads, just let me.
I'm not the only one who considers the four-person party limit a completely random, arbitrary gameplay constraint and assumes that everyone in the party is actually at every fight, am I?
Well, maybe not in DA2, because the characters all have lives of their own and I can see parties varying in size from "hey Varric let's go look into that lead" to "ok, I need absolutely every one of you out here to fight off this invading army", but in DA:O, I cannot begin to fathom why Sten would be sitting around topside with his thumb up his ass playing cards with Zevran while everyone else in the party went down into the Deep Roads to do the thing the doing of which is the whole reason he agreed to be released from the cage in the first place.
Why wouldn't Sten and Alistair be able to swap gloves in the Deep Roads? Sten is obviously there, after all. He's just not part of the fight because the gameplay is balanced around four-person parties.
Actually I'd rather have more recognition of that than a specific single party camp. For example, say you're putzing around Redcliffe before the battle. What if every party member had a location flag somewhere in town? If Leliana's in your party, great, she's in your party. If she's not, she's in the Chantry, with some short looping banter that has her telling stories to scared kids. If Oghren's in your party, great, he's in your party. If he's not, he's over by the smithy, arguing with Alistair about how sharp his pike is. Point is, everywhere you go, there everyone is.
Would you like to see the group camp return in DA III?
#51
Guest_Puddi III_*
Posté 12 septembre 2011 - 01:01
Guest_Puddi III_*
#52
Posté 12 septembre 2011 - 01:27
Nope you are not, I take that view in DAO as well. Not in DA2 though because 1 thing the game did well was show the companions having their own lives.Quething wrote...
I'm not the only one who considers the four-person party limit a completely random, arbitrary gameplay constraint and assumes that everyone in the party is actually at every fight, am I?
#53
Posté 12 septembre 2011 - 01:28
Maconbar wrote...
I thought that the camp setting in DA:O helped establish the sense of fantasy in the game.
I agree. The camp was one of my favorite parts of DA:O - not because it was a centralised 'hub' for your companions/shop/etc. (like say the Ebon Hawk or Normandy), but rather for the feel of it. Incredible music and environment there. A constant reminder that your characters were always on the run.
#54
Guest_Rojahar_*
Posté 12 septembre 2011 - 01:33
Guest_Rojahar_*
Quething wrote...
Actually I'd rather have more recognition of that than a specific single party camp. For example, say you're putzing around Redcliffe before the battle. What if every party member had a location flag somewhere in town? If Leliana's in your party, great, she's in your party. If she's not, she's in the Chantry, with some short looping banter that has her telling stories to scared kids. If Oghren's in your party, great, he's in your party. If he's not, he's over by the smithy, arguing with Alistair about how sharp his pike is. Point is, everywhere you go, there everyone is.
Yeah, this is the kind of thing I was trying to get across in my other post. It's silly to have everyone stay camped out in the wilds while you visit the wh*rehouse in Denerim. If characters aren't in your active party, it would be nice to see them doing their own thing, when you visit cities. Or maybe you don't bring a party into town hubs, and instead everyone just does their own thing in town. There are a lot of storytelling opportunities with that approach, IMO.
#55
Posté 12 septembre 2011 - 01:36
Rojahar wrote...
Yeah, this is the kind of thing I was trying to get across in my other post. It's silly to have everyone stay camped out in the wilds while you visit the wh*rehouse in Denerim. If characters aren't in your active party, it would be nice to see them doing their own thing, when you visit cities. Or maybe you don't bring a party into town hubs, and instead everyone just does their own thing in town. There are a lot of storytelling opportunities with that approach, IMO.
A couple JRPGs have a similar approach. The Star Ocean games for one, I think some of the Tales games and the Suikoden series has an interesting take on base management.
#56
Guest_Rojahar_*
Posté 12 septembre 2011 - 01:49
Guest_Rojahar_*
Zanallen wrote...
A couple JRPGs have a similar approach. The Star Ocean games for one, I think some of the Tales games and the Suikoden series has an interesting take on base management.
That's actually what I had in mind, though the mere mention of anything JRPG is enough for an automatic "NO!!!" on these boards, regardless of the elements and merits of the idea. I think Bioware could do something similar to those games though, but in their own way - of course.
IMO, it would beat having half your group stay in camp, for some reason, or never leaving their houses. That's not to say the system would be exclusive to those. You could have a camp, have party members have homes, and still have them show in towns doing a variety of things.
#57
Posté 12 septembre 2011 - 01:53
Rojahar wrote...
That's actually what I had in mind, though the mere mention of anything JRPG is enough for an automatic "NO!!!" on these boards, regardless of the elements and merits of the idea. I think Bioware could do something similar to those games though, but in their own way - of course.
IMO, it would beat having half your group stay in camp, for some reason, or never leaving their houses. That's not to say the system would be exclusive to those. You could have a camp, have party members have homes, and still have them show in towns doing a variety of things.
They could definitely take some pointers from the crafting system in Star Ocean. Maybe the trade goods system in Suikoden as well as a way to make money. A cooking minigame like in Suikoden 2 would be awesome...
#58
Posté 12 septembre 2011 - 02:56
#59
Posté 12 septembre 2011 - 03:17
But yes, the camp should most definetly return.
#60
Posté 12 septembre 2011 - 02:51
Boiny Bunny wrote...
Maconbar wrote...
I thought that the camp setting in DA:O helped establish the sense of fantasy in the game.
I agree. The camp was one of my favorite parts of DA:O - not because it was a centralised 'hub' for your companions/shop/etc. (like say the Ebon Hawk or Normandy), but rather for the feel of it. Incredible music and environment there. A constant reminder that your characters were always on the run.
This. I dearly loved the camp, the music, the atmosphere, the sense of team-building.
I always imagined that the companions I left behind in camp kept busy sharpening weapons, polishing armor, making arrows & bolts, honing their skills via training exercises, hunting and gathering ingredients for dinner, cooking, washing their socks (except Alistair) in a nearby stream, chatting, etc.
Whatever else comes next, I would love to have centralized inventory management again, and it might be nice if everyone's inventory could be accessed at all times. That way, whenever you run into a merchant, or pick up new gear, you could deal with everything right then and there.
Modifié par Pasquale1234, 12 septembre 2011 - 02:51 .
#61
Posté 12 septembre 2011 - 03:15
Maria Caliban wrote...
I liked that each companion in DA II had their individual hide out, but that might not be appropriate for the story of DA III as the character may not be living in a city for 5+ years.
What I disliked about the camp was that each time I returned, I ran from person to person seeing if they had new things to say to me. You might say "Then don't do that," but if you didn't frequently check in with companions, it was easy to miss important conversations.
Leliana, for example, had a necessary conversation that only appeared when you were at a specific friendship level. Miss it and you would miss out on her companion quest and could never romance her.
So, suggestions...
1) Notifications? If someone has something important to say to me, give me a heads up.
2) Continue the trend of having more conversations that happen while traveling and not just in camp.
Lastly, if there's a camp, please give me a group armory. A place where I can easily shuffle through my different followers and see what they're equipped with.
I totally agree! Bring back the camp, and have announcements! Excellent idea.
#62
Posté 12 septembre 2011 - 03:25
#63
Posté 12 septembre 2011 - 03:41
If only...
#64
Posté 12 septembre 2011 - 03:56
For example, I thought the best thing about DAO's camp was when it was attacked by the 'spawn. If they could give us more of these that are tied into the game, that would be great. Or even a camp defensive strategy. Say I take Alister, Sten, and Oghren, there are no heavy hitters at camp to defend it when my team is down in Orzammar and the camp is attacked. It could add another strategic level to the game.Who you leave behind becomes as important as who you bring.
#65
Posté 12 septembre 2011 - 04:00
Have a central hub of sorts where companions live their own lives and where you can go see them, but when travelling to other locations have the ability to set up camp - much like Red Dead Redemption, but with the camp being more like Origins where you can talk to companions.
#66
Posté 12 septembre 2011 - 04:10
Giving companions their own lives and their own spaces is pure win. I'm bored of the Chosen One kind of character, like the Warden or the Bhaalspawn. I like that Hawke was just a dude that, purely by virtue of talent, ended up having people that followed his lead. Making the companions camp followers again is a huge step backward, because it puts them back into Hawke's pocket.
I want companions that have their own lives outside of my character. Hell, I want companions that romance each other or other NPCs. I want companions that have companions! To do that believably, they need their own lives. And to have their own lives, they have to have their own place.
#67
Guest_DuckSoup_*
Posté 12 septembre 2011 - 04:20
Guest_DuckSoup_*
1) Write a decent story for it.
2) Return to original format and interface of DA:O.
3) Keep the much improved in-fight control system.
4) Go back to having a camp and better interaction with your party.
#68
Posté 12 septembre 2011 - 04:37
#69
Posté 12 septembre 2011 - 04:42
DA2 was nice in giving everyone their own bases, and a life, but I really hope DA3 has the party on the move and not in a city for the entire game.
#70
Posté 12 septembre 2011 - 04:47
Atakuma wrote...
If we're going to be traveling around like in Origins, I would like to see a blend of the party camp and home base styles. If we are on the road then we set up camp but if we are in a town the companions will go to their preferred part of the town.
I would be ok with this.
#71
Guest_DuckSoup_*
Posté 12 septembre 2011 - 04:54
Guest_DuckSoup_*
#72
Guest_PurebredCorn_*
Posté 13 septembre 2011 - 07:29
Guest_PurebredCorn_*
Maria Caliban wrote...
I liked that each companion in DA II had their individual hide out, but that might not be appropriate for the story of DA III as the character may not be living in a city for 5+ years.
What I disliked about the camp was that each time I returned, I ran from person to person seeing if they had new things to say to me. You might say "Then don't do that," but if you didn't frequently check in with companions, it was easy to miss important conversations.
Leliana, for example, had a necessary conversation that only appeared when you were at a specific friendship level. Miss it and you would miss out on her companion quest and could never romance her.
So, suggestions...
1) Notifications? If someone has something important to say to me, give me a heads up.
2) Continue the trend of having more conversations that happen while traveling and not just in camp.
Lastly, if there's a camp, please give me a group armory. A place where I can easily shuffle through my different followers and see what they're equipped with.
I wouldn't mind it if they decided to the camp thing again. Your notification suggestion is a good one. If Bodahn is back again maybe he could tell us every time a companion has something they want to say to us sort of like Kelly did in ME2.
More conversations while traveling is always great. And the group armory was a very strange thing to leave out of the Hawke estate. It was very inconvienient to have to leave the estate every time I wanted to change armor and weapons on my character or her companions.
#73
Posté 14 septembre 2011 - 06:17
i am hoping for tavern and each companion room and table also sharing iconic looks
table for tell story and main quest or side quest
room for personal quest and romances
#74
Posté 14 septembre 2011 - 06:24
I also support the central hub having certain things that can only be triggered at the central hub, and the same thing goes for the unique hub.
And finally, I support the investigate options being able to be asked anytime I want (which doesn't mean anywhere).
#75
Posté 14 septembre 2011 - 06:28
The Ethereal Writer Redux wrote...
I support giving companions their own unique hubs if the game isn't about being on the road, but I also support having a central hub where all of the companions meet and discuss choices the player has made.
I also support the central hub having certain things that can only be triggered at the central hub, and the same thing goes for the unique hub.
And finally, I support the investigate options being able to be asked anytime I want (which doesn't mean anywhere).
I support this





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