Would you like to see the group camp return in DA III?
#176
Posté 10 novembre 2011 - 05:38
What BioWare tried with DA2 sounded great in theory, giving each character their own spot in the city. That made sense. Why wouldn't they have their own places to live? My hang-ups with the whole thing partially stemmed from the level design, since your companions didn't seem to be hanging out anywhere special or visually unique (the history of Fenris's mansion is thrown around, but it didn't look any different from any of the other mansion-based maps), and that no one had anything to say half the time.
I would check back constantly with everyone until I realized that you pick up a quest when one of your companions were able to be spoken with. That seemed odd to me.
#177
Posté 13 novembre 2011 - 06:28
I liked DA:O camp because as you picked up allies they sent an "Ambassador or representative" to your camp, you didn't seem to have a whole army following you were ever you went.
I would like to see some kind of mixture of the party camp in DA:O with the inside city meeting place like DA2 (the hanged man), if in the city each companion would have their own room and you could go to each room to talk to that companion but still have access to their inventory regardless if they are currently in your party or not, the only exception would be your LI would be in your room where your personal storage chest would be.
#178
Posté 13 novembre 2011 - 06:54
#179
Guest_Rojahar_*
Posté 13 novembre 2011 - 10:04
Guest_Rojahar_*
Something I would have liked to see in addition would have been (if someone wasn't in your active party at the time) finding your party members randomly around town sometimes. Like, it would have been interesting to randomly find Merrill in Darktown, and she says she's lost, or find Aveline talking to an armor merchant. More dynamic stuff, less static stuff, plz. /siderant
#180
Posté 18 novembre 2011 - 11:07
kinda like the neverwinters nights 2 keep or the suikoden castles where you have a large castle that you can improve and interact with your party members, i guess what i'm saying is i'd like a large ever changing castle full of interactive things to do and upgrade and lots of ways to interact with your party members.
#181
Posté 18 novembre 2011 - 11:32
Also, item descriptions. They were completely absent from DA2 and the star system really sucked. I spent the entire game wishing for my goddamn item descriptions.
#182
Posté 22 novembre 2011 - 06:07
Bioware should think about the actual plot and storyline and storytelling BEFORE stuff like this...
As in, if the story calls for it, then there can be a party camp. If not then there shouldn't be a party camp.
Instead of them having to put the party camp in EVERY Dragon Age game ever just because the fans want it, then having to work the storyline around that.
I think the devs would agree with me and are following the same reasoning as me here...
EDIT: Although I must say it all depends on how well they implement the system they have...
The party camp in DA:O was implemented pretty well (and so was Vigil's Keep) but the companion home system in DA 2 could have been worked a bit better. So I suppose its reasonable to say that the party camp is an easier to system to work with, but that doesn't mean that just because its traditional and 'easier' it should be the norm in every Dragon Age game, Bioware can be original and I think they tried to be a lot more original and fresh in DA 2 but sort of fell short/mucked up a bit.
Modifié par SkittlesKat96, 22 novembre 2011 - 06:11 .
#183
Posté 22 novembre 2011 - 11:36
SkittlesKat96 wrote...
I've probably posted here already but I honestly can't fathom why some of you are so fixated with having a party camp in every Dragon Age game...
Bioware should think about the actual plot and storyline and storytelling BEFORE stuff like this...
As in, if the story calls for it, then there can be a party camp. If not then there shouldn't be a party camp.
Instead of them having to put the party camp in EVERY Dragon Age game ever just because the fans want it, then having to work the storyline around that.
I think the devs would agree with me and are following the same reasoning as me here...
EDIT: Although I must say it all depends on how well they implement the system they have...
The party camp in DA:O was implemented pretty well (and so was Vigil's Keep) but the companion home system in DA 2 could have been worked a bit better. So I suppose its reasonable to say that the party camp is an easier to system to work with, but that doesn't mean that just because its traditional and 'easier' it should be the norm in every Dragon Age game, Bioware can be original and I think they tried to be a lot more original and fresh in DA 2 but sort of fell short/mucked up a bit.
its more of a concept than them wanting a camp, they all(and myself) just want a place where the companions can gather, and if the story and travels calls for it, then a camp would work but if stuck in a city like DA2 then having some sort of a base where they can all meet would be nice.
#184
Posté 28 novembre 2011 - 12:51
Don't remember the part that you are talking about. Maybe the comm. when you start the romance?hoorayforicecream wrote...
Arken wrote...
Didn't Dragon Age II have that. Every conversation was treated as a quest so we knew when someone wanted to talk.Maria Caliban wrote...
1) Notifications? If someone has something important to say to me, give me a heads up.
.
Not entirely. There was a quest notification for most specific conversations, but there were some conversations that weren't notified, such as Isabela's romance commentary.
For me it's all good: Camp, comp. home, theme park, anything, but a place to have some chat like DAO and can equip them without the need to take them always as a party member.
Modifié par Tuleron, 28 novembre 2011 - 01:01 .
#185
Posté 28 novembre 2011 - 01:05
Bad, BAD THING.Shadow of Light Dragon wrote...
Devs have already said they're looking at having a party hub for the next game.
Separating heads-up Plot dialogue from flavour dialogue has been suggested to them in the past, but all they've confirmed so far is that there will not be conversation while travelling (ie. out of designated talky areas). I don't think they need quest markers for every single bit of new dialogue that appears, but the way DA2 had companions strewn across the city it became kinda necessary unless you wanted to do a lot of pointless walking,
Can't say I was keen on the Awakening hub system any more than I was the DA2 system, but eh..
It was one of the bst thing in DAO, having the chance to have a "travelling" conversation with a companion in the middle of nowhere and gain some friendship or some disliking.
#186
Posté 28 novembre 2011 - 02:42
Maybe in certain portions of the game, some companions could venture off on their own for a while going about their business (I liked the concept in DA2 of the idea that they had their own lives etc, I didn't think the implementation was good though) and then, depending on your game choices / conversation options they could partially influence events
in the game or inform back stories / side quests. I hope that makes sense...
#187
Posté 28 novembre 2011 - 05:47
In either case I liked both methods, if only because it wasn't inconveniencing in any war since you could choose your squadmates despite their location.
#188
Posté 28 novembre 2011 - 05:59
Modifié par Asch Lavigne, 28 novembre 2011 - 06:01 .





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