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Would you like to see the group camp return in DA III?


187 réponses à ce sujet

#176
Shadowlit_Rogue

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I loved the camp from DA:O, and it certainly fit the situation. You felt like you were constantly on the move, bouncing between cities, fighting off ambushes as the darkspawn spread. Making camp on the road made so much sense and they also acted as brief moments of solace/reflection before you got back to it.

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
bigSarg

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I have to agree with those that stated that the party camp (whether a actual camp site or a local tavern) where you can access all your companions inventories without adding them to your party was nice, but I also liked being able to switch out party members at various locations within Kirkwall without leaving the city and going to my camp. Realistically speaking, if your group is visiting a city they would most likely stay at the local tavern or inn, I doubt anyone would pass up an opportunity for a warm bed and a good meal.

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
Phaedros

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yes ... without a doubt .. after last time's outing ...

#179
Guest_Rojahar_*

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At first, I really liked the idea of the followers being in places around the city, but I don't really like it in practice. It was annoying to have to travel to all their different homes just to talk. Frankly, they could have designed all the personal cutscenes to take place inside rooms in the Hanged Man, and it would have made little to no difference, other than having them in the same zone.

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
nightcobra

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i'd love to have some kind of fort/caste kinda like vigil's keep but with more work put into it.
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
randomcheeses

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I really want the centralized inventory system back.

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
SkittlesKat96

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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. :unsure:

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
MagmaSaiyan

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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. :unsure:

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
Tuleron

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hoorayforicecream wrote...

Arken wrote...

Maria Caliban wrote...

1) Notifications? If someone has something important to say to me, give me a heads up.
.

Didn't Dragon Age II have that. Every conversation was treated as a quest so we knew when someone wanted to talk.


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.

Don't remember the part that you are talking about. Maybe the comm. when you start the romance?


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
Tuleron

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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..

Bad, BAD THING.
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
puppy maclove

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Yes please (if it fits the story)... also with deeper conversations and interactions with companions. Maybe its just me but in DA2 the conversations and LI bits just felt staged and lacked immersion. 
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... :blink:

#187
Nashiktal

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A happy medium sounds best to me. Depending on the context of the game, create a central "rally point" for companions to meet you at, while over the course of the game story missions or what have you can open up for your companions, in which you visit their home or whatnot.

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
Asch Lavigne

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I'd like to see a group camp if it made sense. It did in Origins because everyone was moving all over together. But in DA2 they were all in one place the whole time so it made sense that they'd have their separate locations. There's no reason they'd all live toegether in Kirkwall for seven years, especially since half of them hated the other half.

Modifié par Asch Lavigne, 28 novembre 2011 - 06:01 .