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The reasons why Dragon Age 2 was mediocre.


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#326
Wozearly

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Sylvius the Mad wrote...

Wozearly wrote...

None of these have a rational explanation, because the setting doesn't demand one.


The setting always demands one.

If DA2 has done anything, it has made me less tolerant of asymmetrical combat mechanics.  I'm playing DAO right now, and I'm noticing the asymmetry more (and it's bothering me more) than it did my first several times through the game.

DA2 has hardened my resolve to see BioWare return to a more sensible world design.


Players might demand explanations, but high fantasy settings don't always feel obliged to provide them. Why can your character leap fifty feet into the air and rain death from on high? Because its cool. And because he's a hero. No more reason is required. Its awesome. Its a game. Stop over-thinking and just enjoy it, jeez, etc. etc.

I don't like it any more than you do. :P

Of course, this is one of the main reasons I prefer the dark fantasy style. There tends to be a much lower suspension of disbelief required and generally accepted global rules (say, gravity?) don't tend to get mashed around in the player's case just for the sake of looking cool.

I'm a great believer that you don't have to wildly exaggerate from reality in order to make something look impressive and awesome. Fifteen minutes of watching Jackie Chan in action should be enough to prove that beyond any doubt...

#327
Sylvianus

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@Wozearly.

I prefer a voiced protagonist, I've never hidden it. But a silent protagonist wouldn't bother me at all. That said, I don't want what I talked about above for dragon age, I didn't like that at all. But If there are solutions to avoid this, I'd be happy.

#328
TheRealJayDee

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Sylvius the Mad wrote...

I certainly won't be content with weapons being mandatory like they are in DA2.


This was one the many reasons why I never managed to play a mage past the first act...

#329
Wozearly

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Upsettingshorts wrote...

Sylvius the Mad wrote...

Shorts is complaining, though, that they're stowed badly, because they lack sheaths and the like.

I'm more annoyed by the disappearance of quivers between DAO and DA2.


Part of the same issue to me.

I like equipment and inventory to make sense, visually and otherwise.  It's why the holster mod for pistols in FNV is one of my favorites.  

So that means visual elements like containers, as well as inventory Tetris plus weight limits.


I wasn't saying that the DA series approach was perfect, only that it was better (in my opinion) than always ready or invisible out of combat.

Adding the additional visual bits for sheaths, straps, etc. would be great in my book. I'm slightly on the fence with inventory tetris. I like the principle of how it makes you have to think about the bulk, not just the weight, of what you carry - but in practice it can be a bit of a wind up as you approach full inventory.

I wouldn't object to counting bulkiness separately to weight and having two separate limits as an alternative to achieve the same effect without the tetris requirement, but I can already hear the less hardcore players starting to scream and claw at their eyes as their brains overload. :P

#330
upsettingshorts

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Inventory Tetris just seems like the easiest method of implementing the concept of volume.

So you get volume limits from Tetris, and weight limits from heaviness .

#331
Nerevar-as

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TheRealJayDee wrote...

Sylvius the Mad wrote...

I certainly won't be content with weapons being mandatory like they are in DA2.


This was one the many reasons why I never managed to play a mage past the first act...


Makes Templars look like morons, yes.

I do prefer mandatory weapons to hyperspace arsenal however. But BW is being lazy with things such as quivers and bowstrings. I don´t add sheaths because Witcher 2 is the only mainstream game where I´ve seen them.

#332
KilrB

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Upsettingshorts wrote...

Inventory Tetris just seems like the easiest method of implementing the concept of volume.

So you get volume limits from Tetris, and weight limits from heaviness .


And mods so I can circumvent both! ;)

There better be a toolset with #3 ... :pinched:

#333
Killjoy Cutter

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Sylvius the Mad wrote...

Upsettingshorts wrote...

I will never experience joy until BioWare learns about scabbards, sheaths, and straps.

I've been waiting for decades.

I'd be content with weapons being invisible until they are drawn.

I certainly won't be content with weapons being mandatory like they are in DA2.


How about weapons that are on the same size scale as the people wielding them?  Can we have that too, instead of greatswords that make the characters look like halflings wielding orges' weapons? 

#334
Sylvius the Mad

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Killjoy Cutter wrote...

Sylvius the Mad wrote...

Upsettingshorts wrote...

I will never experience joy until BioWare learns about scabbards, sheaths, and straps.

I've been waiting for decades.

I'd be content with weapons being invisible until they are drawn.

I certainly won't be content with weapons being mandatory like they are in DA2.


How about weapons that are on the same size scale as the people wielding them?  Can we have that too, instead of greatswords that make the characters look like halflings wielding orges' weapons? 

Ye,s that would be nice.

In DAO, those oversized weapons wer justified on the grounds that they needed to be identifiable even when using the zoomed-out overhead camera.

In DA2, that zoomed-out overhead camera didn't exist, so the previous justification for the larger weapons disappeared.  And yet the giant weapons remained.  Now it appears to be a design choice, and I can't help but wonder whether it always was.

#335
Sylvius the Mad

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Upsettingshorts wrote...

Inventory Tetris just seems like the easiest method of implementing the concept of volume.

I agree.

Bring back inventory tetris.

#336
Teddie Sage

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Eww, hell no. I hate inventory limits.

#337
Sylvius the Mad

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Teddie Sage wrote...

Eww, hell no. I hate inventory limits.

I hate having to browse my inventory every time I want something.  Tetris lets us arrange the gear as we see fot to allow easier and quicker access to the things we need.

A list could be sortable, but a tetris-grid allows more gear on the screen at one time.

An unsortable list like we see in the DA and ME games is just about the worst possible design.

#338
IRMcGhee

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Just as well they weren't unsortable then, wasn't it ;) Those category buttons weren't just for show ye know, and the items in each category obviusly arrange themselves by type.

Modifié par IRMcGhee, 03 novembre 2011 - 09:14 .


#339
Sylvius the Mad

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IRMcGhee wrote...

Just as well they weren't unsortable then. Those category buttons weren't just for show ye know :)

Are you unfamiliar with the concept of sorting?  Those category buttons allow filtering, not sorting.

Could I put all of my Lyrium Potions at the top of the list?  No.

That's what I'd like to see.  Let the player manually arrange the gear within the UI.  A grid would be ideal, but even without a grid a manually sortable list would be significantly better than what we have now.

Modifié par Sylvius the Mad, 03 novembre 2011 - 09:13 .


#340
upsettingshorts

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I love inventory limits. The idea of an unlimited inventory breaks my immershunz.

#341
Teddie Sage

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Arranging and sorting items exist, my fellow forumer.

#342
IRMcGhee

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NWI

Modifié par IRMcGhee, 03 novembre 2011 - 09:36 .


#343
Dave of Canada

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I'd have to say I wouldn't mind a grid inventory, to be honest. I don't know why I find it amusing to play inventory tetris.

#344
Teddie Sage

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Not worth it? My, my... I'm having a lot of fun sorting my items whenever I need to find stronger equipments and the others which have element attributes.

#345
IRMcGhee

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Oh, not what I was meaning Teddie :) I'd just deleted my reply to Sylvius.

Modifié par IRMcGhee, 03 novembre 2011 - 09:49 .


#346
Teddie Sage

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Oh... Sorry about that. *blushes*

#347
Xewaka

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Dave of Canada wrote...
I'd have to say I wouldn't mind a grid inventory, to be honest. I don't know why I find it amusing to play inventory tetris.

You listen to the music in your head.

#348
Aldandil

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I would be curious to see how an grid-based inventory where each character has separate "grids" for different types of items. Each character has room for another armor set or two, a couple of extra weapons, a potion bag, a jewelry bag etc. Each character has a personal inventory, and ideally you would be able to show all the party member's inventories on the inventory screen at the same time, to make it easier to manage.

#349
Sylvius the Mad

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Aldandil wrote...

I would be curious to see how an grid-based inventory where each character has separate "grids" for different types of items. Each character has room for another armor set or two, a couple of extra weapons, a potion bag, a jewelry bag etc. Each character has a personal inventory, and ideally you would be able to show all the party member's inventories on the inventory screen at the same time, to make it easier to manage.

You don't really need those categories with a grid, though, because the player can create groupings himself.

Why should the player be stuck with the groupings selected by the designers?

This is another reason why I like NWN's inventory so much.  There were 6 pages of grid for each character, so you could create categories yourself and easily keep things separate.

Now, NWN was effectively a single-character game, so there was no party inventory (until the expansions, but it was always a bit clumsy).  A good example of a sortable grid-based inventory in a party-based game is the original Dungeon Siege - though, again, that was broken by the expansion when they added auto-sorting to prevent the player from having to make space for larger objects.

#350
Wozearly

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Sylvius the Mad wrote...

You don't really need those categories with a grid, though, because the player can create groupings himself.

Why should the player be stuck with the groupings selected by the designers?


That's an interesting way to look at it that I hadn't considered.

Arguably the DA series gets around it via use of the hotbar to some extent, but certainly in DA:O I found that inventory items were competing for space on the hotbar against abilities by later levels. Not ideal...

My immediate angle was whether the inventory tetris box is designed to represent bulk either instead of weight (e.g. original Deus Ex) or in combination with weight (e.g. it might be light, but it takes up a lot of space in your pack, which isn't magically infinite - can't recall any games using this model off the top of my head).

Of course, it could have nothing explicitly to do with bulk and simply be a different GUI for displaying player inventory, which is then much more sortable (and which could have filters applied on top). Which would be in line with how most MMOs handle player inventory.


Sylvius, I really think we should find some devious way to send you in to replace the lead designer for a game and see what comes out as a result. :bandit:

Modifié par Wozearly, 04 novembre 2011 - 07:02 .