Persephone wrote...
It's not like dialogue required much thought in that regard in DAO either. (Leliana ninja-mancing you was part of a bug now fixed by mods) This isn't Shakespeare and I for one never paid attention to the icons. A toggle to remove them would be nice for those who think otherwise.
It wasn't leaps and bounds better in DA:O, no, but it was better nonetheless, imo. While trying to romance someone, you had several options to choose from, each adding different amounts of approval depending on their personality, and
none were bluntly indicated by heart icons.
DAO also had the two attributes idea as a basis. A basis I neither followed in DAO or DAII. I also always download mods to the effect of enhancing attributes, abilities, spells etc. Have done this since BGI & II andI still do it for DAO and DAII. So no biggie in my book. Same goes for armor sets. If I want more in either game (And I do), I get mods. Also
use mods to dress up companions. So no problem there either.
Actually, DA:O had 3. Again, not immensely better, but better nonetheless. At least strength was required to be able to wear something. That's really the only attribute that makes sense for it. How is it that one piece of equipment requires strength to wear, while another requires dexterity? The requirements were just done that way to simplify things. In DA:O, you had to consider how much strength to invest in to equip better gear, while sacrificing other stats. In DA2, you just pump one stat until you see 100%, then start on the other.
As for mods, totally in agreement with you there. One of the biggest focuses of my own mod is to greatly expand on attributes, races and classes, further differentiating playstyles. I might have enjoyed DA2 much, much more if they had given us a toolset. I'm aware there are various cosmetic and minor gameplay tweak mods out there, but I'm talking about modifying the core game scripts. That's the level of reworking I would need to do, and it's simply not possible without a toolset.
As for the maps, same thing in DAO. Except for the bloated dungeons ala the DR and The Fade which weren't my faves to begin with. (The Skip The Fade mod is popular for a reason!)
I disagree. Again, I'm not claiming DA:O was immensely better, but still an improvement. I can think of quite a few areas in DA:O, including those you mentioned, as well as the brecillian forest, the werewolf lair, and the urn quest
where branching paths were too large and ambiguous to determine at a glance. The only place I can think of in DA2 where that is the case is the wounded coast, but because it's so heavily recycled like everywere else, you figure out where to go pretty quickly.
Sutekh wrote...
And yet there are still people, some being among those who lament the "dumbing down", who "accidentally" click the icon in question and then complain they've been ninjamanced. Imagine the state of things if there were no <3 to clearly indicate "Warning! This is flirting. If you click here, you flirt. The flirtee might flirt back."
Honestly, I don't know what to say in defense of those people. I actually liked mistakenly giving Zevran the wrong impression in DA:O, simply because I couldn't predict how he would react to my choice. Those kinds of things actually happen in real life, making our interactions seem much more fluid and realistic.
Also,
Clumping everything useful to your character into 2 attributes, with one being predominant. Again, takes much of the thought away from choosing your attributes.
How is that different from DAO?
See above. DA:O wasn't a huge improvement, but still better. And at least further improvements can be made with the toolset.
About crafting, it wasn't simplified, it was stripped. There is no crafting in DA2. What you do isn't much different than buying a potion, except you're home. You even pay for it (with *spoilers* around once in the mansion, you could have just bought from him).
Well, yes, this is really what I meant.
This said, given the crafting system in DAO, I'm not sure this isn't, in fact, better. Ingredient hunting and skill raising is interesting only if you have real crafting to look forward to. Otherwise, it's only tedious and soon becomes very mechanical, especially when you know where to find infinite source of such or such ingredient.
I disagree that it's better, as skill investment, ingredient hunting and inventory management were things I enjoyed. I do agree that DA:O's system had flaws, such as the inability to craft more things and infinite resources you mentioned. But again, this kind of thing can be remedied with the toolset. What really irks me is that instead of improving the system they had, they just scrapped it and added the awkward afterthought you just described in DA2.
And last,
Even quests and going from point A to point B. Strange quests you didn't even realize you were doing, because they didn't even have a starting point. You just find something somewhere and magically distinguish it from all the other junk as something important, and know who it belonged to. Walking through rooms or corridors where you can easily see by looking at the radar which path leads to an open room where you can expect to have a fight, and likely find a chest, and which path leads, predictably, to your objective. It's like playing DIablo 2 with a maphack. Again, by my definition, that's dumbed down. Whether you agree or not, there is no denying it's simplified.
I still can't see how all that is different from DAO. Quest indicators (which, btw, you can deactivate) were already there, mini-map, shimmering around loot, which was seen from much further than in DA2, including through walls. Now you have to get close, and, again, you can turn it off.
See above. As for quest indicators, I tried turning them off. You are literally stabbing in the dark when you do so, because the quests were clearly designed with the indicators in mind. I outlined this when I wrote my review of DA2. DA:O, again, is not immensely superior in this regard, but I was able to find out what to do much more easily and comfortably for more quests in DA:O without the indicators.
I'm not sure why people seem to think that because certain things in DA:O weren't
immensely better, that they weren't better at all. Coupled with the toolset functionality, those things can indeed become immensely better. My single greatest gripe with DA2 was that instead of improving the flawed things in DA:O, they just scrapped most of them, and replaced them with mechanics that, in my opinion, are clearly inferior.
Modifié par Anomaly-, 12 octobre 2011 - 02:32 .