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Top 5 things to revive from DA:O


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#1
jakeleveg

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I just wanted to discuss things I would like to see in DA3 that were lost in the transition from DA:O to DA2. Here are my top 5, what are yours?

1.  Skills: I really enjoyed having the skills to choose from, which I thought also added to the customization of the player and companions. Loosing these in DA2 seemed to take something away from individualizing the party.

2.  Companion Armor: I am sure this has been discussed ad nauseum, so I will simply say being unable to change the armor on the companions was not a positive for me.

3.  Travel:  I liked traveling across Ferelden, going from a city to a mage tower to mountains to a dwarven city under mountains. This was lost in DA2 and I felt it took the sense of "adventure" from the game, though don't ask me to define what that means. I also include in this category the loss of random encounters when traveling. I thought they added a sense of traveling to moving across the map.

4.  Dialogue "skills": What I mean by this is that I loved having the ability to intimidate, lie, and persuade. Rogues were great to have high cunning and persuade, fighters high strength to intimidate. I was actually hoping for an expansion of this in DA2, and instead it was simplified to a special star icon brought on from prior dialogue.

5.  Antagonist:  I have read and understand what the developers were trying to do with not haveing a central antagonist in the game. However, I missed having a Loghain type I knew I would eventually encounter. It also helped that he was somewhat fleshed out throughout the game. Despite the cliche of it, I also missed having a central villain of the game, the archdemon. In DA:O we had two major antagonist, Loghain and the archdemon. In DA2, we didn't really have one. One could argue the Arishok and Meredith were both antagonists, but somehow it just didn't feel the same.

Well, there they are. Please share yours!

#2
ladyshamen

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I agree with points 2,3 and 4. All the way. I would add:

A) Romance- it sucked in DA2
B) Better dialog with & between companions

As you can tell, I like the RP in RPG's :)

#3
naledgeborn

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Non-Combat Skills. Pick-pocketing, Stealth, Herbalism (poisons and potions together to save work for devs), Trap-making, Rune-crafting, Coercion. Bring it all back.

I want the option to "play" the game without constant dialogue or combat.

To make it more interesting have crafting mini-games, Stealth and pickpocketing mini-games, Coercion mini-games. The better you are at skill the easier the mini-game is. Cough*deusexhumanrevolution*Cough 

Modifié par naledgeborn, 17 octobre 2011 - 01:11 .


#4
Sylvanpyxie

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5. Antagonist:

This isn't required if the writers know what they're doing, but i will agree with this. It isn't something Bioware should attempt to do again.

I'd like to see more character depth. Characters are a key factor in RPGs. And no, this isn't me asking for the campfire talks about how much Alistair misses Duncan and how useless Morrigan thinks love is. I want to understand them on a mental and emotional level. I want to feel connected to them in such a way that when the game ends i will feel a certain level of loss.

I want Bioware to pull their heads out their arses and actually allow me to understand my companions, not just nod as i listen to their life stories. They all have beliefs and i want to understand them. They've done things in their lives and i want to know why they chose to do such things, not just listen to them as they prattle on about it.

I also don't want any personality "extremes" which appears to be the only thing we got in Dragon Age2. I want some variation in people. No one is angry and angsty 100% of the time. And before anyone jumps down my throat about this, i'm not saying they had *no* variation, i'm saying that ->*I*<- think their personalities were dominated by negatives and there was merely a little dash of humourous intent thrown in, which is not variation.

I think party characters are a staple of RPGs and *I* think they're beginning to suffer a great deal. It shouldn't just be about knowing their life history, it should be about understanding them. Accepting them. Loving them.

Also: I want that goddamn influence bull thrown out of a window into a pit of lava.

Modifié par Sylvanpyxie, 17 octobre 2011 - 01:20 .


#5
Guest_Guest12345_*

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1) Origin stories
2) Antagonist (DA2 did okay with Arishok and Meredith/Orsino, but I would really like DA3 to have a consistent antagonist like Loghain or Saren)
3) Isometric camera
4) SDK / tool kit
5) Companion paper dolls and inventory

#6
surfgirlusa_2006

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I agree with 1,2,and 4 in the original post. I definitely miss skills, companion armor, and having the option to use coercion and such. It made things more interesting.

Also:

-For there to be more "substantial choices." Not all choices in DA:O had a major effect on the world, which is fine. I thought there ere more of those in DA:O than in DA2, though.
-Origin stories. Templar, apostate mage, qunari, Chantry seeker, and other origins could be interesting given the world state at the end of DA2. Perhaps certain origins would be available depending on your choice at the end of DA2, even.

#7
jakeleveg

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Funny, I completely forgot about the whole origin options of DA:O. Though I will stick with my original list, I do miss the different origin options.

#8
uberdowzen

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I'm going to struggle to come up with 5 things I want back, but I'll give it a shot:

1. Full part inventory management
Basically what you could do at the party camp. I found in DA2 to save time I just gave all the good items I had to my current party and junked everything else. Even if I don't have them in my party all the time I would like to be able to keep my companions equipment updated.

2. Slower combat (although not a return to Origins' speed)
I've been thinking about this a lot during my current playthrough of DA2 and I've decided that (at least on the PC) the combat is just too fast. I know that technically I should be able to play it in exactly the same way as Origins (e.g. pausing every couple of seconds to dish out orders) but I just can't do it. I think that my brain might just get overwhelmed by how fast everything is going and shut down. Bearing that in mind, I think Origins might be a little bit too slow.

3. Better crafted combat encounters
Although from what I've heard about Legacy this is already being addressed. Also, better traps. Traps were pointless in DA2 and never slowed me down at all.

4. Storm of the century (and those other spell combos no one cared about :P)
I think this system should be expanded to involve the other classes as well. DA2's cross class combos just didn't cut it for me, fun to use though they were.

5. Awe-inspiring
Admittedly DAO didn't do this that much either but I felt DA2 lacked "oh wow" moments. There weren't any moments equivalent to entering Orzammar for the first time for example.

#9
Everwarden

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Everything. Just bring back the entire style and pretend Dragon Age 2 was a bad dream.

#10
Mr.House

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1:Toolset
2:Better portrayal of mages and Templars
3: More interaction with companions
4: skills
5: more varied areas

#11
Kaiser Shepard

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1. Choice. This cannot be said enough: it needs choice.
2. Exploration and adventuring.
3. A decent story, with a good amount of politics and intrigue.
4. Good characters, who don't suddenly go insane because the plot demands it.
5. CHOICE!

Modifié par Kaiser Shepard, 17 octobre 2011 - 05:12 .


#12
FJVP

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1. More choices
2. Artstyle, at least for elves, hurlocks and emmisaries
3. Beautiful UI
4. Well-structured story
5. Interesting and not so stereotypical characters

#13
xyzmkrysvr

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1. Ability to change companion armor. It breaks immersion to see Isabella wearing the same skimpy outfit for *years*. At least give her (and other companions) several skimpy outfits or, you know, the ability to completely customize their look again, like in Origins.
2. More dialogue opportunities for companions. I didn't feel a connection to DAII companions like I did in Origins, even the ones I romanced. At the very least, we should be able to kiss the companion we're romancing whenever we want, like in Origins. It was really romantic to be able to share a quick kiss with Alistair after surviving a darkspawn onslaught.
3. Morrigan.
4. Multiple locations: in Origins, it felt like I was exploring an entire country; DAII's locations were too limited and the stupid recycled environments didn't help.
5. I really liked the diversity of the Origins stories. It's been said a million times, but Hawke didn't really feel like *my* character. At least with Commander Shephard from Mass Effect we got to customize aspects of his background. With Hawke, our only RP options were the (very limited) dialogue options on the stupid wheel.

#14
PsychoBlonde

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1. FEMALE DWARVES. Female dwarves have great personality and make for fun characters. BRING THEM BACK. I don't care if they don't make the PC race shortlist, there should be some in the game.

*think think think think think think* Actually, that's about the only thing I'd really like to "come back" from Origins. There are a lot of things I'd like to see improved. Many of those boil down to "take this feature and smother it with money until it's about 50x more awesome", unfortunately, money does not exist in infinite supply.

#15
Guest_simfamUP_*

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1) Choice, whever it's an illusion or real can be argued over when it's released, it needs choice.
2) More dialouge based skills.
3) Motives for our characters.
4) Better backround setting for our characters - no more rushing into battle with people you barely know.
5) Never ever never use recycled areas again.

#16
Foolsfolly

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1. Skills: I really enjoyed having the skills to choose from, which I thought also added to the customization of the player and companions. Loosing these in DA2 seemed to take something away from individualizing the party.


I can take or leave skills. I mean, I always had someone able to make potions (Morrigan usually since I found Wynne more useful as a support caster and she needed more tactics slots) while the Warden maxed out Coercion. Leliana would steal while Zevran had stealth.

I see a lot of demand for a return of the skills and I'm meh on it. I liked having them well enough and I liked not having them in DA2. I still had the same results, I made the potions/poisons/runes I wanted. It comes down to a question of "Do you want to build up to getting those things instead of just having them?"

If they come back, I'd like to see the skills work like they did in The Witcher 2. They weren't there to be upgraded with precious skill points. You got better at persuasion, intimidation, and the like by actually doing those things. Do them enough and you get better at them. It's more organic and rewarding instead of just pumping a skill tree.

2. Companion Armor: I am sure this has been discussed ad nauseum, so I will simply say being unable to change the armor on the companions was not a positive for me.


Agreed.

3. Travel: I liked traveling across Ferelden, going from a city to a mage tower to mountains to a dwarven city under mountains. This was lost in DA2 and I felt it took the sense of "adventure" from the game, though don't ask me to define what that means. I also include in this category the loss of random encounters when traveling. I thought they added a sense of traveling to moving across the map.


Again, it's not big deal to me.

4. Dialogue "skills": What I mean by this is that I loved having the ability to intimidate, lie, and persuade. Rogues were great to have high cunning and persuade, fighters high strength to intimidate. I was actually hoping for an expansion of this in DA2, and instead it was simplified to a special star icon brought on from prior dialogue.


I like the current system more. The old was too much of a "You Have 4 Coercion Therefore You Win the Conversation!" The current way of doing things requires your player having the proper companions, experience, or personality per situation. It's more opening to role-playing and adds a nice bit of replayability.

5. Antagonist: I have read and understand what the developers were trying to do with not haveing a central antagonist in the game. However, I missed having a Loghain type I knew I would eventually encounter. It also helped that he was somewhat fleshed out throughout the game. Despite the cliche of it, I also missed having a central villain of the game, the archdemon. In DA:O we had two major antagonist, Loghain and the archdemon. In DA2, we didn't really have one. One could argue the Arishok and Meredith were both antagonists, but somehow it just didn't feel the same.


The hero's only as good as their villain. I really liked the Arishok but he's only a villain for a handful of missions. Still the Arishok was cool and I enjoyed everything about him. Game lost a lot after we dealt with the Qunari.

#17
Dariuszp

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1. Graphic design, DA II sucks in this
2. Gameplay mechanics - DA II sucks in this
3. Non-combat skills - DA II sucks in this
4. Style of side quests - DA II side quests were boring
5. Dialogues - dialog wheel sucks balls

So... almost everything.

@Foolsfolly, noone care what you like. Everyone like somethings different. My dog sometimes eat sh**. I don't know why and I don't care. Some creaturs have things like that.

Modifié par Dariuszp, 17 octobre 2011 - 05:56 .


#18
Foolsfolly

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@Dariuszp, same thing for you too, buddy.

#19
Serpieri Nei

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1. Races/Origins
2. Customizable Companions - Weapons/Armors/Talents/Skills
3. Elves returned to their former glory
4. Skills - Used in game and in dialogue
5. Toolset

Modifié par Serpieri Nei, 17 octobre 2011 - 06:08 .


#20
PsychoBlonde

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simfamSP wrote...

5) Never ever never use recycled areas again.


They can't bring this "back" from Origins--Origins had recycled areas.  They just weren't as prevalent and were used primarily for the "random" encounters.

#21
Guest_simfamUP_*

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Dariuszp wrote...

1. Graphic design, DA II sucks in this
2. Gameplay mechanics - DA II sucks in this
3. Non-combat skills - DA II sucks in this
4. Style of side quests - DA II side quests were boring
5. Dialogues - dialog wheel sucks balls

So... almost everything.

@Foolsfolly, noone care what you like. Everyone like somethings different. My dog sometimes eat sh**. I don't know why and I don't care. Some creaturs have things like that.


I would advice you to not let your dog eat ****... if you have a dog that is...

#22
Rawgrim

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No more oversized jrpg weapons.

Fix the elves.

No more clicking like mad to attack.

No more spawning enemies. If a room has been cleared, its cleared.

No more silly attacks. Like Varric firing 200 arrows straight up at once. the arrows then hangs near the ceilling of the room, and rains down on your enemies. Miraculously missing people who are friendly to him.

No more poking an enemy with a dagger, only to have him explode into a million pieces.

No more forced companions. I want to decide who my friends are.

#23
Morroian

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Top down view or something similar
Dual wield warriors
Some form of skill tree but not in the same form as DAO.
Bard spec
Ranger spec


Rawgrim wrote...

No more oversized jrpg weapons.

No more silly attacks. Like Varric firing 200 arrows straight up at once. the arrows then hangs near the ceilling of the room, and rains down on your enemies. Miraculously missing people who are friendly to him.

No more forced companions. I want to decide who my friends are.

Which were all in DAO 

Modifié par Morroian, 17 octobre 2011 - 09:16 .


#24
Shadowlit_Rogue

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1. Origins/Replayability - The origins are what ultimately made the game for me. I loved playing a human noble, having people (plus King Cailan) recognize me for my status, and then turning around and playing a city elf only to have people spout racist remarks. Having that, plus all of the little moments where it felt like my decisions mattered, really made the Warden feel like my character, and made it seem like I was playing through an experience unique to me. I've had a lot of conversations about DA:O with my friends, and it seemed like we all played through different games. It was the exact opposite with DA2.

If that option of multiple races isn't an option with BioWare's new direction, at least multiple origins based on other factors should. Maybe playing as a rogue will start you out working with the Crows or the Blackstone Irregulars, Warriors can start out as Templars working for the Chantry, and Mages can start out in the Circle or as an apostate on the run. That would, in turn, create some interesting roleplaying situations along the way.

2. Exploration - I loved that DA:O had a nice cross-section of different Thedas-specific experiences. Dwarven capitol, human capitol, Redcliffe, the Circle Tower, the Deep Roads, etc. DA2 was very limited in that regard. Not much to see.

3. Dialogue - Pretty much what the OP pointed out. Boiling down responses to three tones just made things monotonous after a while.

4. Companions - Being to interact with them constantly throughout DA:O, getting their opinion on certain situations, making/breaking relationships over the course of the game, all of this made getting to know the Warden's party members a blast. The gift system was also great, too, because you could give them to the wrong people if you weren't paying attention to what was being said. It was jarring talking to each companion once in DA2 and not being able to even acknowledge them until their next quest line.

5. Non-defined PC - I liked that DA:O didn't force you to care about your specific origin or the people you meet. You had to get married as a city elf because of tradition, but you didn't have to like it, or even really acknowledge them afterward. The game allowed for that. In DA2, you have a family, you're forced to care about said family, go through the motions of rescuing their lives/social status, etc. Hawke had far more character and history than I'd like a PC to have. I like defining player characters, not the other way around.

That's a personal preference, and the reason I like the Warden and the Courier (Fallout: New Vegas) much better than Hawke and Shepard.

#25
Kidd

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jakeleveg wrote...

4.  Dialogue "skills": What I mean by this is that I loved having the ability to intimidate, lie, and persuade. Rogues were great to have high cunning and persuade, fighters high strength to intimidate. I was actually hoping for an expansion of this in DA2, and instead it was simplified to a special star icon brought on from prior dialogue.

Isn't it better if we instead got an expansion on the star icons? In DAO, you whop a few darkspawn on the head and then come out speaking better because of it. In DA2, you learn diplomatic speaking from doing diplomatic speaking, charming speech from being a charming fellow and intimidation from being a blunt person. Whacking darkspawn with an axe should make you better at whacking darkspawn with an axe, just like talking should make you better at talking.

The problem with the star dialogue was that it was no used very well. Most of the time, you could always pick a star icon in the same scene no matter what you were. You either talked, charmed or intimidated yourself out of the situation. Essentially you did the exact same thing only Hawke said three different lines for the same situation. If we could have different persuasion options available in different dialogues like in DAO again, I believe the DA2 system is both more realistic in its character skill growth than the DAO system and allows one more way to coercion to boot. Isn't that preferred? =)