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Top 5 things to revive from DA:O


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#51
Guest_Rojahar_*

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DIALOGUE/PERSUASION

KiddDaBeauty wrote...

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? =)


This. I wish more people analyzed WHY something didn't work out, and realized how to fix it, rather than just saying "Well, I guess we have to go back to the flawed way DAO did it or nothing at all." The problem with DA2's dialog is you always had one of those get out of jail free cards, instead of some personalities having an advantage in some situations and other personalities having the advantage in other situations.

OUT-OF-COMBAT SKILLS

Skills is another area where I'd prefer them to think up something new and better, instead of having to choose between DAO's (which sucked compared to older Bioware games' out of combat skills) or DA2's (none at all). DAO's out of combat skills were essentially just crafting, which you can do in DA2 anyway. I'd like out of combat skills to be a viable way to play the game and have an impact on both story, dialog, and gameplay like in games such as Fallout or KOTOR/NWN.

ORIGINS

If Origins make a comeback, I'd like them to have a larger impact on the game. As someone mentioned, it felt like your class in DA2 had more of an effect on the game than your origin/race in DAO, which is unfortunate. I'd also like the origins to have a direct impact on your characters motivations in the main plot and tie into the game's actual story, instead of just being a random side-story unrelated to the main game. In DAO, they were pretty irrelevant. It was just "lolconscripted now you're a warden" and your backstory was completely forgotten save for maybe a random and unnecessary cameo. I'd like the origins to be more interesting too, rather than essentially just your race.

ANTAGONIST

I'm also tired of the final boss in DA games not really being an antagonist. After Ostagar, you can pretty much forget about the Darkspawn and Archdemon until the final battle, in which they suddenly show up again after their absence while you sorted out everyone's non-Blight-related issues across the country.

The way Meredith and Orsino just randomly go crazy and turn into monsters REALLY cheapened everything in DA2, and felt like it invalidated any deeper point the game was trying to make in that all conflicts don't have to be evil demons manipulating everything and that not everything is black and white... oh wait, nope, demons and evil!

Someone brought up Saren. I thought he was he was good as an antagonist. You felt his presence everywhere, and he was behind all the problems everywhere you went. He was the main villain, until you found out who was behind him.

SPECIALIZATIONS

Something I miss from Origins, and wish they would take MUCH FURTHER than they did in Origins, was having your specializations be mentioned and be explained in the story. I liked that (in the first playthrough) I actually had to learn to be a Templar from Alistair. I liked that party members mentioned that I was a Blood Mage. Not only should that come back, but it should be much more integral to the game. Also, srsly, DA2 needs a damn tank specialization. Aveline gets all kinds of nice stuff, and Hawke is SOL if he or she wants to tank...

Modifié par Rojahar, 18 octobre 2011 - 03:11 .


#52
Zanallen

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Um, more locations, I guess. And I suppose a tighter story structure. The skills from Origins were all kind of pointless. I wouldn't mind seeing them return, but I would at least like them to be heavily revamped. Something like in KotOR maybe.

#53
Barbarossa2010

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Disclaimer: Dragon Age Origins was my first RPG (after more than a decade of thinking video gaming was all about shooting), AND I play on an XBOX 360, so I'm pretty much who Bioware was attempting to court with DA2 and can hardly be considered an RPG or PC elitist.

Silent protagonist.  To me it just works better.  The "dumb mute" arguments don't really move me.  All games have voiced characters, big deal.  Speaking PCs are a dime a dozen, and are overrated if you ask me.  What matters is gameplay and immersion.  The Warden's silence in-game, while most certainly a new experience for me, allowed me to become the Warden to a far greater extent than Hawke; AND the text allowed me to see exactly what was being "said."  Sure Gaider and crew gave my Warden the words, but my imagination gave those words tone, tempo, and emotion.  The Warden was mine, Hawke belonged to the developers, and they make no bones about that being their preference.  I personally think that player centricity has really been relgated to about zero priority than to what was alluded to in Origins, and I believe that to be a grave mistake.  And yes, I know a return of the silent PC will probably never happen because trying to squeeze toothpaste back in the tube is virtually impossible.  But hey, doesn't mean sticking with a speaking PC is necessarily the right way to go and those who prefer otherwise shouldn't continue to lobby for what they want.

Crafting.  Origins certainly wasn't flawless, but it was infinitely better than the goofy big deal made out of "YOU FOUND A CRAFTING RESOURCE" - complete with magoo music, and relegating that supposedly great find and the potential it represented to catalog shopping.  As a newb to RPG-ing, and learning to craft (which, to me, was a discovery, if you will)DA2 just basically jettisoned it.  It's weird to me that an RPG studio would just basically throw out a mainstay of...well...RPGs and replace it with a catalog.  Just when I learn the skill, and more importantly the value of it in interactive gaming, POOF, now it's suddenly "Sooooo 2009."

Non-Combat skills.  Never heard of them prior to Nov 09; initially thought they were lame RPG nerd-ims, but let's just say they really grew on me once I began to fully accept this new paradigm of the gaming.  Coercion, Trap-Making, Poison-Making, Herbalism and Lockpick/Stealing (which honestly was not great in either game and could stand some refinement, not watering-down or elimination altogether) really became necessities of my personal RPG experience.  If I were prone to the dramatic, I would say removal of them felt like a betrayal of some sort, in some half-assed attempt to pander to people like...well...me.  Again their streamlining or outright removal was just weird. 

Inventory.  Thought DA2 went 50 miles in the wrong direction here.  Companion armor is certainly affected by this streamlining of inventory.  Bring it back exactly as it was in Origins.  It was fine.  And to me as a newb, it was fun to sort through.  DA2's auto-junk...well...I don't really need to harp on it.  I'll just say, my inventory in DA2 was more of a bore to carry around than anything.  There wasn't much fun to derive from it, and didn't exactly motivate me to get out and explore and loot hell out of enemy carcasses.

Epic interactive story-telling, PC, and memorable companions.  I could write pages on this, but will spare everyone.  Suffice it to say, from my perspective, playing an epic hero killing archdemons is far preferable for my gaming dollar than playing some schlep.  All nonsense of stapling archdemons together vs. the nuance of playing a rags to riches character (which I suppose some see as somehow profound) aside, Hawke was utterly powerless and had roughly zero impact on the events around him.  That's fine if players like that sort of thing, or that Bioware wants to focus on the world vice PC; that's just not something I'm interested in paying entertainment dollars for, and I suspect I'm not even close to being remotely alone in that.  For the sake of brevity, I also would like to see more "Leliana's Song" moments going forward as well as in-game consequences since obviously there will be little to no consequences carried over from game to game.  Companions: all I'll say here is that the revolving door is already getting old.

GUI (Yeah, I know that's six - sorry, five is not nearly enough things to revive from Origins).  Hated the droll, sterile one in DA2.  Origins' interface was great and they threw it out in favor of something far inferior (sorry..."Artful").  Just failing to see the reason for it, like so many of the changes.  I mean, I'm sure the DA Team has their marching orders regarding resources (and it shows), but unfortunately, that's just not my concern.

Modifié par Barbarossa2010, 18 octobre 2011 - 04:40 .


#54
Guest_Rojahar_*

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Barbarossa2010 wrote...

*snip*


Have you tried any Bethesda games, like the new Fallout games or Elder Scrolls? You'd probably love them. Silent protagonist, some of the best examples of out-of-combat skills, better crafting than any Bioware game, lots of inventory management, etc.

#55
Foolsfolly

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KiddDaBeauty wrote...

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? =)


I prefer it.

Rawgrim wrote...

With the Wheel and the icons its kind of
forced on you though. If I want my character to be rather lacking in
social skills, all those options I get in the dialogue wheel kind of
tells me he is a diplomatic fellow anyway, since the options are
there.



How dare they give you dialogue options! If only they went back to the text only box with its.... dialogue options.

You want to role-play a guy who never says anything right. Then do that. Make jokes when Spoiler Guy's son dies. Be short and angry at people. Never use the Star dialogue.

I mean to say Origins allowed you to play as someone without social skills because you don't use Pursade is laughable. You can do the exact same thing here by not playing Diplomatic and avoiding the Star dialouges.

Rojahar wrote...

DIALOGUE/PERSUASION

KiddDaBeauty wrote...

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? =)


This.
I wish more people analyzed WHY something didn't work out, and realized
how to fix it, rather than just saying "Well, I guess we have to go back
to the flawed way DAO did it or nothing at all." The problem with
DA2's dialog is you always had one of those get out of jail free cards,
instead of some personalities having an advantage in some situations and
other personalities having the advantage in other situations.


OUT-OF-COMBAT SKILLS

Skills
is another area where I'd prefer them to think up something new and
better, instead of having to choose between DAO's (which sucked compared
to older Bioware games' out of combat skills) or DA2's (none at all).
DAO's out of combat skills were essentially just crafting, which you can
do in DA2 anyway. I'd like out of combat skills to be a viable way
to play the game and have an impact on both story, dialog, and gameplay
like in games such as Fallout or KOTOR/NWN.


ORIGINS

If
Origins make a comeback, I'd like them to have a larger impact on the
game. As someone mentioned, it felt like your class in DA2 had more of
an effect on the game than your origin/race in DAO, which is
unfortunate. I'd also like the origins to have a direct impact on
your characters motivations in the main plot and tie into the game's
actual story, instead of just being a random side-story unrelated to the
main game.
In DAO, they were pretty irrelevant. It was just
"lolconscripted now you're a warden" and your backstory was completely
forgotten save for maybe a random and unnecessary cameo. I'd like the
origins to be more interesting too, rather than essentially just your
race.

ANTAGONIST

I'm also tired of the final boss in DA
games not really being an antagonist. After Ostagar, you can pretty much
forget about the Darkspawn and Archdemon until the final battle, in
which they suddenly show up again after their absence while you sorted
out everyone's non-Blight-related issues across the country.

The
way Meredith and Orsino just randomly go crazy and turn into monsters
REALLY cheapened everything in DA2, and felt like it invalidated any
deeper point the game was trying to make in that all conflicts don't
have to be evil demons manipulating everything and that not everything
is black and white... oh wait, nope, demons and evil!

Someone brought up Saren. I thought he was he was good as an antagonist. You felt his presence everywhere, and he was behind all the problems everywhere you went. He was the main villain, until you found out who was behind him.

SPECIALIZATIONS

Something
I miss from Origins, and wish they would take MUCH FURTHER than they
did in Origins, was having your specializations be mentioned and be
explained in the story. I liked that (in the first
playthrough) I actually had to learn to be a Templar from Alistair.
I liked that party members mentioned that I was a Blood Mage.
Not
only should that come back, but it should be much more integral to the
game. Also, srsly, DA2 needs a damn tank specialization. Aveline gets
all kinds of nice stuff, and Hawke is SOL if he or she wants to tank...


I find myself agreeing with you an awful lot, Rojahar.

I'd also love a Saren or Master Li type villain for the next game. Someone we know, fight against, and feel something for. The Archdemon had no personality (which is why many people prefer to think of Loghain as the first game's real antagonist and the Darkspawn after the Landsmeet is just the Warden doing their job).

Rojahar wrote...

Barbarossa2010 wrote...

*snip*


Have
you tried any Bethesda games, like the new Fallout games or Elder
Scrolls? You'd probably love them. Silent protagonist, some of the best
examples of out-of-combat skills, better crafting than any Bioware game,
lots of inventory management, etc.


I personally cannot freaking wait for Skyrim.

Everything I've heard about that game just makes me happy. Especially the massive overhaul they're doing with NPCs and their behaviors. God that game's going to eat up months and months of my life.

#56
Barbarossa2010

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Rojahar wrote...

Barbarossa2010 wrote...

*snip*


Have you tried any Bethesda games, like the new Fallout games or Elder Scrolls? You'd probably love them. Silent protagonist, some of the best examples of out-of-combat skills, better crafting than any Bioware game, lots of inventory management, etc.


Yes, A few hardy souls here on BSN took me in and started recommending other RPGs to play once I finally got that Origins chip off my shoulder around Apr 2010.  Origins led to Oblivion, then Fallout 3, then FONV.  I suppose I'm really comparing Dragon Age's Inventory, non-combat skills, and especially crafting/reloading to them.  I don't expect Bioware to go all that way, with a story-based RPG vs exploration-based RPG, but I think they had it just about right in Origins, it just needed to be tweaked, not thrown out...that is, in my view.  Also played ME and ME2 after Origins.  As a shooter, I think streamlining the RPG elements works a little bit better there, although I thought ME2 cut too much out also.

And yes I'm pysched for Skyrim.

#57
Joy Divison

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1. Enemies somewhere between useless and those who one-shots non tanks
2. Characters should get hit points/per level. Fights are stupid when heroes have 200 HPs and mobs have 5000.
3. Attention to detail. I don't want to see an interview which lauds the removal of environment aesthetics again.
4. Race choice.
5. Choices. Meaningful ones.

#58
Marionetten

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I don't view Dragon Age: Origins as perfect so there's very little I'd like to see directly translated into Dragon Age III. However, the game had some really sound ideas which I believe BioWare should have worked on instead of outright trashing for the new. Try to bear with me.

Believable combat. Make it more down to earth and gritty. The blows should be fewer and carry greater weight. Instead of a thousand paper cuts make it one great disembowelment. Rogues should target vitals instead of flailing around like spastic madmen. Elegant discretion instead of ninja flips. Your moves should also get more and more refined as you level up your combat skills. Visual progression is positively awesome.

Social skills. Self-explanatory, really. Allow me to develop my character into a social butterfly and give me unique dialogue options for it. I'd also love to see blood magic get its own dialogue options based on intimidation and control. VtM: Bloodlines is a great example of how to do this.

Compelling antagonist. No, this doesn't necessarily mean a big bad stapled together archdemon. It just means someone with a lot of presence and character. Someone capable of driving the plot. A believable motive is a huge plus. Make us think about it instead of making it a matter of black or white. Giving us the option to actually side with the antagonist would be superb.

Challenging and fun dungeon crawling. Please get rid of the auto replenishing health and mana on the higher difficulties and put more importance in healing objects. I miss resource management. I miss having to plan my trips to the stores before heading into a dark foreboding dungeon. I miss being challenged. Please, bring that stuff back! And while you're at it improve the encounter design and make enemies work more like teams putting a greater emphasis on planning. Dragon Age: Origins was okay but it was still lacking as a dungeon crawler. Dragon Age II was plain rotten. Make Dragon Age III amazing.

Spell combos. While I absolutely loved the addition of party based combos I miss the spell combos. Bring them back and leave the party combos in. That said, I'd also love to see different party combos for different party compositions. Giving a party full of mages the ability to weave even more powerful magic together would be excellent.

Extensive character customization. Bring back the races. No, give us more races. Playable Qunari anyone?

Sheaths, bowstrings and horses. This wasn't ever in but I want it. Pretty please?

Modifié par Marionetten, 18 octobre 2011 - 01:59 .


#59
FedericoV

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1) Iso view.
2) World shaping choices (plus consequences that were vastly ignored in DA:O too).
3) No class restriction for weapons.
4) Autoattack as default attack option for all platforms (optional twitch mechanics).
5) Friendly fire (but with more robust buff/debuff options than DA:O and DA2).

Modifié par FedericoV, 18 octobre 2011 - 05:37 .


#60
Guest_PresidentCowboy_*

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Joy Divison wrote...

5. Choices. Meaningful ones.

  • Meaningful choices
  • DAO
Pick one.

#61
Morroian

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Zanallen wrote...

Um, more locations, I guess. And I suppose a tighter story structure. The skills from Origins were all kind of pointless. I wouldn't mind seeing them return, but I would at least like them to be heavily revamped. Something like in KotOR maybe.


+1

#62
Cutlasskiwi

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* Detachable camera
* Female Dwarves
* More varied areas
* Qunari follower
* Choices/consequences play out during the game (Something that both games could have done better.)

#63
Noviere

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1. More diverse settings.

I initially didn't think I'd have an issue with DA2 being set in and around Kirkwall... I like exploring big, interesting cities in my RPGs! Unfortunately, Kirkwall wasn't big, or interesting. While DAO's environments weren't all that diverse either, it was adequate. I don't need to go from deserts, to the arctic, to jungles, and everything in between.

Along with this, make the individual areas feel more alive. Kirkwall feels like a ghost town, and the surrounding areas are no better. This is true of all Bioware games, sadly. Make me want to look around! The world shouldn't be a track I roll down, clearing out monsters so that I can get a nugget of dialogue at the end... It should be a joy to traverse.

2. Slower, more tactical, more realistic combat.

I don't want to go back to DAO's now glacial-feeling combat speed, but there has to be a middle ground, right? Also, get rid of waves unless it makes sense.

3. Companion armor diversity.

I'm fine with companions not being able to equip any gear you stumble upon -- I actually think it makes them more unique that they have their own looks! I left Morrigan in her signature robes the entire game.

That said, they need to be less static and evolve as time goes on, otherwise it's just boring(and doesn't make much sense). And no, palette swaps(ME2) or adding barely perceptible accessories(Fenris) isn't enough.

4. Companion "build" diversity.

Unless it's vitally important to the integrity of the character, don't lock companions into specific combat roles. One of my biggest peeves about DA2 was that Merrill couldn't heal, and Aveline was the only warrior who could figure out how to use a shield.

Don't encourage me to leave an interesting character at home simply because they can't fill the role I need... or force me to take a character that irritates me because I need heals/tanking for a specific encounter.

5. Refine the look.

I love the new Qunari. They are no longer tall, lumpy-faced humans.

I'm glad the elves are no longer shorter humans with pointy ears... But I think their look needs to be toned down. They are just freaky/ugly now, with the exception of Fenris, Merrill and Tallis.

Finally, the new Darkspawn aren't menacing in any way. Okay, ogres and the new genlocks are fine. But the hurlocks look... silly.

#64
Maverick827

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1. Everything
2. Everything
3. Everything
4. Everything
5. Everything

LOL IM COOL

#65
Demx

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1. Antagonist - I admit, I like to fight antagonists that are working together to kill you, and being given little cut-scenes about what they were planning next. Taking out each one in DA:O made taking out the Archdemon all the better. The sense of build up in accomplishments didn't exactly flow same in DA2 as it did with Origins.

2. Romance - Again the build up wasn't there for me in DA2. It was just Hawke hitting on the character until they jumped in bed. I liked being able to earn the ability to kiss/hug the person without it leading straight to sex. Not to mention being able to perform these actions more than once.

3. Slideshow ending. I might be the only one wanting this, but I liked learning who the people I personally affected along my journey grew into and what happened to all my companions in the future.

4. Detailed background characters. In DA2 you can pretty much tell without looking too hard which background characters were duplicated the most. Not so much in Origins. (I'm starting to struggle to come up with 5)

5. Origin stories. Each one had a unique approach, and gave you a stronger connection to your family.

#66
bleetman

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Leliana. Oh wait, no. They already did that.

*Badum chee*

Hrmm. I'd have a hard time naming five specific attributes I'd like to see return that are neither a) essentially just criticisms of DA2 in of themselves/not really an inherent feature of Origins in of themselves ('more varied areas' isn't exactly something I'd need to consult the DA1 feature compendium in order to suggest) or B) just plain old never gonna happen. Let's see.

1. The ability to switch between two weapon sets.

Yep. Y'see, it might not be as advantageous as it was in DA1 what with closing attacks and so forth, but sometimes I'll be happily twanging away at people with a bow and have a need for a melee weapon. Maybe I'll be hacking away at people cheerfully and have need to fire off a few arrows for a moment. When that happens, I want to be able to do that without opening an inventory screen.

Which reminds me.

2. Let warriors use ranged weapons again.

3. Champion and Bard spec. What can I say, I'm a nerdy roleplayer type. You can call me picky, but I wasn't massively enthusiastic about my choice of warrior specializations being between chowing down on dementia inducing magic rocks, or the corpses of my victims. Bard I just plain miss. Aaaaaaaaaaaaaaaaaagh.

4. Human antagonists. And no, I don't mean race. I'm talking about them being relatable, with their own motivations and reasoning beyond just being The Bad Guy. Y'know, that thing Meredith was working on quite well with the whole mage-sister-backstory thing until she descended into a drooling lunatic for no bloody reason whatsoever.

5. Female dwarves. Thedas became approximately 27% less sexy when they were omitted.

Oh, hey, five things. Hooray.

Modifié par bleetman, 18 octobre 2011 - 11:16 .


#67
Teddie Sage

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Only one thing I can think of: Sigrun the badass female rogue dwarf... *drools*

#68
MOTpoetryION

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1 puzzles. I spent allot of time in 2 looking for them but they were not there : ( And the Ones that were there paled in comparison to DAO. IMHO

edit: realized it was five things. Doh.

2. more connection to your group. In DAO it was the first game were i had REAL feelings for a npc.

3 The lack of the awsome button and paratrooping ninjas

4 not being told that  . oh give the gift to so and so  instead of in DAO trying to oh i dont know use our own brains to figure who should get what.

5 being able to change clothes and use bows for everyone.

Modifié par MOTpoetryION, 19 octobre 2011 - 12:45 .


#69
Anomaly-

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1.) Choices. Not just in regards to story, quests, or companion relations, but also character development.

2.) Combat. I'm not saying return to DA:O's pace, but the button mashing and overstylized, ridiculous acrobatics have to go. Waves too, for that matter.

3.) Out of combat skills, particularly crafting. DA:O's system wasn't perfect, but I'd much rather no system at all than the one in DA2.

4.) Environment variety. Obviously, no more excessively re-used environments, and make the areas more expansive and varied again.

5.) Enemy scaling. As you progress, you should find yourself either fighting the same enemies in greater numbers, or fighting newer, more powerful enemies. You should not find yourself fighting the same enemies with the same relative difficulty, except they now have way more health than you do. That doesn't make it feel like you've progressed at all.

6.) Toolset. Yes, I'm cheating, but if you give me the ability to modify core game scripts, I can mod most things to my liking myself.

Rojahar wrote...
DAO's out of combat skills were essentially just crafting, which you can do in DA2 anyway.


You can craft in DA2?

Modifié par Anomaly-, 19 octobre 2011 - 01:28 .


#70
Foolsfolly

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@Marionetten

Social skills. Self-explanatory, really. Allow me to develop my character into a social butterfly and give me unique dialogue options for it. I'd also love to see blood magic get its own dialogue options based on intimidation and control. VtM: Bloodlines is a great example of how to do this.


That exists right now in DA2. Your personality is one of three and they all have their unique options that appear throughout the game.

Compelling antagonist. No, this doesn't necessarily mean a big bad stapled together archdemon. It just means someone with a lot of presence and character. Someone capable of driving the plot. A believable motive is a huge plus. Make us think about it instead of making it a matter of black or white. Giving us the option to actually side with the antagonist would be superb.


You didn't like the Super Blight comment either, huh? God I could only roll my eyes at that thing. We don't want bigger Blight, the Blight was the least interesting thing about the plot in the first game.

Instead they gave us something slightly more interesting than a Blight and something far less compelling than Loghain. Not a good step forward at all as far as antagonists go.

The Arishok was compelling though.

#71
GodWood

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1) Companion armor
2) Art style
3) Silent protaganist
4) Friendly fire
5) Origins

#72
genobis

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1. I miss origin stories a lot, it added a lot of depth to the game. We will probably play a voiced human, I get it. But it really doesn't mean we can't start in different ways. And if we do, it should have greater influence on the game.

surfgirlusa_2006 wrote
Origin stories. Templar, apostate mage, qunari, Chantry seeker, and other origins could be interesting given the world state at the end of DA2.

This!

2. No generic items. Either something is unique and has unique name or it's just junk (like, for example, jewelry).

3. Nice User Interface - the one in DA2 is clean, which is good, but it's not only uglier, but less convenient as well. Yes, it's easier to get used to, but if I'm going to spend tens of hundreds hours with game, it's not that important. By the way, I love the idea of junk, but it would be nice if it had some unique icons, not just trash. Oh, and quest items should be visible in equipment (but of course impossible to sell or throw away).

4. Camp! It was easy to talk to anyone, and we had an access to the equipment of each party member. Especially the latter was extremely convenient, in DA2 changing equipment requires swapping party members, which gets frustrating.

uberdowzen wrote
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.


5. Ability to talk to companions outside camp/home. And more dialogue options, better companion interaction, especially with LI's.

6. Why six? Because I like to go one step beyond ;) (thatguywiththeglasses.com) Stick to the lore, guys! I beg you! It's really, really awesome, and yet it got somewhat screwed it in DA2 (like hordes of abominations appearing from nowhere). And I want more dark, mature content, like in origin stories (especially City Elf origin...) and choices so unexpected and hard, that make me quit game and go out for a walk ;) And your game is rated 18+, so you really can do better romance scenes, like the ones in DA:O or first Mass Effect (which was, by the way, the best not showing anything romance scene I've ever seen. And by "ever" I mean not just in games). Those in DA2 are just poor.

That's all I can think of. Really. I had some issues with DA2 (like recycled areas, waves of enemies jumping from nowhere, etc.), but most of it isn't related to Origins. Now I'd like to address some statements made by other posters, as some of their ideas are quite nice as well (and with some of them I can't agree).

* Skills - Maker, no. My party is doing very well without them, thank you very much. It was pain, especially for main character, as high Coercion is a must-have anyway.

* Companion armor - I didn't like it at the very beginning, but I like the fact that every one of them has their own unique look. Some visible customization wouldn't hurt, but it should be match the companion character. I like how Aveline's outfit changes two times during the course of the game. On the other hand, I don't get the idea or "romance armors". Merrill should get the second armor after some personal quest instead of just becoming a LI. Oh, and this:

xyzmkrysvr wrote
It breaks immersion to see Isabella wearing the same skimpy outfit for *years*. At least give her (and other companions) several skimpy outfits

I totally agree.

* Travel is another thing I can live without. The area of game shouldn't be too large, otherwise it will feel empty, like Ferelden did with its few villages and one major city. But, of course, it would be great to see a variety of different, interesting places.

* That star depends not only on previous dialogue options, but also on your class (mage has some additional options, for example) and character. And sometimes companions can help you out. Again, I like the DA2-way better, because as a rogue with very low strength I can intimidate. But it could be more persuasion/intimidation opportunities.

* Antagonist - I agree, it's a matter of plot and I don't want to discuss plot here - but yeah, it would be great to have a powerful opponent you know from the very beginning, like Loghain or Saren.

* Isometric camera - yes, definitely, however I don't miss it much enough to put it on my 5+1 list ;)

* Slower combat - in DA2 it's fast and unrealistic, but I enjoy it that way.

* Awe-inspiring - I agree, DA2 lacks some cool places and huge open spaces.

* Dual wield warriors - Good idea, but limiting it to rogues didn't bother me that much. I'd rather see ranged weapons for warriors.

* Silent protagonist - No, I prefer voiced one.

* Crafting - the mechanics in DA:O was painful for me, never used that for more than health poultices or lyrium potions. I prefer the DA2 approach.

* Graphic style - if BW is limited by the engine somehow, I prefer DA2 style to DA:O.

Rawgrim wrote
No more clicking like mad to attack.

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

I don't get it. What's about "clicking like mad"? I've never had to. Companions are forced only on their quests (and Varric on the Deep Roads Expedition, which is totally understandable). I'd say that in DA:O companions were forced more often: you HAD to take Oghren during "A Paragon of Her Kind" and you HAD to take Wynne (or kill her) during "Broken Circle". It was much more annoying to me.

RinpocheSchnozberry wrote
1) Give the player authority, like in DAA. Customize your base, lead your people.
2) Longer or "multi-node" romances. DA2's felt faster... maybe that's just me?
3) The wonder back into magic. I love to play mages. Let's face it, magic in DA2 was kind of a drag. Damn near everyone that could wield magic was a ****head or a demon ****er in DA2. DAO had Shale and the Anvil of the Void... Magic and Lyrium were objects of amazement in DAO and I enjoyed that... but in DA2 any magic not wielded by my character was kind of a downer.
4) Poop jokes. Seriously, I miss Oghren. In MotA, someone says "it smells like sulfur!" after the first ghast attack. I smiled to myself and could almost hear Oghren saying something like "Ooops. I guess I got excited. Let me get downwind some."
5) My character's choices have to have more impact on the visible game world and story. Who is alive, who is dead, who is in a box with a vial of radium. I didn't feel that in DA2. The "march to war" during DAO's ending changed depending on several choices the Warden made and I liked that.

I totally agree with all your points!

Rojahar wrote
Something I miss from Origins, and wish they would take MUCH FURTHER than they did in Origins, was having your specializations be mentioned and be explained in the story. I liked that (in the first playthrough) I actually had to learn to be a Templar from Alistair. I liked that party members mentioned that I was a Blood Mage. Not only should that come back, but it should be much more integral to the game. Also, srsly, DA2 needs a damn tank specialization. Aveline gets all kinds of nice stuff, and Hawke is SOL if he or she wants to tank...

I agree with most, if not all, of what you've said. But this is extremely true. Specializations should have more impact on the game and it's pity, that beacause of lack of certain passive skills Hawke can never be a better tank than Aveline.

bleetman wrote
1. The ability to switch between two weapon sets.
2. Let warriors use ranged weapons again.
3. Champion and Bard spec. What can I say, I'm a nerdy roleplayer type. You can call me picky, but I wasn't massively enthusiastic about my choice of warrior specializations being between chowing down on dementia inducing magic rocks, or the corpses of my victims. Bard I just plain miss. Aaaaaaaaaaaaaaaaaagh.
4. Human antagonists. And no, I don't mean race. I'm talking about them being relatable, with their own motivations and reasoning beyond just being The Bad Guy. Y'know, that thing Meredith was working on quite well with the whole mage-sister-backstory thing until she descended into a drooling lunatic for no bloody reason whatsoever.
5. Female dwarves. Thedas became approximately 27% less sexy when they were omitted.

Nice ideas, especially switching weapons (I think I've mentioned ranged weapons as well).

Modifié par genobis, 19 octobre 2011 - 10:07 .


#73
Foolsfolly

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* Crafting - the mechanics in DA:O was painful for me, never used that for more than health poultices or lyrium potions. I prefer the DA2 approach.


True story, until Runecrafting in Awakening I'd only used crafting for Potent Lyrium farming. I never really used poisons until Golems of Amgrak and DA2 (where I find it's much better, personally).

And while I used Runecrafting a lot in Awakening I hated it with a passion. Nothing like dropping an insane amount of cash for a bunch of raw materials then going outside of the keep to have a companion character make a single Paragon rune to fit in a weapon or armor and repeating the process until I had the powergaming armor/weapon set up that I liked.

I'm not against crafting being a skill but I can't say Origins did crafting correctly any more than DA2 did it correctly.

I don't get it. What's about "clicking like mad"?


I don't get that either. Auto-attack was always for the PC and the first patch for the consoles put it in the game as an option (one I've never turned off at that). So if that original poster is a console player I'd suggest getting the patch to give you an auto-attack. (And it's my understanding that auto-attack was always supposed to be a feature for the consoles but alas the game was rushed out and simple things like that were left unfinished.)

#74
culletron1

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Noviere wrote...

1. More diverse settings.

I initially didn't think I'd have an issue with DA2 being set in and around Kirkwall... I like exploring big, interesting cities in my RPGs! Unfortunately, Kirkwall wasn't big, or interesting. While DAO's environments weren't all that diverse either, it was adequate. I don't need to go from deserts, to the arctic, to jungles, and everything in between.

Along with this, make the individual areas feel more alive. Kirkwall feels like a ghost town, and the surrounding areas are no better. This is true of all Bioware games, sadly. Make me want to look around! The world shouldn't be a track I roll down, clearing out monsters so that I can get a nugget of dialogue at the end... It should be a joy to traverse.

2. Slower, more tactical, more realistic combat.

I don't want to go back to DAO's now glacial-feeling combat speed, but there has to be a middle ground, right? Also, get rid of waves unless it makes sense.

3. Companion armor diversity.

I'm fine with companions not being able to equip any gear you stumble upon -- I actually think it makes them more unique that they have their own looks! I left Morrigan in her signature robes the entire game.

That said, they need to be less static and evolve as time goes on, otherwise it's just boring(and doesn't make much sense). And no, palette swaps(ME2) or adding barely perceptible accessories(Fenris) isn't enough.

4. Companion "build" diversity.

Unless it's vitally important to the integrity of the character, don't lock companions into specific combat roles. One of my biggest peeves about DA2 was that Merrill couldn't heal, and Aveline was the only warrior who could figure out how to use a shield.

Don't encourage me to leave an interesting character at home simply because they can't fill the role I need... or force me to take a character that irritates me because I need heals/tanking for a specific encounter.

5. Refine the look.

I love the new Qunari. They are no longer tall, lumpy-faced humans.

I'm glad the elves are no longer shorter humans with pointy ears... But I think their look needs to be toned down. They are just freaky/ugly now, with the exception of Fenris, Merrill and Tallis.

Finally, the new Darkspawn aren't menacing in any way. Okay, ogres and the new genlocks are fine. But the hurlocks look... silly.


OK agree with all of this !!! 

#75
RagingCyclone

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5 things...this should be easy...let's see if it is:

1. Weapon switching ability. I believe Bleetman touched on this, and I agree with it entirely. There were times I eliminated the closer enemies and then switched to a bow to take out ranged ones. I liked the ability to make the switch without going into inventory. Also with this feature I could equip both sets without having to use inventory slots to store them. I hated coming to this scenario in DA2 and wanting to make the switch and end up not having enough backpack space to make the change I wanted...especially when I was in the middle of a long quest with nowhere to sell the stuff I had collected.

2. Meaningful inventory. One of my biggest pet peeves from DA2 is all of the junk I find. Do I really need to collect stale biscuits? And with that the nameless rings/amulets/belts. It's annoying to have to stop to look and compare the countless items to see which was better to equip. Bring back the naming like Ring of the Magister, Lloyd's Magic Ring, etc. Those distinctions in DAO made it much easier to manage my inventory and I knew what was junky (iron ring) and what had potential (Dusk Ring).

3. Dual wield and archery for warriors. Warriors by definition should be trained in all aspects of the martial arts. DA2 took that facet away...bring it back.

4. More varied environments. In Origins we traveled around Ferelden, and in DA2 we were limited to a city. In know it's been mentioned that DA3 most likely will cover a larger area of Thedas going by the map that was shown...But please show us moving along on that map like Origins did (the blood trail) I know it may seem small and silly, but it helped to give a sense of time. Also in the realm of environments make them lively. In Origins banners moved in the wind, creatures were moving (Halla in the Brecilian Forest). Kirkwall was a coastal town...and the breeze was sometimes mentioned...but not a single banner moved! Kirkwall was static. There were no creatures moving except birds in the sky and only then in Hightown. What happened to all of the dogs and cats milling around? Birds hopping around? Bring those back and make the world seem alive again.

5. I liked the combat from Origins better than in DA2. While some thought it was too slow I felt it fit the nature of the armors and world the game took place. However, I doubt that comes back...but what I would like back are the messy kills. And with these the slow motion kills on the larger bosses. DA2 seemed more cinematic in it's presentation...why take the slo-mo camera out? I know in this last one I am probably in a vast majority, but it was more fun for me catching those epic screenshots and having a sense that my character was BillyBadAss and had more value than seeing my pc raise his eyebrow when he talked and look like a goof.

There are my five. I have more, but most of those appear to be addressed in the dlc. And since companion dialogue and interaction has been mentioned many times I did not include it on my list, but it would be #6.

Happy Gaming. :wizard:

Modifié par RagingCyclone, 19 octobre 2011 - 03:10 .