Dragon Age III... Suggestions?
#26
Posté 24 novembre 2011 - 03:42
The Dalish Elf's accents were awesome, keep that Bioware. Though work on all the elf's faces, I couldn't dig their looks at all. I don't want to run through the possibility of being able to import my Dalish Warden to DA III then see that he now resembles a fiend I have to shut my eyes just to take seriously.
And whatever you guys did with the whole armor situation, take all the written information pertaining to the development of it, destroy it, burn it, run it off a cliff in a car armed with explosives or anything, just do not bring it back. The switch from Origins' style to DA II was just literally a teeth grinding experience for me.
Dual weapon option needs to be brought back for all classes except mages. That was too much fun for me.
Combat system was fine for me, leave that alone.
#27
Posté 24 novembre 2011 - 03:45
Girl / boy, black, asian, indian or white / with different physical aspects, maybe different race / origins, class, story. ( Skyrim, DAO, Mass effect, etc ) That's the better concept ever.
I prefer easily my Shepard and my Warden, to Jensen and probably Geralt, since the hero it's me or some characters created in my mind, with my choices, my decisions, not those of a set character with his own aspect I don't necessarily agree. ( Jensen , with sunglasses, please too much....
I don't need the deep story of a set character, with already a past, some friends, some ennemies, what I don't really care in a rpg. In a FPS, an adventure game, no problems, knowing I won't have much choices. ( Why not give me the opportunity to create a character, if you offered me the opportunity to roleplay.. )
If I am interested in the witcher 2, that's certainly not because of Geralt, a set character, on the contrary. It is one of those things that give me the desire not to buy the game.
And since for many years a set character will almost always mean a white dude, no thanks.
Modifié par Sylvianus, 24 novembre 2011 - 03:49 .
#28
Posté 24 novembre 2011 - 04:14
- Better level design, the cities need to be better designed.
- New Protagonist.
- Less over the top combat animations, bring back deathblows.
- Honestly a new story in another time. Bioware said DA was about the world and not a character. If that's the case give me a game with a lot of choices that matter, because if the game isn't tied to the next one, contingencies don't matter. If it's not going to be like ME with one character and one overarching plot, don't connect them at all. Don't have people import saves and have them retconned to death, just start a new story in a different time in Thedus history.
- Bring back being able to talk to companions when you chose. No more waiting for a quest to be able to talk to your companions.
- Go back to old art style/design.
Modifié par Aaleel, 24 novembre 2011 - 04:18 .
#29
Posté 24 novembre 2011 - 04:17
addiction21 wrote...
But Loading screens are a BioWare classic. Do you remember the flak they got for moving away from them with Mass Effect?
Maybe someday we will reach the technological level where transitions can be done away with but I do not see that happening soon.
Well, what I meant was that the important areas to access in DA2 are broken down into too many parts, also narrative wise. I mean like when you need to go sell something - tedium... talk to companions - tedium... Go talk to 5 diferent persons in 5 different areas for a quest with little text and no choice to it - utter tedium and almost absurd.
Also, there's not much to see or do in one "loaded area", in earlier games there was more to do in any of those.
#30
Posté 24 novembre 2011 - 08:30
Like it or not, consoles are running on seven year old tech. Concessions have to be made to accommodate for that.
(Which isn't meant to read as a "boo, consoles" post. It's just unfortunate.)
#31
Posté 24 novembre 2011 - 08:50
bleetman wrote...
I'm under the impression that frequent loading screens are generally the result of cross-platform development, in order to keep the maps small enough for console hardware to actually handle.
Like it or not, consoles are running on seven year old tech. Concessions have to be made to accommodate for that.
(Which isn't meant to read as a "boo, consoles" post. It's just unfortunate.)
Skyrim: orly?
#32
Posté 24 novembre 2011 - 09:36
Again, Cassandra Pentaghast. One of three ain't that bad.Maria Caliban wrote...
I'd love a defined character. If 'defined character' didn't always default to white, heterosexual male.
#33
Posté 24 novembre 2011 - 09:47
DraCZeQQ wrote...
bleetman wrote...
I'm under the impression that frequent loading screens are generally the result of cross-platform development, in order to keep the maps small enough for console hardware to actually handle.
Like it or not, consoles are running on seven year old tech. Concessions have to be made to accommodate for that.
(Which isn't meant to read as a "boo, consoles" post. It's just unfortunate.)
Skyrim: orly?
Jarly.
Many of Skyrim's cities are in enclosed cells (Whiterun, Solitude, Windhelm, etc) likely because of memory limitations. This was also the case with Oblivion, Fallout 3 (Megaton) and New Vegas. This is in contrast to say, the Gothic/Risen games, or even Morrowind when most of the cities were out in the wide open world.
Granted, Morrowind is older and Skyrim does a better job of it all, but it still is hampered by the fact that it's a console centric release as opposed to a PC centric one. There's nothing stopping cities like Solitude from being apart of the greater landmass from a technical standpoint for PCs. There's those Open Cities mods for Oblivion that look stunning.
#34
Posté 24 novembre 2011 - 10:00
#35
Posté 24 novembre 2011 - 10:33
mrcrusty wrote...
DraCZeQQ wrote...
bleetman wrote...
I'm under the impression that frequent loading screens are generally the result of cross-platform development, in order to keep the maps small enough for console hardware to actually handle.
Like it or not, consoles are running on seven year old tech. Concessions have to be made to accommodate for that.
(Which isn't meant to read as a "boo, consoles" post. It's just unfortunate.)
Skyrim: orly?
Jarly.
Many of Skyrim's cities are in enclosed cells (Whiterun, Solitude, Windhelm, etc) likely because of memory limitations. This was also the case with Oblivion, Fallout 3 (Megaton) and New Vegas. This is in contrast to say, the Gothic/Risen games, or even Morrowind when most of the cities were out in the wide open world.
Granted, Morrowind is older and Skyrim does a better job of it all, but it still is hampered by the fact that it's a console centric release as opposed to a PC centric one. There's nothing stopping cities like Solitude from being apart of the greater landmass from a technical standpoint for PCs. There's those Open Cities mods for Oblivion that look stunning.
ok, lets take a look on a post i was respoding ... "... MAPS MUST BE SMALL ... yada yada ..." ... would you consider the whole open world around the cities/dungeon cells small? Would you consider city cells small both in size and number of NPC / objects? IN COMPARISON to DA2?
ofc for the performance sake the world is divided into cells, some are loaded on the run, some have loading screens ... no argument there ... still my point was that the cells doesnt have to be THAT small and empty as it was presented by DA2 - even for consoles
#36
Posté 24 novembre 2011 - 02:32
I will put my weight behind this as well. I know turn-based won't happen, but I'd like it to be as close as it gets.Delerius_Jedi wrote...
Combat that focuses on strategy first, action second. BioWare already has an action-RPG franchise in Mass Effect.
Modifié par Xewaka, 24 novembre 2011 - 02:55 .
#37
Posté 24 novembre 2011 - 02:41
#38
Posté 24 novembre 2011 - 03:13
DraCZeQQ wrote...
ok, lets take a look on a post i was respoding ... "... MAPS MUST BE SMALL ... yada yada ..." ... would you consider the whole open world around the cities/dungeon cells small? Would you consider city cells small both in size and number of NPC / objects? IN COMPARISON to DA2?
ofc for the performance sake the world is divided into cells, some are loaded on the run, some have loading screens ... no argument there ... still my point was that the cells doesnt have to be THAT small and empty as it was presented by DA2 - even for consoles
No, you're mischaracterising and misunderstanding bleetman's argument. He was saying that the reason Dragon Age 2 was as small as it was (i.e not all one giant Kirkwall) and filled with loading screens is likely because of the limitations of a console. Which is true. You're arguing a different thing (that Dragon Age 2's maps are small compared to their contemporaries).
Besides, there's a whole world of difference between the Creation engine (modded Gamebyro) and the engine that the Dragon Age games use. For the record, I do think that comparatively speaking, Kirkwall is a poor attempt at a city. If they wanted to portray a morally grey conflict of two factions set in a single city as it's backdrop, they should've chosen Vizima to show that conflict in.
I feel like the problem is that the city was just designed poorly. Yes, that's a ridiculously subjective statement, so don't bother with the "it's just your opinion. To me only my opinion matters, therefore yours is invalid" type stuff.
It's a bunch of winding and branching corridors, almost devoid of life as opposed to an open area or structured area like an actual town. It doesn't have to be a massive, sprawling Assassin's Creed-esque city but it has to be put into a way that kinda makes sense with NPCs that show semblance of life.
So, I think the problem of Kirkwall isn't size. As far as size and worldspace goes, it's okay. Hightown is kinda big in that regard. As a district, it's not small in comparison with equivalent cities in other video games. For example, Hightown is comparable with say, 2/3rds of Whiterun, perhaps more. That's just fine in terms of size. Now if they had a single cell the size of both Hightown and Lowtown, that'd be pretty cool.
I know that we can just put that to "it's a video game, it doesn't need to be real etc etc", but part of the reason why Kirkwall was so underwhelming as a city (and hence, is more open to criticism such as being "small") is because it's not built as one. The other part of it being that it's barely filled at all, barely filled at all with static NPCs no less.
Personally speaking, I think BioWare ought to experiment and augment their work with procedural generation when it comes to creating cities. BioWare obviously can't afford the millions of artists and level designers that Ubisoft, so Assassin's Creed by hand is out of the question, but they are also falling far behind their contemporaries. BioWare used to get by on "story" and "cinematic narrative" but a dramatic cinematic narrative is no longer an exception in the industry, but the rule.
On the issue of procedural generation, SpeedTree does a very good job for foliage. If nothing else, BioWare could try and get it for their trees. BioWare's foliage in Dragon Age 2 is worse than Morrowind's. Nuff said.
I'm sure there can be something done for cities too, at least partialy.
Or at least try at looking to put together blocks and buildings to create areas, kinda like legos or a city sim game, going back to tiles and all. Going back to tilesets would probably be a bad move, and I'm only saying it because I'm thinking of reinstalling Anno 1404. But right now, it just looks like they create the linear pathways and "roads" first, then make the buildings to surround it and litter the maps with points of interest. You might as well be designing dungeons with that mindset. A city is designed for accessibility and maximum coverage.
I mean, yes they'd probably need to be bigger too but size imo isn't the biggest issue, it's how it put together and how well "lived" it is.
You tell me which one felt more like a big, living city?
Now, as for getting back on the actual topic (suggestions for Dragon Age 3), I'll just leave these here:
http://social.biowar...56/blog/210455/
http://social.biowar.../index/8627301/
Modifié par mrcrusty, 24 novembre 2011 - 03:25 .
#39
Posté 24 novembre 2011 - 03:24
Both statements are wrong. Skyrim proves that consoles can have large worlds and thus large cities. Another example is Guild Wars and Kaineng City. That is a city I can get lost in, no matter how many times I play it.mrcrusty wrote...
[...snip...] He was saying that the reason Dragon Age 2 was as small as it was (i.e not all one giant Kirkwall) and filled with loading screens is likely because of the limitations of a console. Which is true. [...snip...]
Besides, there's a whole world of difference between the Creation engine (modded Gamebyro) and the engine that the Dragon Age games use. [...snip...]
#40
Posté 24 novembre 2011 - 03:29
What's wrong with that?Maria Caliban wrote...
I'd love a defined character. If 'defined character' didn't always default to white, heterosexual male.
#41
Posté 24 novembre 2011 - 03:36
AngryFrozenWater wrote...
Both statements are wrong. Skyrim proves that consoles can have large worlds and thus large cities. Another example is Guild Wars and Kaineng City. That is a city I can get lost in, no matter how many times I play it.mrcrusty wrote...
[...snip...] He was saying that the reason Dragon Age 2 was as small as it was (i.e not all one giant Kirkwall) and filled with loading screens is likely because of the limitations of a console. Which is true. [...snip...]
Besides, there's a whole world of difference between the Creation engine (modded Gamebyro) and the engine that the Dragon Age games use. [...snip...]Also, the Creation Engine is not a modded Gamebryo engine. As a matter of fact the Gamebryo part has been completely removed.
Ugh. Point 1 is irrelevant. It doesn't matter what other games can do, it's about what BioWare's engines can do for their games. We were talking about the size of Kirkwall, not Skyrim and hence, about Dragon Age 2's engine, not Skyrim's.
Secondly, Creation is a modded Gamebyro. Whether it's been modified enough to be called it's own engine is a debate I'm not willing to have, but Bethesda clearly did not start from scratch on a new engine. They used Gamebyro as a base and worked on that. Hence, modded Gamebryo. It's like how the Modern Warfare games are built on heavily modified idtech 3 (Quake III) engines.
Modifié par mrcrusty, 24 novembre 2011 - 03:40 .
#42
Posté 24 novembre 2011 - 03:38
Get your facts straight. Gamebryo has nothing to do with Skyrim.mrcrusty wrote...
AngryFrozenWater wrote...
Both statements are wrong. Skyrim proves that consoles can have large worlds and thus large cities. Another example is Guild Wars and Kaineng City. That is a city I can get lost in, no matter how many times I play it.mrcrusty wrote...
[...snip...] He was saying that the reason Dragon Age 2 was as small as it was (i.e not all one giant Kirkwall) and filled with loading screens is likely because of the limitations of a console. Which is true. [...snip...]
Besides, there's a whole world of difference between the Creation engine (modded Gamebyro) and the engine that the Dragon Age games use. [...snip...]Also, the Creation Engine is not a modded Gamebryo engine. As a matter of fact the Gamebryo part has been completely removed.
Ugh. Point 1 is irrelevant. It doesn't matter what other games can do, it's about what BioWare's engines can do for their games. If we really wanted to take that road, we'd talk about Morrowind being on the original Xbox. Skyrim has nothing to do with that point whatsoever.
Secondly, Creation is a modded Gamebyro. Whether it's been modified enough to be called it's own engine is a debate I'm not willing to have, but Bethesda clearly did not start from scratch on a new engine. They used Gamebyro as a base and worked on that. Hence, modded Gamebryo. It's like how the Modern Warfare games are built on heavily modified idtech 3 (Quake III) engines.
The Technology Behind The Elder Scrolls V: Skyrim.
You are even wrong about Modern Warfare. MW3 is not using idtech 3. Instead it is using middleware for level creation called GtkRadiant which was developed by id Software and Loki Software. Their games engine is their own.Bethesda Says Skyrim Engine “All New”.
There was some debate over what engine the new Elder Scrolls game would be using, and all signs seemed to point to GameBryo. However, writing on Twitter earlier today, Bethesda Softworks community manager Nick Breckon said: “We can now confirm that the TES V: Skyrim engine is all-new. And it looks fantastic.” I asked him what “new” means in this case, and whether it was simply a new version of the Gamebryo engine that powered Oblivion and the recent Fallout games. He responded: “It’s a new graphics/gameplay engine built internally. We’ll have more details down the road.”
Modifié par AngryFrozenWater, 24 novembre 2011 - 04:16 .
#43
Posté 24 novembre 2011 - 03:56
I got some:
A better Female PC body model! No more string cheese/toothpick/twig arms! Even at the smallest weight, Skyrim has thicker female character arms. My god Bioware, what's wrong with your female characters and have such scrawny arms?
They don't need to be muscular or tone, just bigger around. FemHawke's arms do not fit with the rest of her body. I noticed she uses the Exact Same body model as Isabela with a couple changes: The arms aren't as big around, Isabela even has some definition in her arms, and her legs get the same treatment, they're much thinner.
Another example: Gears of War 3. The female characters don't have the biggest arms in the world, but they're easily twice the size of the female arms in Bioware games. You got a fan in Epic, I'm sure you could get some help on this subject from their character designers.
But in any case, you clearly can make better looking arms because Isabela and especially Aveline deviate from your norm and I love aveline's arms, would love to see a PC character, especially a warrior type, with arms like that. ^^
Better skills trees. Better as in, not needing to buy every skill connected to a later skill in order to get the one lying behind them. Doing this, Dragon Age II's "skill trees" were no different from Origins' skills menu, they just looked different.
Another way you can make them better: I'll admit, the bonuses to the upgrades and even the base were horrible, they didn't help to improve the gameplay at all. My characters still felt as weak as they were in the beginning of the game. Another reason for this is the fact that the skills not only had Cooldown, but also cost Mana or Stamina: one or the other would be a lot better, and I hate cooldowns. I'd prefer a strict points system or a system with a certain times you can use them between sleeping.
Modifié par RPGamer13, 24 novembre 2011 - 03:57 .
#44
Posté 24 novembre 2011 - 04:05
Xewaka wrote...
Again, Cassandra Pentaghast. One of three ain't that bad.Maria Caliban wrote...
I'd love a defined character. If 'defined character' didn't always default to white, heterosexual male.
I agree! At least that would be a step in the right direction.
But i guess it is a side effect from the majority of people working in the game industry being white males
#45
Posté 24 novembre 2011 - 04:20
Kaiser Shepard wrote...
What's wrong with that?Maria Caliban wrote...
I'd love a defined character. If 'defined character' didn't always default to white, heterosexual male.
#46
Posté 24 novembre 2011 - 04:27
The males in Gears of War games are twice the size of a bodybuilder, too... they get downright mocked for that, after all.RPGamer13 wrote...
Another example: Gears of War 3. The female characters don't have the biggest arms in the world, but they're easily twice the size of the female arms in Bioware games.
(that's not to say i disagree with the motion, just the example isn't really the best xd
#47
Posté 24 novembre 2011 - 04:58
#48
Posté 24 novembre 2011 - 05:03
edit: no predefined character, please. At least, no more than Shepard is.
Modifié par Wulfram, 24 novembre 2011 - 05:04 .
#49
Posté 24 novembre 2011 - 05:36
I agree if we're going to do a set character, Cassandra would definitely be a good choice. I figure either do that or go back to 'Origin' style of being able to define your character.veramis wrote...
Cassandra as main character since we already know she's traveling around trying to solve some big problem after the events of DA2, and with all these big problems I am more interested in the world and how the player can change the story than how many main characters there are. We already know the qunari have been building up forces for a long time, and probably other nations have long term plans. And we know there's the renegade mages, and Morrigan, Flemeth, and the Architect all have big plans, and it would be cool if the main character can allow or prevent big things from happening by his or her actions. The game could be an opportunity for bioware to show how open and complex a game they can create.
#50
Posté 24 novembre 2011 - 06:07
Because it's a woman ? The same thing as a dude. Some wouldn't be happy to be forced to play this gender. That doesn't change at all the problem even if it's seems original.
People would like her, as a companion but not sure as a set character. Did you forget all the pro-mage here and outside ? Do you really think they want someone from the chantry ? Blood mage, mage revolution, do we forget those things ?
Also, it's funny. " I like the concept of a set character, but only if it's appeal me. " If he isn't white, if it isn't a dude, or if he/she isn't heterosexual. " That doesn't seem as good seen like that. If you are aware that to be forced to play a profile could not please you, why would you force other to cater to your preference ?
Modifié par Sylvianus, 24 novembre 2011 - 06:22 .





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