Dragon Age III... Suggestions?
#76
Posté 03 décembre 2011 - 04:41
Longer development cycles.
Polish (no not the language).
Qunari.
Seekers.
Voiced Protagonist - I really prefer this in a dialogue heavy game (which DA3 will be) while I am fine with a silent protagonist in a game like Skyrim.
A story that can deliver two different messages or show two different sides of a strugle the way Human Revolution did, and not the way Dragon Age 2 did.
Great gameplay with great visuals. I want combat to fun and not wack-a-mole that DA2 from time to time was, ie I would rather want fewer enemies that are stronger individually than many enemies that I can dispose of with the swing of my sword. Suspension of disbelief is important in story telling and the latter situation doesn't help it.
I want combat to remain quite fast paced in the way that you can tackle things rather than the slow paced combat of Origins which left you clicking pause all the time. That doesn't mean I want a Diablo cloned combat system, but something akin to DA2 wouldn't be bad if enemies actually packed more of a punch.
#77
Posté 03 décembre 2011 - 09:34
#78
Posté 03 décembre 2011 - 09:49
#79
Posté 03 décembre 2011 - 10:00
#80
Posté 03 décembre 2011 - 10:06
bEVEsthda wrote...
Even better, Justin Bieber should be the model for the new protagonist. Longer and more fluffy hair in a light pastel color, of course, but otherwise,..
I think it is even much more better to add him to game as a npc like Miranda Lawson. Justin Bieber fans can romance him and we can kill him.
Win - Win
Modifié par HanErlik, 03 décembre 2011 - 10:09 .
#81
Posté 03 décembre 2011 - 10:22
#82
Posté 03 décembre 2011 - 10:23
HanErlik wrote...
bEVEsthda wrote...
Even better, Justin Bieber should be the model for the new protagonist. Longer and more fluffy hair in a light pastel color, of course, but otherwise,..
I think it is even much more better to add him to game as a npc like Miranda Lawson. Justin Bieber fans can romance him and we can kill him.
Win - Win
No, no, no. We would prob not be able to kill him anyway. The goal here is that we should not have to play the game. If we do, we'd probably visit the forums, and have to endure flocks of ... umm, ehe, anyway, 'new people' swooning for that npc.
Besides, only way to outdo DA2's cover is to put J.B. there, in pink fluffy hair, angry eyes (but with long lashes) and a gigant sword, full of serrations and spikes.
Modifié par bEVEsthda, 04 décembre 2011 - 12:11 .
#83
Posté 04 décembre 2011 - 12:23
Make DAIII a proper deep Western RPG again, not a Japanese RPG / third person shooter bastard like DA2.
I hope HanErlik as quoted in bEVEsthda's sig is wrong.
#84
Posté 04 décembre 2011 - 01:29
So is Gears of war a platformer adventure game and Starcraft a hack and slash button mashing co-op fighting game? I guess if we are making up definitions as we see fit WoW is a old school CRPG...
Modifié par addiction21, 04 décembre 2011 - 01:31 .
#85
Posté 04 décembre 2011 - 01:38
Better level design, especially cities. Preferably more than one this time.
Seeing more areas of Thedus, no more one city settings.
New protagonist, with multiple Origins.
If you give me a family again, at least give me time to get to know them before you start killing them.
If prefer the amount of my story I actually play is larger than what is told to me. Filling in some blanks is fine. Writing fan fiction while I am playing a game is not. I played 1 year out of 10 in DA2, had to make the rest up myself. Who thought this was a good idea?
Modifié par Aaleel, 04 décembre 2011 - 01:39 .
#86
Posté 04 décembre 2011 - 01:32
Thank you for your valuable contribution. You have made the world a better place. To honor this, you have been added to a very exclusive troll ignore list/script.addiction21 wrote...
DA2 was a thrid person shooter?
So is Gears of war a platformer adventure game and Starcraft a hack and slash button mashing co-op fighting game? I guess if we are making up definitions as we see fit WoW is a old school CRPG...
Modifié par Marvin_Arnold, 04 décembre 2011 - 02:03 .
#87
Posté 05 décembre 2011 - 10:24
Sound: I'd prefer a good soundtrack but at this point Elder Scrolls and Demon's/Dark Souls have spoiled me so my standards for this are extremely high and unlikely to be met. Plus, it's pretty subjective. I don't care either way for voiced or unvoiced, but for dialogue options and clarity.
Combat: The DAII combat is most likely to stick, so why not take the tactical aspects(as well as non-combative but combat-related[alchemic, enchanting, and trap-making] choices) of DA:O and give exciting skills/spells to play with AS WELL as the awesome button?
Quests: Not boring. This isn't opinion-based, and there's no reason to make every quest a long train of needless story-heavy nonsense, but there's also no reason for everything to be either a fetch quest or a kill everything quest.
Story: Length/Multi-faceted interaction that I know BioWare does well. I'm sure BioWare can handle the rest. And it would be nice if my conflict-resolving, rule-breaking/making, problem-solving, megadecider of a PC was or did any of those.
Character: Origins preferred. But video games aren't just about me, so whatever BioWare decides, I just hope EA lets them flesh out character creation and design.
Size: They already hinted that it should be multiple times bigger than DA:O, so just hoping they go through with that.
No Griffin or playable Dragon demands, no ZOMG PLAY AS OGB, no ADD-EVERY-CHARACTER-FROM-EVERY-DRAGONAGE-BOOK/COMIC/MOVIE/GAME/OVENMIT/FACEBOOK APP-AS-PLAYABLE-COMPANIONS. Just effort and time.
Modifié par HowlHowl, 08 décembre 2011 - 02:30 .
#88
Posté 06 décembre 2011 - 12:49
I hate to use Skyrim as an example, but... you know what? No, I take that back. I'd love to use Skyrim as an example in what I want for DA3... for some things.
Anyway, to use Skyrim as an example, there is a simple fetch/delivery quest. You take a dagger from one person and bring it to another, then return to the quest giver for a reward. Simple as you get.
But its the way the quest was dressed up that made me care if I did it or not. The story of the NPC was that her father was a graveyard caretaker. She hated the job, but her father pressed her into this line of work and she never made peace with that. When her father died, she kept his ceremonial dagger, which technically needed to go back to the Temple of Arkay, where it was bestowed to her father. You take the dagger there, the priest marvels that the daughter has finally made her peace. Then you return and the daughter talks about how she felt the spirit of her father relieve her of her burden and how much better she felt, both with her father and her life.
This quest is, in playing, as plain Jane as they come. But this girl's emotion and story came dressed up like the "ugly" girl in a teen comedy who is drop dead gorgeous when she dresses up for the prom. And it might stick with me for a long time, since it struck me at how deep a simple fetch quest could be.
The point is... you can make EVERYTHING a fetch or kill all enemies quest. Just make them good. Make them deep. Make them real.
You can have me fetch the UBER Power Sword of TOTAL PWNAGE SLAYINGZ!!! and it wouldn't mean squat. You can have me find a family's sword, use it to fight off a mob of monsters, return it to the family's son, then give me a Epilogue Slide about how the son grew up and used to sword to become an adventurer himself. That's something DAO did (I didn't even use the sword in the fight against Redcliffe) and it was beautiful. Its part of the reason I love DAO... I didn't know how the small actions I took in the game could lead to a different ending.
Also, in the vein of that last statement, DA3 NEEDS EPILOGUE SLIDES. I don't care if they are retconned later, if they are only two tiny little sentences for most choices or if there are no import flags for any of them. I played DAO, Fallout 1,2 and New Vegas, Crono Trigger and a host of other games over and over and over again, just to see these little, cheap, hardly any effort whatsoever endings that could change based on decisions I made in the game. Why anyone thought to take these out in DA2 is beyond me. The illusion of choice, as is often said on these forums, is infinitely more powerful if you tack these onto the endings. As is the enjoyability of replays, which is something I feel was lacking in DA2.
Modifié par Fast Jimmy, 06 décembre 2011 - 12:52 .
#89
Posté 06 décembre 2011 - 02:43
Fast Jimmy wrote...
In regards to quest crafting, fetch quests and "kill everything in a location" quests are unavoidable. If you can't kill anything and you never go to more than one spot in a quest, its going to be VERY boring and quick. On the other hand, more effort can be made to address this.
I hate to use Skyrim as an example, but... you know what? No, I take that back. I'd love to use Skyrim as an example in what I want for DA3... for some things.
Anyway, to use Skyrim as an example, there is a simple fetch/delivery quest. You take a dagger from one person and bring it to another, then return to the quest giver for a reward. Simple as you get.
But its the way the quest was dressed up that made me care if I did it or not. The story of the NPC was that her father was a graveyard caretaker. She hated the job, but her father pressed her into this line of work and she never made peace with that. When her father died, she kept his ceremonial dagger, which technically needed to go back to the Temple of Arkay, where it was bestowed to her father. You take the dagger there, the priest marvels that the daughter has finally made her peace. Then you return and the daughter talks about how she felt the spirit of her father relieve her of her burden and how much better she felt, both with her father and her life.
This quest is, in playing, as plain Jane as they come. But this girl's emotion and story came dressed up like the "ugly" girl in a teen comedy who is drop dead gorgeous when she dresses up for the prom. And it might stick with me for a long time, since it struck me at how deep a simple fetch quest could be.
The point is... you can make EVERYTHING a fetch or kill all enemies quest. Just make them good. Make them deep. Make them real.
You can have me fetch the UBER Power Sword of TOTAL PWNAGE SLAYINGZ!!! and it wouldn't mean squat. You can have me find a family's sword, use it to fight off a mob of monsters, return it to the family's son, then give me a Epilogue Slide about how the son grew up and used to sword to become an adventurer himself. That's something DAO did (I didn't even use the sword in the fight against Redcliffe) and it was beautiful. Its part of the reason I love DAO... I didn't know how the small actions I took in the game could lead to a different ending.
Also, in the vein of that last statement, DA3 NEEDS EPILOGUE SLIDES. I don't care if they are retconned later, if they are only two tiny little sentences for most choices or if there are no import flags for any of them. I played DAO, Fallout 1,2 and New Vegas, Crono Trigger and a host of other games over and over and over again, just to see these little, cheap, hardly any effort whatsoever endings that could change based on decisions I made in the game. Why anyone thought to take these out in DA2 is beyond me. The illusion of choice, as is often said on these forums, is infinitely more powerful if you tack these onto the endings. As is the enjoyability of replays, which is something I feel was lacking in DA2.
I agree with everything you said here, and I'm not against fetch quests or kill everything quests, I actually would prefer a majority(maybe 2/3) of the quests in DA3 be those, especially if they're done with the rich Skyrim presentation and realness. I just think the experience would be all the richer if we had the choice to handle things differently than just going from point A to point B every now and then.
#90
Posté 06 décembre 2011 - 04:04
The Ultima series had some good quests that were outside the regular quest norms. Puzzles like those found where you had to solve a murder mystery that ACTUALLY required you to pay attention to the details people stated, or time sensitive events like meetings where you can hear people confess their problems and grievances, which in turn point you in the directions of quests, or quest lines where you had many options about what to do, but you had to figure out which was the best/correct sequence to do things... not just showing up to a marker on your map.
To me, the map marker is the ultimate quest killer in many games, even the much heralded Skyrim. While I realize it is important to have some idea where you are going and that keeping track of a dozen different quests when you haven't looked at a quest in a few days is daunting. But completely spelling out where you need to go or what order things need to be done in (or having no say in the issue at all about what order things must be done, like in DA2) really makes games a long To Do list.
While I'm making requests, if there is a journal/quest tracking screen, grouping quests by area/city/region would be nice. Too often I would go to Denerim for one thing, then leave, return back to the Brycelian Forest, then realize I had two other open quests that I needed to be in Denerim for. Or something similar, across many different games. While grouping based on if tasks are related is important, it would also be nice to do "one-stop shopping." If I take a trip for my business, come back home, then have to go right back a few days later, there better be a dang good reason or my accounting department will be furious. Adventurers don't have accounting departments... but given that they are fighting for their lives on a daily basis, you'd think it would be a priority to not be retracing your steps all the time.
Just some suggestions. I know this is by far not the first thread of this type, but I do think there has been some good feedback. It would be nice to keep it going.
Modifié par Fast Jimmy, 06 décembre 2011 - 04:05 .
#91
Posté 06 décembre 2011 - 05:45
Bring back the dwarf, elf, human racial options, but add qunari as an option. Predefined backgrounds, as per the chosen race. Since it's not gonna be called Origins, limit the predefined backgrounds to 4 - one for each race. No one with ties to Fereldan. Come on BioWare, it's been done. Enough. The PC's origin's impact on the main game should be restricted. So only, who they are and where their from, not what they've done - so make each origin have the one ending, no matter what you do. Don't restrict the classes to the chosen origin. Again, this isn't Origins.
Cassandra Pentaghast as a companion. I'm not quite sure if she's a rogue or a warrior, but she definitely uses dual-weapons. For me, I want her to be a warrior, and that they bring back the dual-wield warrior fighting style.
On that note place DA3 in Navarra. It isn't exactly my first choice, but BioWare could expand on the Nevarran Dragon Hunters, since they seem to be going that way (the Origin of the Dragon Age as it were), including the Divine's choice in name. Cumberland is there (despite what the Thedas world map might suggest - the Free Marches), and you've got the Tevinter Imperium just north. Perhaps we could meet - or even be born of the same clan as - Merrill. Maybe find out more about her past, or see an Arlathvhen (meeting of the clans) convene.
1+ dwarf and 2 elf companions. 0-1 qunari companions. 0 qunari rogues. 1 non-mabari, non-person companion - someone that would stand out in a crowd, but wouldn't necessarily be able to interact with NPCs (i.e. an abnormal creature or being, like Shale). 0 pets that only obey the PC. 0 return companions... unless it's Velanna. If not, her then her sister Seranni (but with a different hair style). 1 Grey Warden companion. 2 companions whom require allegiance over the other, but aren't chosen as defined by the PC's gender or class, and it should be in the first half of the game. 1 non-healer mage, 1 healer mage (elf or qunari), 2 rogues (we don't need 2 archers) and the rest warriors. At least 8 non-DLC companions and 1 DLC companion.
As for spells and talents, if there's gonna be paths, don't make any of the requirements, stat based. The only prerequisites should be levels and the paths themselves. With the upgrades, order them, so you need the first upgrade to get the second one. Make upgrades more like improvements, than accessories. Blood Magic should be stronger, but only work on humans, dwarves, elves, qunari, animals and demons, so if the enemy's a golem or an incorporeal Fade creature, they should be immune indefinitely.
With specialisations, there should be 4 for each class. If you choose a specialisation, you should get some consequences or reactions from other characters (NPCs or Companions), or at least some dialogue choices. I found it annoying, not being able to tell Fenris that my Hawke was a Blood Mage. I had to tip-toe around having her call herself an apostate, when technically she's a maleficar. There was so many ironic things about romancing him, but there'd be even more if there was some sort of acknowledgment from both.
Modifié par Orian Tabris, 08 décembre 2011 - 06:35 .
#92
Posté 06 décembre 2011 - 07:31
#93
Posté 07 décembre 2011 - 01:59
Character creation
New country, unless we get access to many places in the Free Marches.
Less over the top, stabbing someone should NOT make them explode.
NO REPETITIVE ENVIRONMENTS
A lot more enemy types
More realistic graphic engine, Bioware is getting corrupted with this cheesey cartoony stuff.
Lots of other things I can't list.
Modifié par Sharn, 07 décembre 2011 - 02:01 .
#94
Posté 07 décembre 2011 - 02:09
- No junk items.
- Option to NOT play as a human.
- Better use of the Antivan Crows.
- More production time.
- Make romances go further than moving in with each other.
#95
Posté 07 décembre 2011 - 11:26
THIS. TO. THE. MAX.Monica83 wrote...
less da2 more dao
#96
Posté 08 décembre 2011 - 01:17
Zjarcal wrote...
Hell to the f**** no.
Seriously, if anything Geralt is the sort of wishy washy character you mention to me, since he's supposed to be a set character yet I can roleplay him how I see fit. It makes me go "is this how the real Geralt would act?" (thinking back to the books). The amnesia factor doesn't remove that issue btw.
Keep set characters to other franchises, not Dragon Age.
EDIT: Regarding the topic, DA2 with polish. That is all.
Agreed. Jensen seemed shallow to me. I had no connection with him. He was as good as JC Denton of the first Deus Ex game. Not that it's bad, but there is no customization. You're dropped in the middle of the character and go from there.
In ME and DA, you create the character. Did they grow up on Earth, or in space? Did they know their parents well? Did they fight off a thresher maw? And honestly, DA2 had none of that. DA2 was:
CopyAndModifyAppearanceForSibling();
if(mage == true) killBethany = true;
else killCarver = true;
Woooo. Customization ends there. You're the oldest in the family, you fought at Ostagar, bicker with Carver/get along with Bethany and whatever else.
---
What I want:
- Voicing like in DA2. I like it.
- Less armor to deal with like was done in DA2: I enjoyed not dealing with the companion armor.
- An inventory system that shows items that are clearly a step down from what you currently have equipped. If you change views to another character in your party, the view adjusts to show what is an updage or downgrade for them.
- A "Sell inferior items" button that sells all items that are a downgrade. If an item is an upgrade for one of your companions, it stays. Else, it goes.
- Removal of the junk item pickups.
- Less drops, and what drops you do get are more interesting. Not 500 sets of junky [insert name here] armor to be found.
- Give us a larger region to travel - like DAO, but also make the cities bigger.
- Make loads within cities seemless (going from upper kirkwall to lower is seemless, and requires no load screen or elevator)
- Maybe some random dungeon stuff? Certainly not the same dungeon with a few doors changed.
- No wave based enemies that Scotty just transports down in front of you. That got old, fast.
Begin by saying you'll only have 6-8 companions, period. Less = better, in my mind. Allow you to have "relationships" with non-companion characters. And then change the relationship/opinion system. Change it so that if someone disagrees with you enough, they just leave. No rivalry where they are somehow loyal. So if for example a character is anti-mage and my char is pro-mage, and otherwise there is no area which we agree one much, they just leave. This way it doesn't feel silly when I side with mages all the time, but all the anti-mage people just grumble and still follow me.
To compensate for the possibility that people will leave, make the pool of possible companions larger - say 25 possible companions. Pro mage ones. Anti mage ones. Upstanding citizens. Criminals. Etc. Allow the player to attract the companions which have similar beliefs, and ignore those which do not.
What I don't want is to have to stomach people like Fenris and Sebastion when I'm clearly siding with mages, and all those people do is complain about me. I finish their personal missions solely for loot and exp, and otherwise leave them on the bench for the whole game. In my playthrough of DA2, I used Isabela, Bethany, Aveline and Varric. Once Bethany disappeared, I took Anders. I dislike his character ("btw, did you know I like mages?" "Yes, Anders. You just said that 3 minutes ago.") but he could heal and I was a warrior, so he was needed.
#97
Posté 08 décembre 2011 - 02:03
epic game ....steal from bethesda offer your fans a huge adventure with unpredictibale gametime and bring in your unique storytelling. Dont say we cant do that because..blabla $$$ect pp just do it .
#98
Posté 08 décembre 2011 - 04:47
2. Do away with tones. The polarity of the dialogue tones make it near impossible to pick multiple options in the same conversation.
3.Do away with the automated personality. Just because i have picked an aggressive a couple more times than sarcastic does not mean he should go around insulting people when i have no control.
They're essentially my biggest problems with the game. I have many more, but these really kill the experience for me.
#99
Posté 08 décembre 2011 - 04:54
Dave of Canada wrote...
New engine.
Why?
#100
Posté 08 décembre 2011 - 07:16
Some of the options for hairstyles were just... awful. Get rid of the monk hairstyle, or at least the monk hairstyle with the bald patch covered by some stubble. That was the worst hairstyle by far... absolutely grotesque in appearance The hairstyles with ponytails in both DA:O AND DA2 really sucked. Bring back those ones, but fix the ponytails. They (especially in DA2) looked stiff and unrealistic, like they're fixed in mid-air. Maybe separate the ends, instead of having one point where they all lead to. There was one that was so flat at the end, it looked like it had been shaved/sliced off by a high-powered motor. There are a whole lot of mods for hair, BioWare should source some of those, and add them in - give them a reason not to make/add modded hair.
Elven noses, they were really bad in DA2. The pointy ears should easily compensate for other similar features to humans. If my Dalish elf were to appear in DA3, her nose would have to either look horribly pointed, or flat which would wreck the character design. She had quite a pointed nose, to suggest her less than moral beliefs/ideals, selfish and conceited views too.
The most annoying thing in the whole of Dragon Age for me was characters facing the wrong way, when the camera view changed during conversations. They need to be fixed on the person talking, assuming they don't have a reason to look away, which they should sometimes do. Like if they're sad or feeling guilty for something.





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