Imo, the weakest part about this game is...
#26
Posté 24 novembre 2009 - 03:10
#27
Posté 24 novembre 2009 - 07:49
I wonder if there's a balm I can use for that...
Seriously, the weakest part of the game? That's like asking what the weakest part of the "Mona Lisa" is.
If Ghandi were here, he'd smack you!
Modifié par Snaggletooth the Pirate, 24 novembre 2009 - 08:04 .
#28
Posté 24 novembre 2009 - 07:59
#29
Posté 24 novembre 2009 - 08:05
-The in-combat running animation
-Sex scenes (skin plz!)
-Balance
#30
Posté 24 novembre 2009 - 02:11
#31
Posté 24 novembre 2009 - 02:20
#32
Posté 24 novembre 2009 - 02:24
YR_Lim wrote...
The Fade in Circle Tower. I personally love anvil of the void of deeproads though, especially Caridintoo bad he died ="(
That's not a spoiler at all =P
I loved the deep roads it really had a different feel and was combat heavy which I liked.
#33
Posté 24 novembre 2009 - 02:25
I mean come on... You have one of the best boss fights ever in the Deep Roads and the whole place is really steeped in history through codex's and quests. It's a great dungeon.
People will complain about anything....
#34
Posté 24 novembre 2009 - 02:34
#35
Posté 24 novembre 2009 - 02:36
#36
Posté 24 novembre 2009 - 02:37
"Random" quests aren't so interesting as normal ones. But you need some extra exp somewhere I suppose.yarac wrote...
Easily the weakest part of the game are the non-quest quests.
The best examples are the ones you get in Denerim to save the refugees, or help the troops against Logain's men, or "clear out the back streets," etc. All of these are nothing more than a random encounter in which the only option is kill or be killed. And even after you complete the killfest there's not even a decent conversation tree to be had with the survivors - move along, nothing to see, do or be interested in here...very disappointing:(
I still need to do the dalish part but so far, Orzammar has been great to play through and the end had me thinking during a few minutes what to choose. The mage tower was not interesting as other parts altough the "lost" part was really really cool.
#37
Posté 24 novembre 2009 - 02:41
Would be a good idea i think to add somesort of sandbox mode, perhaps after your finished the game, to just go down there and fight endless waves.
Oh and btw the weakest part of the game by far is the constant 'Missing' your enemies. Especially in boss battles. Your melee companions can't hit s***. Even when the enemy is paralyzed or frozen you still swipe through them and 'MISS'! Terrible approach imho. Should parry and dodge more or get glancing blows... never miss! (or perhaps that 2% chance, definetly not how much it happens currently).
Modifié par RampantBeaver, 24 novembre 2009 - 02:47 .
#38
Posté 24 novembre 2009 - 02:43
Chlamydion wrote...
Fanboy
Wow. Intelligent and insightful. Looking forward to your future contributions.
#39
Posté 24 novembre 2009 - 02:46
JHorwath wrote...
I feel when you get through that you are ready for anything.
Maybe, but Orzammar was the last thing I did before heading into the final quest. With such a high level character, Orzammar was really easy, but still painfully long. I kept going, "Not another dungeon!"
*MILD SPOILER*
And the worst part of Orzammar was being forced to have that dwarf guy in party.
#40
Posté 24 novembre 2009 - 02:52
Every time i approached someone, they simply backed away, backed away, backed away. I ended up spending about 10 minutes running back to the start, so I could loot the corpses where the fight started.
Roll of the dice + real time doesn't "feel right" I freeze someone, his spell kills me.. but he is frozen grrrrrrrrrr. I know why, i understand it, but damn I hate it.
#41
Posté 24 novembre 2009 - 03:01
Make going into Tapsters or something clear status ailments like your camp does, because right now that's almost a 15 minute trip to get rid of some injuries, with loading screens counted. A very loooong time.
#42
Posté 24 novembre 2009 - 03:07
then again, this is heaps better than silly old wow
#43
Posté 24 novembre 2009 - 03:20
JHorwath wrote...
adam_nox wrote...
I like long dungeon crawls, but it would be nice if we had something like a town portal so we could go sell in the middle of it.
There is a portal, well not a portal but a character. If you talk to a certain npc that gives you a mini quest and you are successful in the encounter you can sell and trade. You can use this as a hub. I think it's just about in the middle.
This trader is very handy because of his unlimited supply of Deep Mushrooms.
#44
Posté 24 novembre 2009 - 03:22
cipher86 wrote...
Orzammar. It's a major grind. Reminds me of my WoW days.
I couldn't disagree more. Orzammar is probably the single most well made village in this game.
#45
Posté 24 novembre 2009 - 03:26
Lord_Rian wrote...
Lets be honest here. The weakest part of the game is a complete lack of anywhere to rest inside of Orzammar. There is no reason that If I am in the dead trenches I should have to run all the way to the start of the Zone, then travel all the way to Orzammar, then run through Orzammar, then through Orzammars Gates, then travel to my Campsite. THat's just rediculous.
Make going into Tapsters or something clear status ailments like your camp does, because right now that's almost a 15 minute trip to get rid of some injuries, with loading screens counted. A very loooong time.
You do know you can select the main area map at any of those travel loading zones, and could have gone straight back to camp. Also from Orzammar you can access the main map to travel anywhere from the Deep Roads entrance loading zone.
#46
Posté 24 novembre 2009 - 03:30
I love the story and the creepiness of the zone, especially Hespith (I was home alone with the lights off when I first got to this part. So much for sleep...or that late night snack) but the sheer amount of time and annoyance it can take to get to that part on the various difficulties makes me want to fast forward through it just to do something else.
Mind you, I personally feel the Dalish section is weaker dungeon wise; at least with the Deep Roads, you're picking up story bits as you go, whereas the dungeon for the elves is a long grind til the end.
I also like the Fade section, but it's mostly that I enjoy seeing the various dreams of my party members. It's also extremely quick to play through once you know where to go.
#47
Posté 24 novembre 2009 - 03:53
+ The Fade - the novelty of its special mechanic wears off fast, and the scenery is by far the worst and most redundant in the game.
+ Solo parts of the game. I want to play a tactical party game - a concept DAO was clearly balanced and designed around - not watch my character autoattack and occasionally pot.
+ The many, many unreturnable/unreenterable areas and levels. Excepting one, there isn't even a story basis for barring reentry. I hate being locked out of content, even if I've been through it once already.
Edit: removed spoiler stuff. Forgot what forum I was in.
Modifié par Bluesmith, 24 novembre 2009 - 04:46 .
#48
Posté 24 novembre 2009 - 04:05
Every time I assemble a party now I always, without exception, bring Lelianna - not because she is necessarily the best option but because I cannot bear having to leave dozens of locked chests lying around. At least give us a *chance* to bash them open.
And the inventory system is a nightmare. Cash is in limited enough supply without having to leave piles of items behind cos you don't have space to carry them. What I'd like to see is a "Salvage" option - the ability to, at any time, cash in everything on your Junk tab. Of course the amount you get would be less than if you'd carried it back to a merchant, but even 10% of its sell value would be better than leaving it all behind.
#49
Posté 24 novembre 2009 - 04:15
#50
Guest_jynthor_*
Posté 24 novembre 2009 - 04:17
Guest_jynthor_*
1st time: AWESOME!
2nd time: ......not so much
I'm at Orzammar with my second character and i find my self playing less and less...





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