Cold but truthfull criticism, disappointments that has to go in the sequel.
#51
Posté 03 décembre 2009 - 07:56
I have faith in BioWare, and considering they aren't that known for making sequels, we shall see...
#52
Posté 03 décembre 2009 - 08:03
Considering there are three more Old Gods await to be corrupted and the little one following Morrigan around in the wild, I think the question about a sequel is when...and how good will that be.dark-lauron wrote...
Look at what BW did from BG to BG2. There is no way someone can say that the sequel didn't make a huge leap in quality.
I have faith in BioWare, and considering they aren't that known for making sequels, we shall see...
#53
Posté 03 décembre 2009 - 08:23
Not to mention the logistics of cataloging and managing it all. Whenever I look at the model list for NWN with a hope to create a thin phenotype, or convert them for another race, I go @.@ and find excuses to do something else like browse the DAO forums.
#54
Posté 03 décembre 2009 - 08:29
Kerilus wrote...
Considering there are three more Old Gods await to be corrupted and the little one following Morrigan around in the wild, I think the question about a sequel is when...and how good will that be.
Just two more Old Gods, Dragon Age: Origins takes place during the 5th Blight. I hope the next couple of games do without the Blight as they normally occur around every 400 years, but from what you find out in "The Calling," it might be happening again a lot sooner then when it normally happens.
#55
Posté 03 décembre 2009 - 08:30
#56
Posté 03 décembre 2009 - 08:38
Thanks for the correction. Always had an impression that it is the 4th Blight.nisallik wrote...
Just two more Old Gods, Dragon Age: Origins takes place during the 5th Blight. I hope the next couple of games do without the Blight as they normally occur around every 400 years, but from what you find out in "The Calling," it might be happening again a lot sooner then when it normally happens.
#57
Posté 03 décembre 2009 - 09:04
I felt mainly relief when I finally ended the Blight.
Modifié par SeanMurphy2, 03 décembre 2009 - 09:06 .
#58
Posté 03 décembre 2009 - 09:19
#59
Posté 03 décembre 2009 - 09:42
They need to bring it to the consoles as well. Or atleast a way for the console players to easily access MODs made and shared in the common dragon community.
But, while I do agree, with the lack of models. (I think there are maybe 3 or 4 robe models for the entire game), and I definitely appreciate the strong set of tools bioware released to let the players expand the game, and it makes sense, if a studio bogs itself downon a single game for too long w/o releasing it, it loses a lot of money without making any in return. things like DLCs, player content make a lot more sense...
#60
Posté 03 décembre 2009 - 12:16
#61
Posté 03 décembre 2009 - 12:36
VanDraegon wrote...
I think i speak for a majority of DA fans in saying that we dont want stupid and ridiculous weapons and armor like in WoW and Aion.
No you're not.
If you'd sayed that most DAO players prefer a well written story and good characters over bright&shiny graphics, then you'd have been ok.
However, after 5 years of development we could have expected a lil more than 2 different mages robe modles, 1 leather model and a few plates. I also would have liked more than the some 7 mobs models (what's there? 2-3 dark spawn, some spiders, skeletons and a dragon? great!). The world feels so empty...
Again, after 5 years of development I expect a lil more than a minimum standard graphics for dressing and monsters.
#62
Posté 03 décembre 2009 - 12:51
Now I personally would have preferred a more linear story(If more personal/better paced) if that meant we had more content. Especially real side quests ala Firekraags Lair, Tradesmeet ect in Baldurs Gate 2.
But I think me along with a lot of other people really loved Dragon Age: Origins. It was one of the best games this year no doubt. It's just that there is potential for so much more.
I hopeful that Bioware can make a even better game with the sequel seeing as they already have a great engine to work with. A very interesting universe. So hopefully we get the perfect CRPG in a couple years
#63
Posté 03 décembre 2009 - 01:11
same here. in my evilish role was enjoying my freedom away from the main story so much that it even got me to a point where i was staring in disbelief at the whole landsmeet and endgame like it was a surrealistic vision of some other game.eternalnightmare13 wrote...
...
I agree with your points, especially the lack of villains or development of them. I never felt that Loghain or the Archdemon/Blight were a serious threat. I felt like I was an errand boy for other people problems in the hope they'd help me out in the end. The Blight was pretty nonexistant for the majority of the game outside of Ostagar and some random encounters, after the Landsmeet is different. When I fought the archdemon I really didn't feel anything other then 'finally, this boss battle is done''.
the whole ending just felt horrible. i mean after dying a hundred times you are thrown in fights which can hardly be lost because all of a sudden you are up against lvl 10 mobs who die in one hit, only to get your share of trouble when you do not realize that a few of them are not in the same scaling category or when you simply manage to get lost about the direction where you need to go. ok afterward you get a few normal fights again but at the very end after after having played a whole game with fights where you stupidly had to talk to npcs even when they were obviously not on your side you encounter the big bad dragon and it does not display a single shred of intelligence by conversation or actions.
playing a more diabolic character i actually liked the afterstory more than the rigid view main story to be honest.
#64
Posté 03 décembre 2009 - 01:12
Its like all your wizards are from the persian army
www.youtube.com/watch
Modifié par kingthrall, 03 décembre 2009 - 01:13 .
#65
Posté 03 décembre 2009 - 02:10
Then I can die happy.
#66
Posté 03 décembre 2009 - 02:22
#67
Posté 03 décembre 2009 - 02:32
About personality in the main villain. Does the villain really need to establish his favorite color before you kill him?
#68
Posté 03 décembre 2009 - 02:39
Alocormin wrote...
I'm amazed you people thought the Blight wasn't a serious threat. Do you typically think the zombies in zombie apocalypse stories are not all that threatening? Like maybe you could walk away and it'd be fine? I certainly didn't feel that way. I just hope I don't have to depend on you folks in the zombie apocalypse, lol.
About personality in the main villain. Does the villain really need to establish his favorite color before you kill him?
Bruce's law: A Hero is only as good* as his villain.
A flying monster that doesn't even say two words is in no way a compelling villain. If there was an intelligent darkspawn like the Architect behind it all though, it would've been better.
*Good as in awesome, not the 'good and evil' variety.
#69
Posté 03 décembre 2009 - 02:44
#70
Posté 03 décembre 2009 - 02:45
There. You speak my words.Bruce's law: A Hero is only as good* as his villain.
A flying monster that doesn't even say two words is in no way a compelling villain. If there was an intelligent darkspawn like the Architect behind it all though, it would've been better.
*Good as in awesome, not the 'good and evil' variety.
#71
Posté 03 décembre 2009 - 02:49
Brian Chung wrote...
Regarding models, you have to remember that each time there is an armour model created, we then have to make variants for both genders, then for four races (human, dwarf, elf, and qunari - well, minus female qunari). Create different materials for the male and female versions, and split it up between body, gauntlets and boot parts. This sort of stuff can impact memory and performance when you have to render the parts, then multiply it when you also have the party, the enemies, the ambient crowds...
So limit certain armours to particular races. Makes more sense that way, rather than everything being 'We have here polymorphing armour! Yes sir, even though this was made by my idiot apprentice, who can't even pick up a hammer without injuring himself, its been enchanted so its a perfect fit'. A certain amount of that, for more unique armours, I can understand, but for basic iron gear? Phah.
#72
Posté 03 décembre 2009 - 02:55
Jab0r wrote...
Let's not forget Brooks' Law:Firstly, you don't just "hire" an extra person like pulling someone in off the streets. At MINIMUM that's another $30k to the project budget (1 person for year).
Adding people to a late project makes it even later.
While talking specifically about late projects, it applies to any blind application of manpower in the hopes of getting better results.
Definitely. I also forgot to mention (shame on me - but it was late) that salary is not the only cost associated with employees. Most people don't know this unless they've either owned a business or worked in HR, but you can pretty much double the cost of salary to come up with the true cost to the company due to benefits and taxes.
#73
Posté 03 décembre 2009 - 03:00
I would've loved an ending where you see the REAL boss (not the lazy archidemn which just show up at the end of the game like Loghain) who will smirk at you, saying "I've what I want the most, thank you grey warden". So you just wanna who is that guy and beat him to the pult *_*
#74
Posté 03 décembre 2009 - 03:04
I agree thats something people seem to forget. Yes we'd love to have more Models and textures, but I think people are understimating the amount of time and effort it takes to create them. To compare with another heavily modded game like Oblivion or fallout, I beleive all the armors that came out were recolors for the first month or so, with unique 3rd party models coming out after that. And weapons being much faster.) Wanting mroe veriety in armor is nice, but thats also a niche that modders can fill, and I ahve enough faith in some of the moding community that I can stand having only a few new models coming from bioware at a time. (I'm hoping the Author of Dreamcatcher/darkwaters campaigns has made the switch to DA, He's got a talent for scenario design)Brian Chung wrote...
Regarding models, you have to remember that each time there is an armour model created, we then have to make variants for both genders, then for four races (human, dwarf, elf, and qunari - well, minus female qunari). Create different materials for the male and female versions, and split it up between body, gauntlets and boot parts. This sort of stuff can impact memory and performance when you have to render the parts, then multiply it when you also have the party, the enemies, the ambient crowds...
Not to mention the logistics of cataloging and managing it all. Whenever I look at the model list for NWN with a hope to create a thin phenotype, or convert them for another race, I go @.@ and find excuses to do something else like browse the DAO forums.
Yeah I'd love tos ee more models/textures, or fleshing out the archdemon, do I wanna pay Bioware's salary while they spend 2-3+months making it happen? I'm no Bill Gates so best I can do is hope Bioware decides to put resources into more models/textures for upcoming DLC and be happy I get anything at all.
Until then I'll just watch Da:nexus/projects and hope for the DA equivilent of TDD/Dreamcatcher/Darkwaters/Thanaturge/Aerileth etc.
#75
Posté 03 décembre 2009 - 03:09





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