What exactly do we want to see in D.A. O. 2?
#276
Posté 08 décembre 2009 - 05:50
- Longer potion consumption cooldown. Include party-wide cooldowns for same tier potions.
- Instant cast shapeshifting.
- Remove possibility of AI pulling. Enemies will help allies attacked by range.
- Enemy spellcasters given more variety of powerful spells
Kudos to Joshua Raven who made a mod implementing these changes and more:
http://social.biowar.../index/232387/3
#277
Posté 08 décembre 2009 - 06:07
#278
Posté 08 décembre 2009 - 06:48
#279
Posté 08 décembre 2009 - 07:17
for example, if i choose to support the templars and clean house on the circle, gregoir should give me something (maybe a sword or a piece of armor). likewise, if i choose to save the circle irving should give me something (a staff?). right now, there's only a small plot change and in the endgame.
i remember in BG and NWN playing the good guy meant sometimes giving up a potentially awesome item in reward for something intangible (i.e. a discount from a particular merchant that sells not-as-awesome items), and vice versa.
#280
Posté 08 décembre 2009 - 08:01
http://www.escapistm...rs-of-BioWare.2
#281
Posté 08 décembre 2009 - 09:06
Here, we had, swords, daggers (more like short swords), axes, maces, mauls, staffs bows and crossbows. Forgive me if I forgot something.
How about, morning stars, katanas, scythes, kamas, two bladed swords, spears, tridents, darts, shurikens, slings? Just a little variety.
I wouldn't mind an option of changing hairstyle in-game. Not just for main character. I enjoy the little things. It was done in Fable nicely.
#282
Posté 08 décembre 2009 - 11:31
- Current game have too few 3d meshes for player equipments and enemies. So, more 3D meshes on items, armors, weapons, monsters, more places (Thedas is big), etc. 12GB for more Gameplay! Gameplay! and Gameplay!
- More actions than talking. Talking can be done inside a battle actually, not just two persons standing next to each other and perform conversation. And no one want to start serious conversations or even flirting in an area which is not safe (bandits around, giant spiders nest, deep roads, etc).
- What's the point of making an RPG if the enemies are scaled.
- Better designs on the Armors, Hats/Helmet. Especially Helmet and Mage Hats. I wonder why Hurlock Alpha's armor and helmet is way better than player's armor and helmet. Better female mesh. Heck with reality, this is fantasy game and a video game.
- At least playing the evil way (or minus approval way) gives the player some other advantages to consider or adds alternative companion(s).
- Developers should at least finish the game once, in a natural way, not in dev mode. Adjust the game mechanics, game system, and difficulty correctly. No more underrated archers, more archer skills. Balance the character classes. More creative skills, dota allstars can have hundreds of skills. Not just Skill 1: perform 2 attacks, Skill 2: perform 3 attacks, etc.
- No apprentice cap, apprentice cap, and apprentice cap, (how many heads do you think we have?), replace them with potions, potions and potions. Adjust the game economy correctly, the heck buying 10 arrows and potions is more expensive than buying an armor. Make potions and arrows more abundant in the store, don't force player to play the game ala The Witcher.
- No memory leak.
- Correct the battle animations and creature pathing. Sometimes characters are cornered near walls in order to find a space to attack a surrounded target, and sometimes they trigger detected traps by doing that, and sometimes they're stuck because their path is blocked by something. Another one is the odd animation. Just take a look on characters' battle stance, especially the female characters when they moving/running forward in a battle. It's like their crotch is hurt or something.
- Because of this poor animations, there is no point of tactical placement by forming human wall and place ranged damagers behind. Since enemies can easily run through your human walls without the human walls able to hit them. They just chase the running enemies and form a line like in a cartoon tv shows. Every time they wanted to attack the running enemies, they must stop, and when they want to perform the attack animation, the enemies is moving, this produces a looping stupid animations.
Don't waste your budget to hire stars or celebrities, gamers don't need that, we need a good game, not a broken one. If you find my words are harsh, that's because i love this game.
Modifié par DjarumSuper, 10 décembre 2009 - 06:37 .
#283
Posté 09 décembre 2009 - 12:23
Just to count it, Denerim has one tavern, three shops, one saloon, couple of houses, couple of warehouses, 3 estates and one fort. Oh and that useless back alleys too.
Here's what Baldur's Gate, a lot smaller city then Denerim, has - swashbuckplace.bravepages.com/archive/maps/Map_Baldurs_Gate.gif
Athkatla is in different league.
All in all, I hope that the next DA game takes a step back to year 2000., at least in some things.
#284
Posté 09 décembre 2009 - 07:22
Razh2211 wrote...
I would like to see more content in towns and cities. Denerim seems small compared to Baldur's Gate, not to mention Athkatla.
Just to count it, Denerim has one tavern, three shops, one saloon, couple of houses, couple of warehouses, 3 estates and one fort. Oh and that useless back alleys too.
Here's what Baldur's Gate, a lot smaller city then Denerim, has - swashbuckplace.bravepages.com/archive/maps/Map_Baldurs_Gate.gif
Athkatla is in different league.
All in all, I hope that the next DA game takes a step back to year 2000., at least in some things.
It's the difference between 2D and 3D era, 2D level made in 3D and scaled appropriately takes 100 times more work if not more. Don't get me wrong I would love to see BW do it, but I doubt it, not unless BW is given the funding and team size to do it like how Ubisoft has done it with Assasin's Creed 2's open ended world.
#285
Posté 09 décembre 2009 - 12:05
There's also a more recent example of a city with more locations than Denerim. It's the city of Neverwinter. It had more than Denerim in both games.
Modifié par Razh2211, 09 décembre 2009 - 12:07 .
#286
Posté 10 décembre 2009 - 02:48
#287
Posté 10 décembre 2009 - 03:41
Demeira wrote...
I have to reiterate character transfer. It is almost necessary seeing as your actions in Origins have an impact on the history of not only the Grey Wardens, but Ferelden, and by extension Thedas.
This is a must. Or at least, the condition in the beginning of the game is determined by the saved game from Origins.
Modifié par DjarumSuper, 10 décembre 2009 - 03:46 .
#288
Posté 10 décembre 2009 - 03:56
#289
Posté 10 décembre 2009 - 03:56
SphereofSilence wrote...
A marketing that doesn't give important tidbits of stories away....dang it, gamers are quick to formulate accurate predictions of the narrative by piecing together such spoilers!
Here's a few examples (WARNING! SPOILERS):
- Video of Battle of Ostagar: Loghain was very against the King, Cailan killed by Ogre. WTF! Terrible terrible spoiler.
- Video of Loghain announcing to the banns and arls to unite under him, instead of the Wardens, and push back the Blight. Another terrible spoiler. Drawn conclusion: Loghain betrayed the King at the beginning of the game and proceeded to take over Ferelden. He is one of the villains for the player character to deal with.
- Circle Tower video --->>> Tower has abomination outbreak.
- Werewolves video --->>> Dalish elves have trouble with werewolves
- Zevran video --->>> Someone wants you dead, probably Loghain
- Arl Howe video --->>> Civil war might occur, what else can be the cause? Got to be Loghain.
- Video of Flemeth in Korcari Wilds, and video of party fighting a dragon in Wilds. -->> Flemeth might be a dragon, and you get to confront her later in the game.
- By reading all the previews before the game is out, even the non-spoilerish ones, it's kind of easy to piece together that the Ostagar battle occured at the beginning, where Duncan and Wardens perished together with King Cailan. Loghain betrayed them somehow, and as one of the last remaining Wardens in Ferelden you are tasked to take down Loghain and then bring the Blight to an end.
- Video of Riordan and PC stabbing the Archdemon in Denerim. --->> Game culminates in a final battle at Denerim, predictably, with you killing the Archdemon.
There's many more. The point is it kinda detract from the whole experience when I get to play it. It's a tricky job for sure to be in marketing, trying to generate interest as much as possible without giving too much away...I just hope they can find better ways to do so.
This is exactly why I'm on a media blackout for ME2.
#290
Posté 10 décembre 2009 - 03:58
DjarumSuper wrote...
Demeira wrote...
I have to reiterate character transfer. It is almost necessary seeing as your actions in Origins have an impact on the history of not only the Grey Wardens, but Ferelden, and by extension Thedas.
This is a must. Or at least, the condition in the beginning of the game is determined by the saved game from Origins.
I don't think we will get to play with the same character in DA2. Either the developers would just decide what happened at the end, or they would take into acount only some of the endings, but even that would be too complicated, considering all the big and small differences in the endings. Those of you who finished the game will know what I mean.
I would be more content if this story resolves in expansions and allows a clean start in DA2. And it will probably happen like that anyway.
EDIT: I would also like more diversity in party commands, like in BG2. In DAO, there's only follow me and stand ground. I'd like for NPCs to be able to move while not running after me as if I were a magnet or a black hole.
It would be nice to add party formations too. Especially if we're going to get more than 4 characters in party. Lol, who am I kidding...
Modifié par Razh2211, 10 décembre 2009 - 04:02 .
#291
Posté 10 décembre 2009 - 04:14
#292
Posté 10 décembre 2009 - 04:44
Razh2211 wrote...
DjarumSuper wrote...
Demeira wrote...
I have to reiterate character transfer. It is almost necessary seeing as your actions in Origins have an impact on the history of not only the Grey Wardens, but Ferelden, and by extension Thedas.
This is a must. Or at least, the condition in the beginning of the game is determined by the saved game from Origins.
I don't think we will get to play with the same character in DA2. Either the developers would just decide what happened at the end, or they would take into acount only some of the endings, but even that would be too complicated, considering all the big and small differences in the endings. Those of you who finished the game will know what I mean.
I would be more content if this story resolves in expansions and allows a clean start in DA2. And it will probably happen like that anyway.
EDIT: I would also like more diversity in party commands, like in BG2. In DAO, there's only follow me and stand ground. I'd like for NPCs to be able to move while not running after me as if I were a magnet or a black hole.
It would be nice to add party formations too. Especially if we're going to get more than 4 characters in party. Lol, who am I kidding...
Not the same character i think, but the situations and conditions. It's odd if they make DA2 like there is nothing happened in Origins. And yes i know what you mean since i already finished the game with most possible endings. As a developer, i think this is not so complicated. The ending it self is something like A(number) , B(number), C(number), etc. While number stands for the decisions made during the course of the game. It is not impossible, it's just a matter of scripting. They can do that by sacrificing the multiple starts like you see in Origins (determined by race and classes), since i doubt the sequel is no longer "Origins" themed, but may have multiple starts like Origins.
But yes as you said. They probably do that in the expansion rather than in the sequel.
#293
Posté 10 décembre 2009 - 05:28
-More Mage gear.
-More spells.
-A proper stronghold for your character.
-More variation in enemies and more different monsters in general.
-The ability to open your map and click somewhere and then your party moves there (like in BG2).
-The ability to add your own notes to the map.
-More people in the cities and the world in general. They don't have to be quest NPC's. The cities just seem a bit empty sometimes.
-More interesting sidequests that aren't just 'kill this dude, and then go back to get your reward'. Like the Village of Haven/Urn of Sacred Ashes was really cool. More of those long sidequests would be awesome.
Modifié par aarlev, 10 décembre 2009 - 05:29 .
#294
Posté 10 décembre 2009 - 07:04
I'd like it to auto save every time you enter a new area, like many I assumed it was doing this and my record for most lost progress was around 30 min. I believe, don't get me wrong I've been playing RPG's for a long time and I know to save before and after what I consider to be important events but I've never been the kind of gamer who saved every time I rounded a corner and I felt like the game punsihed me for that.
I'd also like the DA franchise to go the same route as Mass Effect and read the saves from our games and let us keep the characters we created in the original. Where you ended up in the end of the first game should effect where you start in the second game.
#295
Posté 10 décembre 2009 - 07:10
Modifié par SphereofSilence, 10 décembre 2009 - 07:11 .
#296
Posté 10 décembre 2009 - 07:15
that'd be truly epic, and make me go from "well, i'll pick it up some day after release, whatever" to "i'll buy a tent and live in front of nearest game stop two weeks before it arrives!!!!".Bio Addict wrote...
I'd also like the DA franchise to go the same route as Mass Effect and read the saves from our games and let us keep the characters we created in the original. Where you ended up in the end of the first game should effect where you start in the second game.
#297
Posté 10 décembre 2009 - 10:02
#298
Posté 10 décembre 2009 - 10:50
-Other countries explored
-5 party members, so 4 plus the PC, this number is the perfect balance in my opinion
-Better Robes/Hoods/Staves for Mages
-Voiced Codex (oooh use the guy from Baldurs Gate 2 !!)
-Persistant characters, continued origins
-Continued romances, new romances
-Female Dwarf (romancable) member
-More on the Qunari
-A fantastic villain like Irenicus
Modifié par ushae, 10 décembre 2009 - 10:53 .
#299
Posté 11 décembre 2009 - 12:36
Haerja wrote...
that'd be truly epic, and make me go from "well, i'll pick it up some day after release, whatever" to "i'll buy a tent and live in front of nearest game stop two weeks before it arrives!!!!".Bio Addict wrote...
I'd also like the DA franchise to go the same route as Mass Effect and read the saves from our games and let us keep the characters we created in the original. Where you ended up in the end of the first game should effect where you start in the second game.
Indeed it would be truly epic and interesting to see what happens after DA:O. I for one would like to see this happen in the next one. Thats the major thing I would like to see, I definitely want to play my character in the entire story if possible.
#300
Posté 12 décembre 2009 - 01:01
Modifiable armor, modular pieces than can be collected throughout world and shopkeepers, used to create a custom armor.
Unlike BG2, in DAO no one just pops in and talks to you. You always initiate conversations, and that's never how it works. I don't care if the NPC-initiated conversations are triggered through world widgets or timers, but having Jaheira stop me and talk provided another level of immersion.
Cities that actually felt like cities. For Denerim, the only part that felt like a city was the marketplace because you had a bunch of shops and people. However, that was the only spot like that in Denerim. Occasionally the back alleys would have a door that could be opened, but for the most part the city felt like a small town as opposed to a capitol. Perhaps add more people walking about on to their daily tasks, with more background noises and such.




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