im sorry to say this but less uber weapons. and damage that stock to the other weapon. it doesnt make sense unless its a DVD 4e rule set of dual wielding. daggers became too powerful. i thought dagger & board warrior only happens if you got high dex. than str. but nope. its better because of the bonus damage and look at the speed. yeah both unpatched and patched.
oh and more of everything. the story the romace the action the dark atmosphere. more weapons more armor. more classes even if it is hybrid just balance everything
What exactly do we want to see in D.A. O. 2?
Débuté par
Sam Starkweather
, déc. 02 2009 08:00
#301
Posté 12 décembre 2009 - 01:23
#302
Posté 12 décembre 2009 - 01:36
Less characters who will leave/attack when you pull something with them not in the group. The whole 'Defiling' section at a very high place will cost you TWO characters! Doing it in front of them, ok, but when they are chilling back at camp, they are none the wiser.
#303
Posté 12 décembre 2009 - 01:50
Polearms and Cloaks.
More Fade.
The Black City and it's unknowable horrors.
More disturbing stuff, a la Brood Mothers.
More Fade.
The Black City and it's unknowable horrors.
More disturbing stuff, a la Brood Mothers.
#304
Posté 12 décembre 2009 - 01:53
woah, D.A.O 2
man I just wanted some expansions, I'm good with that and the 2 year DLC cycle for now
so I'll want hover-bikes for DAO2
man I just wanted some expansions, I'm good with that and the 2 year DLC cycle for now
so I'll want hover-bikes for DAO2
#305
Posté 12 décembre 2009 - 01:54
More of Thedas! and why not more levels..the more the merrier (an old NWN fan here)
#306
Posté 12 décembre 2009 - 03:09
gogmagog wrote...
Less characters who will leave/attack when you pull something with them not in the group. The whole 'Defiling' section at a very high place will cost you TWO characters! Doing it in front of them, ok, but when they are chilling back at camp, they are none the wiser.
Not sure what exactly you're talking about....what's 'Defiling'?
#307
Posté 14 décembre 2009 - 04:39
You know, I was hearing people talking more armor types should be offered. Having given it much thought, I think it's not just about more options, it's also about more distinct looks and styles that reflect the various races, groups and cultures, etc found in the game.
For examples:
- Antivan Crow assassins could do by having an armor like the early concept art for Zevran, http://files.bioware...t-preview-1.jpg
- Ash Warriors should differ in look with the Chasind Wilders
- Dalish leather armor should look distinctly different from those of typical Fereldan leather armor
- Morrigan's robe is a perfect example. Its style reflects the witch-like nature and lifestyle of a mage living in the swamps.
- Qunari armor, I don't think we've seen an armor set that's unique to them
- Grey Wardens. I thought they should be various types of armor offered for mages, fighters and rogues, having a worn look and style that sort of give the feeling that they're a bunch of folk in constant travel and battle-hardened. I particularly liked Duncan's armor in this regard, which has rolls of cloths coiling around his waist with a pouch at the side, and a strap across his chest.
For examples:
- Antivan Crow assassins could do by having an armor like the early concept art for Zevran, http://files.bioware...t-preview-1.jpg
- Ash Warriors should differ in look with the Chasind Wilders
- Dalish leather armor should look distinctly different from those of typical Fereldan leather armor
- Morrigan's robe is a perfect example. Its style reflects the witch-like nature and lifestyle of a mage living in the swamps.
- Qunari armor, I don't think we've seen an armor set that's unique to them
- Grey Wardens. I thought they should be various types of armor offered for mages, fighters and rogues, having a worn look and style that sort of give the feeling that they're a bunch of folk in constant travel and battle-hardened. I particularly liked Duncan's armor in this regard, which has rolls of cloths coiling around his waist with a pouch at the side, and a strap across his chest.
#308
Posté 15 décembre 2009 - 02:50
SphereofSilence wrote...
Weapons actually being sheathed on the back, thighs on the side or whatever depending on weapon type.
Modifiable armor, modular pieces than can be collected throughout world and shopkeepers, used to create a custom armor.
Yeah, I agree with you here.
I'd like to see armor (at least torso armor) and shields that could be modded like using runes in weapons. But not runes -- something different so there'd be a variety of modifying items.
#309
Posté 15 décembre 2009 - 02:57
I didn't see it here, and I apologize for any duping, but I am borrowing from another post in which I made this suggestion:
The font is too small for inventory lists, etc., all pop up windows, and the codex. I think there should be a +/- option for adjusting font size. DA:O has some older fans, also, who would much appreciate larger fonts, or at least the ability to make them larger as needed.
This post is chock full of awesome ideas. Great stuff!
The font is too small for inventory lists, etc., all pop up windows, and the codex. I think there should be a +/- option for adjusting font size. DA:O has some older fans, also, who would much appreciate larger fonts, or at least the ability to make them larger as needed.
This post is chock full of awesome ideas. Great stuff!
#310
Posté 15 décembre 2009 - 03:34
More Pride demons...
more guilds and more story branching (a bit more non-linearity) ...
And the mass effect 2 dialogue choice to take action instead of words (can't think of what it's called at the moment)
perhaps more classes, and more spell combinations
more guilds and more story branching (a bit more non-linearity) ...
And the mass effect 2 dialogue choice to take action instead of words (can't think of what it's called at the moment)
perhaps more classes, and more spell combinations
Modifié par thecalling, 15 décembre 2009 - 10:55 .
#311
Posté 15 décembre 2009 - 04:12
open world and better graphics for the console versions
#312
Posté 15 décembre 2009 - 05:23
A "playable" Black "Shadow Elf" elf race in game.
#313
Guest_Lemonio_*
Posté 15 décembre 2009 - 06:14
Guest_Lemonio_*
this is pretty obvious
a better story
the story was very good, but in this game, story is all that matters and there is plenty of room for improvement
the charachters need to be deeper and more complex
the environments need to be darker and more complex
the story itself needs to be darker, more suspensful and please, we want catharsis the second time around
the witcher, in terms of story, is an excellent example of what DA:O 2 should aim for
a better story
the story was very good, but in this game, story is all that matters and there is plenty of room for improvement
the charachters need to be deeper and more complex
the environments need to be darker and more complex
the story itself needs to be darker, more suspensful and please, we want catharsis the second time around
the witcher, in terms of story, is an excellent example of what DA:O 2 should aim for
#314
Posté 15 décembre 2009 - 08:53
Let us zoom out and move the camera far enough to see ranged attackers at extreme distance. I hate going into over-the-shoulder mode just to target an archer.
#315
Posté 15 décembre 2009 - 04:35
One thing about BW games that's consistently in use were the camera point of view during dialogs. Every time whoever speaks, the camera fixes its view on that stationary character, cycling through between 2 same POV again and again. Also the same animations were used repeatedly for similar emotions/expressions. I understand it's a dialog system in use for the engine.
Now this practice has made things simpler for the designers, writers, etc. and facilitated the delivering of a longer game. Nonetheless, I thought it might be time for to bring it to the next level. For a modern game, sometimes the cycling through of POVs and repeated gestures are beginning to feel mechanical, unnatural and old.
I suggest using more creative use of varied POVs, natural body language and positioning, seen in movies, not unlike the direction Mass Effect are heading towards.
Now this practice has made things simpler for the designers, writers, etc. and facilitated the delivering of a longer game. Nonetheless, I thought it might be time for to bring it to the next level. For a modern game, sometimes the cycling through of POVs and repeated gestures are beginning to feel mechanical, unnatural and old.
I suggest using more creative use of varied POVs, natural body language and positioning, seen in movies, not unlike the direction Mass Effect are heading towards.
#316
Posté 15 décembre 2009 - 06:15
Better quest log
More interesting side quests(instead of just 'give this person 5 traps')
but apart from that i like everything!
More interesting side quests(instead of just 'give this person 5 traps')
but apart from that i like everything!
#317
Posté 15 décembre 2009 - 06:16
[malicious content removed]
#318
Posté 15 décembre 2009 - 06:31
It has been probably already said, but I'd love to see some old characters once again, and visit Antiva and the Tevinter Imperium
#319
Posté 16 décembre 2009 - 02:20
Even a crippled 3ds Max exporter will do. I will buy it.
#320
Posté 16 décembre 2009 - 05:00
Get Blur to do CGI in-game cutscenes.
#321
Posté 16 décembre 2009 - 08:37
More than one party camp locations, showcasing the beauties of the countryside. Got sick of seeing the same camp many times.
#322
Posté 17 décembre 2009 - 03:26
More Morrigan,Wonder what she will say to our Playable Character with a child.......perhaps she will treat the child like how she treated the mabari? O_O
#323
Posté 17 décembre 2009 - 03:37
Less linearity and more of a free roaming open world.
#324
Posté 17 décembre 2009 - 04:33
- Night and Day Cycle
- You can rent rooms at Inns or Tavern ( The Inns become your camp when you are on the city,
it doesn't make sense if you are in a city but you sleep in the wilderness
)
- more 2h swords, they are far to few
- You can rent rooms at Inns or Tavern ( The Inns become your camp when you are on the city,
it doesn't make sense if you are in a city but you sleep in the wilderness
- more 2h swords, they are far to few
#325
Posté 17 décembre 2009 - 06:21
Disliked Denerim's random encounters against 100 archers all scaled to about PC's level.




Ce sujet est fermé
Retour en haut




