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What exactly do we want to see in D.A. O. 2?


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#401
Carrok7

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Eight playable NPCs in the player's actual party in game, and, playable male and female Qunari race, more playable classes in game.

#402
MassEffect762

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I'd like to see 60-70% story 40-30% combat.

Add lelianna and I'm set.

#403
Suicider_11

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Playing morrigan's child and trying to be captured by the darkspawn to corrupt, being hunted by the grey wardens to prevent another blight. That would be a change from the origin stories. The location should be in Orlais. Companions would be: a Chevalier, Tevinter blood mage, Chasind Barbarian, Templar fanatic, orlesian female elf/spy/bard, a veteran grey warden rogue/mage, Morrigan, A dwarf from kal-sharok.

#404
AlanC9

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Maybe we need another thread for things that we want to be avoided at all costs in DA 2.

VampOrchid wrote...

1. A dark/light side type thing, like Kotor. If you going a little towards the darker side of your character I would like to see this change physically on your character and would love to hear about it from your party.


Jeez, that sucks enough in SW without dragging it into DA too


9. THE RETURN OF DUNCAN!


Not that I have anything against Duncan, but dead is dead.

#405
Vv Half OrcVv

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Xbox live,We can't enjoy mods at least we can enjoy a decent multiplayer .......

#406
Nuclear

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Ok...Gimme a good storyline, good characters (with the return of some old ones), maybe a system like the Paragon/Renagade one in ME, good romances and friendships, a better camp (make it look like people actually have their own tents and are doing something), more origin stories, more places to explore (like maybe a quest in a city in Orlais or Antiva), but keep the awesome dialogue in (oh, and a bit of Awakenings dialogue but mainly Origins would be good to).



I can't think of anything else right now...

#407
Sethronu

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Multiplayer, even if it's very plain and uninvolving like it was in Baldur's Gate 2.

#408
yummysoap

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Probably a ridiculous idea to all of you people, but I would like the chance to have small alterations occur to my PC as the game goes on. Player controlled, though, I hate Fable-esque appearance changes due to inner morality. It should be a situational thing completely.

My human noble stayed remarkable rosy cheeked, clean shaven and innocent after every family and friend he had ever known got slaughtered before him, conscripted to the wardens, forced to drink the blood of darkspawn that he slaughtered himself + a few (months?) of wandering across Ferelden to prepare against the blight. Would've been nice to add in some stubble, sallow eyes, different hair etc. etc. throughout the journey. The companions, too, stayed remarkably clean shaven as the time goes on.

I know it's just an idle childish nitpick, though. I'm a big fan of extensive role-playing for my PCs, so I just thought it'd be nice to kind of represent some downfall from virtuous young noble to vengeful savage.

Modifié par yummysoap, 22 avril 2010 - 10:23 .


#409
Tinxa

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I would like to see another main enemy.

I have enough of the endless darkspawn hordes.

#410
iamthespark

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I have to go back and figure out what about this game kept me up for 8 days straight (during a work week) and want more of that (as scary as it would be).



1. The conversation system was great because the camera shifted from PC to NPC, both shifted positions, changed facial features (like raised eyebrows, looked away, etc). So more of that - I found my PC too stoic during conversations. To hear my NPC during conversations would be interesting as well.



2. More people in the party at the same time would be interesting as well - perhaps your dog or animal could always be with you as well, no matter how many people in your party.



3. Critical injuries that would require you to take yourself or NPC to somewhere specific to heal.



4. More robust romance system (Best thing since sliced bread, btw). Say I almost died during a fight, I'd like Leliana to come to me and offer me comfort at camp or at least say something about the fight we had. Also, more flirty dialogue would be welcome. Just because we've slept together doesnt mean the flirtation has to end!!! In fact, we should be more flirty. I also enjoyed the sex scene, thought it was the most well done in a game.



5. The improvement of the Camp site in general, which many have stated here.



6. I loved the fact that I could make the brutal choice of how I wanted to handle the possessed child in Redcliff. I'm so glad that it was an option! I also loved how you can side with the desire demon in the Maji tower (which I did). More difficult moral decisions please.



7. Can't we make all the main characters potentially bisexual? I mean it is a fantasy. I also enjoyed how good looking my potential mates were and would like to see that continued.



8. I'd like to see a corrupt human as an enemy; something not so blatantly evil, you know, a little more in the grey area.



9. Loved the tactics screen - please keep it!

#411
Chuvvy

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Romances that aren't part of the squad might be interesting.

Better looking camp site.

Scars, maybe. I don't know.

A name I'm tired of being called "Warden" by everyone I know.

A decent looking face to start out with. One that's modeled after somebody like Shepard's.

One voice that isn't incredibly annoying for each race. Honestly when I choose my voice it's not which I like more it's which I hate less.

The stuff Yummysoap said

#412
Wook

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Here is my wish list:



1. Overhaul the tactics system. Add tactics for movement and for character coordination; do not limit the number of tactics for any character; allow tactics for the controlled character; and, in general, make tactics more of a complete scripting tool.



2. Improve the AI. As the game is now, I feel that I win battles by exploiting the stupidity of the AI, and battles are challenging only because my enemies are numerous and/or excessively strong. I'd rather win battles by employing clever strategies against well-matched opponents.



3. Rethink consumables. Early in my first playthrough, I realized that most battles could be either hard or easy depending on how many potions, poisons, and other consumables I chose to use. If you manage your consumables wisely, therefore, the game is too easy. I think the developers need to rework the consumables balance. My radical suggestion is to eliminate consumables completely. Keep potions and poisons in the game, but stipulate that if certain conditions are met (e.g. you’ve learned the crafting recipe and you’ve established a trade route to obtain the required ingredients), then you have an unlimited supply of an item. Thus, the item is no longer a consumable, but a persistent resource -- like arrows. Then rebalance the game so the benefit gained from an unlimited supply of potion X or salve Y is countered by more challenging monsters. A system like that would reduce micromanagement and help keep battles more consistently challenging.



4. Give the player better feedback on combat decisions. I’d like some way to figure out how effective a weapon is, or what impact my spells have. I know you’re supposed to be able to figure that out by watching the damage numbers, but I can’t make sense of those. Likewise, I’ve been in several frustrating battles where I’ve seen “Immune” fly above a monster’s head, and I can’t figure out what the monster is immune to, or which of my characters is employing the ineffective attack. I don’t know how to fix this, but perhaps the developers can figure out a clever way to provide an after-action review which reveals facts the characters could learn, like “Alistair deflected 4 missiles and avoided 20 points of damage by using Shield Cover during the battle”, or “Morrigan’s fire spells were ineffective against the rage demons”, etc.



5. Overhaul the spells and talents. I’m very happy with the spells and talents chosen for Dragon Age Origins. However, spells and talents are so central to the game that a new version of Dragon Age won’t be fresh unless it offers a completely new set. For an expansion like Awakening, it was okay to add new spells and talents on top of the existing ones, but for a new version of Dragon Age, I’d like to see a new system built from scratch. One specific thing I’d like to see is talents that apply to multiple characters – like a “Lock Shields” talent which gives two shield-bearing characters an extra bonus for fighting side-by-side, or a “Bait and Switch” talent which uses one character to draw an attack, but lets another character counter the attack. Team talents like those would require some adjustment to the game mechanics, but they would open up interesting new strategies and give players more of an incentive to try different combinations of characters. Besides, they could have cool animations.



6. Involve all the characters more. I like the episode during the final battle when the characters who aren’t pursuing the archdemon must defend the gate. I’d like to see more events like that. Create situations where the party must split, accomplish two different goals, then meet up.



7. Open up the world sooner. I’ve come to hate the Korcari Wilds, the Tower of Ishal, and Lothering, just because I’ve played them so often. The first time I played the game, those places were wonderful. However, after playing a few times, I wish the world would open up sooner so I could avoid those places and spend my time in areas I haven’t been to as often.

#413
Zephyroth

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for love of god add some cool looking capes to the game

#414
Gammalfarmor

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Morrigan.
Just finished the game, gods, I think I am in love in a game.
(Dalish mages or something please)

Modifié par Gammalfarmor, 17 mai 2010 - 07:26 .


#415
Guest_Ivandra Ceruden_*

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I would like it when the characters showed more expressive facial expressions... That's the only thing that bothered me...

And with expressions I mean emotions :)

Modifié par Ivandra Ceruden, 17 mai 2010 - 08:20 .


#416
Bfler

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More story, not so many battles and with regard to Awakening far less bugs.




#417
Hollingdale

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I think they need to make it so that the main character is less like a superman. Seriously in all Bioware games you are ridiculously superior to everything you encounter even if its an entire village or something.



You go to the circle kill all the ****ing demons and **** that the templars WHO WERE RAISED AND TRAINED FOR KILLING STUPID MAGES AND DEMONS couldnt handle at all.



Then you go to the dwarfcity solve all their problems with ease (seriously the arena was beyound easy) and kill all the darkspawn and stuff that their entire army couldnt handle.



And the list goes on and on.



I understand that the main character is supposed to be kinda badass but must everyone else come off as ****ing retarded/weak as hell all the time?




#418
Guest_Trust_*

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- I want to continue playing as my Warden

- find Morrigan

- ride a dragon and rain terror on your enemies

#419
Guest_Capt. Obvious_*

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I agree with Hollingdale's statement. I would actually like to be a nobody. I think the developers should make it a little more harder to just being famous. I also agree with Wook on involving more strategy. Maybe that should also involve less reliance on health potion? Just saying. Anywho:





1. Less Mediavel. I want to see the world change in the next game. That doesn't mean over the course of the series(regarding the devs' comments about there being lots and lots of Dragon Age games) should immediately start skyrocketing pass Renaissaince, Reformation, Enlightenment, Industrial Revolution, etc. I don't want to be like Zelda where you're suddenly riding trains all the sudden. Make the change in technology and ideas gradual but noticeable. As for the Qunari, I'm OK with including stuff like firearms. You could even include guns if you want. Just make sure new pieces of technology doesn't just stand out.



2. Keep it in the Dragon Age despite the people that might say stuff like the "Blight not coming for centuries and therefore should take place in a future age". We don't need the Darkspawn to make an antagonist.



3.Keep the origins.



4. The option to play as your previous character(s).



5. If player uses a new character maybe the previous character's impact should stay.



6. Better music. More diverse music. A soundtrack with many musics styles. This is something I want to see in the next Dragon Age. While the last soundtrack was great I think there should be changes so that the music could fit all environments. I think I'm talking more about music that uses more exotic instruments. Some score that really defines each race or country. Maybe I'm asking to much. There were some good pieces from Dragon Age: Origins. Though I thought there were some that could use some work.



7. While people some people might complain about this, I'll say more mystery. More plot twists. More cliffhangers. You've already left some cliffhangers on the last installment so you've pretty much got this covered. Still, while most people would disagree, I wouldn't mind a cliffhanger in the second installment. Just keep them coming. But if anything, how about you include stuff that are very mysterious in the game. Something a lot of people will be talking about. Make the game mysterious in some aspects.

#420
yummysoap

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Ivandra Ceruden wrote...

I would like it when the characters showed more expressive facial expressions... That's the only thing that bothered me...

And with expressions I mean emotions :)


This, god damn it. I just can't take Leliana's song, or Loghain's yelling, or Alistair's complete mental breakdown seriously if their mouths only open half an inch wide at all times.

The facial expressions were horrible, actually. The few times Bioware did try to give character's any form of expression (beyond a simple smile or sadface) it looked ridiculous. Like when the Warden (or Alistair, Loghain, whatever) did his little grunt thing before he killed the archdemon - his mouth was, like, a perfect rectangle. Not cool.

And more animations in general. Everyone looks much too stiff.

#421
Batman90

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I'd like to see some more "puzzles" integrated in to the dungeon designs; after all, why have a dungeon in the first place if you're just going to fight more of the same old enemies?



There should be more encounters that force you in to radically altering your battle strategies. More bosses can help accomplish this.



New, less "human" races would be nice, too.



Most importantly, however, advance the setting and story-telling. Make it something more unique than the typical "orcs n' elves" atmosphere that Dragon Age: Origins utilizes. More fantastical, unusual stuff.

#422
Fntsybks

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Capt. Obvious wrote...

7. While people some people might complain about this, I'll say more mystery. More plot twists. More cliffhangers. You've already left some cliffhangers on the last installment so you've pretty much got this covered. Still, while most people would disagree, I wouldn't mind a cliffhanger in the second installment. Just keep them coming. But if anything, how about you include stuff that are very mysterious in the game. Something a lot of people will be talking about. Make the game mysterious in some aspects.


How about a twisted and gray plot - with the ability to switch sides as in KOTOR? With a much more gray "villain," say a certain Old God of beauty, this could actually split people - as in the ending of Awakening or which dwarven king to support. We still don't know how the Old Gods came to be trapped, so Bioware has a lot of room to work with the Old God baby

#423
Emerald Melios

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*Dalish Keeper and Pirate origins
*Magic finishing moves
*Rogue talents such as sucker punch, crotch grab, and throw-down
*More bisexuals

#424
Stahl33

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Where do I start:

First! - Awesome graphics and a step forward in general with DA:Origins. But also a step back in some areas.

1) Make specialisations bigger - say 2 rows (8 skills) so that you can customise the class better. And have more general talents in the base classes, so that you could use just a 1 handed sword alone without having to be either a pansy sword and shield warrior, a warrior who wields a big sword and swings slowly (compensating for something with that big sword maybe??); or a dual wielding guy who is stunned or knocked down at the slightest thing.... where is the old fencing warrior?

2) Maybe include ranks that you can choose to toggle.... This is just a thought of mine. At level 10 of warrior you can be called "Knight" soandso! or at level 1 rogue, "Knave" or if you have 8 of the archer skills "Archer" .... All skills in archer "Archer knight, or Sniper". Mages? All talents in primal? Call him an "Elementalist". Give the choice to be able to choose from a couple (cause you may fulfill multiple titles) of titles.... kinda makes you feel special at higher levels.

3) A little more variation in monsters, and perhaps less encounters.

4) More non-combat encounters / quests / events ( goes with number 3) or encounters that will trial your skills / talents / attributes. An example here is you come to a river and there is a log over it.... you go to cross it, and a roll is made to check against your dexterity ability (hidden roll). If you fail you fall into the river.... Oh no... the river is deep... you need to dump your gear. Luckily on dumping your gear, you have the chance to swim back in to get your lost goodies....IF you have enough strength to swim against the current. At least make more use of things apart from just killing things.

5) Redesign the leveling gains. Back in old dungeons and dragons, at higher levels it was very hard to get a level, and the level gains were less. This was far more realistic, and you could use the same character for many adventures and quests. Now we have one main epic quest, and we are God-like.... hell a dragon, let me eat him for breakfast.... The trouble with this is we need to make bigger challenges and bigger releases where monsters are friggen impossible to kill.... So unbelievable... Saw this with Mask of the betrayer with Neverwinter nights 2.
Thought: Make it harder and harder to get levels, so that you can play more mods as the same beloved character. Sure you might be level 21, but with my next thought/point , it would be less of an impact, and you could play a broader range of mods that require min and max levels ranging from 5 to 14, or 10 to 20... rather than from 3 to 5, or 12 to 14.,... Anyone hearing me?

6) Level gains are less at higher levels (just like old fashioned Dungeons and dragons). If your health continues to rise at the same rate, you will be godlike at level 30.... reduce health gains... say to 4/level at level 5, and 3/level at level 10, etc..... I think you could keep the same gains for stamina and mana though....
You could also think about decreasing your ability score gains as well at the same levels, so only 2 ability score increases at level 10, and 1 at level 15..... Or even more severe, but this would make it more realistic. There is only so much damage a living being can take.... make it believable.
(I have played World of Warcraft (who hasn’t), and I look at the tanks who constantly take like half their health in damage, and then are healed to maximum…. Have you thought of that? One minute the warrior is like I feel great and strong, the next minute his brains are leaking out his ears, then the next he is fine again….. Rage anyone? No wonder they developed the rage system….. very unbelievable!!!
You need some believability to create immersion…. The way things are set up in a lot of games limits immersion. The Witcher has some good points in that regard I think.

7) Spell Makeover: Rogue and warrior talents work well I think, but the whole magic system is a bit add-hoc. I feel like the developers have been forced to make the system fit into the way the melee classes work. I think the great things about spellcasters in other games is the way you can specialize….. “I am an enchanter” I am a warlock”, etc…

There is no benefit of choosing one line of spells and sticking to it, than another…. I found it unrewarding being a mage. At quite a lowish level you can have the biggest spell in the series (if your magic is high enough). I Think instead of having 4 deep rows of spells, develop a tree with different branches coming off for pre-requisites, and rows up to 6 or 8 deep for deep specialization…. Also have benefits with sticking to one area…. For example, if you have 4 spells in creation, all your creation spells gain +4spellpower, or have their fatigue reduced or both…. If you have all the spells in an area, +10 spellpower to those spells, and fatigue reduced by 10%. This will give some more form to the magic system in my opinion.

8) More side quests that are like the DLC wardens keep... It wasn't too long, and had some good content, although I admitt, it still had the same hack and slash quality. I felt with the quests in origins (eg ostagar and the tower etc.) that they weren't side quests, but merely extensions to the main quest. I love the idea that my character has free movement over the kingdom to do what he wants.... Also an option for a keep would be a good idea (just another idea), such as in Neverwinter nights 2 OC, or BG2.

I think if these implementations / tweaks were added, especially in regards to the leveling restrictions, and increase the ability and number of specializations, you would a more immersive and interesting game. You would need to re-balance items a little bit as well perhaps. But with those changes I feel that you would be able to play with the same character over and over again… they wouldn’t be as uber because they have 5 levels over the adversaries, but they would still be better off. It would mean you could run different mods with the same character and slowly increase his ability, while only slightly decreasing the skill needed at higher levesl due to level uberness…. Hmm not sure I am explaining this properly.

Having level gains impact less on the game mean that items could be more realistic in their drops, and not so scaled to the characters level… again adding realism and immersion. And perhaps the having slightly less benefit / gains in the tiers with items will enhance this as well. I mean if I am a level 20 character, everything dropping for me might be dragonbone…. But if I killed the same thing at level 1, it would be iron or something…. Again this is too unrealistic and damages immersion in my opinion.

In some ways I feel the developers do need to go back to Baldurs gate 2, and take more of the good parts of that system and implement them in this awesome game…
I am hoping that some of the issues I have mentioned might be looked at in a potential Dragon Age 2.

*also - more races, with more interesting deep backstory - world still shallow, but I guess that will take form over time*

Game needs to be more Immersive / realism to the fantasy... in my opinion

That is my 2 cents worth lol

Modifié par Stahl33, 18 mai 2010 - 04:43 .


#425
aaniadyen

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I think there were three big let downs in Origins. The atmosphere, the setting, and the combat system were all off. 90% of my issue with the combat system was the fact that death was meaningless. The other 10% probably being the simplicity of builds. It was very easy to create a character that was the best at what you wanted them to do. There was no real consequence of making a bad build either (considering you get so many stat points on level up you can essentially make up for any short coming.) The setting was off because in the game they inaccurately represent the scale of the world. For example, the blights are referred to as massive wars lasting many years and requiring massive armies. The blight you face in Dragon Age is an extremely short lived one (Estimating at about 3 years, considering it really depends on how much you travel around and how long it takes you to actually engage the archdemon.) Also, due to hardware issues, they couldn't really represent the scale of the armies you gather. You never see more than 50 troops at once, but according to the lore, there should be tens of thousands. I understand the hardware is preventing them from displaying that many, but there were plenty of things they could have done to better represent the scale of the setting. As for atmosphere, there were lots of points in the game where Bioware was trying to evoke certain emotions that I didn't really agree with. When my Dalish Elf left his clan, I didn't feel sad, but that's exactly what the cutscene was attempting to make you feel. During the siege in Denerim, I didn't feel as though it was some giant epic battle, but that's exactly what they wanted you to feel. I don't feel as though the overall story of the game was in accordance with the setting. I, at times, even felt at odds with some of the emotions. I was relying on things like music to give me ques on how I should be feeling, and that's not right.

tl; dr version:
What DA 2 needs that would actually be an improvement over DA 1:
1. A more complex advancement system which doesn't become antiquated to the point of uselessness in the late game.
2. Better setting representation. (Time scale, npc power scale, npc number scale, etc...)
3. A combat system that doesn't make death useless.

These are core changes that had a HUGE impact on my experiences with the game.

There's no way it'll happen because EA owns Bioware now, but I can dream, right?

Appealing to the common denominator ftl. =(

Modifié par aaniadyen, 18 mai 2010 - 06:41 .