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


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#126
Phex

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I want to be able to port my DA:O saves to the next DA and continue my old character! And the major decisions I made in the first game would be carried over to the next one. I'm guessing this is likely to be done since BioWare has done the same thing for some of their other games, so fingers crossed.



I also want a bit more variation with romances (gimme my dwarves damn it)... And more happy endings. :( DA is sometimes so gloomy and depressing and nobody ever gives my character a hug. Dark and gloomy is good, but it should be balanced out with some nice things as well. I mean, gee, darkspawn get to be the discussion even before or after the tent business. End of the world looming over us or not, forget it for a goddamn moment.



Oh and nice looking leather and cloth armor, and more of them. There are a total of two unique leather armor designs and two or three cloth ones, compared to the plate which is all over the place. The leather helms are quite, er, nasty as well. An option to hide them while playing would be nice too, if we can't have headbands/hoods.

#127
Skye Kross

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enchantment?

enchantment!

Anchantmunt!!!

old version of sandal with a blood axe!!

and more of everything else :D

i dont mind rerolling a lvl 1 character
oh thats a good idea better looking armor and possible close to realistic looking i guess

edit: coz i want moar :o

Modifié par Skye Kross, 04 décembre 2009 - 07:02 .


#128
Frostfire84

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Definitely more SPIDERS!!

Oh yes! Everyone knows that tons of spiders = bland and repetetive superior gaming experience!!! lolololol!!! :o

Oh they did try, but after killing my 478th spider I was still thinking: "You can do better Bioware!!".

#129
Ogre2010

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Frostfire84 wrote...

Definitely more SPIDERS!!

Oh yes! Everyone knows that tons of spiders = bland and repetetive superior gaming experience!!! lolololol!!! :o

Oh they did try, but after killing my 478th spider I was still thinking: "You can do better Bioware!!".


LOL! Hey, next time they could go wild and use GIANT RATS.:P

#130
Frozenmojo

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Stronghold á NWN2 or Bloodmoon too for that matter.

#131
Skye Kross

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a straight bad ars strength build rogue companion. maybe a highway man or a marauder.

oh and maybe the ability to bring locked chests to your camp so that you can pick it there later lol

#132
Voidaar

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-well, I really hope that in DA2 we will able to port our Warden.

There are a LOT of untold aspects of the story and events that need a resolution. I'd like to live another adventure in the world I created in this first game...rejoining with old friends that fought with me for the fate of Ferelden.

-Day/night cycle would be another great feature.

-Above all, I want more Morrigan as my char is lost somewhere in DA world looking for her...

#133
niftyheadshot

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i would like to see an online coop play also maybe like lvl 50 lvl cap with umm maybe pvp battles and stuff that would be cool deff more description on quest

#134
LunSei Sleidee

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1) gryphons

2) Sten romance

3) not the same protagonist that you made in the first DA: O (I don't want it to be like Mass Effect)

4) Sten romance

5) definitely no online coop, or online-this, or online-that. Online would ruin this game badly

6) Sten romance

7) better animations for the characters. I don't mind the graphics, but the animations are so stiff sometimes!

8) Sten romance

9) story and gameplay as good as the ones of this DA: O - I wouldn't settle for less!

10) STEN ROMANCE!!!!!!!!11111

Modifié par LunSei Sleidee, 04 décembre 2009 - 11:05 .


#135
Tripedius

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Loved DAO, the game gets so much better when you accept this game as a new and unique game instead of comparing it to BGII, PS:T or Oblivion.

However, there is alway room for improvement:
- better handeling of the mage class.
In the end I got to pick way to many spells that I didn't use. The spells I wanted I worked for in the first 12-13 levels, all others are quite redundant. Therefore you don't have to make choices and the mage becomes a 'can do all' powerhouse. In the sequal I would like to see different kind of mages so choices of spells and specialisations really has an impact. This would also allow you to make different kinds of mages which change your playstyle and improve replayvalue.
This could mean dividing mages in priests and 'true' mages again and we could even add a warlock or enchanter/summoner or something.
- more different monsters. Also the, 'demon' thing gets kind of old after a while but it could work if they create more types of demons.
- armor for mages, more options for dog and shale. Don't really mind models, since this isnt wow and we don't need to 'show off'
- a better understanding of humor and irony in dialogue options.
- more classes
- 4 main party members but the ability to add NPC's for certain fights. For instance, when Ogrhen has to tag a long at a certain part of the game or Wyne for that matter, have them as an extra party member instead of replacing one. Difficulty could be scaled accordingly.

Edit: And NO continuing with your character. I think he's overpowered as he is and he doesnt have to be lvl 60. I would however love if the endings of this game would be the origins of the next. It would be cool to discover codex entries that tell of that one great greywarden that saved the world during the fifth blight.

Modifié par Tripedius, 04 décembre 2009 - 11:14 .


#136
Derengard

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LunSei Sleidee wrote...

3) not the same protagonist that you made in the first DA: O (I don't want it to be like Mass Effect)



Good point, they could just do anything in terms of protagonist in DA2. It would only be difficult to provide such a neat framework for different origins like the Grey Wardens, if they wanted to do something from a completely different point of view, which might be cool, however.

#137
Voidaar

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well...there're a lot of ways to reduce or minimize the character overpowerness. And there're a lot of stories about your companions and your relationship with them (depending on romance, quests etc ect) that are tied to the ending and what you choose to do....I really like to continue those stories in DA2...
Don't know about you, but Bioware games always make me feeling attached to my char and his companions.....

Modifié par Voidaar, 04 décembre 2009 - 12:02 .


#138
Derengard

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Please put spoiler-tags in there, or avoid the information otherwise. I personally didn't know about this yet.

#139
SphereofSilence

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I was mildly disappointed with DA’s world because it kind of has similar tropes to generic fantasy settings. But since Bioware’s intention wasn’t to create something new, but rather take a traditional fantasy and add their own twists, I got to accept that they should continue with the direction they are going. Having said that, I thought BW should be more effective at capturing the spirit of the world, to draw out its ‘compelling-ness’ of the dark fantasy atmosphere.

One way is through better storytelling to immerse the players into the world as much as possible. DAO’s story, as it is, is pretty good. But I felt it would benefit with better pacing and improvement in presentation across the board. The highlight of the plot was at the Ostagar-Tower of Ishal-Korcari Wilds sequences, where we got to see compelling presentation values. Several elements like cinematic cutscenes/touches, architecture and environmental designs and pacing of story in these areas were top-notch. However, from then on it dropped to a lower plateau that continued for rest of the game, culminating in a straightforward ending that felt somewhat flat, never quite nearing the benchmark set by the early stages.  I would suggest effort is needed to apply a more consistent and heightened quality in the aforementioned aspects to the game, and with greater frequency.  

Also, sometimes it felt like quest areas or dungeons were too straightforward, unwittingly giving the sense of a long dungeon crawl like those of contemporary MMOs. The overall layout of most indoor areas were too unimaginative, it was as if the designers were forcing the game player to move in a specific single route from
beginning to end, where a final boss fight usually resides.  Sometimes I felt I was fighting creeps after creeps, just to find more creeps in the next area. While I enjoyed the combat, there’s a point where too much is too much, preferring instead to move the story forward meaningfully. Ideally, the story sequences should carry more weight
because of the intense combat sequences that precedes them – and the gameplay should feel more compelling because the story gives you powerful reasons to care about the mission - it’s all pacing.

 
Better character and environment design. It would be amazing if the game would look something similar to how Metal Gear Solid 4 did their cutscenes. Obviously this would be very time consuming and costly but it would be such an amazing improvement.

Cutscenes and dialogues that transitions seamlessly into gameplay and vice-versa


Better animations for the characters. The animations are so stiff sometimes! And the dialogue sequences would do with more cinematic touches.


Come on, where is that part when characters in your party hated each other and didn't like to be together?


Out with all the unappealing filler sidequests!


I think the game could do with a larger variety of monsters to fight.

 
I’d like to see much more prestige classes or specializations of truly unique combatants, the likes of Arcane Archer, Dragon Disciple, Druids, Sorcerer, Red Wizard, Black Guard etc, ala NVN.  Only Arcane Warrior and Blood Mage in DA are special and that’s just too few, at least to me.

Definitely more classes, yes, but ALSO, allow the option to combine classes or multi-class like in the BG and NVN series, having a deep and expansive character progression system that enables the player to create a truly unique character of their own.

The current class system, IMO, is a degradation from Bioware’s previous titles – it’s too shallow and confined to few basic and archetypical classes, although I have to say that it is precisely this simplicity that the game is as accessible as it is.

I’d like to see much more talent trees and skills to give a bigger scope for crafting an individual character.

Please, much less of those overpowering mage ‘can do all’ spells.

 
Stop overusing the computer generated weapons and armor that scale to your character’s level. It just seemed silly late into the game that you get tons of Silverite and Dragonbone swords and plate armors, most of which were unused, not to mention the immersion-breaking factor. Shouldn’t these items be rare? And damn many of them looked alike but just re-colored, so more models please.

I much prefer the system used in BG2, where there were plenty of unique and legendary items, the likes of Holy Avenger Sword, Celestial Fury, Lilarcor...each of which was complemented with written history/myth that brought the out the sense of awe from the player. Furthermore, some of these legendaries only be acquired by forging, if the components were found. Many of these parts were really difficult to obtain, which made it felt all the more
epic once you craft these items. DA had only a measly four of such, and even then, you can’t get them all.


Greater variety of weapons: short swords, flail, spear, throwing axe, polearms, etc.

 
The biggest thrills in DA are found in combat. The best encounters feel like puzzles, forcing you to use your resources wisely and make calculated decisions on the path to victory. Combat brings the best out of itself with some challenging and well-designed encounters with bosses or large groups of tough enemies. So, hoping to see more of those.
 

More organic combat like in Vampires: The Masquerade, while still retaining the underlying depth of the RPG combat system and the impressive combat animations.


One thing I felt DA could learn from the Witcher was how they made the potions. Rather than the standard fare of potions instantly replenishing health or mana instantly, you get potions that rejuvenates health/mana overtime but might kill you if overdosed. There’s one particular potion that allows you to see the dark, or make you attack with more lethality, or even Blackblood which kills any vampire who sink your teeth into your neck should you consume one beforehand. The point is more interesting gameplay mechanics that could be included.

 
Cities that are actually cities ,read as it was in NWN or BG when you could actually go in every possible house and loot it, we love to do it ,not just drawn cities taken from generic JRPG when you can’t do much beside simple restocking and few NPCs etc, like we have now in this game.


Day/night cycle would be another great feature.

 
DA has detailed good looking textures for the most part – but caves and caverns weren’t so good. That ought to be looked at.


Caves, caverns and underground are too bright, it would have been more immersive and more atmospheric if it were darker.

 
Certain indoor areas have too similar templates, for example – the same doorway, statues and walls were used throughout the Circle of Magi, Ruins in the Brecillian Forest, The Urn of Sacred Ashes temple,  Denerim, Fort Drakon, etc. This certainly breaks immersion slightly

 
Why do mages all wear more or less the same robes? Not to mention most of the designs were ugly. For Pete’s sake, give us much more imaginative options. That includes capes and non-stupid looking cowls. That goes for rogue armor as well, albeit to a lesser extent. Take a cue from Assassin’s Creed 1 & 2, rogues need not necessarily wear those ubiquitously styled leather armor. I hope I can style an emblem such as the Grey Wardens’ onto a piece of cloth that you could put over your armor… that sort of thing.


Dislike the staff of mages dangling off their back, I much prefer mages holding their staff in their hands. It just didn’t make sense.
 

Horses


Finally, I want to be surprised!

Modifié par SphereofSilence, 04 décembre 2009 - 08:19 .


#140
SphereofSilence

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opps, double post

Modifié par SphereofSilence, 04 décembre 2009 - 12:04 .


#141
Derengard

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"Please, much less of those overpowering mage ‘can do all’ spells."



I think mages are fine. They are quick to kill but very capable of crowd control. So far I haven't encountered a mage that was more troublesome than a powerful melee attacker. However, without having a mage myself, it would be extremely difficult to survive any dungeon crawl (just like without a fighter). I don't know... they're fun.

#142
Goldfinger168

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Also, sometimes it felt like quest areas or dungeons were too straightforward, unwittingly giving the sense of a long dungeon crawl like those of contemporary MMOs. The overall layout of most indoor areas were too unimaginative, it was as if the designers were forcing the game player to move in a specific single route from
beginning to end, where a final boss fight usually resides.  Sometimes I felt I was fighting creeps after creeps, just to find more creeps in the next area. While I enjoyed the combat, there’s a point where too much is too much, preferring instead to move to story forward meaningfully. Ideally, the story sequences should carry more weight
because of the intense combat sequences that precedes them – and the gameplay feels more compelling because the story gives you powerful reasons to care about the mission - it’s all pacing.

Agreed 100%.

It feels like every major quest leads to a long dungeon crawl, which was really the only weak point in the game for me. Sometimes you don't make much progress story-wise in one sitting.

Dragon Age has some very interesting, well-designed encounters, but on the other hand it has long sequences of similar fights that you just want to rush through to move on with the story.

I just wish DA2 has more quality and less quantity.

#143
Axterix

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Sam Starkweather wrote...

Where should the developer team make improvements?
Should there be more origins?


Well, on the more origins, they should make at least 2 origin stories per class.  Ideally 3.  Assuming the same mix of 3 classes, 6 specializations, 6 origins.

As to improvements I'd like to see:

1.  Tactics should not be a skill.  Hate this, because if you want to let the AI handle things smoothly, you've got to invest in Tactics, but you only get 1 skill point every 3 levels.  Been a real hinderence in playing with the other skills. 

Same goes for the melee one that lets them actually skill up their fighting styles.  Got stat and level requirements, that should be enough.

2.  More skills.  Maybe some trade skills like blacksmithing or bowyer/fletcher.  Maybe a lore skill to open up conversation options.

3.  When a character joins the party, we should be able to spec him at that point how we want, for the most part.  This guy is a berserker, this one an assassin, okay, lock that in.  But leave the rest up to me. 

Found it quite annoying on replaying the game, as having characters locked in limited my options.  No, can't mod, 360.  Also highly annoying when a character is poorly spec'd, like Morrigan, who lacks the skill to get more AI slots, although, as per #1, that stupid skill should go the way of the dodo.

4.  If they are going to have a character like Dog, make it more of a character.  More skills for Dog, more talents for Dog.  And more conversations for Dog.  I like the idea behind Dog, but never wind up using him because I cannot customize him enough, get him to the talents I want, and just assigning stat points when he levels isn't as interesting as assigning a talent each level as well.

5.  Archery not treated like a red headed stepchild.  No reason a bow should not also spark a happy reply of "Enchantment!"

6.  The ability to tell AI driven characters to move somewhere.

7.  The AI settings actually doing what they say they do.  For example, a character set to ranged should try and stay at range, not happily stand next to melees.

8.  Formations.  I want the ability to tell my party to stay spread out or to have 2 melees in front, ranged  types in back, that sort of thing.

That's about all I have at the moment, the things that annoyed me while playing the game.

#144
Gecon

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More of the same. Different country,  new characters, new story, but as story heavy.

Dark grey, dark violet skin colors for Elves. Red and violet eye color for Elves. Option to import/export your graphic design.

More balancing the rulesystem. Make Clone of Cold less overpowered, buff underpowered spells like Drain Health (should be able to heal as much as Heal, should be able to give temporary HP over the current limit, in short there should be advantages to take it instead of Heal), make Shapeshifter class less pointless, dont give an innate advantage of taking a specialization (making them more optional), give more trees per specialization not just one.

More variance in the rulesystem. Introduce more general talent trees for Rogue/Warriors so there can be more variance between two Rogues both specialized into Two Weapon, Duelist and Assassin. Make trees more logical - dont force us to take Taunt to get to Disengage, most people either want one or the other but never both.

Make spell trees shorter and give level limits, not Magic stat limits, to more powerful spells.

Remove the necessity to invest in the Combat Training skill for Rogues and Warriors to invest in higher talents. Most stupid idea ever.

More diplomatic skills and allow to use the diplomatic skills of followers, like in NWN2 SoZ.

Maybe a fourth starter class (Healer, more defense than mage but less offensive power) and a fifth party slot ?

Origins based on Origin not on race, i.e. allow all races and classes for all Origins. Such as peasants, (traveling) merchants, bandits, wildfolk, townsfolk, circus etc.

More balanced selection of party NPCs - dont give us 2 Mages, 2 Rogues, but a freaking 6 different Warriors again.

More Autopause options, expecially "auto-pause on action finished" for a quasi-round-based gameplay.

Allow to disable all party AI with one click. Removeal of the stupid "Combat Tactics" skill. Allow unlimited entries in AI scripts, and allow unlimited preconditions before a command. Allow to define scripts across games and freely assign them.

#145
Gecon

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ArchaicM wrote...

More Races want's a Halfling


An attempt to create a being more annoying than dwarves.

I would like to get "why use doors if you can just go through walls?" Giants and "living in glass palaces and cloud castles" Gnomes though.

Modifié par Gecon, 04 décembre 2009 - 01:31 .


#146
Acemath

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I don't care much about what to be found in DA2,but after rewatching the sacred ashes trailer i only want this:Let DA2 look like that trailer...I know DA:O was in development for almost 5 years and that trailers always look better then ingame stuff,but the graphics were a bit of a dissapointment,compared to said trailer

#147
Sam -stone- serious

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- More monsters and creatures around

- More weapons and gear in general

- far, and i mean FAR, greater interactivity

- more freedom within the game world

- i want politics to play a bigger role

- i want guilds, temples, orders and the like to play a major role this time

- stronger character values by party members (for example if i do something directly opposed as to what that character believes i want him to resort to some extreme meassures)

- developed character stories that i do get to play them and help them if they allow me

- more open environments



In short i want it bigger and better with more freedom and interactivity. Let it be a proper western type RPG please.

#148
ovirkki

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Goldfinger168 wrote...

Also, sometimes it felt like quest areas or dungeons were too straightforward, unwittingly giving the sense of a long dungeon crawl like those of contemporary MMOs. The overall layout of most indoor areas were too unimaginative, it was as if the designers were forcing the game player to move in a specific single route from
beginning to end, where a final boss fight usually resides.  Sometimes I felt I was fighting creeps after creeps, just to find more creeps in the next area. While I enjoyed the combat, there’s a point where too much is too much, preferring instead to move to story forward meaningfully. Ideally, the story sequences should carry more weight
because of the intense combat sequences that precedes them – and the gameplay feels more compelling because the story gives you powerful reasons to care about the mission - it’s all pacing.

Agreed 100%.

It feels like every major quest leads to a long dungeon crawl, which was really the only weak point in the game for me. Sometimes you don't make much progress story-wise in one sitting.

Dragon Age has some very interesting, well-designed encounters, but on the other hand it has long sequences of similar fights that you just want to rush through to move on with the story.

I just wish DA2 has more quality and less quantity.


I, too, agree 100% this. It was biggest negative issue in my opinion. I loved combat system and the art design in different areas, but they all degenerated into same kind of generic dungeon crawl, which got a bit tiresome at some point. Fade was very refreshing in this point of view, because it was something different. When that one late-game quest came up where my group needed to diguise to get in that one building, I was actually quite excited as I thought that now, for once, I don't have to fight X amount of enemy groups on my way to next boss fight or cutscene. But no, it degenerated to unavoidable general combat in the end.

The Deep Roads were actually the least annoying for me in this sense, even though it contained the longest dungeon crawl, because large amount of enemies and monsters were expected and very much part of lore. Still, I wish that shortcut bridge wouldn't have been collapsed in Dead Trenches...

But, I guess that dungeon crawling is what most people want in combat driven RPG's like this. And if almost all of your talents are combat talents, it wouldn't make much sense to not have much fights. But as Goldfinger stated above, more quality (even in expense of quantity) and variety is what I would have liked too.

Other issue that I would like to see done better is the influence system, especially when talking to NPC in camp (or anywhere). It seemed that NPCs liked my character only if I agreed with them. We just couldn't agree to disagree. It was quite disappointing to have good discussion on some topic where PC and NPC stated their different opinions and after that get -10 disapprovement. Also,
- the gift system is a bit too powerful,
- I would like to have some proper conflicts between NPC's and
- I would like party member to disagree with me more often and more strongly based on what I do. Like Leliana and Wynne in that one particular quest.

Anyway, I loved the game overall and if I get more or less the same in sequel, I will not be very disappointed.

#149
dapatoumba

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more slow motion death scenes ! loved it when Leliana was stabbing the arch-dragon to death!!!!



more gifts ;p



love the action combat system and generally DAO battles that keeps you wanting more for more battles instead of wishing for less



love how powerfull a mage can become and the super spell combos e.g inferno tempest earthquake ice hurricane !!! so i guess more of them ! hoping for a teleport spell and invisibility

unless i havent discovered them yet !



also a mage spell Unlock Chest/Doors and Detect Trap would be good !




#150
dapatoumba

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also forgot

and of course this is a MUST ! im sure Bioware friends are planning this as they told us in the game outro

Quote : Shefferz
I want to be able to port my DA:O saves to the next DA and continue my old character! And the major decisions I made in the first game would be carried over to the next one. I'm guessing this is likely to be done since BioWare has done the same thing for some of their other games, so fingers crossed.

just like the character import from Baldur's Gate 1 + Sword Coast to Baldur's Gate 2:ph34r::wub::alien::wizard::whistle:

Modifié par dapatoumba, 04 décembre 2009 - 03:11 .