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If you could do one thing different in Dragon Age 2 what would it be?


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#1
Foxd1e

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I'm not sure if I could post this in the Spoiler Free forum because some of the responses could contain spoilers so I posted it here. The Question: Pick one suggestion for Dragon Age 2, or one thing about Dragon Age that you would change in Dragon Age 2. Discuss.

:devil: 

#2
HarlequinDream

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I would love to play something with the first Gray Wardens, but that wouldn't be "Dragon Age." But still.

#3
AXidenT Gamer

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I'd personally like to see the Tevinter Imperium or something to do with the original homeland of the Elves....

#4
Foxd1e

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I would like to see more classes, such as:

a Druid (The druid focuses on nature damage, transforming into animals or befriending animals, the Ranger would suit the Druid class far better and would be a viable option for the melee/combat oriented druids who want to wear medium armor and dualwield or use a bow),

Cleric/Paladin that can wear full-plate uses a shield and mace or a two-handed maul and has a full-array of healing spells and buffs (As this is a class there will be no debate about it being more powerful than a specialization such as the spirit healer because it should be),

Finesse Warrior/Gladiator which focuses on medium and light armor and usually fights with a single-onehanded weapon or dual wields and focuses on being accurate while taking as little damage as possible.

Also a Barbarian class would be nice, berserker didn't quite fit the shoes.

#5
Original182

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Make specializations more meaningful in terms of story, lore and quests.



E.g., if I specialize as a templar, mages will be less inclined to want to work with me, templars would be more inclined to help me. This may create new ways in completing quests. Apostates may randomly hunt me down due to their hatred of nosy templars.



I can gain access to a templar only quest chain that lets me have templar only gear. Much like how you could have class-specific quests in Baldur's Gate 2.

#6
KalosCast

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Ideally, I'd let them work with no time restrictions, so characters wouldn't hint at things being a big deal (taint, lyrium exposure/addiction, accusation of regicide) that never come up in gameplay.

Basically, let stuff that only gets talked about in the Codex come into play more. Flesh out the world a bit.

I also wouldn't let them use Jowan's voice as a generic crowd NPC, honestly.

I would also redesign the mage stuff, I still refuse to believe that anybody thought that looked good

Modifié par KalosCast, 06 décembre 2009 - 10:27 .


#7
Foxd1e

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@Original182 I loved the class specific quests in BG2 and the rewards (which was a house for your character which varied from a hut in the woods(<3 Rangers) to a mage tower to a castle)



@KalosCast god yes the mage armor i.e. light armor and cloth needs a lot of love and a much greater variety, 2 sets of leather armor for the game just reskinned a few times?

#8
Eonassassin

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Original182 wrote...

Make specializations more meaningful in terms of story, lore and quests.

E.g., if I specialize as a templar, mages will be less inclined to want to work with me, templars would be more inclined to help me. This may create new ways in completing quests. Apostates may randomly hunt me down due to their hatred of nosy templars.

I can gain access to a templar only quest chain that lets me have templar only gear. Much like how you could have class-specific quests in Baldur's Gate 2.

Agreed, if I am a damned blood mage, damn templars better try to kill me so I can kick their asses for some easy experience.:devil::devil: Oh and if I am a shapeshifter Morrigan and I can have some freaky *** B)B)

#9
qoobah

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@Foxd1e

Finesse Warrior/Gladiator which focuses on medium and light armor and usually fights with a single-onehanded weapon or dual wields and focuses on being accurate while taking as little damage as possible.




You know you can do pretty much that with rogue/duelist combo? My PC was a pretty good avoidance based offtank from lvl20 upwards.



@KalosCast

Ideally, I'd let them work with no time restrictions, so characters wouldn't hint at things being a big deal (taint, lyrium exposure/addiction, accusation of regicide) that never come up in gameplay.




Thats actually a trait of good transmedia worlds. Tolkien used to say when asked why didn't he write more about all the different things that only get mentioned: "I could tell you all about these distant mountains [that only get mentioned a couple of times], but then I would have to create distant mountains for these distant mountains". Lots of lore that isn't necessarily in the main focus gives scope to the world. And it's only natural in all honesty - you don't know everything about different nations/places/habits/customs etc here on Earth either.





As for the question in the OP I'd love to be able to find Morrigan and my godspawn kid;P I really -really- hope plot-heavy decisions like these will make a meaningful impact on the sequel, even if there has to be a cannon plot to control all possible permutations.

#10
The Capital Gaultier

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Optimize the over-the-shoulder view (also includes the elimination of the isometric view).

#11
Mnemnosyne

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I'm going to agree with the make specializations meaningful as far as story goes.  Nothing was more disappointing than knowing that which specialization I take has no bearing on how I am perceived, especially those which imply significant viewpoints, such as Blood Mage or Templar (Templar would probably not make you many friends on either side, to be honest, since the Chantry tries to keep Templar training quite secret and such).

The Capital Gaultier wrote...

(also includes the elimination of the isometric view).

If I could kill you with my mind right now I totally would.

#12
Dreogan

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I know some people would claw my eyes out for saying this, but if fewer endings would mean a longer cutscene at the end-- I'd go for the longer cutscenes. More Mass Effect, less text-based ending.

#13
PappaCube

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JUMPING ! ! !     Come on it only takes a little more smarts to cover the auto-follow issues.  Other games have done it well Bioware.   You can too, I'm sure of it.

Image IPB

#14
Dreogan

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Koyasha wrote...

I'm going to agree with the make specializations meaningful as far as story goes.  Nothing was more disappointing than knowing that which specialization I take has no bearing on how I am perceived, especially those which imply significant viewpoints, such as Blood Mage or Templar (Templar would probably not make you many friends on either side, to be honest, since the Chantry tries to keep Templar training quite secret and such).


I'd have to aqgree with that as well. Nothing beats giving Wynne the blood mage spec.

#15
Archonsg

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20x more banter!

#16
Guest_Yenaquai_*

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I agree on the impact of specializations ingame. It would be wonderful if they could open up new dialogue-options, or add a bit of new content... doesn't have to change the whole plot, but at least a few reactions from certain companions or different questpaths would be amazing.

I also would love a bit more impact of "origin"-stories if they are implemented again. A few different dialogue-options during certain quests are not really "a wholly different experience" in my books.
I was highly disappointed when my mage returned to the tower and everything was practically the same questline as if with any other origin. You can express your concern infront of Greagoir and if you are female Cullen get's a little bit more tormented, but that's it. Oh, and Niall recognizes you vaguely. I guess.

But something that I really missed in ANY RPG I've played so far is mutual interaction with NPCs or companions. Your character maybe does everything for his companions, listens to their problems, help them solve personal quests, builds up relationships. - But whenever something awful, dramatic or traumatizing happens to the PC him/herself there is nowhere an option to speak about it with your companions.
What about the moment Tamlen stumbles into your partycamp and your character is forced to kill a friend who traveled and lived with the PC his/her entire life? All I get is a pretty neutral "I'm sorry, this is what happens when the blight goes unchecked" from Alistair. Well...- 50 PC disapproves. If my PC would have given him such a cold answer when speaking about any of his problems or about his grief I would have an approval-rating of -80 at the end of the game...


What I want to say is that it would add a lot to characterbuilding and growing if the companions truly cared about the PC, and that the approval rating was good, but could be imrpoved in this aspect. Sometimes I really wished for a "Hey, xy... I really need to get this off of my chest..." or a "Do you want to talk about ...xy? It must have been pretty tough for you..." from them.  After all, everyone in the party can be raised to be "friendly" with your PC, a few to "Adore" and "Love", so why not let the party members care for your character as well?

Modifié par Yenaquai, 06 décembre 2009 - 12:22 .


#17
FedericoV

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More party members for interactions and such (or at least the possibility to use the party members outside your usual party for other missions).

#18
Andraste_Reborn

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Just one thing? I would fix the mage cowls. They look so ridiculous that I never use them. Not that helmets are much better, but I can live with some of the designs.

#19
NarcissaArtois

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The way that the game ends...there are certainly alot of loose ends that could be tied up in a large expansion or sequal...I live most of that to Bioware. I have faith in them lol. I would however, like to say, that I would like to keep my PC (if you didnt sacrifice them), if a NPC is dead, they are dead. If they are alive, they are alive (from the end of the game) No ghosts coming back from the grave please. NPC remember romances/relationships with PC...would hate to start from scratch with the same characters...new NPCS, obviously would have to start from square one. And lastly, more romance cutscenes....maybe everytime you ask someone to come to you tent...or go to sleep. I would like that.

#20
qoobah

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I'd second what Yenaquai said. Unfortunately since the scope of DA is huge as it is I really can't see it happening (along with specializations impacting dialogue, which is a great idea too). BW was making the game 6 years anyway, and the combinatorial explosion of different origins vs possible impact on gameplay is impossible to control (6 origins and as few as 3 salient, truly different plot points in the game equal 216 possibilites. And it grows exponentially).



As far as I'm concerned I'd be content with actually fewer origins, but more dramatic impact on gameplay. More in-depth and meaningful _mutual_ party member interactions as well.

#21
Eonassassin

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Andrastee wrote...

Just one thing? I would fix the mage cowls. They look so ridiculous that I never use them. Not that helmets are much better, but I can live with some of the designs.


I second this motion
But I would change a lot of other things as well. Being able to use 5 party members at once would be a pretty neat change, having one mage or just one rogue at a time simply isn't enough!!! Oh and a more variety of party members right now we get like 5 warriors 2 mages and 2 rogues... which is kind of lame.

Edit: What the guy before me said, yea having 6 origins is neat but after the actual origin and going back to the area you came from, the rest of the story is pretty much the same, so having a coupla less origins and enhancing other areas of the game couldn't hurt

Modifié par Eonassassin, 06 décembre 2009 - 12:56 .


#22
GMOS_inc

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Rebuild the Quest/Codex menu. It's terrible on the Platstation 3. Unmarking read/unread on browsing through; lack of clear view of what belongs where.

#23
GoldenusG

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A stronghold that you build up to resist whatever enemy army is in DA2. Or be able to build a series of basic forts to whittle them down.

#24
Cammy2709

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Free roam after the game is complete with added baddie respawns! My super awesome (possibly deceased) Warden is now rendered useless because of the epilogue situation. I shouldn't have to start againnnnn.

Even though I totally will. <_<

#25
Dunhart

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As I said in the Top 10 thread (and will probably keep repeating in every other similar thread that pops up until I'm banned for it):

Either allow all recruited party members to accompany you or find something reasonable for them to do while your main group is off saving the world.

It doesn't make any sense to drag them along and then force them to sit at camp all day long because they don't fit your artificially small group due to class composition.

One possible idea how to handle this (assuming in the following release you can't fire/kill everyone) is having a time constraint that requires you to split up your party into two groups, one lead by you and the other by an NPC you designate, and send them to do different things. Send one group to recruit the elves and the other to recruit the dwarfs, for example. And then you'd play their adventures one after the other.

Still, I'd love it more if all your NPCs could come along and the opposition would scale according to your party size. That way you wouldn't miss all that juicy dialogue.

Modifié par Dunhart, 06 décembre 2009 - 01:40 .