Lets try to be constructive here. listing games to clone is not constructive. For basics I'll focus on things we like on DA:o and should come, things we like in DA2 that should come back, things we hated in them, and things we want that weren't in either games.
1. Combat
1.1. In DA:O combat felt more real, In DA2 it felt more about the actony visuals. It felt like they're trying to copy the visuals of a JRPG like FF. They were spectecular visualy, but their unrealism broke immersion completly. We don't neccessarily want to play a "super-hero" (well I don't), the most popular charecters people like are what tvtropes call "badass normal".
1.2. I missed being able to do a finishing move on an ogre or dragon, and pausing in the middle. playing it second by second and watching it from all directions and just enjoy the acrobatics. Finsihing moves in cutscenes like in DA2, just ruins what we loved about it. Also bring back the feature of performing critical finishes on mooks. More types of finishers and increased frequency of them for the mage, entire threads were dedicated just to trying to understand how you win the lottery that is a mage finish in DA2. I don't think rogue even had finishers...
1.3. DA:O combat was much more brutal, you realy felt your blows landed and had signifanct effect on the enemy. In DA2 it was more like a death of a thousand cuts. Especialy in med-high difficulties, it felt like your heroes just aren't doing any damage; you were just waving your weapons at mooks and, very SLOWLY, whittle down their HP bar. The lowliest mook should die from 2-3 strikes tops, less if the hero is wielding a heavy weapon like a 2H. this is PARAMOUNT.
1.4. In ME3 comps get a bonus damage for abilities when the players tell them to use it. It rewards strategic thinking, doubly importent in a tactical game like DA.
1.5. sword and shield should be a viable offensive build, not simply a tank only skill. A good way would be making the S&B better against single targets, and 2H against groups. thoguh it would make more sense the other way around since the S&B suppose to tank and be sorounded by enemies most of the time.
1.6 in DA:O the 2Hander were too slow (you comps were allways kill stealing you, since it took days to swing the weapon), and in DA2 it was too fast (the death by thousand cuts mentioned above). Just find somewhere nice in the middle.
1.7. DA2 mage combat graphics were a vast imporvement over DA:O. There wasn't realy an explaination why twirling your staff produces better damage than pointing it, but it's superceded by rule of cool.
1.8. Am I the only one that found the class combo system overcomplicated?
1.9. bring back spell combos like "the perfect storm".
2. inventory
2.1. I'm probably in a minority here, but Ioved the way the inventory was handled in ME2&3. I can see how modding and customizing weapons might not work well in a fantasy setting. But I did like that it meant much more details on the look and feel of each weapon. You might not get get alot of weapons, but each one would be unique, worthy of a hero. I just think it's better than a stream of generic item that just clog your backpack until you can offload them... Why can't there be variation within a weapon class, like a fast 2H (like a naginata) and slow 2H (war hammers and such)? especialy if the we continue with a skill system that supports specialization in a weapon class and abandonement of the alternative, there should be diversity within the weapon classes: heavy strike weapons for dispatching mooks, and high DPS weapons for the prolonged battles. Right tool for the right job and all that...
2.2. You know what? I do want customizable weapons!
2.3. Junk items (grey and later white) serve no purpose other than clogging our backpacks until we can offload them. just give us cash. cash>crap any day, or we wouldn't have bothered to sell it at first oppurtinity.
2.4. Now that, hopefully, we got rid of the junk item, what will do with the junk tab? Give us the ability to assign items to the junk tab, so when we get to a vendor we can sell all the undesirables with a single stroke, instead of canvessing our inventory tabs like librarians.
2.5. intruduce a system that allows you to upgrade your runes.
3. classes
3.1. give warrior the dual wield and archery tree back. Some people just want to make a DEX based fighter and not a rogue.
3.2. Bacstab in DA:O was better, but DA2 making it a skill that "teleport" you behind your target saved alot of the effort of the manuvering. That's not neccessarily a good thing, since alot of people feel that manouvering around the battelfield is the staple of the rogue. The increased mobility it got in DA2 was a good thing.
3.3. give more variety in weapon choices and styles for the mages. Make sword and staff (the "gandalf technique") a viable choice.
3.4. bring the arcane warrior tree back. Don't make it an auto-attack machine like DA:O. make it a viable tree for mages who want to be in melee and want to use magic to augment their combat abilities. A mage doesn't have to be just about raining different kinds of fire/ice/lightning from the skies.
4. graphics
4.1. It may be shallow, but polish is realy everything. Polish makes an 8 into a 10 and vice versa. DA2 lacked polish, and people definitely noticed it. Closthes that looked like they were painted on instead of worn were very jarring (Are the templars wearing armor or T-shirts?). Background NPC's with no face...
4.2. I'm not criticizing anything before I see gameplay footage, but if the engine doesn't cut it, don't be afraid to switch. It will pay higher dividands in the long run.
4.3. DA3 need beautiful views for immersion, not just "background".
4.4. Not very constructive,but still a good warning: DA2 graphics just weren't up to spec compared to its competitors, and it bothered alot of people. Look at witcher 2 and skyrim. Not to copy, but as a target: You need to do better than them. Graphics are a huge part of player considiration (again, apologies from the gaming community for being shalow), and if your game can't deliver graphics that are better than the games of yesteryear, it certainly won't be able to compete with the games of his age. Only indie get a slide for bad graphics, triple A titles don't get that slide.
5. story
5.1. Aint gonna tell bioware how to tell a story. But I will say that in the RPG quatity is atleat as importent as quality if not more. The whole MMO genre is based on it. Look at skyrim: the story telling is subpar most of the times, and alot of quests are along the lines of "travel 50km by foot, and kill a guy in a cave", but because you have 300hr of gameplay, all is forgiven.
This is not me, by any way, telling you to compromise the quality of the story.
5.2. the map in DA2 was a great way to organize quests, and should return in some fashion.
5.3. The player should spend the majority of time exploring the unverse the fans fell in love with, not stuck in a city for two thirds of the game. Lush forests, grass plains, a variety of enviroments and vistasto visit.
I'll be adding more as the thread evolve.
wishlist for DA3
Débuté par
Solmanian
, avril 17 2012 10:50
#1
Posté 17 avril 2012 - 10:50
#2
Posté 19 avril 2012 - 08:42
srrsly? nothing?
#3
Guest_Puddi III_*
Posté 19 avril 2012 - 09:20
Guest_Puddi III_*
This whole forum is kind of a wishlist for DA3 now, isn't it?
#4
Posté 19 avril 2012 - 09:22
1) COMBAT Tweak combat so tanking is relevant, stealth enemies don't have max health, no more continuous waves. Allow for strategy pre-match, and make it difficult enough that without being competent, you will die. Keep mage animations, revert back for warrior and rogue should calm down as well. Generally looked cartoonish and took me out of the game compared to the first one. Mages need nerf, buff in heals. No more potionfest 2011.
2) STORY Fewer events that always happen that aren't hugely important plot-wise, i.e. sibling ALWAYS gets taken away. More action/reaction. More branching dialog and quests, especially more impact on the main story. Less deaths for characters we know for five seconds; it takes a lot of value away. Less periphery deaths that are used as a cheap device. Keep mail system. Stop progressing so fast as soon as I get settled and changing the entire plot three separate times. No more "narrator" Princess Bride system. Sandal must remain the same age for every subsequent game. PLAY A BLOOD MAGE, BE TREATED LIKE ONE. OR REMOVE OPTION ENTIRELY.
3) CHARACTER INTERACTION You don't receive negative points for rejecting relationships unless you start the idea. Not every character should be bi, some should be one or the other. Try to remove points if possible, or at least don't make point change drastic for every move. Progression in character relationships, not just quests or main story. No more icons in the Dialog Wheel except perhaps romance, so everyone is completely clear. Varied outfits which fit the character's "look" so it's not all the same. Need the option to kill party members if they try to get you to do something very influential that you don't agree with.
4) PARTY MEMBERS Enough variation so all classes can be played comfortably. Less consistent naggers. Questioning motives is great, but nagging is awful. Arguing constantly with dumb characters isn't fun (brother). Less "cross this area, receive X banter prefaced by slight visual stutter." Less specialized trees, perhaps one unique skill instead per character that is meaningful enough to give flavor.
5) INVENTORY No more items that exist for the purpose of being junk. All such items in ES are useable and just outdated for your character. More choosing items for companions, many more available for self.
6) ILLUSION OF CHOICE Must be removed. As should the "one ending policy" that Bioware's had for games recently. Games from 1996 offer more variation and plot malleability. Remember, we overlook problems when the game has good story and meaningful choices.
7) CHARACTER MOTIVES Should make sense. And be clear. Poorly written stories rely on the "he's insane" excuse that Anders, Meredith, Orsino and Loghain have used. And I didn't care in DA:O since the rest of it was good. Templar/BM was good when not the primary focus. Shouldn't rely on brainwashing by ancient relics to explain nutty behavior. More Game of Thrones typed situations where everyone has motives that make sense, some are meaner than others in the pursuit of said motives.
2) STORY Fewer events that always happen that aren't hugely important plot-wise, i.e. sibling ALWAYS gets taken away. More action/reaction. More branching dialog and quests, especially more impact on the main story. Less deaths for characters we know for five seconds; it takes a lot of value away. Less periphery deaths that are used as a cheap device. Keep mail system. Stop progressing so fast as soon as I get settled and changing the entire plot three separate times. No more "narrator" Princess Bride system. Sandal must remain the same age for every subsequent game. PLAY A BLOOD MAGE, BE TREATED LIKE ONE. OR REMOVE OPTION ENTIRELY.
3) CHARACTER INTERACTION You don't receive negative points for rejecting relationships unless you start the idea. Not every character should be bi, some should be one or the other. Try to remove points if possible, or at least don't make point change drastic for every move. Progression in character relationships, not just quests or main story. No more icons in the Dialog Wheel except perhaps romance, so everyone is completely clear. Varied outfits which fit the character's "look" so it's not all the same. Need the option to kill party members if they try to get you to do something very influential that you don't agree with.
4) PARTY MEMBERS Enough variation so all classes can be played comfortably. Less consistent naggers. Questioning motives is great, but nagging is awful. Arguing constantly with dumb characters isn't fun (brother). Less "cross this area, receive X banter prefaced by slight visual stutter." Less specialized trees, perhaps one unique skill instead per character that is meaningful enough to give flavor.
5) INVENTORY No more items that exist for the purpose of being junk. All such items in ES are useable and just outdated for your character. More choosing items for companions, many more available for self.
6) ILLUSION OF CHOICE Must be removed. As should the "one ending policy" that Bioware's had for games recently. Games from 1996 offer more variation and plot malleability. Remember, we overlook problems when the game has good story and meaningful choices.
7) CHARACTER MOTIVES Should make sense. And be clear. Poorly written stories rely on the "he's insane" excuse that Anders, Meredith, Orsino and Loghain have used. And I didn't care in DA:O since the rest of it was good. Templar/BM was good when not the primary focus. Shouldn't rely on brainwashing by ancient relics to explain nutty behavior. More Game of Thrones typed situations where everyone has motives that make sense, some are meaner than others in the pursuit of said motives.
#5
Posté 19 avril 2012 - 09:59
- Dwarf romance.
- Female kossith companion.
- A "royal companion" who isn't a prince who is THE LAST OF HIS LINE!11!1! A princess with seventeen siblings would be nice.
- Dual-wield warrior.
There's more, but I'm lazy
- Female kossith companion.
- A "royal companion" who isn't a prince who is THE LAST OF HIS LINE!11!1! A princess with seventeen siblings would be nice.
- Dual-wield warrior.
There's more, but I'm lazy
Modifié par Sabariel, 19 avril 2012 - 10:00 .
#6
Posté 20 avril 2012 - 12:03
If and only if you have reason to expect the combat to occur. In most cases you don't...Lethys1 wrote...
Allow for strategy pre-match...
Isn't this what game difficulty levels are for?... and make it difficult enough that without being competent, you will die.
Mages are supposed to be powerful in Dragon Age lore; really powerful.Mages need nerf, buff in heals.
They should have a little less health and defence though.
Why? What possible difference does this make?Not every character should be bi, some should be one or the other.
YES! The most ridiculous moment in all of DA2 for me is when you are given an item as a quest reward (described as very old and valuable) and it gets dumped straight into junk. Totally, totally crap. Just drop gold instead please, junk loot serves no useful purpose at all.No more items that exist for the purpose of being junk.
Why? Origins had one ending, foreshadowed throughout the game, and it worked perfectly. Yes, the exact role of characters in that ending could change, but the story itself came to the same conclusion. (I'm not really counting epilogue text - that's great to have, but it's not part of the "ending" itself.) Mass Effect 1 and 2 also had only one ending, towards which you moved throughout the story, and so reaching that ending gives the expected payoff. Great! Again, it's true that there were choices made as part of those endings, but none of those choices substantially changed the ending itself.[Remove] the "one ending policy" that Bioware's had for games recently.
Endings that don't work: DA2 (utterly out of the player's drive or control, choices made throughout game make bugger all difference); Mass Effect 3 (the worst illusion of choice ever - three endings, not remotely foreshadowed throughout the series, the very presence of which don't make any sense, and the outcomes of which are almost identical).
No. You can have that argument for Anders, Meredith and Orsino, but Loghain wasn't mad.Poorly written stories rely on the "he's insane" excuse that Anders, Meredith, Orsino and Loghain have used.
Modifié par AlexJK, 20 avril 2012 - 12:04 .
#7
Guest_Trista Faux Hawke_*
Posté 20 avril 2012 - 04:57
Guest_Trista Faux Hawke_*
Variety for houses/dungeons/cellars/wooded paths. The amount by the which mini-maps were re-used in DA2 was laughable and inane. It was also confusing as hell. I couldn't remember where I was because it looked exactly like some OTHER person's house, or some OTHER hole in the ground I already crawled through 6 times.





Retour en haut






