COMBAT
Combat needs to be made such that tactical planning comes back into play. Pause should be relevant for the PC. Balance magic and the melee classes and remove the ever-spawning enemies. Healing should be more important than the potion chugging fest that is DA2 combat. Enemy mini-bosses that can entirely disappear shouldn't have as much health as those that do not and also have backstab. Simple, basic improvements. Enemy balancing was a nightmare for DA2. Keep the mage animations but the others look too cartoonish in what was formerly a sort of gritty, DA:O world. Tanking should be far more effective to draw aggro than it is in DA2, that made combat incredibly weird.
STORY
Next, story. Please lets have some more continuity. I hated the framed narrative because as soon as I got comfortable somewhere, everything changed. As soon as I started liking the Qunari plotline, it ended. I didn't like the other two acts one bit. Everything shifted arbitrarily and it made me feel like I had zero control over my character. The entire first act being side-quests is not what we meant when we said we wanted side quests. We wanted them on the side....and for them to impact the plot in the same way Witcher 1 sides did.
Please don't make another game where I spend the entirety of it helping one group, only for them to attack me without cause. I spent the entire game pro-mage and was still attacked by blood mages. This makes no sense. It made me hate the game.
If you offer blood mage as a spec, please don't then have it not affect the plot in any meaningful way. If you're going with the mage conflict then have being a mage impact the story a lot more than it does now. It should be a reason to want to replay the game. Having it affect nothing is jarring.
Don't just throw familial deaths of characters I don't know at me. It diluted the value of character deaths right from the start. Please, deaths shouldn't be used to evoke cheap emotional responses. It worked on a surprising number of people because death affects some very much, but it was so wildly forced. The mother did NOT have to die, I don't understand why she was even in the game to be quite honest. She was not an enjoyable character.
Get rid of the major icons spoon-feeding players how to interact. It makes everything pointless to keep being able to choose the top choice no matter what. Don't counter this by making chars respond positively to the bottom choice only, either, as that is even worse and shows you're aware of the problem. Dialog responses should have contextual effects and the player should be required to put in that extra quarter ounce of thought.
Finally, the dispute shouldn't be between evil and evil. Both the mages and templars all were criminals. The only non-criminals in the entire game are the three mages who surrender towards the end. Every other character is either a blood mage, an overzealous templar, or inexplicably crazy.
CHOICES
And for story, choice needs to impact something if you're offering choices. It's mind boggling that games from ten, fifteen years ago offer more impacting choices than those of the present. I'd willingly trade voiced protagonist for more choice impact, as would many who liked DA:O. Every choice in DA2 felt completely pointless once the game got to a certain point and you realize what happened. The reason they were pointless is that they had no effect on anything. I could not have imagined a worse end with Anders doing his thing and you killing both bosses. Mages attacking me all game despite me helping them? Why?
PARTY
Party members need to not be annoying. Many characters just whined and complained in DA2. Definitely the weakest party members of any Bioware game. Varric was good. Your brother, your sister, the pirate girl, the elven blood mage, that emo 2h sword guy were all forgettable. I literally don't remember their names. The elf acted like a 12 year old, the pirate was stereotypical "manly girl" who was promiscuous but really just wanted to be loved. I hated speaking to them so few times, until I realized I didn't care enough about them to want to speak to them more than that.
Additionally, party members should not be able to impact the story the way Anders does unless you give them the okay, or some indication is given of what will happen. I was playing Anders' story as Hawke, and it turns out that it was incredibly annoying to do.
INVENTORY
Items should not exist solely to be junk. They shouldn't be labeled junk, go in a junk pile, and exist as just junk. That goes against all RPG conventions you guys helped to establish. Junk is a usable item that isn't usable for the character or is too low quality to be used by the player character. These items are sold to then allow players to purchase items they need. Why do I need to remind Bioware, of all people, of this?
GRAPHICS/SETTINGS
There need to be more variations in location. In addition, the graphics need improvement. The game world looks monotone, and there are no background visuals to be seen anywhere. The environments feel canned. Too many corridors that feel like corridors. It's a claustrophobic gamer's nightmare. Graphically speaking, it could remain the same except that other games are simply far surpassing DA2 by now and those games are more feature rich in other areas at the same time.
What Should Be Kept From DA2
Mail system worked well.
Party members having some unique abilities. Perhaps not entire unique trees, though.
Party members should have five or six outfits that "feel" like something they'd wear, sort of like now.
Main character's base of operations should be a city which he could see change with his actions.
Mage animations were nice.
Brought Back From DA:O
Origin stories establishing the setting.
Character customization/creation.
Choices that can change what happens to the world.
Inventory system.
Different armors and weapons like a classic cRPG.
More conversation with companions.
More locations.
More lore from other aspects of the DA world, like the dwarven caste system.
More in-game political choices.
Modifié par Lethys1, 17 mai 2012 - 02:42 .




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