Constructive Criticism - What could be improved upon generally and specifically.
#76
Posté 14 décembre 2009 - 02:39
And for that, full moddability. If Oblivion was unmoddable - it would have bit the dust MANY years ago.
#77
Posté 14 décembre 2009 - 02:48
Modifié par Viendel, 14 décembre 2009 - 02:51 .
#78
Posté 14 décembre 2009 - 02:50
#79
Posté 14 décembre 2009 - 03:04
2. Less linear movement, less boundaries. If you walk along an edge of a hill, instead of it being an invisible barrier, forcing you to turn around (even though the hill is one meter high or less) you could jump down instead of walking the long way around.
#80
Guest_Cheesey Beaver_*
Posté 14 décembre 2009 - 03:08
Guest_Cheesey Beaver_*
#81
Posté 14 décembre 2009 - 03:20
#82
Posté 14 décembre 2009 - 03:35
Viendel wrote...
Disable graphical effect of auras/buffs on player and companions during cut scenes, example: Song of Courage and Threaten. Same goes for debuffs as well, example: getting burnt.
I'd vote to tune them down altogether... bard songs just looks like a mess.
During one scene where I was getting laid, I was lying there, hands behind my head comfortably on the bed, with purple clouds and blue shimmering all around me and my junk. Just sorta... weird.
#83
Posté 14 décembre 2009 - 04:10
2. Why aren't there any cloaks/capes?
3. More races to choose from. (e.g Qunari)
4. Masks. I want my rogue to be a ninja.
5. Starting weapons. (e.g I invest talent points into my 2H talents but I have to start the game with a sword and shield. I have to wait a while before I can wield my 2H weapns.)
6. I don't want my character to be mute. Sure it takes a hell of a lot of time to integrate but I think it immerses me into the world better.
#84
Posté 14 décembre 2009 - 05:25
1. Must adjust the "hostility". You can't keep having things run BY the warriors to attack the mages and rogues. Since your mages and rogues open the fight at long range they perpetually draw attention since they've inflicted the most damage. Taunt isn't an answer since it bleeds precious stamina from warriors.
2. On that latter issue, warrior stamina costs should be lowered since they can't reload their stamina like mages can their mana. Honestly I'd just as soon see all stamina/mana costs lowered since juggling more potions isn't a heaping load of fun. I want to use my groovy hero powers not chug an Everready battery,
3. The ability to respec your characters and NPC's. I hate two handed fighters - they're useless IMHO. I'd love to have Sten be a sword and shield guy but the hit is just too much to take.
4. Runes for bows and staves. Just makes sense.
5. Hold by party member - I want my mages and rogues to sit still and my warriors to move and engage.
6. Less stuff, there's a ton of useless junk in the game after a certain point and managing that isn't a gas. I'd rather have finished quests rpovide the bulk of my income and not idle looting.
#85
Posté 14 décembre 2009 - 06:14
Brako Shepard wrote...
If I was allowed to change anything with Dragon Age, here is what I would have done...
So you basically play each origin until at the end of all six, you finally all meet up at Ostagar and Duncan sends you on the Darkspawn blood vial quest.
I had a similar idea not because I disliked the companions but because I couldn't see myself playing through six times to see how each origin is different.
I would have liked to see maybe two origins in one playthrough and after Ostgar they're forced to split up. One warden ending up with Alistair and the other presumed dead only to somehow escape. Both wardens would then progress through the main plot of the game (meeting different companions along the way) without ever really having contact with the other (aside from knowing what the other has accomplished) until near the end.
Modifié par Prowler, 14 décembre 2009 - 06:16 .
#86
Posté 14 décembre 2009 - 07:06
Robertski_OG wrote...
Whiter teeth? This is a Dark Fantasy game, not a visit at the dentists office! Do you honestly think they had healthy, white teeth in the medival times? No.
Thats ridiculous. By your logic, this being a Dark Fantasy game obviously toilet papers have never been invented. Should everyone walk around with dirty left hand, smelling like crap and with high risk of catching diseases?
Maybe Aragorn should be running around Middle Earth with a mouth full of rotting teeth and breath that can knock a nazgul out of the sky. /em rolls eyes
#87
Posté 14 décembre 2009 - 07:10
MerinTB wrote...
2. More banter. More dialog in camp. More personal side quests for companions. Basically more of the party given. I don't need more party members (though I wouldn't object to it) but I'd just like more to do with them outside of combat. Bonuses if you run the same party for most of the game - and by bonuses I mean more than items or stats but interactions and scenes that only happen if you've been adventuring with the same two people in your party for most of the game.
I loooooved what Jade Empire and Kotor2 did with their party. They'd have a lot of the banter for character in the camp that related to what they were doing in camp. I'd love to see some of this. I like the idea of feeling like my character is actually at a campsite, with people eating/cooking/whatever sometimes when they enter the camp, or even sleeping! That might be too Oblivion-esque heh. I am not too certain BW is going to read this and take it into consideration, but it is nice to discuss!
edit: I really hope they don't add in VO. It really gives little space for imagination.
editedit:
MerinTB wrote...
Scimal wrote...
Suggestion the First
NPC-initiated banter. I finally figured out what was nagging me about the inter-party interactions. What's present is good, yes - very fulfilling, but it missed the BG2 mark by a bit and I was trying to figure out why. I finally came to the conclusion that in DA:O no one just pops in and talks to you. You always initiate conversations, and that's never how it works. I don't care if the NPC-initiated conversations are triggered through world widgets or timers, but having Jaheira stop me and talk provided another level of immersion.
OMG this. Yes. I hadn't even thought of this, but deep down I was missing it.
Brilliant!
er ...
Enchantment!
Yes! Thirded! I got so excited when Sten and Leliana struck up a conversation with me as soon as I got into camp. I really liked that.
Modifié par Lucy_Glitter, 14 décembre 2009 - 07:23 .
#88
Posté 14 décembre 2009 - 07:47
AI has never been Bioware's strong suit. We are given these beautiful worlds, rich stories, dynamic characters, fantastic sound scores, and epic quests, but the AI in Bioware's gaming engines has never evolved from infinity.
In the mid 90's I never expected to see actual intelligence from AI. We didn't know any better, so it was prety awesome for what it was. Time stretched on, however, and Bioware moved from the Infinity engine to the Aurora engine, but AI didn't evolve, or hardly at all. Now they have moved on to Eclipse, and I still get the same AI tech from the 90's.
The addition of Combat tactics is a nifty workaround for some of the issues I've faced in previous titles, but is by no means an evolution on the core principles. Let me elaborate a little.
An archer is along a long wall and he/she targets an enemy at the end of said wall who is around the corner. Archer runs along the entire length of this wall until he/she gets to the corner and is face to face with the enemy, and the rest of the horde. OR, archer could take one step to the side.
Warrior runs past 5 melee enemies in order to reach the mage who just cast threat generating spell. 5 melee enemies proceed to squish your own mage.
Emissary has 10% health and is surrounded by your 2 warriors, and 7 other Hurlocks/Genlocks. Emissary drops fireball at his own feet.
Hold position is pressed. 3 baddies surround my melee PC. Another NPC warrior is standing right next to the enemies attacking my PC, and doesn't attack them. This I expect. Mage and Archer, however, target and attack enemy 50 feet away. Why?
Ok, hold position means hold position, and doesn't mean don't attack. So mages and Archers start attacking even though they are holding. I can understand this. Then why doesn't the warriror attack the 3 baddies standing right next to him. He can do this and still hold position.
These are just a few examples. There are many more, but too many for this thread, and too many to remember right now.
I think the problem lies in the threat system. While an interesting concept, I find it provides too much room for ludicrous behavior the way it is now. I'm not claiming to know the answer, but a solution (based only on my limited understanding of such things), would be to create much much much more complicated algorithms to dictate target priority. Dynamic calculations based on circumstances. Algorithms that take the entire battlefield into account. THEN the combat tactics could come into play to override the AI.
I simply believe that Bioware has it backwards. Rather than a simple intelligence that you can override with a sophisticated tactics system, they need a sophisticated intelligence that you can override with a simple tactics system.
THIS, more than anything, is what I would like to see improved upon.
#89
Posté 14 décembre 2009 - 09:02
#90
Posté 14 décembre 2009 - 10:13
Godeshus wrote...
Bioware AI needs an ovehaul.
AI has never been Bioware's strong suit. We are given these beautiful worlds, rich stories, dynamic characters, fantastic sound scores, and epic quests, but the AI in Bioware's gaming engines has never evolved from infinity.
In the mid 90's I never expected to see actual intelligence from AI. We didn't know any better, so it was prety awesome for what it was. Time stretched on, however, and Bioware moved from the Infinity engine to the Aurora engine, but AI didn't evolve, or hardly at all. Now they have moved on to Eclipse, and I still get the same AI tech from the 90's.
The addition of Combat tactics is a nifty workaround for some of the issues I've faced in previous titles, but is by no means an evolution on the core principles. Let me elaborate a little.
An archer is along a long wall and he/she targets an enemy at the end of said wall who is around the corner. Archer runs along the entire length of this wall until he/she gets to the corner and is face to face with the enemy, and the rest of the horde. OR, archer could take one step to the side.
Warrior runs past 5 melee enemies in order to reach the mage who just cast threat generating spell. 5 melee enemies proceed to squish your own mage.
Emissary has 10% health and is surrounded by your 2 warriors, and 7 other Hurlocks/Genlocks. Emissary drops fireball at his own feet.
Hold position is pressed. 3 baddies surround my melee PC. Another NPC warrior is standing right next to the enemies attacking my PC, and doesn't attack them. This I expect. Mage and Archer, however, target and attack enemy 50 feet away. Why?
Ok, hold position means hold position, and doesn't mean don't attack. So mages and Archers start attacking even though they are holding. I can understand this. Then why doesn't the warriror attack the 3 baddies standing right next to him. He can do this and still hold position.
These are just a few examples. There are many more, but too many for this thread, and too many to remember right now.
I think the problem lies in the threat system. While an interesting concept, I find it provides too much room for ludicrous behavior the way it is now. I'm not claiming to know the answer, but a solution (based only on my limited understanding of such things), would be to create much much much more complicated algorithms to dictate target priority. Dynamic calculations based on circumstances. Algorithms that take the entire battlefield into account. THEN the combat tactics could come into play to override the AI.
I simply believe that Bioware has it backwards. Rather than a simple intelligence that you can override with a sophisticated tactics system, they need a sophisticated intelligence that you can override with a simple tactics system.
THIS, more than anything, is what I would like to see improved upon.
Well said, I agreed with everything and all those examples. The AI, an invisible but important part of the game is ALWAYS ignored by most games. I think it is inexcuseable to give us something called Tactics, and make the players pay for them with valueable skill points to try to mitigate what is essentially the devs' job. They can't put "good AI" on a trailer to make it look wiz bang. I think that is the ONE reason why companies have always neglect it or done a half-donkey job of it.
#91
Posté 14 décembre 2009 - 10:24
- more difference in mages. Now I could pick every spell I wanted with my mages and fill up some slots in the end. Spliting them into healers is an option. Maybe even split the class in it's specalisations (aka no more general mages, but blood mages, spirit healers, etc).
- a bigger feel to the game. This includes: more playtime after the threaties (even if you shorten those), more open areas, a bigger city feel (Denerim feels small, areas are to confined), more meaning full sidequests (like the skinner or the shadow temple sidequests in BGII).
- party member specific inventory. Why do I have to carry around Shale's Crystals? Dog's war paint? etc.
- more different monsters, items
- better pathfinding. That is, allowing you to click to walk even areas that aren't accesable but that the character walks in that direction.
#92
Posté 14 décembre 2009 - 10:59
#93
Posté 14 décembre 2009 - 12:19
Character like Sophia and Duncan and let us view through them what they have to go through before their demise.
#94
Posté 14 décembre 2009 - 12:52
I also just dont understand why, when you have created your own in depth combat mechanics, you would want to keep them hidden. Surely you would go all out to show it off and help the player become aquainted with the new system?
So for me, detailed tooltips and information, and a combat log to provide feedback on your actions.
Combat logs are apparently seen as "legacy" now though, so I doubt I will get my wish.
Modifié par Sibelius1, 14 décembre 2009 - 12:53 .
#95
Posté 14 décembre 2009 - 05:45
Make some kind of mode where your party doesn't follow you, but still uses its AI during combat. I am so sick of telling and re-telling my fighters to attack an enemy to have them stop attacking for no reason, even when the enemy hasn't died. And I hate having my characters follow me around like dogs when out of combat. Basically, BG2 mode.
Let us zoom out and move the camera far enough to see ranged attackers at extreme distance. I hate going into over-the-shoulder mode just to target an archer.
Mages and spellcasting work great except for hiccups when combat first begins and you have Hold Position mode on. Often you must initiate spells and skills twice if the characters have not taken their weapons out.
I enjoyed my first playthrough but I couldn't get past Lothering in my second. I'm going to be starting up another game of BG2 while I see what else the modders/patches do for DAO.
Modifié par Sp0gg, 14 décembre 2009 - 05:48 .
#96
Guest_Cheesey Beaver_*
Posté 15 décembre 2009 - 02:11
Guest_Cheesey Beaver_*
The only decent Longswords are Alistar's, Gorins Blade and the Topsiders sword the other swords look pathetic.
The Two Handed swords look horrible and could use some reworking the Mauls, Maces and Daggers I can live with.
Make more Armor available to purchase from vendors especially in Denerim it's a city they should have more than 2 or 3 different suit's
Make it so I can purchase a complete suit of the same type rather than having all different types of metal armor on my toons it looks retarded mismatched armor.
Fix the Longbow models, most of them look like a bent pair of ski's and put some bowstrings on them Demon's Souls would have the best animation for bow's that I've seen.
Wish this game had Demon's Souls Graphics, Armor and Weapon models but still had the same Dragon Age Gameplay, Story and Characters.
Graphics look dated on PS3 looks more like a PS2 game it could of been sooo much more, its like they just took the KOTOR engine and made it medievil.
Add more Side Quests, Dungeons and Adventuring not just Map travel, Kill, Quest complete.
#97
Posté 15 décembre 2009 - 02:28
Also stick the unnecassary areas on the map screen and not linked up area-to-area! i dont want to have 3 loading screens and run through empty areas to get from places like the ruins to the damn dalish camp..
Don't the devs remember how BG1 worked? Much better map/area system.
Modifié par Skellimancer, 15 décembre 2009 - 02:30 .
#98
Posté 15 décembre 2009 - 05:57
#99
Posté 15 décembre 2009 - 07:32
Elanareon wrote...
I have an idea just popped into my mind because i was playing dungeons and dragons online. Maybe they can based the spell selections like that? There would be 4 levels of spells then, then at level 1 you can have all level 1 spells but can only prepare 1 spell, 2 for level 2, 3 for level 3, 4 for level 4, 5 for level 5 then at level 6 you have access to level 2 spells with 1 prepared spell an so on and so forth.... That way OP spells wont be available at low levels....
...errr...I wouldn't want to be limited this way. The idea of not being able to crowd control until likelevel 12 doesn't appeal to me at all.
Sibelius1 wrote...
My only real issue with the game is the lack of detiled information for talents and spells and feedback for combat encounters.
I also just dont understand why, when you have created your own in depth combat mechanics, you would want to keep them hidden. Surely you would go all out to show it off and help the player become aquainted with the new system?
So for me, detailed tooltips and information, and a combat log to provide feedback on your actions.
Combat logs are apparently seen as "legacy" now though, so I doubt I will get my wish.
http://social.biowar...m/project/1117/
I've been using this for a couple of weeks and it's great. It's not ENTIRELY complete, but most information is there and very helpful. Seamlessly integrated into the descriptions.
Cheesey Beaver wrote...
Fix Weapons and Armor Models and Colors
The only decent Longswords are Alistar's, Gorins Blade and the Topsiders sword the other swords look pathetic.
The Two Handed swords look horrible and could use some reworking the Mauls, Maces and Daggers I can live with.
I started a project for this today. You can view the page here and contribute if you like.
#100
Posté 15 décembre 2009 - 08:50
Elanareon wrote...
I have an idea just popped into my mind because i was playing dungeons and dragons online. Maybe they can based the spell selections like that? There would be 4 levels of spells then, then at level 1 you can have all level 1 spells but can only prepare 1 spell, 2 for level 2, 3 for level 3, 4 for level 4, 5 for level 5 then at level 6 you have access to level 2 spells with 1 prepared spell an so on and so forth.... That way OP spells wont be available at low levels....
This system is similar to BG2's, and I much prefer this than the mana system in DAO.





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