Posting again because I thought of some more things:
1 - I want to be able to program my Rogue party members' tactics to automatically disarm detected traps. Switching over to do it manually is a giant pain in my ass. I don't remember to do it most of the time and then I get ****ed over and miss out on a decent chunk of exp. Maybe expand this option to auto-unlock treasure chests too.
2 - Regarding the Friendship/Rivalry system:
I mostly like it as-is, I think it's fantastic. But it needs some tweaking. For instance, if I support mages, but manage to put Anders on the Rivalry path by being a blood magic-using, demon-dealing douchenozzle, then that should be acknowledged more. Instead of accusing me of being anti-mage in his Questioning Beliefs scenes, he should scold me for undermining his cause by encouraging the worst abuses of magic. Or if I'm anti-mage, but deal with demons for personal gain, he should call me out for my hypocrisy. Similarly, if Merrill is on the Rivalry path, but I give her the arulin'holm anyway, she still acts as though I didn't.
So I guess, what I'm saying, in a round-about way, is that certain plot triggers should be recognized
independently of the Friendship/Rivalry system. As I'm saying this, I'm realising it might be an awful lot of work to implement, but for me, plot incongruities are waaaaaaay more immersion-breaking than any aspect of DA2's design or gameplay.
3 - Expand the crafting system. It doesn't have to be a
lot, I'm not expecting a detailed system like Skyrim offers. But I found the crafting system in DA:O and DA2 to be mostly pretty irrelevent, aside from the very few quests where it's needed. All you can make is potions and runes, and you find a lot of those lying around anyway, and the vast majority of craftable ones are pretty useless.
What would be
fantastic is to have Wade and Herren return, but rather than offering just a few quests like they did in DA:O & Awakening, they offer a whole shop's worth of items that can be crafted and
re-crafted potentially infinitely, providing the player farms the right materials and brings them in (along with a 'reasonable' fee, naturally). As the player progresses through crafting "ranks" and becomes a valued customer, Wade and Herren might offer higher tiers of armor and weapons, and special quests for unique gear.
4 - For the proposed system in no. 3 to work, there would need to be some feature that offers a way to perpetually replenish the character's funds. Ways this could be accomplished:
* Infinitely re-spawning world-map encounters (these would consist of random mobs with no plot value whatsoever, since having to go through the same cutscenes over and over would just be silly and a waste of resources)
* The player purchasing/acquiring/owning a large property in-game and returning periodically to collect revenue from it. Similarly to the Monteriggioni Villa in
Assassin's Creed 2, the player could invest in "improving" or "exapanding" the property, making it more visibly opulent and also increasing revenue. This property could also double as the party "base", where one can have conversations with teammates that can't be had in the field.
Modifié par Plaintiff, 21 juin 2012 - 02:04 .