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What gameplay improvements would you like to see in Dragon Age 3?


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#51
Celboy89

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oh oh also! Do the ME3 thing and try to bring back any of the party members that made it to the end of the first game who could have not made it due to the players choices! :D ...okay i'll shut up now lol

#52
Guest_Faerunner_*

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I'll admit that I play for role-play more than game-play (which is part of why I hate DA2, as there is SIGNIFICANTLY LESS role-play value), but I would like the game-play to be more like Origins again. All the different skills, talents, specializations, tactical combat, type of combat (if a little faster than Origins), world exploration, random encounters, spell combinations, and so on were fun and interesting. Pressing the... what do you guys call it? The "awesome button" over and over got boring and repetitive.

Not to mention I firmly believe a medieval fantasy game should have combat that looks and feels like medieval people swinging metal objects and firing string-drawn sticks at each other, rather than rapid, explosive, obnoxious blastfests more befitting a scifi shooter or arcade game.

I don’t know. I don't have that much to say about game-play. I just want more role-playing again.

Modifié par Faerunner, 23 juin 2012 - 10:44 .


#53
Riverdaleswhiteflash

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Celboy89 wrote...

oh oh also! Do the ME3 thing and try to bring back any of the party members that made it to the end of the first game who could have not made it due to the players choices! :D ...okay i'll shut up now lol


Actually, I was thinking it'd be pretty awesome if there were a whole bunch of optional party members who join you if you didn't kill them earlier. Like if Alistair joined the Grey Wardens instead of dying or taking the crown, if Zathrian didn't get killed or kill himself, if The Warden him/herself isn't dead, that kind of thing.

Edit: Too bad Sophia Dryden isn't an option.

Modifié par Riverdaleswhiteflash, 23 juin 2012 - 02:49 .


#54
Celboy89

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Actually, as far as combat is concerned maybe theres a way to make everyone happy. In DA2 for the PC, and even on the concol making use of the move function one could actually decide how the game is played be it strategy or real-time. Though my initial suggestion is to break up the play styles across the classes, making the Warrior button masher, but having the Mage be strategy, and the rogue attacks be player precision guided, the other option is that you could have the option in the options menu to switch between Strategy and Action style combat. Strategy would be auto move to target, and auto attack in between spells, and slower swings/combined damage, where as Action would be manual movement and attacks combined with faster fluid animations/partitioned damage. I know there are allot of people used to table top D&D and such, but so many of us are action gamers and play for the rush. I enjoyed the story of Origins and thats why I played it, for the choices, but I could hardly bear the combat system. I just wanted to mod it and remove cooldown times and make all of the moves AOE just to add a real-time feel or something, it just felt so clunky and boring. Then when DA2 came along sure I saw some flaws, but the combat system excited me enough to make it bearable. If they go back to the clunky almost turn based crap from the first game and force me to play the third game with that slow monotonous non-sense I'm not buying DA3 period. DA3 better have some semblance of fluidity or its just not worth bearing another game to. I love the story, but I'm sorry I'm just not a pure stats exploiter, it lacks courage.

#55
TonberryFeye

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Celboy, if you honestly cannot find enjoyment from something that doesn't blitz through at a hundred miles per hour, you need to stop eating raw sugar.

Origins is not 'slow'. Typically, the battles last about as long in Origins as they do in DA2. The difference is that whereas Origins tends to throw in small groups of moderately capable opponents, DA2 hits you with thirty mooks at a time and makes them so pathetically weak you can kill half a dozen in one hit.

At higher levels, Origins characters can unleash a near-endless storm of abilities. Mages especially can hotkey up a wide variety of abilities and throw them all down in succession. Warriors, I find, are not so much limited by cooldown times as by simply running out of stamina (a problem that is already plaguing my level 12 Dwarf Lord Warrior).

In short, the answer lies not in appealing to players of Call of Attention Defecit Disorder. The answer lies in ensuring a good mix of available skills, and that players can afford to use them requently in battle.

#56
SphereofSilence

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Like to see Dragon Age franchise's physical combat move in this direction more, while keeping the party/teamwork/spells:

Assassin's Creed 3

Can do without the excessive need for environment interaction like climbing up, jumping about between trees, and scaling cliffs.

Modifié par SphereofSilence, 24 juin 2012 - 09:47 .


#57
ianvillan

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Sylvius the Mad wrote...

Let us cast combat spells at any time - not just during combat.
Let us use stealth outside of combat for reconnaissance.

In fact, just scrap the whole concept of there being some metaphysical state of combat. Let the game's mechanics work the same way all of the time.


Totally agree but it will only work if you can scout ahead and the enemies are there waiting for you not just spawning out of thin air.

As long as the enemies dont exist in the world until you trigger them you can't have a tactical game because you can't plan anything if you dont know what you are facing.

#58
philippe willaume

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Tactic
Ideally I would like to see the ability to plan ahead and define tactics with the companion as well as the ability to give ad hoc orders.
I don’t really care how the ad hoc orders are implemented. It can be with a pause button, the ME pause, space hulk timed pause or flight simulator “radio orders”.
Talents/skill should have intrinsic tactical value, so that you establish a strategy/tactic.

The closer to assassin creed you want to be the better the tactical support system need to be both in planning the action and ad hoc orders.
What is important to me is that you have enough time and opportunity during a fight to use your companions and not just take care of the main char.

During the preparation phase or better during normal play, it would nice to have the ability to use spells and or talent to prepare for action


Combat & classes
I would like it to be more definite both in terms of actual result and in class definition.
All classes should be as versatile as the mages is.
I would like to see rogues dodge more and be more on the move and by default trying to say on the on the flanking side by default.
I would like to see warriors being more efficient in one to one combat and the ability to hold ground.
I would like to see more roguish warriors and more warriorish- rogue. So that a rogue could should the player choose to hold ground as warrior or a warrior use hit and run tactics.

Each class should have two directing attribute + one of the player choosing
Warrior strength, vitality
Stamina (jugernaught), cunning (scout) agility (weapon master)

Rogue cunning stamina
Strength (brawler), acrobat (agility) bruiser (vitality)

Mage magic stamina
Heavy staff (strength), apotycary (cunning), rune-crafter (agility), blood mage (vitality)

Each talent tree or skill would have a directing ability and a backup ability
That wills govern who cam take the skill/talent as well as the bonus and fatigue taken from using the skill
Weapons should not be limited to classes but have different damage and speed multiplier according to your directing abilities (or a talent that substitute one directing ability for an other)
Ie Zweihander damage*strength/10 or agigility/20; Speed/fatigue-(strength/10 or agility/20)
Dagger damage*cunning or agility/10 or strength/50 speed/fatigue –(agility/10 or cunning/10



Crafting & bartering
It is good to be able to produce stuff but it is better to produce stuff that is actually useful.
It is fun to find out and make the first object (rune/potion/weapons/armor) but it soon become tedious. So may be once we have discovered/made the object once. Clicking on the scroll to get it done might be a nice shortcut.
A bartering skill or relationship would be nice so that you don’t feed as if you have been fleeced every time.


Stealth
It is king of quintessential, for tactic or to try to resolve situation other than fighting.
The stealth in MotB was a good concept provided that failure had consequences.
Stealth should be usable in and out combat. And every class should be able to walk without making noises.

RPG & Companion
I’d like to have the abilities to customise each companion as I want their role to be.
In DA:O you had the impression that companion mattered more that in DAII even though the companions quest were much better designed in DAII.


I would like my action to be taking in account in the world the char is living in. i.e. if you are the Hero of Kirkwall, it should show. If you openly support mages templar should not like you and vice-versa. The same goes with the companion, just imagine Morigan instead of Anders in DAII

#59
sunnydxmen

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How about being able to jump I mean really anyone can jump it is so easy everyone should be able to jump.

#60
Sylvius the Mad

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ianvillan wrote...

Sylvius the Mad wrote...

Let us cast combat spells at any time - not just during combat.
Let us use stealth outside of combat for reconnaissance.

In fact, just scrap the whole concept of there being some metaphysical state of combat. Let the game's mechanics work the same way all of the time.

Totally agree but it will only work if you can scout ahead and the enemies are there waiting for you not just spawning out of thin air.

As long as the enemies dont exist in the world until you trigger them you can't have a tactical game because you can't plan anything if you dont know what you are facing.

This is certainly true.  The enemies need to exist in the world prior to us engaging them.  Reinforcements need to exist prior them arriving.  New enemies basically can't spawn ever.

#61
Riverdaleswhiteflash

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Sylvius the Mad wrote...

ianvillan wrote...

Sylvius the Mad wrote...

Let us cast combat spells at any time - not just during combat.
Let us use stealth outside of combat for reconnaissance.

In fact, just scrap the whole concept of there being some metaphysical state of combat. Let the game's mechanics work the same way all of the time.

Totally agree but it will only work if you can scout ahead and the enemies are there waiting for you not just spawning out of thin air.

As long as the enemies dont exist in the world until you trigger them you can't have a tactical game because you can't plan anything if you dont know what you are facing.

This is certainly true.  The enemies need to exist in the world prior to us engaging them.  Reinforcements need to exist prior them arriving.  New enemies basically can't spawn ever.


I don't think that's what he's saying. I think it's more "you should be able to see enemies ahead on the road rather than them simply appearing once you get within two feet of them."

Does DA2 do that? Because I've played Neverwinter Nights modules that do and it fries me. I mean, in a setting where either teleportation or advanced stealth is possible, it's acceptable to have magically appearing enemies as something that happens occasionally, as a way to mark opponents as both unusual and dangerous. Heck, in settings where they're standard, I'd encourage it. And when you're fighting indoors, it's just unrealistic not to have people burst of doors at random moments. And sure, people ambushing you from some dark area where someone could realistically be without you seeing them should happen occasionally. But having it as standard just gets old. It gets especially annoying if, as in case of those Nwn mods, they invariably spawn behind you.

Modifié par Riverdaleswhiteflash, 26 juin 2012 - 10:49 .


#62
braddao

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da2 is better than some and it should have been better than dao instead it was less than dao. dao was so good something had to go wrong in the making of da2 and the dlc of dao i have so many things to say about how dao dlc failed and how da2 failed i just hope to god or anyone that some bioshock people read this and make da3 like dao and scrap the da2 template completely and go back to dao. the dao gameplay graphics and story were all amazing same with the user interface and da2 just seemed like a below average assasins creed style bad game. please make da3 great so i can sleep happily i seriously can not get good sleep while the dragon age name is being spat on by da2 and dao dlc if you want any more feedback pm me

#63
Fast Jimmy

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Riverdaleswhiteflash wrote...

Sylvius the Mad wrote...

ianvillan wrote...

Sylvius the Mad wrote...

Let us cast combat spells at any time - not just during combat.
Let us use stealth outside of combat for reconnaissance.

In fact, just scrap the whole concept of there being some metaphysical state of combat. Let the game's mechanics work the same way all of the time.

Totally agree but it will only work if you can scout ahead and the enemies are there waiting for you not just spawning out of thin air.

As long as the enemies dont exist in the world until you trigger them you can't have a tactical game because you can't plan anything if you dont know what you are facing.

This is certainly true.  The enemies need to exist in the world prior to us engaging them.  Reinforcements need to exist prior them arriving.  New enemies basically can't spawn ever.


Does DA2 do that?


Did you play DA2? Every fight did this. People would hop down from the ceilings of caves, randomly. Robbers would hop off of the building tops in every encounter. Doors that are unopenable by your character turn out to be magic portal closets that spwan waves of cannon fodder enemies.

#64
Sylvius the Mad

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Riverdaleswhiteflash wrote...

Sylvius the Mad wrote...

ianvillan wrote...

Totally agree but it will only work if you can scout ahead and the enemies are there waiting for you not just spawning out of thin air.

As long as the enemies dont exist in the world until you trigger them you can't have a tactical game because you can't plan anything if you dont know what you are facing.

This is certainly true.  The enemies need to exist in the world prior to us engaging them.  Reinforcements need to exist prior them arriving.  New enemies basically can't spawn ever.

I don't think that's what he's saying. I think it's more "you should be able to see enemies ahead on the road rather than them simply appearing once you get within two feet of them."

That's a subset of what I'm saying.  You should be able to see enemies ahead on the road rather than them simply appearing you you get within two feet of them.

But that should apply to all of the enemies.  The enemies you see ahead on the road should be all of them, not just the first wave.

#65
Riverdaleswhiteflash

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Fast Jimmy wrote...


Did you play DA2?


Clearly not. And given some of the stuff on this thread, I'm not sure I want to.

#66
Riverdaleswhiteflash

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Sylvius the Mad wrote...


But that should apply to all of the enemies.  The enemies you see ahead on the road should be all of them, not just the first wave.


Wait, you were serious? Because while I hate it when games spam surprise attacks, they're pretty fun once in a while.

#67
AkiKishi

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Riverdaleswhiteflash wrote...

Fast Jimmy wrote...


Did you play DA2?


Clearly not. And given some of the stuff on this thread, I'm not sure I want to.


Enemies drop from the sky or just pop up out of thin air.

#68
Sylvius the Mad

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Riverdaleswhiteflash wrote...

Wait, you were serious? Because while I hate it when games spam surprise attacks, they're pretty fun once in a while.

Yep.  There will be 12 bandits ahead, except you can't see them until you trigger the appropriate cutscene, and then you can't attack them until they attack you first, and then once you kill them 12 more will magically fall from the sky all around you.  And when you kill them, 12 more will magically fall from the sky all around you.

I am not exaggerating.

Modifié par Sylvius the Mad, 27 juin 2012 - 06:56 .


#69
Nerdage

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A gameplay mode that's neither all-out combat nor just running around, perhaps building on the stealth gameplay in MotA.

To run with the current conversation; say there's a group of enemies in their camp, and some patrols/sentries scattered around the perimeter, you could use some stealth/tactics to pick off the stragglers then get the jump on the ones in the camp on your own terms or - if someone spots you and reports to the camp - it puts you on the defensive and you have to deal with them all in one go.

Might be nice if you could subdue enemies stealthily without killing them and have the game reflect that in some way too, have NPCs / factions react differently to you for it or something, but I'm getting ahead of myself.

#70
Sylvius the Mad

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nerdage wrote...

A gameplay mode that's neither all-out combat nor just running around, perhaps building on the stealth gameplay in MotA.

There only needs to be one gameplay mode.  In but in gameplay mode, all actions should be possible.

#71
Nerdage

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Sylvius the Mad wrote...

nerdage wrote...

A gameplay mode that's neither all-out combat nor just running around, perhaps building on the stealth gameplay in MotA.

There only needs to be one gameplay mode.  In but in gameplay mode, all actions should be possible.

I don't mean the kind of mechanical game mode that stops you saving in combat, I really just mean ways for the player to play.

#72
Sylvius the Mad

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nerdage wrote...

Sylvius the Mad wrote...

nerdage wrote...

A gameplay mode that's neither all-out combat nor just running around, perhaps building on the stealth gameplay in MotA.

There only needs to be one gameplay mode.  In but in gameplay mode, all actions should be possible.

I don't mean the kind of mechanical game mode that stops you saving in combat, I really just mean ways for the player to play.

I just needed to point that out, because the MotA stealth gameplay you cited was different-in-kind from the rest of DA2's gameplay.

Stealth should integrate seamlessly into the rest of the game.

#73
coles4971

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nerdage wrote...

A gameplay mode that's neither all-out combat nor just running around, perhaps building on the stealth gameplay in MotA.

To run with the current conversation; say there's a group of enemies in their camp, and some patrols/sentries scattered around the perimeter, you could use some stealth/tactics to pick off the stragglers then get the jump on the ones in the camp on your own terms or - if someone spots you and reports to the camp - it puts you on the defensive and you have to deal with them all in one go.

Might be nice if you could subdue enemies stealthily without killing them and have the game reflect that in some way too, have NPCs / factions react differently to you for it or something, but I'm getting ahead of myself.


That's pretty much what happens in a DA:O random encounter. You can choose to jump a bunch of bandits or you can sneak around them, and if you want pick off some guys without drawing the rest of them towards you.

#74
Sylvius the Mad

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coles4971 wrote...

That's pretty much what happens in a DA:O random encounter. You can choose to jump a bunch of bandits or you can sneak around them, and if you want pick off some guys without drawing the rest of them towards you.

But that encounter is all scripted.  Those options are presented to you explicitly.

I'd like to see those sorts of tactical options always be available just through the regular interface.  We should always be able to sneak.  We should always be able to hide.  We should always be able to attack.

#75
darkringwraith

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I just want the game to be controlled by the mouse (like DA and NWN), ability to pause during combat, and to me an RPG has to have stats and levels (sorry, michaelstuart), a top-down view would be great, I had a lot of trouble playing a mage and trying to aim AOE spells so they wouldn't envelop my allies in DA2, so bring back the top-down view capability.