Tops on the list is no more generic items in neon colors but actual images of said item with descriptions written. Make the atmosphere a high fantasy again instead of a red and black, blank backgroud with yellow neon coloring. That was what was disappointing about DA2 was it lost its medieval looking atmosphere.
And secondly, when you are going through a treasure chest of items, allow to compare BEFORE you take the item in your inventory. I hate seeing a generic staff or sward and having to take the extra steps of taking it into my inventory just to compare.
Thirdly, go back to the Origins' style of pulling up the menu dial to get to your inventory quicker. (and while we are talking about menu dial, allow switching out secondary weapons again, say from bow to sward. DA2 added extra steps if you wanted to switch weapons that if was easier just to stick with one.
I rather they get rid of inventory altogether.
It bothers me that I can carry more items than humanly possibly.
I would prefer it was done like Mass Effect 2, where you can only pick your equipment at your base.
I would also like to have secondary weapons again.
Scrap the pointless junk items and don't spam us with generically named magic jewellery. Then the DA2 inventory wouldn't be too bad at all.
An easier way to switch weapons would be nice too. I'd just allow us to stick'em in the quick bar like in NWN. Though that may be just a PC solution, I guess.
MichaelStuart wrote... . I would prefer it was done like Mass Effect 2, where you can only pick your equipment at your base.
Mass Effect followed the shooter genre of just ammo and weapons. I'd rather they don't go any more ME than they have already. In fact, I wish they would ditch a lot of what they copied from ME. (which belongs in another topic).
Agree completely with OP and the scrapping of junk items. While we're on the topic, I think that along with the inventory, the UI altogether should revert to a more fantasy-themed, Medieval look instead of the clean, modernistic, block colours (this applies to the codex in particular for me).
I want teh pretty pictures back! And item descriptions. And yeah the interface should look more yea oldy, Origins was good. Also, I know this isn't technically part of the inventory but I want the journal to be like an actual journal. Like written in the first person, with slight differences based on personality. As for the Codex the entries are mostly info from other sources but the new protag can make comments in the margins that also differ based on the personality, which I'm assuming they're gonna keep.
It'll give the whole thing a more personal touch I think, it's the little things. Of course this would take more time but, hopefully, you get what you put in.
Tops on the list is no more generic items in neon colors but actual images of said item with descriptions written. Make the atmosphere a high fantasy again instead of a red and black, blank backgroud with yellow neon coloring. That was what was disappointing about DA2 was it lost its medieval looking atmosphere.
And secondly, when you are going through a treasure chest of items, allow to compare BEFORE you take the item in your inventory. I hate seeing a generic staff or sward and having to take the extra steps of taking it into my inventory just to compare.
Thirdly, go back to the Origins' style of pulling up the menu dial to get to your inventory quicker. (and while we are talking about menu dial, allow switching out secondary weapons again, say from bow to sward. DA2 added extra steps if you wanted to switch weapons that if was easier just to stick with one.
Yup, would really like that to happen in DA3. No more torn trousers and other junk that when clicked on appears in the inventory . The choice to leave things where they are if you do not want it and comparison of items would be great.
MichaelStuart wrote... . I would prefer it was done like Mass Effect 2, where you can only pick your equipment at your base.
Mass Effect followed the shooter genre of just ammo and weapons. I'd rather they don't go any more ME than they have already. In fact, I wish they would ditch a lot of what they copied from ME. (which belongs in another topic).
I just think that being able to carry around ten suits of armor and hundred potions, makes the game far too easy. Theres need to plan out what you might need, because you can just take everything with you.
I belive that inventory should be limit to one suit of armor, two weapons and 6 potions per character.
Also I think characters should only be able to use potions that they are personally carrying.
I would also like to have secondary weapons again.
This. The idea to only change out gear at your "base" could be interesting, too, or it could be annoying. I'd also like to be able to access ALL of my companions at the same time and not just whoever's in the party--updating gear party-wide was a unnecessary pain in the ass. It is also ridiculous to put the stash in a location where you auto-lose all your party members, so you have to keep hopping through a loading screen in order to take things from stash, put them on companions, then take that companion's gear and put it in the stash.
I would not be unhappy if they add an auto-looting system (where you just automatically "pick up" everything you find and then you can sort through it at your "base") and the only exploration "inventory" is slots that contain limited numbers of various potions, traps, poisons, grenades, etc, kind of like ME and Medigel. This could even become a fun and interesting system as you can gradually acquire more and better slots--and maybe even customize how many of each type of item you can have available.
This could be even cooler if they bring back the skill system in some form, and tie consumables slots to those skills.
Modifié par PsychoBlonde, 07 juillet 2012 - 04:00 .
MichaelStuart wrote... . I would prefer it was done like Mass Effect 2, where you can only pick your equipment at your base.
Mass Effect followed the shooter genre of just ammo and weapons. I'd rather they don't go any more ME than they have already. In fact, I wish they would ditch a lot of what they copied from ME. (which belongs in another topic).
I just think that being able to carry around ten suits of armor and hundred potions, makes the game far too easy. Theres need to plan out what you might need, because you can just take everything with you.
I belive that inventory should be limit to one suit of armor, two weapons and 6 potions per character.
Also I think characters should only be able to use potions that they are personally carrying.
Completely different game but that same principle is done in Dragon Quest VIII and it really adds to the gaming experience. You have limited slots in each characters inventory and you have to plan what they will carry.
Increasing your carrying capacity, in order so that you can go out on longer outings without resuppling, is an important part of an rpg adventure for me. I would hate to have to be limited continuosly throughout the game and skip out on taking anything meaningful, or dumping tons of stuff that I could have got some pennies for. Of course, DA2 has proven that there are people out there who don't particurly like the "dungeon crawl" experience.
PsychoBlonde wrote... I would not be unhappy if they add an auto-looting system.
Complete auto-looting would be too much, as I'd like to know where my stuff comes from and how much of it, but I'd like a system where you only had to click on a fallen enemy to get all his stuff. You could see what you looted by the little icons shown at the egde of the screen during looting. Just like it already is if the enemy carries only money or just like in this game : (at 2:16 for example). In my opinion this system is more comfortable and elegant because it minimizes the big menus. Oh, I see, this could cause problems with the limited inventory. I personally had no problems with a unlimited inventory, but if it was limited again, you could solve this problem by implementing two loot options: A left click on a dead enemies opens the classical loot menu, where you can loot only the things you want, a right-click beams all the stuff into your inventory. This system is, for example, done in the latest fan patch of Gothic 3 (if anybody knows this^^) and it works well. One thing I'd like to return from Origins: That "wheel", where you could right-click on an item and then choose all the options (equip, watch, destroy). This is in my opinion more comfortable than drag and drop to equip a character on PC. The "junk" category, even though often critized, was fine for me and I had no problems with it if it returned. To be honest, who ever equipped all these useless darkspawn daggers etc. who dropped all the time? Junk keeps such items from overflowing the normal weapon categories.
Junk items are not needed, just wasting resources.
In DA:O there are so many things with just +1 attack, +1 Attribue, +1% resistance, these are not to be used ever, just wastes. In DA2 they make "Junk" items, why? No need at all
So, i hope in DA3 items are not junk, so we collect only worthy items, we can sell them or keep them, and they are all useful. There are not necessarily many items, but enough to pick our interest to collect them.
And yes, bring back weapon switch, and bring back companions customization
An easier way to switch weapons would be nice too. I'd just allow us to stick'em in the quick bar like in NWN. Though that may be just a PC solution, I guess.
For PS3, there was a 'switch weapon' option on the radial menu. It worked very well.
harkness72 wrote...
While we're on the topic, I think that along with the inventory, the UI altogether should revert to a more fantasy-themed, Medieval look instead of the clean, modernistic, block colours (this applies to the codex in particular for me).
And please make the fonts easier to read, like they were in DAO.
Modifié par Pasquale1234, 07 juillet 2012 - 07:59 .
I'd go for removing Junk items (and replacing them with their cash equivalent) and also fewer generic items (i.e. rings that give +4% fire damage, swords that have +1 attack, etc). Also, items should have an actual image of the item, along with a description.
I'd also support bringing back fixed item tiers from DA:O (i.e. Iron, Grey Iron, Steel, etc). I didn't like the way DA2 handled items at all.
As for menu and in-game UI, I'd suggest going back to a more medieval style like in DA:O. I'd keep the radial menu design though.
Tops on the list is no more generic items in neon colors but actual images of said item with descriptions written. Make the atmosphere a high fantasy again instead of a red and black, blank backgroud with yellow neon coloring. That was what was disappointing about DA2 was it lost its medieval looking atmosphere.
And secondly, when you are going through a treasure chest of items, allow to compare BEFORE you take the item in your inventory. I hate seeing a generic staff or sward and having to take the extra steps of taking it into my inventory just to compare.
Thirdly, go back to the Origins' style of pulling up the menu dial to get to your inventory quicker. (and while we are talking about menu dial, allow switching out secondary weapons again, say from bow to sward. DA2 added extra steps if you wanted to switch weapons that if was easier just to stick with one.
Yup, would really like that to happen in DA3. No more torn trousers and other junk that when clicked on appears in the inventory . The choice to leave things where they are if you do not want it and comparison of items would be great.
Yea, not going to lie, I'd like to see this too, except the menu dial. Don't really care about that on PC. I just press I and the inventory is instantly open. Probably more of a console feature.
Anyways, Dragon Age needs a entire itemization overhaul, IMO. It doesn't just plague DA though, it's a problem for all games like this. I really hate all the generic/junk loot in chests. Part of DA is discovery and not knowing what you get. But this isn't Diablo. I'd like to see more rewarding items in chests rather than filling my invetory up with garbage loot. Maybe put a robust crafting system in the game for weapons/items? That way you no longer get junk? Tear down low grade items into crafting components?
Also, make sure DA3 has a AOE loot ability. I hate forcing myself to click on every body to get what I need. Just allow a toggle to pick all loot up in the area at once...
Anyways, Dragon Age needs a entire itemization overhaul, IMO. It doesn't just plague DA though, it's a problem for all games like this. I really hate all the generic/junk loot in chests. Part of DA is discovery and not knowing what you get. But this isn't Diablo. I'd like to see more rewarding items in chests rather than filling my invetory up with garbage loot.
I'd like to have a reason to invest skill points toward picking locks. Unique, one-of-a-kind high-end loot in chests or behind locked doors, for example. Maybe even some side quests that are only available if you can pick the right lock.
Maybe put a robust crafting system in the game for weapons/items? That way you no longer get junk? Tear down low grade items into crafting components?
Or maybe even mid to higher-grade items? For example, a +magic resistance item and +attack item and +dexterity item can be broken down and combined into a single item with all 3 bonuses?
I have found these games tend to provide a lot more high-end items than my characters can use, and sometimes it is difficult to choose among them, because you can only use one (weapon, shield, amulet, belt) at a time.
That kind of crafting could be pretty interesting.
An easier way to switch weapons would be nice too. I'd just allow us to stick'em in the quick bar like in NWN. Though that may be just a PC solution, I guess.
For PS3, there was a 'switch weapon' option on the radial menu. It worked very well.
They didn't have that on the Xbox version? Probably had to switch disc to switch weapons.
But it did work very well on the PS3 version and missed it playing the DA2 game. I had my darkspawn swards and then switched out to be bandit/insane mage sward.
Personally I'm a fan of the minimalist look of DA2's interface and menus. It also ties into the artistic identity with the red dragon on the box and all that. Not that it couldn't be done better, mind you =)
Pasquale1234 wrote...
Wulfram wrote...
An easier way to switch weapons would be nice too. I'd just allow us to stick'em in the quick bar like in NWN. Though that may be just a PC solution, I guess.
For PS3, there was a 'switch weapon' option on the radial menu. It worked very well.
Not in DA2 though, right? At least 360 only had it in DAO.
Increasing your carrying capacity, in order so that you can go out on longer outings without resuppling, is an important part of an rpg adventure for me. I would hate to have to be limited continuosly throughout the game and skip out on taking anything meaningful, or dumping tons of stuff that I could have got some pennies for. Of course, DA2 has proven that there are people out there who don't particurly like the "dungeon crawl" experience.
This. Surely we can suspend our disbelief that no one could carry around that much armour when half the characters shoot lightning bolts from their hands?? But I agree with what most of everyone else has suggested. The medieval blood-splattered art-style was just so much more appealing than in DA2. They said they wanted to create something more unique and individual in terms of art style for DA2, but DAO was already unique in terms of inventory, codex art, map, etc. I disliked the modern black and red thing they had going in the last game. And the repeated images for every staff, sword, armour, etc, got a little dull and looked like it was just due to laziness. And yes, no more junk. PLEASE no more junk!!
Personally I'm a fan of the minimalist look of DA2's interface and menus. It also ties into the artistic identity with the red dragon on the box and all that. Not that it couldn't be done better, mind you =)
Pasquale1234 wrote...
Wulfram wrote...
An easier way to switch weapons would be nice too. I'd just allow us to stick'em in the quick bar like in NWN. Though that may be just a PC solution, I guess.
For PS3, there was a 'switch weapon' option on the radial menu. It worked very well.
Not in DA2 though, right? At least 360 only had it in DAO.
No, the PS3 DA2 didn't have secondary weapons at all. You had to manually go into the inventory and switch the weapon out.
As far as keeping the menu as simple looking as possible, menues by themselves are boring, so you might as well make the aesthetically pleasing.
Night Dreams wrote... ................... And the repeated images for every staff, sword, armour, etc, got a little dull and looked like it was just due to laziness.
They had the star system to help you understand which items were upgrades to what you already had, but for the life of me, it didn't make much sense at times. I hope they dump the "star system" and just let us read the stats ourselves when comparing equipment.