[quote]it definitely wasn't engaging enough to counter-balance all the drawbacks of this game and make me awe before the story alone. Or replay it. Namely, the story itself was ok and interesting
at certain points, but that isn't sufficient to thoroughly enjoy a game in my book, at all.[/quote]
Personal preference here. I found the story quite engaging and wanted to complete it. There are some "slow" bits but I find that it most books as well. How many people struggle through Lord of the Rings through the second book ?
[quote]Everything level scales....[/quote]
The scaling happens within an area "floor" and "ceiling". Go somewhere too soon and you find yourself out of your depth with the first engagement. Once you go to an area the encounter levels are "fixed" meaning coming back to the area later at a higher level you will see the advantages to your character progression. I don't see any better way to provide a challenge at all levels for a game which doesn't direct you through a fixed story path which I for one do not like. Swings and roundabouts and personal opinions again. DA:O does it far better than Oblivion for example.
[quote]When you finish the linear part of the game, i.e. after the battle of Ostagar, you're already about level 5. From there you can go to several places on the world map. Main quest locations on the world map consist of several areas. These places could have been intelligently designed to contain low level monsters in the initial area(s) (around level 5) and then would advance in levels as you get deeper in said area cluster. ....
See, it can be done. Non-linear exploration *and* set levels.[/quote]
To a degree they have done this but it is not "obvious" which is an indication of good design. True, loot doesn't scale but the game doesn't appear to have the focus on loot. This is actually a good thing as it means you have to pick and choose equipment rather than having all the best equipment. It makes a very nice change.
[quote]Lets start from the base; they decided to use a d100 as the combat die[/quote]
Many of my favourite roleplaying games are based on D100 and do not suffer because of it. I'm never a fan though of "class" and "levels" in a roleplaying game although this is something the majority do.
[quote]Weapon damage vs bonus damage from attributes. ...
Weapon damage should be considerable and important compared to your
attribute bonus so you can actually ENJOY finding better weapons.
[/quote]
I do notice differences although you are right in the attribute modification being too great. Then again in real life a wimp wielding an iron bar does far less damage than someone who knows how to use that strength. Using an iron bar or a silver bar doesn't enhance damage. Comes back to why you are playing.. As a powergamer or as a character in a story.
[quote]Armor. Useless.
...
Defense (=dexterity) >>> Armor
Dex (attack *and* defense) >> Str
[/quote]
Never really played with Dex vs Armor but then I wasn't trying to "beat" the system I was trying to play the game. Dual wield at the moment is, in my opinion, overpowered as a whole but then again I have also heard the complaint that mages are overpowered. For reviewing purposes I can see where you are coming from.
[quote]Attributes. On one hand we have stats which are completely ignored like constitution or willpower (w. for non-mages at least) because they're objectively not even close in usefulness to some other stats, and on the other hand we have a stat like dexterity which is absurdly overpowered.[/quote]
Most RPG gaming systems have this problem. Runequest and Pendragon (I know they are old) had a system with high stats in one area impacting others negatively though secondary attributes modifying skills. Large size for example would allow you to cause more damage but would negatively impact sneaking. There are always "key" stats though which are more useful than others. This is even more noticable in class based RPG's.
[quote]Disables/stuns...What we got in DA are ridiculously long stunning spells which utterly imbalance an already imbalanced combat system to the point of making most fights trivial. Although, they've acknowledged this mistake (at least one) and somewhat reduced the absurdly long stuns in the last patch.[/quote]
One I have to agree with although bear in mind how many people also found the combat really difficult.
[quote]Some spells, talents, specialisations and skills are utterly useless while others are incredibly overpowered. I wonder who in their right mind would spend any skill points on combat tactics for example?[/quote]
Me.. Not having to micromange every character was very useful. Have to agree about some spells/talents/skills etc but at the end of the day, this is a new IP. Every RPG adapts and gets modified as it goes forward.
[quote]AI is atrociously bad. Why are players able to pick enemies one by one? Why don't enemies act as a group if they stand next to each other? It's BASIC AI.[/quote]
Never noticed this. Normally you can quickly get over your head if you rush in. Luring is possible although I had a nasty suprise in the ome building when engaging one group caused another group to attack from another direction. This may be scripted behaviour though.
[quote]No action queue! Why?? Come one.. give me a break.[/quote]
Because that is what tactics for.. you know that skill you didn't want to use.
[quote]No combat log[/quote]
Hardly a big deal. You are provided enough information but not too much. Maybe I'm in a minority but if they had a combat log I for one would want it optional. I'm not in it to beat the system, I'm playing for fun.
[quote]- Combat is too chaotic and fast for my taste. ...
Something that's way weaker and less enjoying than a ruleset that was not even conceived as a computer game system; D&D
[/quote]Combat to me was paced about right with the ability to pause being very useful for some fights. Other times I could simply let my party fight without micromanaging due to the tactics set. What version is D&D at ? OK never tried 4.0, but certainly version 3 had major faults. It's also a refreshing change from something like D&D.
[quote]Forest design.
Now, this is not about graphics. It's about a "blockbuster" game being in development for 5+ years and yet has forests with vegetation levitating above ground on every corner. [/quote]
Never noticed it in game, probably because I wasn't looking for it. Had trouble finding it in your slideshows although did notice it in one or two shots. Hardly "on every corner".
[quote]The overall feel of the world.[/quote]
Like it.. personal preference. I prefer to have some people around but not too many people slowing the system down for no reason whatsoever other than as simple "decoration". As for Zevran being Italian I looked at him more as being
like Antonio Banderas (spanish I believe). You make your own preconceptions and read into it what you will.
[quote]Dialogs.[/quote]
There's a reason the Turing test for AI where you talk to a computer and person with the goal being not to be able to tell the difference has never been done. Even with people using text the tone and context can easily be lost. It's one of the common problems with forums as well.
[quote]Side (quest) content. The difference between main quest content and side quest content is abysmal - in quality, quantity, detail. I expected some areas on the world map to be completely side quest related (and at least bigger than Flameth's hut), but no much luck.[/quote]
Whilst I agree I expected larger side quests (and I don't want to even mention my dislike for DLC) I found some cases (hut mentioned) a nice experience enhancing the game enjoyment considerably.
To sum up my views... There are quite a few things I do not like about DA:O but I am overall very impressed with the game on the PC. For the start of a new IP they are going in the right direction and look forward both to user developed content and enhancements they will do to the gameplay itself and also the setting. Key things which I liked about it include that it is not an RPG FPS or a Diablo wannabe but a true RPG and the fact that they have concentrated on the single player experience.
Modifié par Aidunno, 17 décembre 2009 - 08:58 .