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DA2 features I'd like to see return.


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#26
Gibb_Shepard

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LinksOcarina wrote...

wowpwnslol wrote...

Friendship/Rivalry system wasn't good at all. It's very lazy, actually. I'd like a sytem where your decisions actually matter and your companions can leave your permanently if your views do not coincide with theirs (eg - in BG2, Viconia left you if your reputation rose above 18).


We got that though, it was just regulated to the end of the game.

Honestly, the friendship/rivaly system is quite ingeneous in its sublety. It allows you to freely role-play a character as you see fit and not worry so much about the characters around you. It also allows the characters to reflect upon their relationship with you. You see different tones based on your actions for every character, which in turn shapes the storyline as well.



That was the concept, but In actuality that's  not how it works. I had a harder time getting the companions away from the middleof the friendship/rivalry bar in DA2 than I did in DAO. Because DA2 had far more instances in which your companions approval can change, my decisions were constantly causing the bar to fluctuate. I ended up having to make uncharacteristic choices just to get the next companion quest.

The thing needs a lot of work. 

#27
Cyberarmy

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Cultist wrote...

Well, I think one thing with DA2 was good - skill upgrades. Other than that - I can't see any good features of DA2 at all.


This and Force Mage. Rest can burn, especially zerg wave type of combat and unbalanced gap between player-enemy stats.

Modifié par Cyberarmy, 25 juillet 2012 - 07:14 .


#28
Guest_Fuinris_*

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Erhm.. k the goodies:

Liked the combat. Really. Got really into it. Origins combat felt like slowmotion after.
Liked the idea of the story. But choices that would rly change something would be nice.
Liked the idea of rise to power. But again choices on your rise.. ...where there any?

And I liked Merrill. Though I rly hated the new elves and darkspawn. Couldn't bring myself to finish legacy. Haven't touched the Felica Day dlc. Though I bought them all. Even the weapon/armor goodies.

Oh and I liked the bloodmages. Before the got nerved to oblivion.. erhm.. the fade. =)

#29
areuexperienced

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-Character development, multiple companion quests and, overall, their likeability and distinctiveness. I didn't find myself honestly disliking any of them.

-Banter was very well done, in my opinion, making the party members feel not just like entities that are there solely to converse with you and follow you around at all times but as if genuinely living their own lives within the frame of the story. I especially liked how they are shown to be interacting with one another off-screen (i.e. Varric keeping an eye out for Merill or the "Drinks in the Hanged Man later?" line that Varric sometimes gives, that one always feels great).

-Iconic looks for companions, makes them feel more alive and distinct. I cringe every time a see an armour-clad Wynne or something along those lines.

-Friendship/Rivalry system I felt was better than the DA:O model where I missed out on quite a few conversations and opportunities with my companions solely because I didn't agree with them on every single point. I myself didn't have a hard time with moving the friendship/rivalry bar past the middle as long as your character shows consistency in his/her actions.

-Combat, the pace was quite refreshing as opposed to DA:O's slow-motion. The wave concept in itself is not bad, quite contrary, it adds an element of thinking on your feet, it just needs to be used in a way that makes it feel appropriate (i.e. no enemies appearing out of nowhere, which was addressed in Legacy and after).

-Story: it was refreshing to play something that wasn't the oh-so-typical of Bioware games "go to planet/location X,Y,Z, gather armies, starmaps or whatever and go defeat the big baddie". The storytelling itself may need some work, as some have pointed out in these forums oh-so-many-times but that is a hallmark of the shorter development time of the game, not a failing of the storytelling paradigm itself.

-Voiced protagonist. There, I said it. It makes the protagonist actually able to interact within the story and not just be a blank-staring response vending machine. The pros/cons of voiced/unvoiced have been beaten to death, I won't reiterate them further and I urge others not to as well, pretty please.

-A sense of time passing was great, it didn't feel very natural, at least for me, how the Fifth Blight ended in like an year or something, while the previous Blights lasted hundreds. Sure, Kirkwall itself didn't feel like it changed that much but this can be addressed in future games and is again not a failing of the concept itself.

These are the stuff that really stood out for me, at least.

#30
smallwhippet

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areuexperienced wrote...

-Character development, multiple companion quests and, overall, their likeability and distinctiveness. I didn't find myself honestly disliking any of them.

-Banter was very well done, in my opinion, making the party members feel not just like entities that are there solely to converse with you and follow you around at all times but as if genuinely living their own lives within the frame of the story. I especially liked how they are shown to be interacting with one another off-screen (i.e. Varric keeping an eye out for Merill or the "Drinks in the Hanged Man later?" line that Varric sometimes gives, that one always feels great).

-Iconic looks for companions, makes them feel more alive and distinct. I cringe every time a see an armour-clad Wynne or something along those lines.

-Friendship/Rivalry system I felt was better than the DA:O model where I missed out on quite a few conversations and opportunities with my companions solely because I didn't agree with them on every single point. I myself didn't have a hard time with moving the friendship/rivalry bar past the middle as long as your character shows consistency in his/her actions.

-Combat, the pace was quite refreshing as opposed to DA:O's slow-motion. The wave concept in itself is not bad, quite contrary, it adds an element of thinking on your feet, it just needs to be used in a way that makes it feel appropriate (i.e. no enemies appearing out of nowhere, which was addressed in Legacy and after).

-Story: it was refreshing to play something that wasn't the oh-so-typical of Bioware games "go to planet/location X,Y,Z, gather armies, starmaps or whatever and go defeat the big baddie". The storytelling itself may need some work, as some have pointed out in these forums oh-so-many-times but that is a hallmark of the shorter development time of the game, not a failing of the storytelling paradigm itself.

-Voiced protagonist. There, I said it. It makes the protagonist actually able to interact within the story and not just be a blank-staring response vending machine. The pros/cons of voiced/unvoiced have been beaten to death, I won't reiterate them further and I urge others not to as well, pretty please.

-A sense of time passing was great, it didn't feel very natural, at least for me, how the Fifth Blight ended in like an year or something, while the previous Blights lasted hundreds. Sure, Kirkwall itself didn't feel like it changed that much but this can be addressed in future games and is again not a failing of the concept itself.

These are the stuff that really stood out for me, at least.


All the above, with the exception of waves of enemies, although I did feel that this was mostly addressed, along with reused environments, in the DLC.

Also liked the simplified resource-discovery / crafting system. It was incredibly frustrating in DA:O to have to travel to the Deep Roads to stock up on deep mushrooms, or the Circle tower for lyrium, for example, before embarking on the later quests, when supplies had dwindled in the various shops. Fewer and more useful potions/runes was a great improvement as well. 

#31
Morty Smith

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- the cave

#32
Sylvanpyxie

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The Friendship and Rivalry system, though flawed in Dragon Age II, is an excellent concept.

The major flaw of this system is that it doesn't take into account all your choices in the game and a companion that you're on a rivalry path with will automatically believe that you've done things that you haven't done.

The best example of this is Anders and his rivalry path. Despite the fact you avidly support Mages, if you're in a rivalry relationship with him, he will constantly berate you for working *against* Mages.

This is a major flaw in an excellent system. If Bioware are capable of fixing it, the Rivalry/Friendship system is something that would be truly awesome and i seriously hope that they *try* to fix it.

#33
AkiKishi

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Kroitz wrote...

- the cave


Which one ? 

(sorry could not resist that).

#34
AkiKishi

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Gibb_Shepard wrote...

LinksOcarina wrote...

wowpwnslol wrote...

Friendship/Rivalry system wasn't good at all. It's very lazy, actually. I'd like a sytem where your decisions actually matter and your companions can leave your permanently if your views do not coincide with theirs (eg - in BG2, Viconia left you if your reputation rose above 18).


We got that though, it was just regulated to the end of the game.

Honestly, the friendship/rivaly system is quite ingeneous in its sublety. It allows you to freely role-play a character as you see fit and not worry so much about the characters around you. It also allows the characters to reflect upon their relationship with you. You see different tones based on your actions for every character, which in turn shapes the storyline as well.



That was the concept, but In actuality that's  not how it works. I had a harder time getting the companions away from the middleof the friendship/rivalry bar in DA2 than I did in DAO. Because DA2 had far more instances in which your companions approval can change, my decisions were constantly causing the bar to fluctuate. I ended up having to make uncharacteristic choices just to get the next companion quest.

The thing needs a lot of work. 


The problem with anything that offers a reward is that the system ends up playing you.
In most games that have a friendship system it's desirable to get it as high as possible. It's how that occurs that determines whether or not it works.

When you ass is on the line holding back because the character has not been friendly enough, or mean enough is pretty stupid.

#35
Cimeas

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I need an Easter Egg in DA3 where you find a poster on the ground advertising a 'build-it-yourself' Cave Construction Kit.

Ideally it would have an endorsement from 'Serah Gaider- Edmonton' - "Fantastic for all my cave-building needs" and with proof of quality because this kit is "From the Makers of the 'Wizards' Tower' (Number one Tower in Ferelden) and the 'Dockside Warehouse' (Number one Warehouse in Kirkwall for the past 10 years), as well as (of course) the famous Tevinter Ruins Kit"

Modifié par Cimeas, 25 juillet 2012 - 12:31 .


#36
KingRoxas

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Sylvanpyxie wrote...

The Friendship and Rivalry system, though flawed in Dragon Age II, is an excellent concept.

The major flaw of this system is that it doesn't take into account all your choices in the game and a companion that you're on a rivalry path with will automatically believe that you've done things that you haven't done.

The best example of this is Anders and his rivalry path. Despite the fact you avidly support Mages, if you're in a rivalry relationship with him, he will constantly berate you for working *against* Mages.

This is a major flaw in an excellent system. If Bioware are capable of fixing it, the Rivalry/Friendship system is something that would be truly awesome and i seriously hope that they *try* to fix it.



#37
Saberchic

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Gibb_Shepard wrote...

That was the concept, but In actuality that's  not how it works. I had a harder time getting the companions away from the middleof the friendship/rivalry bar in DA2 than I did in DAO. Because DA2 had far more instances in which your companions approval can change, my decisions were constantly causing the bar to fluctuate. I ended up having to make uncharacteristic choices just to get the next companion quest.

The thing needs a lot of work. 


I totally agree. The concept was nice, but the implementation needs TONS of work. Therefore, I hope this system doesn't come back unless they make lots of strides to fix this.

#38
Sylvius the Mad

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I liked the overall plot structure. I like that the player wasn't handed the ultimate objective on a siler platter right at the start of the game.

That's pretty much it, but that was a big plus for DA2.

#39
The Spirit of Dance

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Friendship/Rivalry

#40
CarlSpackler

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Sylvius the Mad wrote...

I liked the overall plot structure. I like that the player wasn't handed the ultimate objective on a siler platter right at the start of the game.


Agreed, that was a nice touch. 

There are few things in DA2 that I would like to see implemented in a future Bioware game exactly as they were implemented in DA2 but rather a slew of diamond in the rough ideas.  Many of the design choices were either problematic or outright failed, but that doesn't mean I don't want them to take another crack at em.

#41
Melca36

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Didn't they already say it would NOT be a Friendship/Rivalry system in DA:3 and the game would NOT be a 3 ACT Narrative?

#42
force192

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Skill trees.

Voiced Protagonist; I've always preferred having a voiced protagonist.

Banter. I loved hearing my companions taking to each other.

I would like to see a different version of the dialogue wheel.

An Improved version of the friendship/rivalry system.

Combat. DA2's combat was way more fun then DA:O's combat and I loved being able to disable the auto attack, but the animations were cheesy and reminded me of DMC. So in DA3 I hope they make the animations more realistic.

I would like to see the year system return but done better. when I heard that DA2 was going to span
7 years I was exited because I thought that I would see the consciousnesses of my choices play out as the years went by, but that didn't happen.

#43
CarlSpackler

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Melca36 wrote...

Didn't they already say it would NOT be a Friendship/Rivalry system in DA:3 and the game would NOT be a 3 ACT Narrative?


I don't know about the narrative, but they have sort of confirmed a refinement of the Frienship/Rivalry system.  I'm pretty sure Gaider said it won't return in the same incarnation as DA2 but they are trying iterate it.  One of the problems was that too many folks felt like they did something wrong when they received rivarly points. 

The best suggestion I've seen so far to solve this is 2 meters, one for "politics" and one for personal.  Granted that creates more tracking and more writing to implement to take into account the various stages of the two meters, but I still think this is an excellent solution.