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Wishlist for Dragon Age 2?


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#176
Isaidlunch

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Probably sounds a bit nit-picky but I wish rogues were guaranteed to be able to open chests/doors. It's pretty annoying to finish a quest line then having to come back later or with a different rogue just to open every chest because the rogue you had with you focused on dexterity or didn't have enough points in the lockpicking talents.

#177
Ryllen Laerth Kriel

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No...please don't make characters into Superman. Guarenteed success is boring, no...please, never. If people don't invest wisely in skills then they don't deserve what's in the locked chests. Besides, no truely pivotal items were ever in locked chests, making them "optional" to well-prepared parties.

#178
Isaidlunch

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Ryllen Laerth Kriel wrote...

No...please don't make characters into Superman. Guarenteed success is boring, no...please, never. If people don't invest wisely in skills then they don't deserve what's in the locked chests. Besides, no truely pivotal items were ever in locked chests, making them "optional" to well-prepared parties.


You say Superman, I say a competent rogue who should know enough to be able to pick chests/doors. And how is "oh I can't open this chest so I'll have to come back later if I want the XP + loot" fun? Non-guaranteed success can be fun but it can also be pointless. There's a reason why almost all games have moved away from crafting systems where there's a chance to fail and waste the materials.

Investing in non-combat skills and suboptimal stats just so you can open chests isn't exactly wise, is it? Because like you said, opening chests is "optional" so might as well focus on combat. I'd have to also disagree that they don't deserve what's in those chests. they brought a rogue along (possibly at the expense of combat effectiveness) and have made it far enough to get to the chest.

Modifié par Kazanth, 01 décembre 2010 - 11:46 .


#179
Ryllen Laerth Kriel

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So all your characters are competent for all the tasks laid before them as you come upon said tasks? That sounds like Superman to me. I'm sorry if you do not like the idea of coming back once your character has learned enough about something to achieve the task at hand but, that's life. There are alot of types of rogues out there, Zevran is an assassin and Isabela is a pirate. Should either of them automatically be expect lock picks?



All games have moved away from crafting systems? That's not exactly accurate...well, it's a downright falsehood. Something tells me I could either waste an hour typing out examples or just give up here. I'll give up.

#180
TeaCokeProphet

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Ryllen Laerth Kriel wrote...

So all your characters are competent for all the tasks laid before them as you come upon said tasks? That sounds like Superman to me. I'm sorry if you do not like the idea of coming back once your character has learned enough about something to achieve the task at hand but, that's life. There are alot of types of rogues out there, Zevran is an assassin and Isabela is a pirate. Should either of them automatically be expect lock picks?

All games have moved away from crafting systems? That's not exactly accurate...well, it's a downright falsehood. Something tells me I could either waste an hour typing out examples or just give up here. I'll give up.

He meant straying from crafting mechanics that forced the destruction of components if you failed based on some check. Crafing these days doesn't have a failure check usually, so no components are wasted.

I agree somewhat with you and somewhat with him based on the ability to pick locks and such, but I don't want my video game to simulate life's frustrating aspects. Altough saying "that's life" is a little far-fetched because people don't often come across a locked chest, try to pick it, then exclaim, "oh well, I suppose I should come back later because I'm not good enough to pick this yet."

#181
Ryllen Laerth Kriel

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No, not everyone finds a locked chest in the middle of the day and thinks coming back later might be a good idea...but, I was sort of suggesting that with any skill, if you posess some measure of it, you come back to something that is too difficult later on after much practicing (leveling of some sort). Video games shouldn't simulate life exactly, or else we would be cooking for our PC's, making sure they wipe when they go to the bathroom and handle their taxes. None of that is fun, but there should be a basis for advancements in some of the skills of an adventurer. Otherwise, why level up and see your character(s) grow? Why even worry about balancing a party with different skills? If all characters were good at every skill so that they could instantly succeed, there would be no customization in a game and the protagonists could never defeat the antagonists because the end result would be an endless draw.

Modifié par Ryllen Laerth Kriel, 02 décembre 2010 - 03:26 .


#182
Deadpool-ftw

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Although I was glad that there was like, no swearing at all... it was a darker setting, and the humor was good, but the serious parts never felt like a problem, not enough frustration in the characters. Also if you can't pick locks, you should just be able to smash them with enough strength, like with some doors in the game. I found the music recycled and drab (Something more like Final Fantasy would be SICK) More armor types, they all look the same.