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Top 5 things you would like to see in DA3 Inquisition ?


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#226
mauro2222

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HeriocGreyWarden wrote...

1. DO NOT try to be skyrim
2.Don't focus on Open world and graphics
3.Focus on story,concequence,writing and charathers
4.Make the combat a balance between DA:O and DA2
5.Don't rush and make an Epic RPG worthy of being a DAO sequel


I won't buy it, but an advice is never wrong.

Oh, and CAPS LOCK.

FOR THE LOVE OF GOD! GO BACK TO DA:O ARTSTYLE!

Zevran, you need plastic surgery.

Modifié par mauro2222, 17 septembre 2012 - 09:09 .


#227
Daveth of Kracken

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Id like to see more dragons ... I mean it is called Dragon age right?

#228
BeauRoger

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1. Drop the predictability of the plot structure. Im really tired of having to recruit a faction, and them always having a problem that needs to be solved before joining me. So often games revolve around these kinds of fetch quests. Dragon Age did it, Mass effect 3 did it. In that way DA II was a bit refreshing, you dont always need to know right from the beginning how things will unfold, you dont have to see all the steps on the way instantly. Doesnt have to be "now you get to CHOOSE which faction to approach first on the world map!" and then calling it open ended.

2. Less trash mobs, more thoughtful encounters. This is an aspect that has been going downhill since BG 2. Nowadays when games want to offer a "challenge" they simply throw a lot of unimaginative enemies your way, instead of making a few that are really hard to beat. DA2 is the worst offender. Remeber that "hidden" house in the goverment distict in BG 2 where this party of mages and demons just jump you when you go through the door? Or the floor before the boss in watchers keep where another adventuring party attacks? More like that.

3. Enemy variety. For the reasons stated above. I dont want to fight the same enemies all the time, making the game more like clearing trash mobs in a WoW instance.

4.You can say what you want about neverwinter nights, but advanced rpg elements in those games were great, if not very balanced. Attributes, Feats, Skills, multiclassing.. the more the better. A singleplayer game isnt dependant on build balance the same way mmos are. The more unique you can make your character with exotic builds etc, the better.

5. Dont let it be like Mass Effect 3 where the conversation choices only consists of 2 options most of the time, good and evil. Give it some depth.

#229
funmachine

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- An epic, immersive story with the possibility of many sidequests. Some kind of branching of the main plot  would also be nice. By that I mean the main character would have to make certain choices during the game that lead you down completely different paths in the story. This in turn would lead to various outcomes once you finish the game.

- Return of companions from the previous games. My preference goes to Morrigan, Merrill, Sten, Alistair, Oghren and Leliana (in that order) I know it's a sizeable list, but what can you do? :D That being said, I wouldn't mind new companions either. I realize a lot of people really disliked Vega in ME3 for example, but his presence in the game didn't bother me at all. As long as the characters are well written they can only add good things to the story.

- Keep the remodeling for elves and qunari. Again, I realize lots of people hate their new looks, but I really thought it was a change for the better. It made everything feel more unique to the DA world.

- Some sort of middle ground between DA:O and DA2 for the combat system would be very nice. Tactical planning from DA:O definitely needs to make a return. However, after playing DA2, combat in DA:O feels horribly slow and clunky, and it has made it very difficult for me to get back into the game. On the other hand, in DA2 fighting is really over the top with all the jumping and swinging swords like they're made of tissue paper. I get that it's a fantasy game, but some more realism in the fighting animations would be very nice in my opinion. Also, lose the endless waves of mooks! (that didn't really need repeating by now, but still! :lol: )

- In terms of gear, I think it would be nice to make a much simpler tier system. (I'm just making this up as I go right now, so please don't think of this as a well thought-out system :D ) There could be 3 groups of items: Basic, enchanted and something artifact-like. Basic stuff does what its name implies: it gives you items that are cheap and not all that special, but still functional to carry around. Enchanted gear is a vast improvement of the basic gear, and can give all kinds of bonuses, depening on what item you're talking about, i.e. extra damage on weapons, extra hit points on armor, ... And to top everything off there could be some hard-to-get artifacts. Naturally, these things are few and far between, but when you find one of these babies, the future will look bright indeed for your protagonist :lol: Some sort of challenge or sidequest to get each of them would make it a lot more interesting as well. The reason I'm suggesting this is that I often found myself sifting through all the weapons and armor I found along the way (talking about DA2 now) to see if a certain sword would give me an extra point of damage or whatever, not to mention the small bonuses to health, stamina etc. Everything you found in DA2 always had a small bonus to something totally random, and to me that made looting extremely tedious because I'd have to start comparing stats on everything. That's why I'm suggesting a simple 3 tier-system.

#230
Rawgrim

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Non combat skills. I want those back.

#231
WardenKing

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1. A great epic story! With ME2 type of ending. (in realistic medieval style)
2. Origins like DA: Origins.
3. Interesting companions who are romancable, please female kossith and female dwarf.
4. Bigger world with a lot more lore and info.
5. Realistic combat

Modifié par Captain Eldarion, 17 septembre 2012 - 09:19 .


#232
highcastle

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Story. This one always tops my list. I play BioWare games primarily for an immersive story. So I want the chief focus to be telling a compelling narrative. I don't really care about customizing every little nuance of my companions' armor (in fact, I liked the unique looks and I'm pleased companions will still have somewhat unique models from the sound of things so far) or about an open world exploration. I want a tight plot building off the big events of DAO and DA2.

Don't force the player to approve of the Chantry. This one's a bit of a concern. Talk so far is that the PC will be a Seeker. If this is true, that makes them Andrastian almost by default. But the previous games have given us some compelling reasons to not like or trust the Chantry. While this is an RPG and the focal point is on playing a character, at the end of the day I want to be able to like the character I play. I won't if they have to be loyal to an oppressive, corrupt political system for the entire game. I guess this translates to: give the PC room to grow and evolve as players see fit.

Returning characters. I don't mean for them to be companions, but I would like to see briefly or hear mentions of companions that played a large role in previous games. That includes Morrigan and Anders (if alive) especially.

Better mage robes. Assuming your character can be a mage, which seems a given, but might not be since I have no clue how the Seekers work. Or if the Seeker aspect is even confirmed at this point. Regardless, mage robes in DA2 were pretty awful. They would have worked as gear for Circle mages, but not apostates. And they're just not practical. Let mages wear armor if they want. Let them wear pants, for gosh sake.

Get rid of the awful female running and idle animation. Oh god, those models. They were awful. The hip shaking, the gyrating. No one I know runs like that. Well, maybe Phoebe from friends. But a battle-hardened woman probably wouldn't. It felt like it was directly appealing to the male gaze and made me so uncomfortable.

#233
Coachdongwiffle

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1. Closer to the DLC's than DA2 game itself.
2.I like the fighting in DA2 even if it is like super video gamey but make it more expansive. the more powers available the better.
3. Morrigan/and other ex. romance options.
4. have how much your squadmates respect you be less about if they like or don't like you and more on if they actually respect you.
5. Justt keep getting better.

#234
obZen DF

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1. No more copy-paste environments. Man, that was really stupid. It was 2011 the time DA2 came out, so re-using environments is not done! I really want that DA:O style of varied locations, with a particular theme surrounding it. Also, don't make it like Skyrim, but give me a choice where to go by using the map, just like DA:O.

2. Party camp! How much time I spend at the Party Camp is beyond counting. With that great music playing in the background, while talking with all of your party members. Getting some R&R. Shopping with Bodran. Enchanting with Sandal. Go to bed with Leliana 4 times in a row. Woo!

3. Morrigan and the OGB. Please resolve this mysterie! We all wanna know!

4. Leliana as a party member. Nuff said.

5. Varric.

#235
Sable Rhapsody

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1) Voiced protagonist. I thought it added a lot to the game in DA2, and it was for the most part well-implemented. Though please stay away from the ME3-style autodialogue. I understand the autodialogue was intended to give conversations a realistic flow, but it ended up putting words in Shep's mouth that I didn't want there.

2) A mix of new and old characters for companions. I actually thought you guys played it a little too safe in DA2 with Anders, Izzy, and Merrill coming in from Origins. I like meeting new people. One or two returning characters is fine to maintain continuity.

3) Less retconning. I understand it's sometimes necessary to keep the plot moving, and I'm mostly ok with that, but it's always just plain weird when someone I thought was dead as a doornail turns up again going "Hey, remember that time I TOTALLY didn't die?"

4) Combat variety. This was a huge complaint of mine for both DA2 and ME3--with the exceptions of a few boss fights, the combat encounters really run together. I just didn't find myself using a variety of tactics, even on higher difficulties. The simplistic strategy of "smashy people in front, everyone else in back" worked for just about anything. Corypheus in Legacy was an exception; I'd like more fights like that, with unique mechanics that make me think. Also, the mook waves in DA2 were pretty much just a meat grinder that padded out time of combat without adding much challenge. Please to be fixing :D

5) A more "human" protagonist. I liked Hawke's limitations--s/he was just a person, albeit an awesome one, and one person doesn't realistically fix all the world's problems. I'm getting a little tired of playing Fantasy/Space Jesus. Realistic restrictions on the character's ability to shape the world can make the roleplaying that much more interesting; genuinely tough hurdles and challenges really help a character shine.

Modifié par Sable Rhapsody, 17 septembre 2012 - 09:24 .


#236
Rob Sabbaggio

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I would like to see the following:

- A long campaign, similar to DA:O, set in various locations. Also make cities more active and alive, have people moving around, sleeping, doing jobs etc. I know this isnt something Bioware has done much before of, but Morrowind, Oblivion, Skyrim, Witcher did. Even if we dont have an open world and a day night cycle, there is still room to make people more than just plot enablers.

- More non-combat quests, skills and options. Why should almost every major event be end in combat? Why not have diplomacy quests? Espionage? There was a quest in KOTOR1 where you had to solve a murder, why not have more like that? Alpha Protocol had a great speech minigame as well, and non-combat quests. I'm not asking for the option to complete a game without any battles, but I dont see either why we should get forced to fight wave upon wave of enemies.

- Decisions that make a difference, that affect the game long-term. The Witcher was good in having the impacts of decisions reveal themselves later, I'd like something similar.

- lots more interaction with party members and romances, more options for speaking with them, giving them gifts, reacting to you. If you have a romance, and they are in your house, dont just have them stand there like a statue. Dont just have slowly increasing banter until consumation, and then nothing changes or happens after. Dates, kids, in-laws, the storytelling possibilities are endless. Also have the ability to customise them a bit more than in DA2. Keep the party banter from DA2, this was excellent.

- Romanceable Cassandra and dwarves please!!

#237
Daveros

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5. Character personality/reactions/emotional state affected by previous responses, as in Dragon Age 2.

4. Dwarves that are less like Ohgren (boring, cliched) and more like Varric (interesting), even if we don't want another Varric (Varric is too awesome to copy or replace), Dwarves of a less cliched nature would be appreciated.

3. Whilst I appreciate many want grander and more epic tales after DA2, I enjoy the feeling of the story being a personal one for the protagonist. A middle ground between Origins and DA2 would be akin to how Legacy was presented, I believe.

2. Enjoyable combat. I don't care how it is done, or what it entails, but enjoyable combat. Dragon Age 2 had much more betterer combat in comparison to Origins, but I'm not stuck on the system if it has to change. It just has to be fun, and include what I think is the number one thing that needs to be in DA3...

...1. The pause button. Never, ever, ever, remove the pause button. It's the single most important button in the game, outside of conversational situations.

#238
chunkyman

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I know I'm not getting any of this, but I'll list it anyways.

1.) The option for a silent PC.

2.) The option to switch from paraphrase to full text dialogue.

3.) Items with portraits and good descriptions (Like in DA:O).

4.) "Origins" to choose from.

5.) Deep, meaningful choices on par with DA:O or New Vegas.

#239
Dragoonlordz

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Ok so heres my top 5 desires for DA3.

1. Music
2. Graphics
3. User Interface
4. Story
5. Characters

Okay, on more serious note real top 5 now (will probably echo a lot of other peoples top 5's).

1. Large world, multiple cities, quality exploration in between scales of DA:Origins & Witcher 2. Fast travel between areas as for why fast travel you will see further into this description. I don't expect open worlds the scale of Skyrim and I think would be unrealistic to even attempt to ask for such when Bioware tends to focus more on narrative flow but I think slightly larger and more open than Origins and around scale of Witcher 2 would be okay area and exploration wise. However if you can do better than that then what would make me really happy is unlike Witcher 2 where each act was in itself a new area, in my ideal solution would be if combine all those areas as places can travel to at any time (meaning not separated by acts and being unable to return).

Example... In Witcher 2 you had the camp and castle area at the beginning, you had floxam town and woodlands area next and then the open wide area with two hubs in the second act, you then had the final area in act 3. Now take all those areas and keep them separate but each one of those areas becomes like what DA:Origin had meaning areas to travel too at any time (baring if gets destroyed like happens with Ostagar area on map in DA:Origins).

2. Character customisation (including non CC) being allowed more freedom. To begin with I will describe my own personal ideal... Great character creation meaning many options for appearence, ideally I would like race choice and quite important to me is an origin or background system of which ideally would be playable. DA:Origin is one set of examples but another would be like if was in DA2 the origin would be Ostagar for Carver or Bethany Lothering if they were the protaganist selection.

Now if you can't do race selection then I would seriously desire or request that you greatly improve the other character defining mechanics of the game from equipment customisation (including this time around real customisation on companions), skills and abilities customisation, improved dialogue from more character choice defining selection and less paraphrasing (I think crusty mentioned a descriptive method could be used to improve this as just one idea out of many). On top of a improved tone system if possible which reacts different between people never met and ones formed bonds with (I suggested a dual value tracking method in my feedback long time ago).

3(a). Quest system... A large dampner on the game for me espcially the nature of alot of quests being fetch type that don't even require the fetch part since start when find loot then hand in, this feels cheap to me and I would like them to be vastly better designed and varity in types. Non combat skills, clever item usage, puzzles and mini game based and dialogue traits or branching in order to complete quests in multiple ways. You headed I think in right direction in follow up DLC's for DA2 but you was not at the ideal stage by time you cancelled work on that title. For pity's sake no more making quests that you cannot complete... This was a problem in DAO and also in DA2 and Awakening if you got the Anders glitch like I did in it which was never fixed.

3(B). This is minor but irritates me a lot from DA2... Loot, all loot must have a purpose and I wish to be the one who decides which is junk or not. What I mean by that is not as dire as it sounds. For example loot itself all must serve a purpose simply means do not cut down on the quanitity or loot but instead make each one interesting. Funny or lore based, quest item descriptions, actual use in crafting or equipment even maybe some plot or narrative purpose type. If I want to go around find all these hidden or interesting items I like to read or collect then I should be able to.

4. Choice and consequence and branching. Like what will do with final point in top five list is reiterate my stance because seriously since DA2 came out I have not changed my mind, despte all discussions over years I still feel the same way on these last two issues. I want to feel special in the next title using the scale and scope and choices making a difference not just how it you say something, but more importantly what you say affecting changes in the world around you. I buy games for that feeling, not like the feeling simply a bystander of a main character like in DA2. Less soap opera more grand epic adventure for the next one please.

It's not just about the impact of those choices between two games with one having more impact than the other but also about how they were implemented. DA2 the choices were very much more bottlenecked and direction was by far a lot more forced in what got picked compared to DAO. I have given examples before about picking choices and being over-ridden by companions or NPCs or plain ignoring of your choice before. This was how DA2 was made and was intentional even though badly done at same time, the whole game is about being powerless, inevitability or swimming against the tide imho and this came through very much through in the aspect of choices being ignored even when given the opportunity to say no to something then happens anyways or your choice is over-ridden.

Some examples of this are flemmeths quest at start, some of merrills quests, entering the city, sister patrice moments and especially around the the end of game. It's bad design to give you choice of saying no to something or refuse to do something, say will kill or stop someone or even choose a side or option given to you then it is literally taken away from you specifically after making the choice offered already through dialogue. Illusion of choice in DA2 became less about using imagination and more about making excuses for why things happened with bottlenecking playing biggest part which in itself became a flaw because of how badly was implemented.

While both games allowed choices the second title was designed to give the feeling of powerlessness akin to swept up in events unfolding, the biggest difference is how badly it was done in DA2 compared to DAO as it is obvious for those who don't spend all their time making up excuses for why when you get given the option it is snatched away from you either by NPCs or by plain poor design. This has no effect on some people who like playing DA2 irrespective of that aspect but the difference between DAO choices and DA2 is simply quality, DAO was higher quality than DA2 in this regard; it was done better.

5. Okay last one is combat... I am sure by now my views are known on this however it is one of the top ones I hope to see improved so I think it is valid to reiterate here. But I will simplify or at least cut down on what I have said before. The 'reinforcement' system should not be used unless your being pitted against an army or vast battlefield, including 'some' boss based battles. The 'wave' or reinforcement system should not be used for every single fight ever in games. It's unrealistic and tedious. The teleporting should be left for mages and spirits and even then through animations that can attribute to casting a teleportation spell else just use the doors and such like supposed to when entering or exiting a place. There is no real tactical use for implementing the kind of waves in DA2.

When applying tactics the enemies must be using clear shown tactics in how came into the battle such as stage by stage type evolution of reinforcement (archers, warriors, casters etc minor and major mobs timed and more exaclty location based different approaches for units and mobs) and not willy nilly drop and spank method using completley random placement and units. Most battles should have set placements (static mobs) amount of units while the major battles (story and location based) should apply reinforcements method only (even then using real tactics to approach not just dropping in random units at random places). That is what I would like to see. If it comes down to applying difficulty to the combat you improve the tactics using much better implementation of reinforcements AND more to my liking is the DAO approach of to make progression harder through the game via varying strength between different mob types and not auto leveling of all mobs to match your own level regardless of unit type. Not a wave system on every fight to make up for lack of difficulty. Bring in new unit types as progress, stronger specific units as the game progresses while keeping the older models and units weak as you out level them, more cannon fodder to back up the new stronger ones as progress in battles as opposed to linking the weak random bandits to your maximum level hero's.

I want more features relating to out of combat skills/abilities. If I recall one of the major topics of discussion from people was they said they wanted out of combat skills more widely implemented after DA2 was released. Cloaking and pick pocketing, locks and traps (done better than shown in DA2). But the general consensus was people liked the idea behind more such features not removal. These sorts of things are part in parcel of the role playing experience for me and I would like both to be more present and improved upon. I never found stealth a useless skill or pick pocket, both were fun and both were ~used therefore by definition was not a useless skill. As such should of kept them imho and I hope they come back. Ones that have possible uses in both elements from stealth which in battle can be used for scouting and out of combat combined with pick pocketing as alternative ways to complete quests. Just one example of many. Traps and such disarm or placement for purpose of ambush after scouting in stealth being another combat skill which adds tactical elements to fights and battles.

:P

I bet you wish the top 5 at the beginning of my post was my actual top 5 now if read all that real ones.

Modifié par Dragoonlordz, 17 septembre 2012 - 11:06 .


#240
Papa Emeritus IV

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- A huge world. Something like DA:O's, detailed main quests, each at a different place.

- More tactical combat. Button mashing just won't work in a RPG.

- Character interactions. Allow the player talk to companions any time. Lots of random personal stuff that make NPCs easier to like or hate.

- Less but more interesting loot. 3 completely different daggers add much more to the game than 30 nearly identical ones.

- Save import directly from DA:O. I have quite a lot of saves from DA:O but I could never be arsed to play through DA2 more than once.

After all I'd prefer a true sequel to DA:O and forget everything about DA2.

#241
mione

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It's too bad DAIII got leaked so early. If this was announce perhaps in Spring 2013 the wait would be more bearable, but the years do fly by fast. 

1. More environmental designs within this new location. <-- Although it seem that Bioware has heard the memo on this weakness in DAII.

2. Mage WOMEN need a better assortments of uniforms. By that I don't mean more pretty dresses or different texture dresses. This character will be figthing a war and no matter the gender needs better protection then a thin layer of cloth.

3. Deborah Moore needs to come back. She doesn't have to play our Mother again, but perhaps as a women in need of help that we can actually SAVE this time? Please. . .;_:

4. I miss being able to just kiss my love interest while on quest or to at least talk to them. Only being able to talk to them or interact with them to move the plot made the game feel short.

5. Dog please =) just like Deborah Moore they have sort of became a symbol of Dragon Age for me and without them in the III act would be really sad.

#242
Dubozz

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 More on gameplay:
1. combo spells: tornado+inferno=...FIRENADO! and so on..
2. complex specialization for classes (good for multiplayer)
3. let our companions to use diffirent paths (shadow or fire warclock etc)
4. character creation...frostbite 2...i must admin i expect something like this...or this
5. Weapon types must affect gameplay, may be even skills(like in gw2) slow 2 hander-hard hiting attacks, dual wield onehanders- fast and with low cds, or else. Unuque weapons must feel unique(not just +20str). visual effect or something or spell on hit, or aura. Sets for companions! Gotta say itemisation is a huge aspect of the game.

Modifié par Dubozz, 17 septembre 2012 - 09:52 .


#243
Renmiri1

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Putok wrote...

Renmiri1 wrote...

Oh gee.. Do we have 10 pages begging for a DAO clone ? UGH

Well sorry folks, some people liked DA2 so here is my list

3. Fast combat


I think this is one area where there's a lot of room for a happy medium. I see no reason that a combat system can't make both pause and scan the battlefield strategic type players and hack and slash action type players happy.


Good point. I'm all for options. Might even pause in some battles myself ;)

#244
EssEeeEcks

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Copy paste from my "top 5 things you don't want to see in dragon age 3"

1) Timeskips. I don't want to be told about things I did, and meet colleagues I never actually interacted with.
2) Copy and paste maps. I would go and play Oblivion if I wanted that sort of tedium.
3) Romances. These things take over every conversation about Bioware and I'm absolutely sick of it. Don't make very single romance bisexual at the very least.
4) Simplification. I understand that you don't want to loop around a go back to DA:O but do not simplify the game anymore than you did with DA2.
5) Ignorance of player choices. If I killed someone they better damn well stay dead in the sequel.
(Dis)honorable mention: Isabela. I hated Isabela so much in DA2. Give her some pants next time, if you use her at all.
This is probably futile since this game has been in development for 2 years but I just wanted to get my thoughts out.

#245
syropbananowy

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1. No multiplayer. It ended badly for ME3.
2. Possibility to choose race for my character.
3. Party banter!
4. Hero and Champion as NPC
5. Characters from DA2 and DA:O, especially Flemeth, Sandal, Anders, Cullen (for LI!) and Sebastian

... and tactical camera!

Modifié par syropbananowy, 17 septembre 2012 - 09:52 .


#246
Sylvius the Mad

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Allan Schumacher wrote...

The idea that whether or not a game has a number on it preventing people from picking up the game?  My point was that I doubt "Dragon Age 3: Inquisition" affects much from "Dragon Age: Inquisition" in terms of new people picking up the game.

I suppose I could go with the Ultima series, the Final Fantasy series, never mind a host of other game franchises that see growth despite using sequel numbers.

Actually, Ultima is a great example of this.  Ultima's use of numbered titles helped distinguish between the games in the core line and the spin-offs.  And even the numbered titles were creatively used.

There's Ultima VII, and there's Ultima 7.5.  There's Ultimas 1-9, plus there's two Worlds of Ultima games.  Then there's Ultima Underworld and Ultima Underworld 2.

#247
General User

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I don't have to set down all five in one go do I? No? Good.

Here's one for now: I really like it when the game would let the player complete any given mission in different ways. For example, if a rogue-type character wants to sneak around some baddies that a warrior-type would rather fight through, it should be all good either way.

In a nutshell: non-linear gameplay!

#248
Heimdall

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From the leak, it looks to be more about investigation than gathering allies, basically more Mass Effect 1 and less Dragon Age: Origins.

#249
Madcat 124

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 An expansion like Awakening. I Know one was planned for DA2 but they neglected to release it due to poor reception, but I would love something like it in DA 3

#250
Heimdall

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General User wrote...

I don't have to set down all five in one go do I? No? Good.

Here's one for now: I really like it when the game would let the player complete any given mission in different ways. For example, if a rogue-type character wants to sneak around some baddies that a warrior-type would rather fight through, it should be all good either way.

In a nutshell: non-linear gameplay!

I think that would only really work if they could find a way to give the sneaking character the same experience points as the one who killed the enemies.