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(
. 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.

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 .