Top 5 things you would like to see in DA3 Inquisition ?
#2676
Posté 05 mars 2013 - 12:17
#2677
Posté 05 mars 2013 - 12:18
Ruiprp11 wrote...
1-a lot of dwarven stuff
2-better look for the elfs
3-Better story
4-more areas to explore
5-please do not make the elfs and dwarfs look stupid again!!!
No kidding!
#2678
Posté 05 mars 2013 - 01:25
1. More interactions with companions - talking to them when you like and not a mere 3-4 times throughout the game. It made me...not really care much at all about my companions in the second game (I suppose this extends to having more involved friendships, relationships, etc that a fair amount of other people seem to want as well).
2. An improved dialogue wheel. I prefer the old way with numbered choices but I love the idea behind the dialogue wheel if it can be GREATLY improved. As it was...the word "lackluster" comes to mind. And, for a game that is an rpg, I was surprised at how few options I really had.
3. An optional persuasion type talent that we can pick or not pick based on our playstyle. I like playing charismatic and persuasive characters (likely because I'm not all that charismatic and persuasive
4. More impact from the decisions my character makes. At the end of DA2, I just kinda sat there staring at the screen realizing that everything I did made next to no difference.
5. Part of me wants to be crazy and ask for Anders to be in it again but part of me doesn't want to ask for that at all because as much as I loved him in Awakenings and, yes, even in DA2, I can't see a way to bring him back without it being ridiculous (but, then, I'm not involved in the story writing so what do I know?). So, instead, I'd like to see a meshing of the combat in DAO and DA2. There were things I liked about both, granted, more of them were in Origins, but I'm sure a revised combat system will occur whether people like it or not since the game will have a new engine.
#2679
Posté 05 mars 2013 - 01:34
Everwarden wrote...
OnionXI wrote...
1. Grittier, more mature setting. Origins was much better than DA2 in this regard but still felt a little tame. Have some coarse language. Show some squalor. Not asking for nudity or sex here, just dirty things up. The Denerim market felt more slummy than Lowtown.
Why is nudity such a big no-no? Movies do it, I don't see why Bioware can't.
Do we really want resources diverted to developing realistic physics for dangling Phaluses?
#2680
Posté 05 mars 2013 - 01:54
Do we really want resources diverted to developing realistic physics for dangling Phaluses?
I can see the calculations now...
Modifié par LadyAaphrael, 05 mars 2013 - 01:55 .
#2681
Posté 05 mars 2013 - 02:12
Solmanian wrote...
Everwarden wrote...
OnionXI wrote...
1. Grittier, more mature setting. Origins was much better than DA2 in this regard but still felt a little tame. Have some coarse language. Show some squalor. Not asking for nudity or sex here, just dirty things up. The Denerim market felt more slummy than Lowtown.
Why is nudity such a big no-no? Movies do it, I don't see why Bioware can't.
Do we really want resources diverted to developing realistic physics for dangling Phaluses?
Coffee...all over my keyboard.
That said...don't they do something similar for breast physics (in some games, anyway)? I mean, I don't care either way. Come to think of it, I'd probably be laughing myself to death but...I ono, some people like these things and take them seriously. Just because I don't *shrugs* doesn't make them less valid wants I suppose...
#2682
Posté 05 mars 2013 - 10:16
Take a page from Champions Online for body customization
.
Take a page from Tera for customization of the character's face, lots of sliders, yes, but making a character look how you want (and look good) is much easier than the systems I've seen in most Bioware games (DA/DA2/ME1/ME2/M3). I should be nice though, ME3 actually made making a decent looking character much easier than ME1/2 and DA/DA2.
White Knight Chronicles I/II had decent ability to alter the character's face, hair, body and factors like height, skin color, eye color and hair color - for a balance of multiple angles, while still being a part of a larger single player game (with optional multiplayer) though DA3 would obviously need to be done in a western style.
Take a page from Warhammer Online's ability to 'tack on' different fluff to your armor, as well as dye it. Guild Wars 2 also had a decently apt system for dying multiple portions of gear, while the original Guild Wars had a very nice 'dye mixing' system that was just plain wonderful for producing new colors to your liking.
Take a page from Dead Space 3's manner in which statistical customization leads to sensible visual changes.
2. Complex statistical character/armor/weapon customization.
I think one of the best things about the, unfortunately (and fortunately) forgotten Shadowbane was how it married statistical customization in with the idea of a characters history. You basically customized yourself with trait runes, and these trait runes essentially gave you a history. Shadowbane didn't use that history in its gameplay, unfortunately, but the basic idea of using traits you select at character customization to story your character while enhancing them statistically is sound. Arguably every part of your character's story should be what's enhancing them, and every enhancement therefore would have a related story. For example you got stronger by 'this much' because of 'this portion of the story' due to 'these choices'. Through these means you've married statistical advanacement and story advancement/backstory establishment.
I really like the idea of armor that has 'no' stats, outside of its immediate armor value (light/medium/heavy or whatever system is used). Where you add on 'mods' of a sort to get statistical values beyond that. This is a great way of allowing players to 'wear' what they want, while getting the statistical values they need to advance in the game itself. I think Warhammer Online system of adding trinkets and trophies onto your armor (a visual thing), combined with the idea of mods would be a great way of combining ways to further visually enhance your gear while statistically advancing it at the same time.
Weapon customization is an interesting beast. I've seen games that allowed you to change out there hilts and blades and so on and so forth. It's neat stuff. But too often that only matters on a statistical level, and you only end up using 'the best' blade and 'the best' hilt. So what if the blades and hilts and other pieces of your various weapons simply established their base damage and attack speeds, while visual mods you added on top of these further augmented them. For example let's say you have a leather bound hilt and a curved blade. You do quick slashing damage. Now add on a red braided cord, with a orange glowing, bauble, at the end, to your sword. Now your sword blazes with flames while in combat, and adds a certain amount of fire damage. THe bauble isn't just a statistical presence, it's a visual presence both in and out of combat that explains, on a visual level, why your sword comes alight in combat - it has a magical trinket attached to it, and if you remove it, removing the effect from the sword, and attach it to a different weapon that weapon now has the property instead.
3. Branching dialogues/storylines/character routes.
Remember that one point in Planescape: Torment when you were asked a question and had like nine different potential ways in which you could respond to the question? I'm not asking for that, but it was awesome. What I am asking for is dialogues and stories and characters that branch out in distinctly variable manners to facilitate replayability. Seeing a wholly different result to a quest, or getting completely different quests in the first place due to how you attack the storyline or how you treat different characters is a wonderful thing in my mind. Especially if you're making these choices because of the limitations of your character. Are you a skilled thief? Are a skilled conversationalist? Coming to a branch in a story that has different paths allowing you to several different options, and you hear, "Go to a party and weasel information out of a few politicians" or "Break into these guys house and steal the intel we need" are exactly the sort of things you want to see popping up, amongst other options.
4. Response to your appearance/reputation/deads.
Visual recognition of your character might not seem important but it answers that question I see come up a little too often, "Why does it matter? I'll just hit random or choose the base version, it's not like it matters." Simple notes from 'some' characters of your hair color, skin color or eye color based on their own personality is a thing. You might be blonde, and most people won't care really, but one NPC may particularly like or dislike blondes and treat you slightly different as a result. Expand this idea in regard to main characters, a love interest perhaps, that thinks, say, blue eyes, are a thing. They really like people with blue eyes. Now, physical attraction is superficial at best, but it's still something that happens, and a character being more or less likely to notice you based on physical options you've coded with certain triggers (and matching, ignoring or opposing triggers on certain characters/NPCs) isn't completely out of the park in terms of things that are doable. In fact Quest for Glory II, one of my earliest games, had a scene where you walk into a an... Inn, and a character snidely comments about your character having been out in the sun so long that it's bleached his hair (your character is blonde).
These are character moments that make your character customization matter.
Not everyone should know you by reputation, but, when they do, they should have 'some' reaction to it. Nothing is more odd than coming across a villain that, obviously, knows about you only to have them treat you like a newly sprouted adventurer, as if you haven't absolutely laid waste to all their buddies and companions. If you're a threat to them, then they should treat you like a threat to them. Sure some villain over there might be too arrogant to think of you as a threat, that's a personality trait, but not every last encounter. Basically some, not all, but some - if they know your reputation - should treat you with the intelligence and seriousness that demands. And how a villain or ally treats you, based on reputation or lack of knowledge of your reputation should differ, as should a knowledge or lack of knowledge of your reputation by the common person on the streat - the reaction gauged by their own personality type. A brave person isn't going to run from you if you're a terrible person, they might even call you out, but a little kid or a spineless commner might run, while someone that knows nothing about you, at all, might just walk on by without a blink.
Deads, or actions, are a thing. If people see you do a thing, they tend to either respond to it (positively or negatively or just sarcastically or whatever) or ignore it. Different people different responses or lack thereof. This isn't the same as reputation, since with reputation they've only 'heard about that thing you did' . . . however "seeing" you do the thing is another thing entirely. There are a lot of things in this paragraph . . . the reaction, or lack thereof, happening as a response to your current action. Someone might run over and help you, if your dragging a person from a burning building. Another person might freeze and panic instead of coming to help you. Still another person might run into the building, seemingly to help, only to take revenge on that guy that stole their old girlfriend and acquire his stash on money. Two of these responses are to the situation. One is a response to your current action. What if the person you were dragging out was 'instead' the person that one NPC wanted dead? How could the situation play out instead? These are the sort of questions I'd like a developer to ask themselves when considering reactions and deads.
5. Ability/Spell evolution and visual advancement.
It's important to note these things can be done 'wrong', just look as Oblivion and its spell making mechanic. Unblanced and just utter lunacy. However, customization of your abilities can be done right. In a way Mass Effect 2/3's 'ability evolutions' are closer to what I'm talking about. Each ability/spell has a tree associated with it. There's a central line that adds the basic stuff that advances the ability, but to either side you have branching pathes that dramatically change how it works. For example:
Fireball. Fireballs are boring. If you continue down the central path the fireball gets bigger, it hits harder, the explosion is wider and the speed of the projectiles is faster. Very basic.
However, you have branches. To the right you have trait options that let you change the nature of the fireball. Instead of one big fireball your instead split it into multiple smaller fireballs. The mini-fireballs can be upgraded until you have the maximum amount of mini-fireballs, the projectiles can be modified to track multiple targets and redirect if the original target it killed and there are spare mini-fireballs in flight. The projectiles can be modified to only deal direct damage or to cause miniature explosions (not nearly as big as a normal fireball). Still further you could cause mini-fireballs that impact a target to split off into micro-fireballs toward nearby enemies.
Don't like the right or central options? Go to the left, turns the firball into a searing heat beam. It cuts through enemies in a line. It can be modified to set them ablaze. It can be modified to target the ground and create molten patches. Further modified to cause enemies to explode if it kills them. The explosion can be modified to send several elemental imps flying from the explosion, who then attack random enemies until they burn out. The imps can be modified to explode when they die or when their time runs out. Don't like that? The beam is now a shorter ranged cone. It deals higher damage but you have to be closer.
Different traits to mix and match, evolving a single ability into something different, making you feel as though you're not just advancing as a character but that the actual abilities themselves are advancing and changing - not just statistically but visually. This is right out of the Mass Effect 2/3 playbook but expanded. Games like DAoC did this as well, your fireball being little more than a bolt at your early levels as a Wizard but it would be a giant honking burning bolder by the maximum level.
#2683
Posté 05 mars 2013 - 07:41
I don't want to sit with a calculator and figure out which armour peice gives a 1% improvemnet in genreal performence. I think gameplay style and aesthetics should play a much bigger part in choosing gear. I don't want to be penalized for choosing to wear the armour I think looks "cooler". And weapons need variety in performence- It's not enough to have swords, axes and maces; there need to be several variants that act differently. For example a scimitar (a light sword, designed for quick attacks) should act vary differently from a falchion (a heavy sword designed towards breaking shields, that behaves more like an a axe). Just because several weapons are in the same category (in this case, one handed weapons), doesn't mean they should work the same; there should be differences in attack speed, armor penetration, damge, critical chance&damage. A rapier, for example, is a sword designed more toward armour penetration and critical damage, and not raw damage, making a weapon of choice for a rogue who relies heavily on critical hits.
2. Getting rid of the mana/stamina system. It's realy outdated and uncomfortable. Who didn't have that awkward moment in a boss battle when you run out of mana/stamina, and need start running around, playing for time until it regenerates. While I'm usually against saying "look at this game, and learn from it", because I feel it belittles the hard working bioware devs, I think it will be easiest and point at the transition blizzard did to wow&diablo classes: Each class has it's own unique resources, with abilities that recharge it, and abilities that use it as "feul".
Lets take the biggest victim of the current system, the mage (especialy if he isn't a blood mage). We can say that since he draws his energy from the fade, each spell he casts widens the tear in the fade. Each spell he casts, will temporarily increase his mana regenaration (lets say 1 per second, per spell; modified through talents) and his mana pool grows (let's say 10 points, again enhanced through talents). You will have "quick draw" minor spells like arcane/fire/ice bolt that will cost 2-5 mana, medium spells like fireball and chain lightning that will be the bread and butter of the mage and will cost 20-50 mana, and "game changer" uber spells like meteor rain that will cost hundreds of mana points. Alternatively, atleast give the mage something similar to the reaver ability, so the lower his mana the faster it regenerates.
#2684
Posté 05 mars 2013 - 07:44
#2685
Guest_Hanz54321_*
Posté 05 mars 2013 - 11:22
Guest_Hanz54321_*
I enjoyed the music in both Dragon Ages BUT I DIDN'T APPRECIATE IT GOING UBER-VOLUME DURING COMBAT IN ORIGINS. It forced me to turn the music off.
So, please don't do that anymore. It distracts from the combat sounds and battle cries. Sometimes even there is a companion conversation that was triggered just as my party got jumped.
That's all I have to say about music.
#2686
Posté 05 mars 2013 - 11:31
2. Choices that that matter
3. Fewer reused area's
4. Reterning character's like Morrigan, and Alistair
5. More and better romance choice's
#2687
Posté 05 mars 2013 - 11:34
2. Loads of character interactions and cut scenes. Romance, and non romance. I just love getting to know my party. Both DA:O & DA:2 were pretty good at that, imo. People always say DA:2 failed at meaningful characters, but I think Fenris alone had enough character development to sink a ship.
3. To be able to dress your party members, like in DA:O. I loved giving Morrigan those feather mage hats.. *guilty pleasure*
4. To have free range! I know it's like a broken record, but more like DA:O, where you can go to different towns. I was kind of tired of Kirkwall after the first half of the game, only to find out you really never leave the town. I wanted to go with that friggin Gray Warden!
5. Different races! I have to be a human IRL, why oh why would I want to be a human in a video game? (Same with Mass Effect... I want to be a turian. ;-; )
6. Last thing.. A mortality bar would have been great!
Modifié par LlochNess, 05 mars 2013 - 11:36 .
#2688
Posté 05 mars 2013 - 11:57
Better characters, more fleshed out. Possible loyalty missions.
Open World, but not a Witcher or Skyrim clone
Better combat system
More detailed plot that is substantial to the established lore
#2689
Posté 06 mars 2013 - 01:04
2. Keeping the DA2 combat style and evolving it further. I can't even play Origins anymore because the combat is so slow.
3. Mage pants. Preferably leather. Like sexy pirate leather, but for mages.
4. Less bisexual companions. Make some just gay, just straight- it's OK to have companions that reflect the true world. Make your players branch out and play a sex they don't normally play to get that LI. Now, with that said, if the companion is undeniably sexy your best bet would be to make them bisexual because you know both sides of the coin will be furious if they aren't.
5. Talent trees that make you feel powerful. You need advanced training to get to those talent trees and your character's combat development should really show that. Don't make it just one more skill to add to the massive bunch you've built up. Make it a show stopper. You let that mage conjure arms out of the sky to tear an enemy apart. Go for it.
#2690
Posté 06 mars 2013 - 11:32
2.) Revise the loot system. In DA2 you couldn't tell which items would trigger a quest and which ones were actually just junk, so you had to pick up everything until you figured out what was what so you could avoid picking it up the next time one shows up in a container.
3.) Don't reuse areas. I got so sick of the Wounded Coast and seeing the same rooms/buildings being re-purposed for different quests in DA2. I was shocked that a game developer as large and experienced as Bioware would do something like that, and to be honest after paying $60 it kind of felt like a slap in the face.
4.) Better combat and fighting animations. The fighting in DA2 really bothered me. We went from fairly realistic fighting in DAO to this awkward looking, unrealistic, fast paced fighting in DA2. For instance, when I equipped Aveline with a 1 handed axe she wouldn't hack or slash, she would instead poke enemies with the top of it as if she were stabbing them with a dagger. And the rogues fighting was just wrong. Rogues aren't supposed to be superhuman, they're just supposed to be highly talented so it just doesn't feel right seeing them fly across the room as if they were a Jedi Knight using force jump.
5.) Companion quests that aren't restricted to acts.
Modifié par MarchoftheVolus, 06 mars 2013 - 11:35 .
#2691
Posté 06 mars 2013 - 05:54
2.more exploration/ big world map with fun dungeons that don't all look the same,.co-op story mode or horde-mode,a combat system like in Skyrim
3.Weapons and lots of them,an interesting and fun group of companions with loads of conversation options
4. I would like to make a magic using worrier that can fight with a sword and equip armor. Magic should be fun to use and powerful.
5. make the squad AI smart and helpful. I hate fighting a large group alone when I have a squad with me.
Modifié par sg1fan75, 06 mars 2013 - 06:16 .
#2692
Posté 07 mars 2013 - 01:47
2. More interaction with romanced/party members and inanimate objects (ex. sit on chairs, lay in bed whenever, turn on or off candles?)
3. Skills/Option to be a battle mage
4. More visibility to wearable accessories
5. To be able to roam around/play after the main storyline is finished
#2693
Posté 07 mars 2013 - 02:04
2. Jumping. "So I can just jump around when bored".
3. Make your companions look the way you want them to look (ex. In Orgins you could of made Alistair have black hair).
I'm not saying change them completely just small things & it would make them more unique because my Alistair wouldn't look like yours.
4. Have kids! Your child as a companion, always wanted to slay a dragon with my son.
5. I just want to be a elf again...
These weren't really serious or must have things, just some things I like to see. I'll leave all the good ones for the rest of you.
Modifié par F e n r i s, 07 mars 2013 - 02:12 .
#2694
Posté 07 mars 2013 - 03:26
#2695
Posté 07 mars 2013 - 08:19
2. More Exploration, more locations. I love the DA world map, where you select your destination and get random encounters while travelling. But there should be more than 5 locations to choose from.
3. Stop spawning enemies during fights and let me have my isometric view.
4. More equipment slots for every character in my party.
5. Go back to the DA:O Interface. It's a fantasy rpg, My journal should look like an old book and there should be at least 2 dragon statues around my skillbar.
So basically, I'd love to see a real successor to DA:O. Apart from the skill trees DA 2 was terribad (imho!).
#2696
Posté 07 mars 2013 - 08:24
Five things I would LOVE to see in Dragon Age 3 Inquisition is...
1.) 'Romance', I know myself and a lot of other people agree on this matter, but romance is key in these games and is one of the major reasons I love playing them. It is what makes it different from other games. Romance helps the player fully emerge as their character and helps them feel a part of the game itself by making it more real, by giving deeper character development, romance is a heavy part in every hero's journey and I feel it is critical in these games, because it isn't just a game, it is a story that we are making, our choices change the outcome each step of the way, and romance has a big effect.
I feel that the romance in DA2 fell short, and that the options were limited, you couldn't talk or engage in the person you were perusing, unless you unlocked their quest or had their gift, and some of the story plot was a bit weak, example, you finally lay with Fenris after more than half the game has gone by, then he runs off saying it is 'too fast' and then nothing is brought up till after 3 years and you are in act three, then after you do bring it up,you kiss, then it doesn't quite feel like there is a real bond between Hawke and him, he says a couple things here and there, but it really feels 'hollow.' Then ‘ finally before the last battle, then he ‘expresses something in the form of feelings, all in all it feels too hollow, whereas Anders he was much more engaged even when you tried perusing someone else, he was devoted till you finally shut him down.
In DA:Origins Alistair had the greatest romance scenario, he was there with you from the beginning, he was supportive, affectionate, caring, and your character was able to influence him in special ways because of it, there is also a part where he finds a rose for your character and gives it to you as a gift and ends up in your bag, which gave it a real connection and it made the story more rich and fulfilling, it was just so sweet and simple making Alistair seem devoted or thinking about the character beyond the basics. In the end, depending on what you did, he would either sacrifice himself for you (if you didn't have him lay with Morrigan,) he would marry you and make you his queen, or honor you if you died. It was more realistic, and it made many players fall in love with the character because of it, it was simply put, perfect. However, one thing I didn't like in DA Origins was how easy it was to raise the bar on the characters, if you just kept throwing gifts at the potential romance characters, you could make them lay with you in an hour instead of more of a buildup.
So in DA: Origin Pro: Great romance development of Alistair and great involvement, but too many gifts available making it too fast to boost up the romance, and DA2 not enough gifts, and not enough interaction with the characters, and too slow of development, and not as much connection, (unless you go for Anders
2.) ‘Conversation Wheel/Lines’ DA: Origins did well on this part, there was multiple lines to choose from and more options to what you said, whereas DA2 you had three things to say, either something very sympathetic/diplomatic, sarcastic, something harsh, or sometimes flirt/heartbreak. There was little middle ground and not much to choose from; it made the character development lackluster. In DA:Origins you could build up your persuasion better, or you could have more influence or more to choose from and shape your character depending on what you said and improve their conversation skills, but in DA2 it was so Black and white, too many extremes, stuff you don’t really want to say, but you have to pick the lesser evil.
Perfect Example, Anders is professing his love for Hawke, you have three options, (this made me a bit peeved) you could say “I love you” (Extreme), “I like teasing you” (Playful, but still not something I wanted to say) or this I hate, “Get a hold of yourself!” which of course crushes Anders and insults him, hurting his feelings, honestly in a situation like that a more likely response would be more subtle like “I’m sorry, I just don’t feel the same way” you are telling him that you are not interested, no need to be insulting I feel, and there are many others just like that, but that just shows my point, if there was a fourth option that would be much more acceptable, some of the options seem not as obvious as others I feel. So simply put better conversation options than DA2.
3.) Character Customization: It is important because most people try to make themselves, because they want to feel like they are part of the adventure and story. My suggestions are more hair styles, more colors of hair, eye brows were limited I felt, and my biggest thing is, size! I wish so much that I could change the size of my character, like if I’m a warrior, I want to be thicker, stockier because I’m wielding a gigantic sword around, and if I’m a mage I want to be more dainty, or if I’m a rogue I want to be slender and smaller, I want to be able to really make the character my own. So if I want some fat on my character, I can make him a bit fatter, or at least a little huskier, being able to change the characters height too would be nice, but yeah, making the bodies different size would just be amazing.
4.) Ending/Story: This is something that is a big deal for me, main thing is, when I read a book, I want a good ending, when I play a RPG, I would also like a good ending (even if it is sad.) In DA: Origins, the ending(s) were great, you had different endings and it made the game feel more personable, whereas DA2, it was pretty much the same ending, that was kind of…. Well, made it feel like it didn’t matter what you did.
5.) Fighting Style: DA: Origins, the fighting was slooooowwww, but I did like that you were able to strategize better in the game, whereas DA2 was too much hack and slash, not as much strategy, it was almost ‘too’ simplistic, so a middle between would be nice, maybe more to the fighting then just point and click.
So I know I wrote a novel, but I love the games, I have beaten them multiple times and have come to these conclusions between the two of the Dragon Age series, and I'm hoping that the DA3 will be better than both combined and hoping that my voice and many other voices are heard on these key points, I'm very happy to hear Mark Darrah is taking his time and trying to do things right, it gives me hope that this game will be Legendary and make a lot of eager RPG players including myself happy to see what is done, I would like the game to come out right and come out well then rushed like many other games,but I can't wait for this long awaited game to release!
#2697
Posté 07 mars 2013 - 05:21
2. Multiple character creations. Most games today only let you create one main character. But how about the ability to create my entire party (at least their appearances) as an option?
3. Awesome critical finish animations + close up camera shots OR just some awesome battle cutscenes like seen in Dragon Age: Dawn of the Seeker.
4. A story that flows. I want an adventure where I don't know what's going to happen next. My biggest problem with the Dragon Age & Mass Effect story format is this "go to these 3 places and then 1 major event happens" structure. This structure makes the story predictable and doesn't make me feel like I am on an adventure. Which takes away the immersion.
5. Battle that feels like real battle and not feel like a game. Or making battle animations feel more realistic. Instead of characters just hitting enemies and blood splats. How about sometimes the weapons hit each other and they get into a struggle (mini-game time)? How about enemies that run away after you've defeated all their friends? How about my character swinging a claymore, enemy dodges, and my character falls out of balance? And that doesn't end, the enemy then tries to smash you with a warhammer. Depending on your stat, if your defense is high, you could block it while on the ground. If your speed is high, you could roll away. If your attack is high, you can thrust your claymore into the enemy's body while on the ground. Or you could get hit by the warhammer and take a critical hit.
I think battles in most video games today still feel just like a video game. There's no realism and it's too predictable. If you just add say 100 unpredictable and creative things that can happen during battle (basing on your stats + triggers mini-games + different battle combinations) - I imagine that could innovate the gameplay in the RPG genre. Battles will become so unpredictable, exciting & fun. =\\
Modifié par yic17, 07 mars 2013 - 05:27 .
#2698
Posté 08 mars 2013 - 05:07
My biggest disappointment with DA2, and honestly I seem to be completely alone in this, was the way mages were set up. It seemed that no matter what, it would be inevitable that any and all mages would eventually turn to blood magic and/or become abominations of one sort or another.
That kind of sucked all the magic out of the magic for me, or at least leads me to believe BioWare writers hate magic.
Now of course these things should always be possibilities! I mean Jedi have to constantly live with the temptaton to turn to the Dark Side of the force, and certainly the tempation of Blood Magic or summoning demons should always be there. But I object to have it being depicted as near inevitability.
2. The ability to adjust combat preferences. One of my other problems with DA2 was that it seemed that I barely took two steps in any direction and immediately found myself in combat -- over and over and over again. And worse, it would seem a fight was almost over and then a fresh wave would storm in, I'd get through that and then get *another* wave. That tired me out *long* before the first chapter was done, and I had it set the lowest difficulty setting, and it the biggest contributor to me having completed only one playthrough.
So not only a difficulty setting, but a quantity setting, too? For those of us who are mostly in it for the story?
Also as a subset of this -- please more healing options? Healing abilities seemed almost rediculously ineffectual-- even if I had two people with healing abilities in my party, there was never enough to go around.
Would also kind of like magic to be more effective -- granted it's been perhaps two years since my one playthrough of DA2, but I do seem to remember my fireballs seemed to be about as effective as wet firecrackers...
3. Customization options. I've kind of had my fill of cookie-cutter characters. Warrior, Thief, Mage. *yawn*. Though BioWare wins hands down (for the most part) with story, Bethesda wims in terms of being able to fine-tune your abilities to create the character you would like to be. Want a heavy armour mage? Why not? Want a thief that can make themselves truely invisible? Why not? A fighter who can open a fight by tossing in a fireball? Sign me up!
4. Broader scope! Now I may be treading into the world of crazy. It may not even be possible, but I would like to see a meld -- the best of Bethesda open world exploration and BioWare storytelling. Though it reaches the level of unbelievability at times, I loved the fact that in Skyrim the main quest waited on me -- if I wanted to become head of every faction, thane of every hold, delver of every dungeon and side quest out there, I didn't feel I was missing anything or running out of time. It was also very rare to miss anything either -- a time or two that I went through the main storyline fairly quickly the rest of that stuff was still waiting for me when I was done.
Now the actual characterization was sparse, and that may be where that model fails. Maybe you sacrifice some quality for that sheer quantity. I don't know. But at the last, I would like that more options for side quests -- even major side story lines -- that are completely optional.
5. To feel like the hero (or anti-hero/villain, if that's a path open to me) when all is said and done. At this point in development, I don't think I could give an opinion without at least referencing the taboo subject of the ME3 ending. With everything else the ME team did right -- up to an including the awsome and praiseworthy Citadel dlc -- all I will really remember long term is how awful and empty I felt the first time I finished the main game.
Now I will offer this with the point of view that I am giving my own opinion, and that possibly no one else feels this way.
The ME3 ending probably looked great on paper. After all if you sum it up with 'You've ended the Reaper threat' that makes you sound like the hero, you've won/earned your legendary status.
In practice...well the characted I'd played through three games, who had been living life on his own terms -- even when at times it appeared he was doing otherwise -- at the end, when presented with three choices says 'golly gee, I guess if those are my choices, I guess those are my choices!' Utterly disempowering and non-heroic. To my point of view.
I'm fine with tragic -- I did a playthrough of DA:Origins where my Warden rejected Morrigan's proposal, and thus died defeating the archdemon, and felt just as sastisfied as I did with my other playthroughs. Having the choice helped (and helped a lot!!) with my enjoyment, but even if not, I still would have felt my character was the hero of the piece and been satisfied with his/her sacrifice.
Anyways, I hope this is at all helpful. I did my best not to stray to negative territory, but sometimes it does help highlight what you do want by showcasing what haven't enjoyed in the past....
#2699
Posté 08 mars 2013 - 05:57
2: Romances
3: Returning characters from Origins
4: More lengthy choices and conversations with companions
5: Huge (HUUUUGE
then i`d be so happy.. love the dalish so much
for me, the world has to be huge and to choose different origins. It just feels more.. its more like my choice than just being a human put in one situation like in the da2 beginning.
I love DA:O so much, so I do hope for them to hold something from the lore, like the feeling of it- a big thing in that was when you opened your inventory or journal you did not get that... thing you did get in da2, but you got a book and the real feeling that this was a backpack. maybe it was just me but I really loved that touch. Made me want to read trough all the codex, and i had hoped that in da2 there would be looking like a scroll.
A big thing I also enjoyed was that it was the camp and the traveling felt like traveling truly over a whole country, while in da2 we were stuck in a city, with a mountain and a shore...
Origins and races. I tried every single play and found my personal favorite: Mahariel the Dalish.
When IN the origin, you still had more choice it felt than when you were simply placed into da2.
Da3 is hopefully having Elves of city and dalish, Dwarves of commoner, noble and surface, Human of noble, city and barbarian, and hopefully, Qunari with those in the qun and the tal-vashoth. THAT WOULD BE AWESOME
Romances. I liked that in dao were you had so much you could choose with them. It simply felt more whole and more based that they were all together constantly. In da2 for instance, they all had "their own place" and it did feel.. well.. personally it had a feeling of distance for me. I hope that in da3 they will feel hole like in dao, but evolved into slightly more.
Returning characters. Well, it would be nice meeting all your friends from Origins, even some from Da2.
Alistair, Zevran, Leliana, Morrigan, maybe find clues about them like, what happened to wynne, and your playtrough`s family or origin from dao. I guess we will see anders and isabella for nearly sure in da3, but I hope maybe hearing clues what happened with those we are not met in the game to come.
Lengthy choises and conversations. Gods, in dao I thought it was a little bit too little conversations, but honestly it was alot. You got to know their backgrounds, preferences, favorite food (cheese ;P) and all the like. Information too. In da2, it was a big dissapointment. I had expected better. More. To get to know more of them with your blight playthrough as a guidance for long conversations you could ask about. Joking like you did with Alistair and the good feeling of being called "Kadan" by sten. Hearing zevran flirt with you every time you started a conversation, and ESPECIALLY i missed to be able to talk to those from da2 when you were out in the world! I mean.. they will refuse talking to you when you are out walking with them? That.. sucks. And made me feel like, no matter how high I got their approval, it did not matter. In da3 I am hoping that it will be better than both da2 and dao! That woud be really awesome!
Huge World!!!
Hehe.. sorry for the amount of text..
Modifié par LethallinMahariel, 08 mars 2013 - 06:24 .
#2700
Posté 08 mars 2013 - 07:08
2: Lots of new and returning Companions.
3: Romances
4: Bigger impact on choices being made.
5: A big battlefield in which you can participate.





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