I've got more than 5 suggestions:
1 More dialog options than just "the wheel". Even though DA:O had a silent protagonist at least he/she had a lot of dialog options every conversation so it would at least seem like he/she was making informed decisions. That's my problem with Shepherd and Hawke- they come across as fools because their dialog options are usually so limited.
2 No more binary choices. There are almost always many ways to approach a single problem. The way DA2 ended was infuriating. You were forced into a binary choice between templars and mages. What about "I choose to neither side and choose to escape the city with my friends". How about "I choose to take down the leaders of both sides to force a ceasefire". How about "I choose to destroy both mages and templars and take over the city myself." But no. We were shoehorned into a one of two options regardless of how Hawke has acted in the previous 40 hours of the game.
3 I want a Nightmare mode that is actually playable. DA:O had an excellent Nightmare mode which was challenging but not ridiculous. DA2's nightmare mode was clearly not play-tested. All you did was change some numbers- triple enemy hitpoints, double their damage, etc. but you didn't actually sit down to see if was a fair challenge. God help a player who doesn't have Cold and Spirit damage against the Ancient Rock Wraith. How would you know that without looking at a wiki?
4 Romance options that involve more than hooking up. Do people get ever get married in DA's world? Or the Mass Effect universe? What about children? Or am I just being too puritanical to think that a medieval society without modern birth control would value institutional marriage and that sex could actually result in pregnancy?
5 An overarching plot where the subplots feed into the main plot and don't seem so disconnected as they were in DA2. In DA2: You get the money for the deep roads by doing grunt work, then fast forward to the deep roads, then fast forward a year to deal with the Qunari then fast forward yet again after the Qunari attack. It is very oddly structured.
6 Hide your fetch quests more effectively. I shouldn't just jog by somebody and get a note popping up in my journal like ME3. There needs to be more of an investment and then more feedback... that may mean fewer side-quests but higher quality ones. Each side-quest should show the player an aspect of the game world or reveal something interesting about the lore. Retrieving some guy's pants or his VD ointment doesn't do that. Either do something more substantial than a yellow arrow above someone's head or don't do them at all.
7 DA3 should be concerned with telling a compelling DA3 story- not advertising DA4. DA2 felt like a trailer for the next game.
8 Your DLC should be pertinent after the end game. I'm not loading an old save and touching some statue in my house so that the character can "remember" some other quest he/she failed to mention. I hated that about DA2 and ME3 as well. Deus Ex is another example of DLC that is shoved in where the player is expected to load an old save. If I already know how it ends, it doesn't matter how much you pad out the middle. ME2 was better in this regard because you could do the side missions before or after the main story. DA: Awakenings was also good in that it advanced the Grey Warden's story forward.
9 Less recycling of environments. This is a common complaint. Also larger environments. There were times in DA2 where I stumbled on a second, unrelated group of enemies while fighting the first group and ended up having to fight both at the same time. Is Kirkwall really so overrun with bad guys where you can't walk twenty feet without hitting a new group of enemies?
10 Enemies that don't appear out of nowhere. How am I supposed to strategize against a bunch of mercenaries when there are going to be waves of them jumping off roofs or appearing out of thin air or popping out of the sand? Not every encounter has to be an endurance round. Also no more junk mobs to pad out encounters.
11 Decide on the combat. Don't be concerned with pleasing all people. DA2 was an attempt to please everyone. Make a choice. Either make it like DA:O which was more traditional slower paced RPG or if you want to make it more "action oriented" then look at Kingdoms of Amalurr as inspiration. Combining the two doesn't really work.
12 More armor/weapons customization options for your character and companions. Loot was a huge part of DA:O's appeal. Embrace that! Also, none of the loot should be pre-labelled as trash like it was in DA2. In DA:O, every piece of loot had some potential function like sapphires or amethysts.
Modifié par naes1984, 23 mars 2013 - 11:08 .