Top 5 things you would like to see in DA3 Inquisition ?
#401
Posté 18 septembre 2012 - 11:20
#402
Posté 18 septembre 2012 - 11:22
2: More Isabella
3: Even more Isabella
4: Still more Isabella
5: Omg please more Isabella
Lol seriously though
1: Isabella and lots of companion conversation (both dialogue and party banter) I play these rpgs for these interactions to the same level I like plot/story
2: Varied combat (seriously my mage just spammed the same spells over and over until the waves stopped) Have enemies weaker versus stuff in a meaningful manner (I did love the attack animation for mages though so keep that)
3: Varied environments (send me to the mine, the forest, the mountains) and make them rich (not just a travel to a pipeline sandy beach
4:Give me a some tough meaningful choices (like Ashley/ Kaiden you couldnt save both)
5: Please wrap things up at the end (Id rather you leave nothing at all to the imagination than way too many open ends) I still dont know what the future holds for my ME3 squad. The DA:O epilogue was great
#403
Posté 18 septembre 2012 - 11:27
#404
Posté 18 septembre 2012 - 11:29
2. Better romance scenes like in origins.
3. Exploration like in origins or open world.
4. Better story.
5. Morrigan and the god child.
#405
Posté 18 septembre 2012 - 11:37
#406
Posté 18 septembre 2012 - 11:48
toddx77 wrote...
1. The warden returing as the playable character and Hawke as a party member.
2. Better romance scenes like in origins.
.
NO NO NO NO NO NO
#407
Posté 18 septembre 2012 - 11:54
1. Epic story, more like DA:O, less like DA 2. Deep consequences for big decisions. For example to be able to save only one out of two. Being able to have a "good" and a "bad" path, maybe even mixed with "lawful" and "chaotic" direction. (I know, sounds much like AD&D, but it is one of the most comprehensive alignment system in games.)
2. Great voice actors. To name some of my favourites of recent Bioware titles: Jennifer Hale, Keith David, Lance Henriksen, Carrie-Anne Moss, Kate Mulgrew, Claudia Black, Tim Curry, Steve Valentine
3. Detailed RPG like DA:O with a detailed character development, skill, spell system. If possible some in game economy where prices change. (A trader wouldn't give as much gold for the 20th magical sword...) Some crafting might be nice as well.
4. Definitely tactical, turn-based combat with isometric view. (I love ME3, but for a FRG tactical combat with many skills/spells is a must.) It may feel like RT combat, but please use RPG mechanics rather than skill with a gamepad to determine the result of a fight.
5. Surprises -- or better twists -- in the plot, but consistent with the world. Best example is KotOR.
Greater variation in endings reflecting previous major decisions would be nice.
I want to add, that multiplayer like in NWN would be a cool feature, but not necessary. On the other hand a toolset like with DA:O would be really great.
Some things I prefer NOT to see again:
1. No more generic (recycled) levels, where just entry-points, doors, encounters, etc. are different.
2. Please no more enemies in waves, which magically appear from behind, especially in caves where such a situation is hardly believable. Rare exceptions may be spiders or special monsters, which can believably sneak around or come from above...
3. No Junk items. Ok, this category makes life easier what to sell, but then again, most is really worthless stuff cluttering the inventory. At least an option to switch off autoloot for junk.
4. Lack of ability to brew own potions in the dungeon. Here DA:O clearly beat DA2. I hated it to be stuck in a dungeon, which was hard to win -- hence load an earlier savegame, because I couldn't use my herbs to pump up my supplies in potions. In fact best example for alchemy is The Witcher series, although it doesn't have to be that much detailed.
5. Fixed companion equipment where only details may be changed. Instead a possibility to fully adjust companion equipment.
Modifié par Zenon, 18 septembre 2012 - 12:20 .
#408
Posté 18 septembre 2012 - 12:01
2. Allot of customization. i.c. Race, origin, armor, colors etc.
3. I want to see NO PRE SET VOICE. Sorry. It just annoyed me in DA2. Seems like nit-picking, but I liked it better in Origins.
4. Explorable area's. Make them impressive (Guild Wars 2 stylish.)
5. Well, squad banter. Love that.
#409
Posté 18 septembre 2012 - 12:04
Not if the sub-game playtime is relatively short. A 10/15 hour playtime game could not in any way be priced like some 50/60 hour long game. Also, think about DLC prices (amounting to the initial price of the game). In case of a mini-series, the episodes ARE the actual DLC's. Honestly, how many DA:O or DA2 DLC's were awesome? The only exciting DLC in DA:O was Witch Hunt, and only for the last dialogue (duable as an encounter in Awakening).
Besides, EA could easily understand that a related mini-series concept is much profitable than an expensive stand-alone release. Not to mention the die-hard addicted fans (predictable selling figures).
I am talking about someting like TOB was for SOA. Or Awakening for DA:O. And I really don't mind paying a little more for a well done exciting game instead of a rushed/underdevelopped one.
Modifié par Adrian68b, 18 septembre 2012 - 12:29 .
#410
Posté 18 septembre 2012 - 12:07
I seriously hope Bioware implements a post game or open playground to have fun with in Inquisition, whether it be something simple like a multi-tiered replayable dungeon, or a sophisticated quest system via random generation.
2- Origins' character interaction. A winning factor of any RPG is the lore that goes into the universe, and for Bioware, the characters that inhabit it. I think Origins did its job of immersing the world by allowing the player to freely question their companions and NPCs whenever they desired. It also allowed us to get more attached to those characters since it expanded their personality and views on things.
Let's take an Origins character, Wynne in my case, and place them in DA2's version of interaction, when the character only initiates interaction with you. I would know about her current posession, that she dotes on her students and is opposed to anti-mage activity and general ruthlessness. I would have never learnt about her more fiery youth, her stances on worldy manners, or how she can actually be damn promiscuous if you make fun of her age and her initially close-minded opinion of your relationship, preferring to place responsibility over freedom. For such a basic character trope, taking the time to interact with her showed so much insight I wouldn't have expected otherwise.
Given the choices that the writers with DA2 had to go with, I think they did an okay job at fitting characters in but they didn't really escape their archetypes and didn't feel a connection to any NPCs at all (whereas I enjoyed rebuking Jowan or wanting to gloriously murder Howe) and since the player can interact with them at their own whims, it allows them to influence every character into liking or hating you rather than just the ones you decided to bring along that quest.
3- Free up the armor customisation for your companions. DA2's biggest fault was deeming customisation a redundancy and preventing us from playing dress up with our party members. I agree with the decision to keep party members aesthetically recognisable, but give your artists more credit. They create marvelous designs, I think it's a damn shame that only one character gets to wear it (and sparingly given that it gets shoved into the sell pile if it doesn't beat your current set) I think a character can still be defined whether or not if they wear the same outfit throughout the whole game, if it needs to be a visual choice keep a single defining aspect the same (a necktie, a cape, or any single irreplacable equipment piece) because having to sell almost all of your loot makes exploring and dealing with vendors and containers thoroughly unexciting. If I have two companions fight over a single item, I'll be glad to look for an upgrade to catch up as I loot.
If Bioware is firm on the costume lock, then give more variety/accessibility to character upgrades throughout the game similar to Shale, instead of a single, missable one each section that improves a single thing.
4- Diversify the companion's unique skill tree. For Varric and Aveline, their skill trees seem to fit with a specific role rather nicely, but everybody else seemed to have had a watered down version of the main character's own skill tree, which more often than not meant dumping one companion for being inferior to you, or being infuriated at another for not being able to meet your potential. Make the trees really unique and worthy of debate in battle if you're going to have them, or give every class an expansive skill tree instead
5- Remove the fetch quests entirely and dispose of the "junk" loot entirely. The fetch quests go without saying, they are lazy, unoriginal and heartless. If you want an easy way to get players money and experience, take the open playground idea from this list, it caters to those who want to have more combat and places to explore. You could argue the fetch quests cater to those who want story and don't want to put effort into progressing their character, but that's why there's difficulty levels.
As for loot. loot should be valuable in some way to a player at some point in time, it could be useful for upgrading or an armor piece that just doesn't match up to your current equipment or maybe it is an improvement, but you need the money it's worth more. Every single item in the junk category is wasted coding and could as easily be replaced with a set amount of currency. A game with loot should be valuable and make the player eager to going out and killing enemies and rummaging through containers, not feeling the need to leave everything you've worked so hard to kill just lying there because you know all it'll have is "gem of increasingly low value"
Of all those points, I really want to stress that an open enviroment or post game content to expand the amount of time a player can have with their character and reach the potential the mechanics can achieve is what Dragon Age desperately needs as opposed to my fairly subjective points
Modifié par Draela, 18 septembre 2012 - 12:09 .
#411
Posté 18 septembre 2012 - 12:08
2. Morrigan
3. Mission areas in many seetings, mountain tops, Deep roads, forests, that sort of stuff.
4. Save imports from DA:O and DA:2
5. Romance
#412
Posté 18 septembre 2012 - 12:11
Zevran, Leliana, Sten... in Origins, killing companions and/or kicking them to the curb was quite common. It had less representation in DA2, but it was still a good feature. If the game is trying to make the player feel like a leader or the centre of events, then letting the player choose who is and is not on their team is one of the best ways to do that.
For all companions, the player should have at one or multiple points in the story...
1) The chance to kill them outright (ex. Zevran, Leliana)
2) The opportunity to tell them to get lost (ex. Leliana, Fenris)
3) The ability to simply ignore their existence (ex. Sten, Isabela)
Modifié par General User, 18 septembre 2012 - 12:21 .
#413
Posté 18 septembre 2012 - 12:14
- Returning of all previous Companion & Major NPC as a companion, NPC and/or Cameo
- More Open world & Dynamic NPC,Environment
- New Game + & Can still playing game after complete main story
- Companions
- More choice of companions ...Ex. Number of our companion is 5 but we have 10 available companion to choose
- Increase number of party from 3 to 4 / 5 at least in big mission. OR let AI control No.4 & No.5
- More dialogue/Banter PC- Companion and Companion-Companion
- Companion can move to another area like ME3 and DAII
- Love Scene like ME3 and DAO
- Serial companion quest
- More Dialogue/cutscene for Romance story
- Get Male character at least 2 choice for romance Male Player Character (and same in female)
Modifié par BENIIICHAT, 18 septembre 2012 - 12:17 .
#414
Posté 18 septembre 2012 - 12:18
2 - Going back to the old art style; specially for Elves, darkspawn and the ridiculous animations. I think the best way here is to take the origins art style and make some minor tweaks.
3 - Race selection, with a completely customizable character. I really hope we can make a charcater like the Warden again.
4 - More focus on history, and less in romances. I really hope they forget about the plot in DA2 and try to do something more classic, as in Origins.
5 - The ability to control the Warden and kill Hawke with her
More or less, thats my personal top.
Modifié par Salaya, 18 septembre 2012 - 12:18 .
#415
Posté 18 septembre 2012 - 12:18
More dialogue and interaction full stop, I think.More Dialogue/cutscene for Romance story
Romance isn't the by all end all of companion characters, while the additional content is nice for some players, I would prefer to see the majority of character progression and interaction take place outside of a romance flag.
I'm not saying "kill off all the romance dialogue" just don't put in so much romantic dialogue that it completely overshadows the neutral dialogue, find a nice delicate balance between the two.
Modifié par Sylvanpyxie, 18 septembre 2012 - 12:18 .
#416
Posté 18 septembre 2012 - 12:23
2. returning characters. mainly my warden and leliana, Alistair, and morrigan and flemeth.
3. have the choice to marry and make it more social with orlesian parties and more enemies. not just one.
4. different last names: for example... john hawke works but Alice hawke, dean hawke? no. more last name choices like: white, edwards etc...
5. A massive battle at the end... with griffins... lol
#417
Posté 18 septembre 2012 - 12:26
Sylvanpyxie wrote...
More dialogue and interaction full stop, I think.More Dialogue/cutscene for Romance story
Romance isn't the by all end all of companion characters, while the additional content is nice for some players, I would prefer to see the majority of character progression and interaction take place outside of a romance flag.
I'm not saying "kill off all the romance dialogue" just don't put in so much romantic dialogue that it completely overshadows the neutral dialogue, find a nice delicate balance between the two.
I mean... More dialogue and interaction (^^) in romance way If We start romance someone. If not, It still 1 flirt/romantic dialogue (or none) and at least 2 neutral dialogue when we talk to companion.
#418
Posté 18 septembre 2012 - 12:32
I want so much dialogue that I can practically swim in it, and I want it all to be deep, rich and immersive. That is my dream.
#419
Posté 18 septembre 2012 - 12:37
5. Linux support:D
But well, since it uses frostbyte it is quite unlikely:( Too bad, I think now is high time to do that. Steam is releasing linux client this year and many good projects from kickstarter are going to have linux version.
Some time ago I asked people on this forum about which OSes they used and there are surprisingly many linux users here.
Modifié par vania z, 18 septembre 2012 - 12:43 .
#420
Posté 18 septembre 2012 - 12:40
Modifié par Poleaxe, 18 septembre 2012 - 12:41 .
#421
Posté 18 septembre 2012 - 12:49
btw...yesterday
the announcement and i allready dreamt of bioware devs playing some
alpha-version of the game...dammit..still over a year to the release
Can't wait.
#422
Posté 18 septembre 2012 - 01:07
Shadowfang12 wrote...
Ericander77 wrote...
Shadowfang12 wrote...
Ericander77 wrote...
I'd really like to see Bethany/Carver pop up again, but with a romance. I am perfectly ok with them just briefly showing up with a husband/wife. I just want to know that my former brother/sister is happy.
For a second I thought you meant Bethany and Carver were married to each other. I was like "WHA?!" Thats what you get from reading something too quickly I guess lol.
lolz
I don't mind if i'm not able to romance them, I want them to fall in love with someone and be happy.
That was so sweet.....I think I'm going to be sick lol.
(I've always wanted to use that smiley)
#423
Posté 18 septembre 2012 - 01:23
- Origins - It gives the game alot more replayability for me, and choosing my first character's origin makes me feel alot more connected to that charater
- Unimportent Conversations - In origins there were alot of people you could talk to who didn't give you important information on quests or anything but their conversations made the world feel more alive, I didn't have to talk to them, but the fact that I could was great. It seemed as if there was less of that in DA2. This was good for companions in DAO too, I loved the DA2 companions but most of theirnh conversations had to do with their quests. I liked having more and better quest for companions but it seemed like we were missing the ability to just get to know them. In origins we could ask Alistair about his days as a templer and leiliana would talk to us about shoes, I missed those sorts of conversations in DA2.
- Greater Variety of Tone Symbols - I love the idea of having a symbol to tell me if a line is going to be sad/angry/cheerful/polite/rude/sarcastic/pensive/neutral/flirty etc. and I'd like symbols to be always there, even for choice parts (I found I had the most confusion and reloads in DA2 when I was faced with those swirly arrows), so I always know how a line is meant to sound. But I don't need there to be an option for every single one of those emotions everytime I make a dialogue choice. Instead of writing with the fact in mind that there must be these particular 3 tones available at all times just write the lines and give them the appropriate symbol. Those tones can sometimes be Sad/angry/polite and then other times be blunt/humuress/flirty or any combination of a whole bunch of symbols. What matters is that they tell me what the characters intent is and how the voice actor is going to go about it, not that they be always present.(I don't know how well I'm explaining this but oh well
.) - Choose Your Characters Dominant Tone - I'd prefer to do away with the hidden personality system, I choose dialogue because it seems like the thing my character would say in that particular instance not because she is aggresive/diplomatic/sarcastic hawke, with this system I seem to either have to choose one tone most of the time or choose multiple tones and risk having my character keep switching choice tones wierdly. If there is going to be different voice acted version of the decisions lines then can we have an option to choose that tone? Either in character creation (like when you chose a voice in origins except that your choosing between different tones of the same voice) or selectable during game in the character menu (like how you could change your portrait midgame in Baldur's Gate). And I don't know how difficult this last option would really be, but if you are recording 3 tones for it anyway, why not have the option to choose which of those 3 tones you use after you select your choice.
- Race - While not as important as origins, race, like any other customization, makes my character feel more mine and the game more replayable. Just having the choice makes thing more interesting.
#424
Posté 18 septembre 2012 - 01:28
Something else that's not very important but still rather interesting in my opinion. I would like to see some kind of conclusion or expansion to the subplot behind Gaxkang and Xebenkeck. If I remember correctly, there were 2 other demons that were associated with them. It could be a good opportunity to learn something more about demons or the fade. But again, that's just something minor I thought of now.
#425
Posté 18 septembre 2012 - 01:36
1. No returning characters; an entirely new cast, so that the writing team isn't limited by what has or hasn't happened before, yet I still have my headcanon intact. Characters like Leliana can come back a bit because she's relevant, and Sebastian because he is too and his story hasn't been finished yet, but unless they have some brilliant ideas, I'd mostly rather the Warden's and Hawke's entourages remain in their respective games.
2. Meatier gameplay, where more types of strategy are possible, and they are made clear even to beginners.
3. More complex character creation. This should always be improved from game to game, I think.
4. Minimal attention to choices from previous games, except for the really important ones, and concentrate on making the choices in 3 feel like they have actual weight.
5. To not be railroaded into a dismal ending. Actually, I could make a list which just repeats this statement 5 times, that's how strongly I feel about it. I once thought I couldn't hate anything more than an arbitrary sappy-happy ending, but I realize now I was wrong, because an arbitrary dismal ending is much, much worse. It makes me not want to play a game anymore. Dragon Age 2 is probably the Bioware game I played the absolute least--not because of gameplay, although that was a small part of it. Mostly because I realized at some point that the impact I had on the world felt so minimal, and there were terrible moments I didn't want to relive which weren't redeemed by the romantic moments (which were great, but too sparing.)
Please, Bioware. Don't making anything in DA3 inevitable just for the sake of the plot having impact--yes, the losses Hawke suffered in DA2 were dramatic... but the problem is that aside from the sibling-related ones, they came at the price of player choice. As much as a guaranteed happy resolution to a major storyline can feel flat, a guaranteed depressing resolution can feel exactly the same, but without the upside of a positive emotion associated with it.
What I'm hoping for is that you'll consider taking a page from another video game: Heavy Rain, a perfect example of a truly interactive story. While it had its flaws, the most remarkable aspect of the game was that your actions had both immediate (such as failing to wipe all your fingerprints from a crime scene and being apprehended afterward, which resulted in an extra scene if you were caught) and more significant/far-reaching consequences (such as endings) which could be as happy or as depressing as you liked depending on the decisions you made and how much attention to the details of the game that you showed. Some examples of interesting particularities of that game (without any major spoilers, just in case):
--A possible ending: One character commits suicide, another succumbs to their addiction, another dies in a fire after discovering the identity of the killer, the victim is not rescued, and the killer walks away scot free because there was no one to stop him.
--Another possible ending: Same as above, only the killer thinks he's escaped, but because of one of his actions he is found by a vengeful minor character and poignant, grim consequences ensue.
--Yet another: Due to a misunderstanding and a dirty cop with an itchy trigger finger who was not fended off by any of the characters' actions, a seemingly happy ending can become a tragedy instead.
--One of the main characters is apprehended by the police, another gives up on the investigation in despair after finding no evidence, and the third successfully saves the victim and confronts the killer.
--At crucial points in the story, the main characters can all die, leaving the others to carry on. Or not to.
--Whether or not romance ensues affects certain aspects of the ending--and both acceptance and rejection feel natural and understandable within the context.
--Whether or not the child is rescued affects whether the romance established has a future or not, and not necessarily in the way you would think.
I know that DA tries to do more different kinds of things than a game like Heavy Rain, probably making it impossible to be that intricate. But to examine how that game did things would benefit a fine writing team like the one you have. If there had been a way to save certain characters in DA2 (perhaps at some other sort of cost, as happened with Bethany/Carver) or if it had felt more inevitable and less out of the player's control than it did, the impact would have been greater and less frustrating.
But perhaps the best option is to take the gloves off, and give the player the choice of whether they think their character would succeed or fail. Isn't that what roleplaying is all about? I think everyone agrees you can't have success without a chance of failure. But can you really have failure if there is no chance of success? The highs, and lows, are always more powerful when we are invited to participate in trying to reach them, or rise above them. When you don't feel like a bystander.
I want DA3 to have a great story--but not just great in terms of quality, also in terms of interaction. If a plot hinges on my character arriving or not arriving "just in time" after a prolonged chase, I'd prefer to have at least some sort of impact on how it plays out, rather than an illusory choice that always ends in defeat. And if a plot hinges on my character failing to check up on a companion, then I think I should definitely have control over that. Please don't restrain me from talking to a character thoroughly, or following him to see what he's up to when he's obviously acting suspicious.
The last thing a player should feel in a roleplaying game, is the sensation that they're watching a movie yelling "Come on, he's an obvious traitor! Don't leave him alone with the big red button!" which is how I felt after an already suspicious character in DA2 started behaving strangely and I was given no option to do anything about it. Please, please, please don't put me in that position again. There has to be a better way to achieve what you want.
DA2 had some amazingly good aspects and some amazingly bad ones. (Same as 95% of ME3, vs. the other 5%, which I still feel invalidates and tramples on most of the vital themes of the series--if interested, read BSN's own Sagequeen's articles "Bait and Switch" and "When You Lost Commander Shepard" on www.gametourists.com, which are excellent analyses that give an overview of a much-loved series and pinpoints why it was so beloved, and why long-time fans felt betrayed, even after the revisions.) My earnest hope is that Bioware will learn from this, really listen to fans and get to the heart of what went wrong and right with its two most recent games, and make DA3 shine because of that feedback. That's the #1 thing I'd like to see.
In all honesty, if that happens, then I don't care what DA3 is about. I don't care how good the CC system is (not much.) I don't care what characters are in it. I don't care about anything else at all. I will be happy, because choice and consequence are probably the very heart of my interest in the stories of games, and story is about half of why I love gaming. I think the absolute pinnacle of gaming entertainment is an interactive story which is fun to watch, but is even more fun to execute for yourself, seeing how well you can do with the choices you make, both in conversations/actions and in actual gameplay. I would be beyond ecstatic to see a DA3 that honors and embodies the concepts of character fidelity and player choice.
Modifié par Wynne, 19 septembre 2012 - 01:30 .





Retour en haut




