Top 5 things you would like to see in DA3 Inquisition ?
#426
Posté 18 septembre 2012 - 01:36
2. Good fighting gameplay. Something like Origins.
3. Dark and gritty art style. Not cartoonish like in DA2.
4. Better dialogue. It was like watching a bad sit com in DA2. The banter seemed forced and childish. Oh lol. That was a remark that could be interpretated as something sexual. So funny. Not.
5. Freedom. I don't want to be forced down narrow corridors. I want exploration. And I don't like to have a narrow path for what order I need to complete quests as in ME3.
#427
Posté 18 septembre 2012 - 02:18
2. Please bring back Origin stories and multiple player races (female kossith, pretty please?).
3. Non-overpowered combat. I really don't want to play a slasher, please give the enemy the same abilities as my party so I actually have to thing about how to take them on.
4. Visual relevance. Heavily armoured enemies should be tough, squishy looking enemies should be squishy (preferably with a mean bite, though). Also bring back overwhelm, but don't put it on multiple enemies in a particular group, this time.
5. Give me a story I would actually care about. IE one that uncovers (or begins to uncover) the secrets of Thedas, particularly regarding the darkspawn, old gods, etc... There have been some really cool and good fan theories that (tried to) tie everything together, so it would be cool to see if the Bioware story actually measures up to them.
#428
Posté 18 septembre 2012 - 02:21
Most important, it gaurantees an improved game and replayability and sometimes entire new original games like counter strike or dota.
2. Remember suave is a natural thing, don't force it. You're nerds and it doesn't work. See Cullen, big fabgirl
#429
Posté 18 septembre 2012 - 02:21
2. An Orlesian Beauty Salon (with Mirror of Transformation and, if possible, the ability to colour your armor)
3. A possessed cat as a pet (like Kitty in Stone Prisoner)
4. Banter like in Legacy and MotA
5. Toolset for modding
#430
Posté 18 septembre 2012 - 02:25
Ericander77 wrote...
Mims wrote...
***7. Also outsource your hat creation department. Bioware, we have been through many games together. The reign of terrible hats needs to come to an end.
Dear Bioware,![]()
![]()
Please work on that. Please. Just a simple mage hood woud work for me. Just.... take your time on this part.
You made my morning!
#431
Posté 18 septembre 2012 - 02:30
Most important, it gaurantees an improved game and replayability and sometimes entire new original games like counter strike or dota.
2. Remember suave is a natural thing, don't force it. You're nerds and it doesn't work. Countless examples of both sides where trying to be cool is just ends up being lol dork and characters that aren't trying ending up being slick
3. Toolset
4. Don't retcon things?
5. Toolset
I ran out of time and care most about the toolset anyway
#432
Posté 18 septembre 2012 - 02:31
But look at Hawke's face! Those bad hats make him so happy!*Snips Image*
Please work on that. Just a simple mage hood woud work for me. Just.... take your time on this part.
Now that I've actually caught up with the more meatier posts: I have to agree with a great of the things that Wynne has stated on the end of Page 17. Especially concerning choices, returning companions and endings.
Modifié par Sylvanpyxie, 18 septembre 2012 - 02:41 .
#433
Posté 18 septembre 2012 - 02:53
#434
Posté 18 septembre 2012 - 03:03
2. handcrafted no copy&paste areas (better make up for the da2 failure and deliver 150% of a game since we got only 50% of a game with da2)
3. return to a more rpg-esque approach *sigh*
4. riddles
5. riddles
after all I am not planning on getting da3 at all because I simply lost the faith that these minimum requirements will be met. I truly believe this will turn into just another metafailure of a soulless game.
#435
Posté 18 septembre 2012 - 03:09
X. Character interaction outside quests, and of course party banter
X. Romance options
X. release on xbox 360 as well for pc like always
X. armor dyes
X. More hairstyle option, really long hair option for both gender.
X. Elves to look similer at least to da 2 more then dao
X. Races all races even be able to play a qunari
Modifié par Flemmy, 18 septembre 2012 - 03:10 .
#436
Posté 18 septembre 2012 - 03:17
#437
Posté 18 septembre 2012 - 03:19
disclosure, I'm not pre-ordering this game. First time for a BioWare game since Baldur's Gate (unless you count that Sonic game, and I didn't even have the platform it played on so...) And I'm not likely to pick it up "new" - but, despite misgivings and despite disillusionment, at some point on sale I will like give it a whirl. My memories of Origins are still too fond to not secretly wish for lightning to strike twice and. honestly, while I was disappointed in DA2 - it wasn't a horrible game overall, just really not what I wanted for a sequel to Origins.
That aside, here are the 5 things I would like to see in DA3 - three of which I stated in the podcast I did for my review of DA2 (and you can see that one of them BioWare clearly is doing.)
First, from the podcast -
1. PC version made with PC in mind - tactical camera, listed dialog, more hot keys.
I know most of this isn't going to happen. You can't stuff the genie back in the bottle. That doesn't mean I can't hope for it.
- the camera needs to pull back more, as I need to see where I'm dropping spells and where enemies are so I can better organize my party in combat... given my choice, I'd never drop the camera down to behind my character in a party-based RPG... never
- keep the wheels for the consoles, I get how they work nicely with analog sticks... wheels are not good for mice, however, and these "menus" have vexed me since I first saw them in NWN and ToEE... and I'd really like Dragon Age to not be the Mass Effect model of RPG design, especially for dialog... please, more options of what to say, not just TONES of how to say it, and get rid of the axis of nice/smarmy/dickish.
- the R key was about as big a revelation in RPG gaming for me as the TAB key was back when it was introduced in the Infinity Engine games... I'd like more game mechanics tied to key strokes like this!
We are going to Orlais. So I got this one.
3. More meaningful choices - story
This is the big one. I want my choices to matter. Lately they haven't even given good illusions of mattering... in fact, they been slammed in my face as NOT mattering. I won't get into heavy detail about how bad I felt this was in DA2.
But I want BIG choices that have real, noticeable, and lasting impacts. I don't need many... give me three. Three big pivot points in the game where something I do will not only have an immediate effect, not only have some epilogue mention, but actually change how the story goes from that point to the end in a way that wouldn't have happened if I had chosen differently.
Three choices like that, and I'll be happy with all the rest of the game choices being the more cosmetic or "only noticed in the moment" choices that get forgotten at least until the epilogue.
I don't want DA2 choices where whether you choose door A or door B, you end up walking in the same room. At the very least door A should lead to hallway A, door B to hallway B, and maybe they then branch back to the same room... but that room should have the furniture move around or something. Gah, tortured metaphor!
----
These last two are not from the podcast, but I add them to round out to five.
4. More meaningful choices - character
Let me make my character. Name, gender, class, race. Don't give me a preset.
I know that's wishful thinking, especially since it seems we are going to be the "Inquisitor" or some such in a very Hawke/Shepard vein.
If I'm being given an even partially preset character, then PLEASE let my choices with my character matter. If I'm being nice to an NPC, don't have there be automatic cut-scenes where I'm mean to them (or vice-versa.)
Cutting out all auto-dialog for the MC would be great, but I know that's also a lost cause with BioWare right now. So do your best to make the auto-dialog the kind of stuff that can be almost universally accepted for most characters (all would be impossible, which is why it is bad.) IMO voice overs and cut scenes are best utilized in RPG's where the MC isn't present or, if present, cannot say anything or affect what is happening.
Let me control my character - even if it is my version of your Inquisitor. Let me make choices to shape who my character is, and let the game reflect those choices by noticing how I'm playing my character.
5. Video game story - not a movie story, not an "artistic" novel
I get it. You wanted to do something different with Dragon Age 2's story. Bravo, you did something different.
Now, however, come back to making a story for a computer role-playing game, please. If you want a set linear story with a set protagonist and a set ending, why are you writing for an RPG? If we can't make our character, if we can't change the story, how can it be an RPG? Okay, that's straying into long debate territory...
Let me try again. Mass Effect 3 (I won't digress far) tried a "sci-fi novel" ending. It was received by gamers, how can I put this nicely, unevenly? Dragon Age 2 tried to set up a story for a later game and it needed specific events to run in a specific way... and, in theory, that should be fine... but the execution left some players (I won't claim minority or majority, I have no idea, but I will say myself and a lot of people I've talked to who played it) feeling powerless and unable to stop/change/divert/lessen the events about to unfold. That may make great storytelling in a novel or movie or other form of passive entertainment... but constantly making the player feel his or her efforts were for naught? I dunno, there might be players out there who relished in the "new" experience of their characters being ineffectual observers in a larger series of events.... but that's not what most gamers sit down to play a game want.
We are playing the protagonist in a story, and we should be the central character in that story. Okay, Hawke fits that bill, right? But we are playing a game, an RPG, and one from a company with slogans and a history about choice, cause and effect. DA2 did not effectively make me feel like my actions had any lasting impact. DA2 made me feel like I was watching a movie and playing some fight scenes in-between... cause even when I "chose" dialog, what my character said often didn't match the character I was trying to play. The reach for plot, setting up the story for the next game, and cinematic execution have all combined to remove player agency.
If you want to dazzle fans with a set story, with set characters, with set endings, where the player has little to no impact on what is happening - write a novel or a screen play. No, seriously. I've bought all of David Gaider's books, including comics, and I love them! But it's a different experience to playing a game!
....
Okay, done. For what it's worth.
Modifié par MerinTB, 18 septembre 2012 - 03:27 .
#438
Posté 18 septembre 2012 - 03:19
Oh and really hoping to see a revamp of both the crafting skills and the non combat skills in general. Please don't move away from those entirely, although Origins didn't get them right either. One thing I think would be interesting to see would be the use of a healing skill, similar to Herbalism, which could act as a substitute for a mage healer in a party.
Essentially, you or one of your followers specialise in the skill, granting access to some in combat heals that, whilst not as effective as a mage healer, allow the player to more easily play through the game without having to rely upon the one or two characters with healing skills.
#439
Posté 18 septembre 2012 - 03:25
2. Plot without holes, that respects lore <_<
3. Choices that really matter
4. Tactical stat-based combat, not that abomination from DA2
5. Toolset :innocent:
#440
Posté 18 septembre 2012 - 03:41
- I liked all the cool stuff that I saw in the PC demo of the Frostbite 2 engine. (Does that actually count as one thing?)
- I dislike zoning within zones. I dislike teleporting to a different map when entering a building or cave or room. I'm okay with zoning when traveling to a completely different area of the world. It's just loading new maps that are supposed to exist within a map is jarring. I want it to seem fluid. (It can still be loading maps, but I want the impression of simply walking from one map to the other instead of stopping to load it. Of course, I'd highly prefer something other than elevator rides or body scanners.) I don't know what resource limits they have with the various platform versions of Frostbite 2. I don't see them exceeding any limits of any platform on all platforms if they develop for all of them at the same time.
- Retuning, modulation and EQ can do wonders for creating new voices from one voice even if there is no change in the accents. Again, this relies on what limitations they face.
- 360 controls should feel like natural 360 controls. PS3 controls should feel like natural PS3 controls. PC controls should feel like natural PC controls. This, however, would require them to separate the engine dev teams from each other, forcing the resource developers to have 3 different teams making different demands upon them.
- I dislike plot-armor. The inability to fail removes any sense of accomplishment. That's something I liked with ME1/2. You had to work to save certain folks (and everyone, including the player's character, could die even when reaching the end). Conversely, I dislike forced situations where a character will die all the same despite all efforts of the player. Act 2's finale in the second Dragon Age and the conclusion of Legacy DLC bore no awareness to the efficiency and actions of the player. Success doesn't have to be possible, but it should react to the player's efforts none-the-less.
Modifié par ReggarBlane, 18 septembre 2012 - 03:43 .
#441
Guest_SilverMoonDragon_*
Posté 18 septembre 2012 - 03:41
Guest_SilverMoonDragon_*
2) Monty Python Spanish Inquisition reference
3) The ability to explore multiple areas (like in DAO)
4) Fast-paced, yet still relatively tactical gameplay (combo between DAO and DA2)
5) Full (or at least almost all) control over the choices and paths you can take in the game, and a goodly number of choices to make.
and I'm gonna sneak in a couple more things
6) a dialogue wheel like in DA2, with multiple dialogue options (more than in DA2) and symbols to indicate the tone/feeling in which the character will speak chosen dialogue...I do so love the witty/sarcastic Hawke in DA2 <3
7) The ability to fully customize the appearence of the protagonist, and a choice at least between 2 different races if not more.
#442
Posté 18 septembre 2012 - 03:47
- character customization additions and improvements. I want a full unique main character. This includes size and shape and height.
- true closure. what happened to my warden and hawk?
- unique environments rich with color. pallete was too bland in da2.
- Skyrim Hearthfire home. Fully customizable unique to players choice for decor. If I'm into dark dungeon cript style I want that option. If I want country estate good too. If I want a Castle. fine. Homes can also be rewards....
- lots of meaningful romance options. for everyone! at the same time, intrigue. betrayal. choice. consequence. ahhh romance. most important ---> True Love!
#443
Guest_SilverMoonDragon_*
Posté 18 septembre 2012 - 03:50
Guest_SilverMoonDragon_*
Massa FX wrote...
- character customization additions and improvements. I want a full unique main character. This includes size and shape and height.
- true closure. what happened to my warden and hawk?
- unique environments rich with color. pallete was too bland in da2.
- Skyrim Hearthfire home. Fully customizable unique to players choice for decor. If I'm into dark dungeon cript style I want that option. If I want country estate good too. If I want a Castle. fine. Homes can also be rewards....
- lots of meaningful romance options. for everyone! at the same time, intrigue. betrayal. choice. consequence. ahhh romance. most important ---> True Love!
Argh!
#444
Posté 18 septembre 2012 - 03:55
Does being able to romance everyone reduce "meaningful" sexual romance? I find it more meaningful when certain people are unavailable for sex due to the NPC's defined character rather than the player always getting what they want when it comes to sex. The player is denied other things. I find it awfully suspicious that sex is excluded from that. (I can accept that Orlais has a different view on sex, but their views on it are less meaningful, too.)Massa FX wrote...
5. lots of meaningful romance options. for everyone! at the same time, intrigue. betrayal. choice. consequence. ahhh romance. most important ---> True Love!
#445
Posté 18 septembre 2012 - 04:00
ReggarBlane wrote...
Does being able to romance everyone reduce "meaningful" sexual romance? I find it more meaningful when certain people are unavailable for sex due to the NPC's defined character rather than the player always getting what they want when it comes to sex. The player is denied other things. I find it awfully suspicious that sex is excluded from that. (I can accept that Orlais has a different view on sex, but their views on it are less meaningful, too.)Massa FX wrote...
5. lots of meaningful romance options. for everyone! at the same time, intrigue. betrayal. choice. consequence. ahhh romance. most important ---> True Love!
No no no! Romance is not sex. sex is sex. I said Romance!
maybe a woman needs to write the romance bits.
#446
Guest_sjpelkessjpeler_*
Posté 18 septembre 2012 - 04:03
Guest_sjpelkessjpeler_*
2) choices that matter and influence outcomes (less storydriven than DA2)
3) race choice
4) more open feel in visited areas with the opportunity for more exploration (in towns more accesable houses f.e)
5) combat between DAO and DA2 (no more exploding bodies and enemies falling out of the sky
Have some more but they are related to the points I've written above. In a nutshell; good story and dialogue with fleshed out characters, believable combat that can be controlled more, be given choices that influence the course of the story (=everything that is connected to that) and be able to walk more freely in Thedas.
Being asked a question one always askes more than will be given
#447
Posté 18 septembre 2012 - 04:04
2. Greater replayability/choices that matter throughout the game
3. A larger variety of environments, less linear story path.
4. A faction, castle, or home base mechanic
5. An epilogue
Modifié par Ramus Quaritch, 18 septembre 2012 - 04:05 .
#448
Posté 18 septembre 2012 - 04:04
Something about this terrifies me. When I figure out what it is, i'll be sure to let you know.maybe a woman needs to write the romance bits.
#449
Guest_Arcian_*
Posté 18 septembre 2012 - 04:05
Guest_Arcian_*
The EA logo.
#450
Posté 18 septembre 2012 - 04:07
2. Dual sword wielding warriors
3. a tad shorter staffs then da2 had, hated the look of dragging them poles around in 2, short staff anyone?
4. More 'different' areas to explore, DA2 reused many areas and just added 'doors' to make areas seem different, that got boring in a hurry.
May add more later heh





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