Aller au contenu

Photo

Top 5 things you would like to see in DA3 Inquisition ?


3278 réponses à ce sujet

#726
Guest_Mikael_Sebastia_*

Guest_Mikael_Sebastia_*
  • Guests
-

Modifié par Mikael_Sebastia, 03 novembre 2012 - 03:01 .


#727
Bovolt

Bovolt
  • Members
  • 32 messages
Oh, OH! Idea time

1: Hawke as a party member could be hilarious.

2: The Warden Commander having a cameo would be nice too.

3: Speaking of which, a happy ending for the Warden Commander....finally? Something even off handed, like: "Oh, did you hear about the Warden Commander? He's currently living in Orlais with Leliana!" Seriously, Leliana saying that she hasn't seen the Warden Commander in a long time hurts the little part of my heart that's dedicated to Bioware romances. :'(

4: References to Bioware games that normally don't get references. Can we please have a nameless NPC on the street challenging random passerby to a game of Lucky Hit?

5: A deeper RPG system. Passive feats maybe?

#728
TheDevian

TheDevian
  • Members
  • 21 messages
That gave me some ideas though. But let me preface this by saying personally support all LIs being effectively "bi"/Player Centric, whatever (maybe having some of them reject the gender the player is not on some random encounters/banters, so they are/appear straight or gay on that play through and the opposite if you are the other gender to help add to the illusion that bi is less common? That way if you always play one gender you will never even know... IDK depends on how you want to portray your world, that part doesn't bother me much either way, the whole world could be bi for all I care). But I have a thought here that might alleviate much of the drama over some of these issues. Let the player always make the first flirt. Once that threshold has been "broken" then the NPC can initiate things on their own, as things normally happen in these games. The NPC can even still be the one to initiate an actual relationship, or 'other encounter' as long as the player has shown the slightest bit of interest first (not counting whatever other mechanics are used to build the relationship score or however it ends up working this time to get to that point).
Giving the player "First Flirt" allows for the player to still retain agency of what their character does (it also gives more meaning behind any -friendship hits you might take from rejecting them at that point), without completely taking away the NPCs right to have their own feelings and life outside of the player. They just won't initiate something if they think there is no chance, if the player hasn't show any interest in them at all (for whatever reason, gender or otherwise). And it still allows for everyone to have whatever pairings they like, and hopefully no one will feel the need to ask for an offensive 'option to turn off the gay'.

Personally I like when the LI initiated things, but I think doing it this way still allows for plenty of that if it is in that character's personality to do so (I do want that part to fit). Personally, I think this is a good 'cake and eat it too' way to go. I think, in theory, this could make everyone happy.

#729
NUM13ER

NUM13ER
  • Members
  • 959 messages
1. It's been said a millions times but no more recycled areas. Level design really needs to be much better this time around. Even Bioware made a joke about this one, so I'm sure they're on it.

2. Larger world to explore and more varied environments. Ties in nicely with #1.

3. Decisions that have greater impact on how the story unfolds and ends. Adding to the replay value of the game. I lost count of my Origins playthroughs. DA II on the other hand, despite enjoying it, had little variety to offer beyond a couple playthroughs.

4. Greater customization of your squad. If they have pre-made armour then let them at least have multiple armour sets and maybe have aspects we can tweak. Equipping armour even if it doesn't change their appearance is pretty much a certainty judging by developer comments. Which is a great start.

5. Greater character customization. I felt DA II offered some nice new options so just improve on that on that and offermore creation choices. Hopefully the new engine will allow for more options and a better looking main character.

Modifié par NUM13ER, 20 septembre 2012 - 06:05 .


#730
VanDraegon

VanDraegon
  • Members
  • 956 messages
Since i assume that the story, setting, atmosphere and over all mechanics will be up to the usual level, my main concerns would be....

1. Less action rpg(DA:2) and more story driven rpg(DA:O)

2. I do not want to see recycled locations

3. Parachuting enemies is just retarded. Lets just not go there this time.

4. Lots of party banter really brings an added dimension of depth and immersion to the game. More please.

5. Let me have a say in what my party members equip.

#731
Grizzly46

Grizzly46
  • Members
  • 519 messages

TheDevian wrote...

That gave me some ideas though. But let me preface this by saying personally support all LIs being effectively "bi"/Player Centric, whatever (maybe having some of them reject the gender the player is not on some random encounters/banters, so they are/appear straight or gay on that play through and the opposite if you are the other gender to help add to the illusion that bi is less common? That way if you always play one gender you will never even know... IDK depends on how you want to portray your world, that part doesn't bother me much either way, the whole world could be bi for all I care). But I have a thought here that might alleviate much of the drama over some of these issues. Let the player always make the first flirt. Once that threshold has been "broken" then the NPC can initiate things on their own, as things normally happen in these games. The NPC can even still be the one to initiate an actual relationship, or 'other encounter' as long as the player has shown the slightest bit of interest first (not counting whatever other mechanics are used to build the relationship score or however it ends up working this time to get to that point).
Giving the player "First Flirt" allows for the player to still retain agency of what their character does (it also gives more meaning behind any -friendship hits you might take from rejecting them at that point), without completely taking away the NPCs right to have their own feelings and life outside of the player. They just won't initiate something if they think there is no chance, if the player hasn't show any interest in them at all (for whatever reason, gender or otherwise). And it still allows for everyone to have whatever pairings they like, and hopefully no one will feel the need to ask for an offensive 'option to turn off the gay'.

Personally I like when the LI initiated things, but I think doing it this way still allows for plenty of that if it is in that character's personality to do so (I do want that part to fit). Personally, I think this is a good 'cake and eat it too' way to go. I think, in theory, this could make everyone happy.


In short, this is The Sims way - all sims are bi until told otherwise. I guess that would be ok for some, but a better way would to actually include a gay of both genders as well as the heterosexual ones - it would at least feel more realistic. I know I chose my dialogue options VERY carefully around Cortez in order to not set any gaydar off with him... That said, could we PLEASE focus less on the romancing and more about the actual game?

#732
Grizzly46

Grizzly46
  • Members
  • 519 messages

NovaBlastMarketing wrote...

1 <3More Li  Romance  content <3
2 <3More Squdmate banter about your romance <3
3<3 game wiide  fully Repeatable   flirt chats , dates , cuddles  , and other  romanitc st uff<3
4<3You can  have them "move in with you" <3
5<3Fresh  new  romance stuff in ever  chapter <3


Dear lord... You know there are special games if you want that, don't you?

Or, this is a very lame attempt at trolling - with a crowd like this, it is hard to tell...

#733
panamakira

panamakira
  • Members
  • 2 751 messages
1. Another protagonist (I actually like that about DA:O and DA2 being from different background perspective.) Maybe the option to be an Elf or Qunari as well? Just so each play-through feels different and equally gratifying?

2. More character customization for party members. Offer choices in Armor and weapons so that for 10 years they're no wearing the same thing?

3. More dialogue with party members. I felt that there could be a nice balance between DA:O and DA2. What I like about DA:O was the amount of things you could talk to with party members and what I liked about DA2 is that your party members had a life and interacted with each other when the player wasn't there.

4. More areas to visit in Thedas? I'd love to go to Orlais but I felt that we were only in one small area in DA2 when Thedas is so big and there is so much potential to explore. I'm not saying to make a sandbox game but a little more open, varied and explorable areas would be amazing.

5. More variation in the level environments. Obviously I feel the biggest issue with DA2 was the recycling of levels so I would love for devs to at least change it up so we're not going back to the same cave over and over again. You get bored of the game easily because you've see the same place so many times.

#734
NovaBlastMarketing

NovaBlastMarketing
  • Members
  • 508 messages

Grizzly46 wrote...

NovaBlastMarketing wrote...

1 <3More Li  Romance  content <3
2 <3More Squdmate banter about your romance <3
3<3 game wiide  fully Repeatable   flirt chats , dates , cuddles  , and other  romanitc st uff<3
4<3You can  have them "move in with you" <3
5<3Fresh  new  romance stuff in ever  chapter <3


Dear lord... You know there are special games if you want that, don't you?

Or, this is a very lame attempt at trolling - with a crowd like this, it is hard to tell...


No  if  you had  bothered to read any of my posts you will know i am being quite  serious  i am more intrested in story  and  character interaction than  i am  "killing stuff"   hense why  the highest  level i ever go is normal   most of thetime I play on  easy.  It is also one of the reasons i have no use for muliplayer..
 
Your  comment shows distain for "this crowd" and  your entire post  is  a is a subtle  but  "personal " attack  for which i am sure is against   the form policy  and not only that is also  pure  example  of  exactly what  troll   is.  

The fact  that you tried to place  that  title on me  just makes you look more even  foolish.

Modifié par NovaBlastMarketing, 20 septembre 2012 - 07:49 .


#735
panamakira

panamakira
  • Members
  • 2 751 messages

Putok wrote...

Renmiri1 wrote...

Oh gee.. Do we have 10 pages begging for a DAO clone ? UGH

Well sorry folks, some people liked DA2 so here is my list

3. Fast combat


I think this is one area where there's a lot of room for a happy medium. I see no reason that a combat system can't make both pause and scan the battlefield strategic type players and hack and slash action type players happy.


This so much. I don't want to go back to the slow paced DA:O combat but there should a much more tactical way to the combat system.

#736
muy_thaiguy

muy_thaiguy
  • Members
  • 149 messages
1. DA2 combat was much better than DAO. Didn't feel clunky, and mage could do more than just lift the staff in the air. Though, no more parachute enemies please.
2. DAO story was much smoother and more encompassing than DA2. DA2 had 3 main stories, but they felt unfinished. Like the Qunari part, my first playthrough I expected an armada of Qunari to invade, instead we have a psychotic mage blow up the one group of people trying to work things out. Nice way to jump around there. DAO though, although you went all over Fereldan to different places, the story was MUCH smoother and each section felt like a chapter to a book, rather than an unfinished story.
3. ME3 made just wanting to be friends with the gay members possible. DA2, too many times you get to the point where you either start an unwanted romance, or you ****** them off. Really? Just would like that adjusted please.
4. More variety to your main character. DAO was good, but felt almost unfinished. DA2, very limited, though it was nice to see the distinction between soldier and rogue classes. But it would be nice to be able to choose elf, dwarf, or even qunari (stretch, I know) along with human.
5. Tie in DAO and DA2 stories into what has happened, other than the Mage/Templar War. Would like to know what happened to my Warden after he and Morrigan walked through that gateway. Not to mention the child. And what Flemeth plans. And the mystery behind Sandal.

#737
Icinix

Icinix
  • Members
  • 8 188 messages
1) High Tactical Camera.
2) More believable combat, slower animations, less exploding everything.
3) Ability to explore and discover as opposed to just pass through (Lost thaig I'm looking at you)
4) Ability to own a character as opposed to play a pre-determined one.
5) NPCs whose characters remain constant between different playthroughs and games.

#738
normandy1

normandy1
  • Members
  • 60 messages
would like to see my warden and my hawke come together for something epic morgan and her child should be a big part of the story.as well as anderes,alister,shale,the return of sten and talis to expand on and influance over each other and the quin. don't forget ogren, isabela oh and make the warrior and rouge tallents like they were in dao i loved my two weopon warrior. power boost for the mages
more open world such as in dao and awakwnings

#739
Last Vizard

Last Vizard
  • Members
  • 1 187 messages
1. Warden returning with Morrigan and their "God child"

2. War assets being visible things that actually affect the battle

3. In depth level system with high level cap. (return of the Arcane warrior)

4. Choices from the DA 1 and 2 affecting the beginning and end of DA 3

5. Indoctrination theory makes for a better story

#740
Wolf_in_the_Meadow

Wolf_in_the_Meadow
  • Members
  • 361 messages
1) No multiplayer - I played the ME multiplayer but only 'cos I found there was a lack of actual gameplay in the main campaign.
2) For it to be a game rather than an interactive cinematic experience. I don't want to feel like I'm just connecting cutscenes together; the missions in ME3 were incredibly short and it seems like a lot of the dialogue options were cut away. It felt like a cutscene I occasionally got to shoot things in. I know you're a different team and I normally wouldn't say anything, expecting BioWare to bring the awesome, but ME3 really annoyed me and I just hope it's not the direction BioWare is going as a whole.
3) Better looking headgear.
4) More customisation
5) Isometric camera view for PC. It's the whole reason I play on the PC rather than xbox.

#741
moilami

moilami
  • Members
  • 2 727 messages
I want to see a very intense and loving eternal true love romance, which ends when the LI gets tortured and killed after you fail to rescue her/him.

LI gets killed and tortured because you never bahaved. It means you should had chosen "family" instead of "adventuring".


Edit: You should be able to romance practically anyone, have a weddings and stuff and then see the big middle finger rising :D

Modifié par moilami, 20 septembre 2012 - 10:04 .


#742
Grizzly46

Grizzly46
  • Members
  • 519 messages

NovaBlastMarketing wrote...

Grizzly46 wrote...

NovaBlastMarketing wrote...

1 <3More Li  Romance  content <3
2 <3More Squdmate banter about your romance <3
3<3 game wiide  fully Repeatable   flirt chats , dates , cuddles  , and other  romanitc st uff<3
4<3You can  have them "move in with you" <3
5<3Fresh  new  romance stuff in ever  chapter <3


Dear lord... You know there are special games if you want that, don't you?

Or, this is a very lame attempt at trolling - with a crowd like this, it is hard to tell...


No  if  you had  bothered to read any of my posts you will know i am being quite  serious  i am more intrested in story  and  character interaction than  i am  "killing stuff"   hense why  the highest  level i ever go is normal   most of thetime I play on  easy.  It is also one of the reasons i have no use for muliplayer..
 
Your  comment shows distain for "this crowd" and  your entire post  is  a is a subtle  but  "personal " attack  for which i am sure is against   the form policy  and not only that is also  pure  example  of  exactly what  troll   is.  

The fact  that you tried to place  that  title on me  just makes you look more even  foolish.


Cry, cry... I'd like a story too, but not at the expense of turning an RPG like Dragon Age into a dating sim, where a romance plot is overshadowing everything else - which your previous post suggests. I don't see anything about having anything else BUT romance there - hence my post. In short, you used all five points on nothing but romance bits and pieces. What about buddies? A pet? a ghost story? A multi-layered plot? Better graphics? There are TONS of stuff you could have suggested. Your points simply suggest a date game.

And yes, I do feel a certain disdain, since even if romancing is ok, I don't think that's the point of an RPG, but way too many people seems to focus on the romancing part. And that is shooting over the target, which is participating in a good story being told.  

#743
greghis

greghis
  • Members
  • 5 messages
There is only one rule in game design, and you already know it: give the player meaningful and interesting choices. This should manifest itself in at least five ways.

1. The players choice of race and class should alter the gameplay experience in fundamental ways.

A good example would be from Vampire: Bloodlines, were playing the “crazy” class, Malkavian, resulted in every single dialogue tree being altered.

You do not have to be this in depth, but it has been done before, and by a company with less resources.

2. Dialogue choices should be more meaningful than a number.

In fact, dialogue choices should make new options available in the future. an affable or antagonist tone should allow a player to go down a road that will lead to game-changing results. What people say to one another is often as important as the experiences that they share. Getting to know interesting NPC’s is an adventure in itself. Imagine making a satisfying gaming experience without combat.

If you need to throw monsters at the party for players to feel close to the characters you’ve created, your writers are not working hard enough.

3. Plotlines need to branch.

If player choices do not lead to unique gameplay experiences, then they weren't choices. One of the great strengths of dragon age one was the willingness to plan for multiple playthroughs. Design a world, not just an adventure.

4. Put some roleplaying in the role playing game.

Sounds obvious, but it isn’t. Increasingly rare are those opportunities that allow a player to have deep interaction both with the characters in the game and the consequences of his/her choices. Good examples would be the trial from Neverwinter Nights 2 or the fortress defense at the end of Hordes of the Underdark. In general, any chance to see multiple decisions pay off at once is gratifying, and makes the whole experience seem less transactional and more real.

5. Tie the themes, the flavor of the game, to the plot.

This is odd I know, but a story has to resonate with the player. Part of this is achieving cohesion between what the characters becomes and what the world needs. In KOTOR, for example, the game mechanic of light/dark alignment was key to the PC’s backstory. In fact, alignment choice was a motif for the gameworld. In Inquisition, the key game choices should clearly revolves around the uncompromising nature of fanaticism.  
[/b]

Modifié par greghis, 20 septembre 2012 - 10:22 .


#744
moilami

moilami
  • Members
  • 2 727 messages
I want both Alistair and Morrigan back. Gays and women can romance Alistair and lesbians and men Morrigan. Then, when your char has got enough excellent loot and is in a epic climatic situation Alistair/Morrigan will betray you, beat you, taunt you, and steal all your stuff. After that they kiss each other and you realise they were a couple and Alistair/Morrigan was just fooling you.

I want to see something what will make the Internet break because of the all tears ****s flood around.

#745
Captain McBuck

Captain McBuck
  • Members
  • 209 messages
My Top 5:

- The Ability to Customise my party again. I loved the way in Origins I could change their equipment and not just Rings and Amulets and stuff but Helmets, Armour, Gloves, Grieves and Boots and weapons. I know DA2 went the more "Iconic" Mass Effect route of non-customisable characters to make them "Stand out more" but really Origins worked just fine. I loved the useer Agency we had in Origins, "Don't Want Alistair as your Shield Tank...use some Remedial Tallent points to turn him into a two-hander", Don't want Leli as an Archer? use some Points to make her a Duel Weilder", I really liked that you wern't hemmed into playing the character "As Bioware Intended"in DA2 that was gone,

User Agency was gone, Character skill trees were rail roaded along a set path, Bella was an Duel Weilder, Varric was a Bowman, Sabastian was an Archer etc. I couldn't use my skill-points to turn Fenris into a shield-tank, or make Merrill my healer instead of Anders or turn Beth into an Arcane Warrior/Battlemage or make Aveline my walking Battering Ram ..I could not mix and match and make them play to Hawkes strengths, I had to pick the Charactesr that worked well with Hawkes style not the ones I wanted, in fact I often ended up with ones I hated leaving my favourites behind.

I couldn't even play around with Hawke herself I was stuck at the start of the game picking a train track - Duel Wielding Rouge, or Shield-Tank or Two Hander or Mage, Why not have it like in DA:O where I just pick Warrior - Rouge - Mage and how I use them and set them up is up to me?.Both Hawke and the DA2 Characters were more "Mass Effecty" and that works for Mass Effect where we've never had useer agency but with DA we did and then you took it away and it felt a step backwards IMO. Also being able to choose specialisations based on classes again for not just Hawke but also able to choose a second Spec for Companions would have been nice. like in DA:O where we could spec Morrigan as a Spirit Healer instead of the whiney one. or Leli as a Dualist or Olghren as a Templar. Also give us back our Race custom origins and stories. that was what made DA:O so replayable.

2: - Weapon Smithing/Item Crafting - I really liked the Crafting System in Skyrim with its open Uer Agency and the Resources sytem in DA:2 where I didn't have to carry around a bunch of stuff taking up Inventory slots, just find a source, then a Crafting Table - . I'd like to be able to find resources in the world and then just make stuff, a hybrid of Skyrims Smithing and Enchating system with DA2's resource finding if done well would work great for me. Combat in general I liked the fast pace of DA2 but I want it balanced more with the tactical set up for DA:O,

3 - I really liked that Hawke had a voice, However I felt much more hemmed in by "Mass Effect" Dialog Wheel in DA:2. though I felt the overall trade-off was worthwhile I would still prefer for DA:3 a hybrid of the two giving DA:O's dialoge depth with DA-2's Voice acting for the Main Character. I know VAs, good VA's cost money and you have Corperate overlords but anything worth doing is worth doing right. and with Mass Effect 3's ending hanging over your heads like some ominous cloud you cannot afford to skimp on the details and screw this up.

4: Party banter, one of the really awesome things about DAO and DA2 Is the Banter, both between the squadmates that like each other and the ones that don't. You should keep this. it would also be nice to have the main character be able to encourage friendships or not between party members not just with the main character...the number if times I wanted to punch Anders in the face.. or Slap Fenris around the head...really test to why this should be possable Hell being able to force two party members who hate each other to at least try to get along could even lead to some really interesting conficlts with the Main Character too later-on, but it should also be optional so if you don't make them then thats fine too. I also generally want more interaction with the Party Companions, Though DA2's scenes were on the whole Better, DA2's PC/Party interaction was woefully less when compared to DA:O which had party banter and interaction with the player oozing out of every orifice...sometimes litirally. I'd love to see more of characters we know little about or who's story lines were left open ended - Morrigan, Varric, Tallis, Cauthrian, Cullen.

5: - I really want Moral Agency back, like in DA:O, there was no "Good" or "Bad" way of solving your problems along your way to the Arch-Demon, your Warden could be a Paragon of Warden-ness or the worst Warden to ever to bare the title or walk somewhere in between and every Warden had one last temptaion at the end and could sire The Catalyst--God Child to save there own lives.

As "The Warden" you always had several ways of resolving a situation some had better outcomes than others and some like Orzimar you had to compromise your Morals for the greater good and sometimes stand by them to get the best outcome there. I really missed that Grey Morality in DA2. As Hawke it didn't seem to really matter how you played Her - Good Hawke? Bad Hawke? Templar Defender or Mage Sympathiser? In the end nothing changed cveryone went nuts in the end and the city burned. I didn't get that feeling that "Hawke is the biggest most important person in DA Lore ever" Feeling that I was promised, In fact Hawke actually felt more like someone trying to just survive as the world changed around her in spite of her not because of her. I want the ability to resolve problems though Ruthless Force, Careful deplomacy or clever thinking or shades of all three. The Best example I can come up with is the "Connor" Situation in Redcliff- Kill the Demon, Kill Isolde, Kill Connor, Go the the tower or Use Blood Magic? Bargain with the demon? Bargain then Backstabb or bully it into leaving anyway? - every choice you have will resolve the problem, Good, Bad and Grey choices.

Yeah thats basically it. I will say one more thing however - Please no Multiplayer. DA does not need it and it dosn't fit into the universe. I know your Corperate Overlords wan't Multiplayer forced into every franchise but please just use the disc space for more Single Player content.

Modifié par Captain McBuck, 20 septembre 2012 - 10:52 .


#746
moilami

moilami
  • Members
  • 2 727 messages
In fact, I want more.

After the betrayal you have an option to seek revenge. You hunt for Alistair and Morrigan, finally catching them up and having an option to deal with them. After you have dealt with them you realise they were just mind controlled by an evil blood mage, to whom you just made a great service by killing Morrigan and Alistair.

#747
Genuine UK

Genuine UK
  • Members
  • 129 messages
1. Epic Story
2. Returning characters from DA: Origins, DA: Awakening and yes even DA2
3. Being able to pick the race of the character again and customize it more
4. People reacting to you diffiently depending on your class and advance class's (blood mage :P )
5. Bring back Griffins and for the love of god let us ride them :D

could think of a lot more but ill stick to the open post 5

#748
Grizzly46

Grizzly46
  • Members
  • 519 messages

greghis wrote...



There is only one rule in game design, and you already know it: give the player meaningful and interesting choices. This should manifest itself in at least five ways.

1. The players choice of race and class should alter the gameplay experience in fundamental ways.

A good example would be from Vampire: Bloodlines, were playing the “crazy” class, Malkavian, resulted in every single dialogue tree being altered.

You do not have to be this in depth, but it has been done before, and by a company with less resources.

2. Dialogue choices should be more meaningful than a number.

In fact, dialogue choices should make new options available in the future. an affable or antagonist tone should allow a player to go down a road that will lead to game-changing results. What people say to one another is often as important as the experiences that they share. Getting to know interesting NPC’s is an adventure in itself. Imagine making a satisfying gaming experience without combat.

If you need to throw monsters at the party for players to feel close to the characters you’ve created, your writers are not working hard enough.

3. Plotlines need to branch.

If player choices do not lead to unique gameplay experiences, then they weren't choices. One of the great strengths of dragon age one was the willingness to plan for multiple playthroughs. Design a world, not just an adventure.

4. Put some roleplaying in the role playing game.

Sounds obvious, but it isn’t. Increasingly rare are those opportunities that allow a player to have deep interaction both with the characters in the game and the consequences of his/her choices. Good examples would be the trial from Neverwinter Nights 2 or the fortress defense at the end of Hordes of the Underdark. In general, any chance to see multiple decisions pay off at once is gratifying, and makes the whole experience seem less transactional and more real.

5. Tie the themes, the flavor of the game, to the plot.

This is odd I know, but a story has to resonate with the player. Part of this is achieving cohesion between what the characters becomes and what the world needs. In KOTOR, for example, the game mechanic of light/dark alignment was key to the PC’s backstory. In fact, alignment choice was a motif for the gameworld. In Inquisition, the key game choices should clearly revolves around the uncompromising nature of fanaticism.  
[/b]


Good post - what it all boils down to is what I consider the most important thing when it comes to role-playing (already metioned earlier, but worth repeating), namely control.

Each action should have a consequense - do this and that happens; refuse to do the same action and something else happens. It isn't harder really.

#749
kr3g

kr3g
  • Members
  • 554 messages
1. 6-man party
2. Origins-like abilities. No need "fireball and +2 upgrdes", that's awfull.
3. Jumping :D
4. No multiplayer
5. Romance with female Qunari for male-only character. :)

6. Mature dicisions to make.(and no less mature consequences.)

Modifié par kr3g, 20 septembre 2012 - 11:48 .


#750
Carlthestrange

Carlthestrange
  • Members
  • 3 622 messages
-Choices having an actual influence on the ending
-No multiplayer
-A return to Origins style gameplay/talent tree (Sorry, but I love that classic RPG set up.)
-More than 5 rooms
-An ending that isn't total balls. (I swear, if we end up with a mages/darkspawn merge ending, I'm going to throw my console out of the window.)

I will be watching DA3, but I've been burned too many times. I'm not preordering, I'm just going to wait and see what the public thinks.

Modifié par Carlthestrange, 20 septembre 2012 - 12:07 .