Top 5 things you would like to see in DA3 Inquisition ?
#826
Posté 21 septembre 2012 - 05:10
#827
Posté 21 septembre 2012 - 05:49
1) Character customization -sex, facial options, mage, warrior, rogue, - other race options would be nice, but not a priority. I did like being able to change this in DA2.
2) Great NPC characters with lots of dialogue and friendship paths, romance options for some. 6 is good. 2 good, 2 evil, 2 balanced. Humor, teasing, even in the darkest times people still laugh. And romance, ME1 got this right with lighting, music, dialogue, DA:O was not bad either, but please get rid of the underwear.
I liked Aveline's romance with Donnic something like this would be nice. I don't want to be able to romance everyone. I like having some characters say "your not my type". Steve and Samantha turned out to be two of my favorite characters in ME3 partly because they knew who they were and what they wanted.
3) Great story with choices that make a difference to the endings so that I'll want to replay it in order to see every option that's available. This would include a great happy ending and other not so happy endings. I've never minded some characters dying in some games, as long as there is the possibility for saving them in another game. And it would be nice if some dialogue for one of the characters, depended on when you did the quest. I enjoyed the 3 different dialogues Liara had depending on when you picked her up in ME1.
4) NO previous companions from either game, No Hawke, no warden preferably no Alistair, no Morrigan, no Merrill, no one that was a companion previously. Just rumors or conversations overheard in passing about things we did in previous games. I don't mind companions who were in previous games or books, Cullen, Ser Cathrien, Cole, Cassandra, just not any of my companions from previous games. I'm assuming we will see Sandal and his dad since they were in the previous 2.
5) Option to play character's with dialogue that reflects different view points/moral/code of conduct, so I can have a variety of characters including one whose balanced. And having some NPC's react to my character by staying or leaving depending on that viewpoint.
And please, don't ever ever say the journey is more important than the destination, because it's not.
edit - I hate paragraphs that all run together.
Modifié par mopotter, 21 septembre 2012 - 05:51 .
#828
Posté 21 septembre 2012 - 07:14
hack&slash combat and oversized weapons*A staple of the fantasy genre infact* aren't exclusive to JRPGS infact most JRPGS feature tactical combat posts like this make me wonder if the people throwing the term around have even bothered to play JRPGS other than Final Fantasy*which didn't feature H&Sish gameplay untill XII anyway* or if they just think using it as a derisive term when comparing games adds credence to their argument.Cultist wrote...
1. Choices that matter. in both Mass Effect 3 and Dragon age 2 none of
your choices had any significant impact on the game. They were either
overriden by BioWare or discarded. Witcher and Alpha Protocol handled
this right, especially the latter.
2. Combat - Dragon Age 2 turned
tactical combat into idiotic brawl with 3 meter swords of anime
characters. Aracde combat, elimination of any thought and planning,
replaced by mindles button mashing. All this turned DA2 into another
slasher jRPG and a laughing stock.
3. Dialogue complexity - Dragon
Age 2 dumbed down dialogue system into the stone age. Players almost
never get options, other than Yes, No and investigate. And the worst
part that every dialogue served only as a prelude to inevitable battle. there is virtually no option to solve problem by conversation. Paraphrasing and Dialogue wheel are abominastions by themselves but thanks to them the game is plagued by autodialogues.
4. Art style - Dragon Age 2 turned dark fantasy into a cartoonish parody.
5. Dynamic world - in DA2 the city never changes in 10 years! And given that we will be in a center of great events the world must be changing constantly. So no more people ,standing in one place for 10 years.
#829
Posté 21 septembre 2012 - 07:16
#830
Posté 21 septembre 2012 - 07:18
Modifié par saintjimmy43, 21 septembre 2012 - 07:20 .
#831
Posté 21 septembre 2012 - 07:35
2)having the lame mages v templars story give way to a greater one. Or at least let us say no to both.
3)Extreme customization. Not only in armor colors and ****, but in all equipment. Let me put a shield on my mage. Sure, he can't use it like a warrior can, but he can still pick up a shield. He's got hands.
4)A hybrid class. A magic assassin. A MAGIC ASSASSIN!
5)An Ultra-tank like the Paladin class for Me3 multiplayer. A shield as a primary weapon. A SHIELD AS A PRIMARY WEAPON! (A shield alone I mean, kind of like the Alphas in DA2's Legacy DLC but less clumsy)
Modifié par saintjimmy43, 21 septembre 2012 - 07:43 .
#832
Posté 21 septembre 2012 - 07:36
2. Have attack success not be determined by dice rolls.
3. Add controller support
4. A option to skip combat
5. Add exploration
#833
Posté 21 septembre 2012 - 07:52
Patriotism, politics, More ingame music/songs/stories.
epic vistas, more "visual power"!
Maturity. (Do what you need to do to improve the atmosphere of the game)
More life-like npcs (ambient) and that they will treat you different by your alliances and choices.
Speeches!, unique locations determined by player choice. A character that earns the love of the commoners.
Modifié par Kingroxas, 21 septembre 2012 - 08:01 .
#834
Posté 21 septembre 2012 - 08:05
Morrigan
Tons of side quests
Redesigned helmets on the heavy armor sets(the ones from DA:O were very ugly)
Ability to pause cutscenes
#835
Posté 21 septembre 2012 - 08:18
Avoiding the "evil"/insane storytelling, Meredith and Orsino could've been handled in thousands of other ways rather than going insane.
Scenes similar to Mass Effect 3's ending which displays the protagonist becoming wounded and near-death, something which removes the player's usual power and reminds them the protagonist is still human.
Differences in romances based on sexuality. For example, a noblewoman can take you as her mistress if you're female and her family doesn't mind because you can't potentially have children with her and get into their family. Yet, if you're male, you must elope or not be with her. Different scenarios which create replayability amongst the same character.
Don't assume player loyalties and force us to work against factions which we previously worked with. Cerberus in ME3 was atrocious, I'm worried the Templar will be handled the same way.
Modifié par Dave of Canada, 21 septembre 2012 - 08:19 .
#836
Posté 21 septembre 2012 - 08:39
Awesome idea!Dave of Canada wrote...
Intel system similar to Alpha Protocol, which information you have on characters change the conversation and you can blackmail them or use the information to your advantage. This would work well in politics and "The Game" in Orlais.
#837
Posté 21 septembre 2012 - 08:48
Dave of Canada wrote...
Intel system similar to Alpha Protocol, which information you have on characters change the conversation and you can blackmail them or use the information to your advantage. This would work well in politics and "The Game" in Orlais.
Avoiding the "evil"/insane storytelling, Meredith and Orsino could've been handled in thousands of other ways rather than going insane.
Scenes similar to Mass Effect 3's ending which displays the protagonist becoming wounded and near-death, something which removes the player's usual power and reminds them the protagonist is still human.
Differences in romances based on sexuality. For example, a noblewoman can take you as her mistress if you're female and her family doesn't mind because you can't potentially have children with her and get into their family. Yet, if you're male, you must elope or not be with her. Different scenarios which create replayability amongst the same character.
Don't assume player loyalties and force us to work against factions which we previously worked with. Cerberus in ME3 was atrocious, I'm worried the Templar will be handled the same way.
I totally second all of this. Love the idea of differences in romances and the intel system.
#838
Posté 21 septembre 2012 - 08:50
Megakoresh wrote...
Action, skill-based combat. I want Kingdoms of Amaleur: Reckoning or Darsiders 2 kind of combat. We are well past the age of autoattack.I hope you have learned the lesson about
sacrificing anything to "Appeal to new audience", as it was with DA2, to a certain extend, and with ME3, which was much more harfmul. Because if you did not, then the series is a lost cause. Mature games are not meant for simplification.
Have to say that if you believe this then go play those games. DA is supposed to be the Baldurs Gate successor, Biowares Loyal Fanbase wants combat more or less like that. DA is NOT an action-rpg.
Odd that you say they shouldnt appeal to new audiences then advocate they change the combat system to appeal to a different audience.
And as for simplicity, well Dark Siders and Reckoning had far vert simple combat systems, just mash the attack button. DAO on the other hand had some strategy.
#839
Posté 21 septembre 2012 - 08:53
2. Customisation
3.mayby no new character but imort your warden/Hawke to playable character with warden/hawke as party member and story based on your hawke/warden so: same game both but other choises
4. romance
5. and a GOOD end of triology unles its not a triology Xp
#840
Posté 21 septembre 2012 - 09:07
The down side of that is that it means that you become very limited that way. What if you don't like that character and there is only the one? (for example if you were a gay male and you didn't like Zev, you were out of luck, variety is the spice of life). And like in Origins, if all of the LI's are not bi, then there will be mods that do it instead, meaning that your PC will be a hermaphrodite (or know the secrets of the Mido Clan, or something), with everything that entails, like a female warden having a baby with Morrigan.Grizzly46 wrote...
TheDevian wrote...
{snip}
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?
It wouldn't be like the sims, at all really, as these guys 'would be told' the moment you make your character, as soon as you start the game and act accordingly. The sims 'learn' their behavior based on how many times they do one or the other, and they are which ever they do more often, and if you aren't controlling them, it's pretty random. What I am saying is that if you are a male PC then some of the male LIs (depending on how many there are) might be gay, and if you are a female character then they would be straight, instead of just being bi for everyone. Nuance, it's the subtle differences.
I, for one, am not saying romance should be a major focus of the game, but if it is going to be in there (and just imagine the rage if it is not) then it needs to be done well. I don't want anything in the game if it isn't done well. We get what we put in, in Origins it took work to do the romance, and the end result felt worth the effort, usually (same could be said for most things). In 2 you got what you put in, 1-3 flirt clicks, and that is about what it was worth. Nuance and player agency, they're important.
Besides if you have 'one of each', as you say, then they get defined by that trait. All of them were bi in 2 and Anders still gets called that gay guy, because of that thing I am about to not talk about.
Him only mentioning that thing if you were male (to avoid spoiled things) was a step toward what I was talking about, but with Anders we already knew he liked women from before, so not really what I meant, and like many things in 2, mearly a token nod. But credit where it is due, they tried, and definitely not the issue I had with Janders. (never liked Justice anyway, the one companion I have never recruted after the first time, Seb got recruted a 2nd time so I could hear the belt buckle line, missed it the first time because i never took him anywhere, was almost worth it, otherwise it would be the two I never recruted again)
Personally I think all of the characters should have a way to woo them, unless they are married or something, that's what would be realistic. The ones who normally would be non-romanceable should be the 'straight or gay only ones' and the ones who are 'the normal' LIs can be the bi ones, lol, idk, whatever. And some should be a lot harder than others based on various factors, gender class, race, personality, etc. (note I said harder, not impossible, they aren't real people, they have no real preference, but some players do and that should be respected as much as possible). Some races are less inclined to have a permanent relationship outside of their species due to the lack of children of their species (elves and dwarves are dying out), so it should be more difficult to get to that stage, if they are of that mind. But this all depends on the idividual personalities of each character. But in a world/culture where sexuality is not that big a deal it does stand to reason that there would be a higher % of people who are comfortable with it.
The romance option, while I do enjoy that it is there (it is part of the detail that went into more than just fighting and fetch quests that helped flesh out the world, along with the origins and so much more), isn't the most important thing to me, in fact that last few times I played through I avoided it activly, but it is a small part of the larger issue of choice and player agency and that is my biggest thing. It was just a part of the game that I had an idea about, and I try to give everything my all. (Like anything else
in life, if it is worth doing, it should be worth doing well). To many people though, it is very important, and to them to overlook it or to say it is not 'part of the actual game' is like telling someone who loves the combat that that isn't part of the actual game, because I am sure there are people with that opinion. Just like there are people who skip all of the dialogue, or never read a codec. It is all a part of the game, and there are no bad ideas in brainstorming, even an idea that doesn't get used can inspire one that does.
Sorry for the long commercial break, now, back your regularly scheduled top 5 countdowns!
#841
Posté 21 septembre 2012 - 09:10
II. Making Tallis a permanent companion in DA3 would be nice,
III. Customizing your armor and companion armors And why not? Build your own armor just like Skyrim.
IV. Since DA3 will be an open world game, can we finally ride Horses or a Halla or a Bronto or maybe a Griffon?
V. And last, Since DA2 didn't have more High dragons then it predecessor, DA:Origins. Can we at least fight more? I would like to see more High Dragons involve in the next DA game.
#842
Posté 21 septembre 2012 - 09:34
- more dialogue
- race selection
- mixed fighting styles from DA:O and DA2
- References from past games
- Longer story than DA2
#843
Posté 21 septembre 2012 - 09:55
2. More dialogue options. A neutral option that isn't helpful/sarcastic/aggressive would be nice.
3. No butchery of my Warden or Hawke.
4. Choices that matter. I want to be a blood mage and be treated like one.
5. No generic insane antagonists.
#844
Posté 21 septembre 2012 - 10:23
2. Large selection of romance F/M, F/F, M/M, mixed races. Not only companions, I'd love to have a girlfriend/boyfriend who's staying at town and I visit her/him from time to time, speaking about my adventures, bringing gift, having arguments, etc... What do you mean I'm forever alone???
3. Extremely deep lore work: all females shown (qunari), outstanding environnements (no more static, repetitive, empty spaces, real water, etc...please show us your world), get those towns some life (lots of moving npc doing stuff, children, good ambience...), real time weather, etc. Impress us, take us to your world and don't let us escape.
4. Modding Friendly: really important, you know it won't hurt DLC sales, actually it won't hurt anything. When you won't be able to touch the game, modders will be there, and everybody will be thanksful.
5. Bosses: I think dragon age needs bosses, vilains we remember with story development. Bosses in Mass Effect trilogy and dragon age saga are not really remembered.
#845
Posté 21 septembre 2012 - 10:42
2. No class-restricted weapons/armour
3. Party banter and more companion sub-plots
4. Lots 'n' lots of custom armour and weapon models
5. More down-to-Earth (or Thedas?) but yet still quite responsive combat; DA2s was too fast and jumpy, whereas DAOs was too clunky and slow.
Also, a PC mod-kit would be great. I probably won't use it but I loved downloading all the awesome mods people made for DAO.
#846
Posté 21 septembre 2012 - 10:44
2) Return to DA:O and let all the companions use and wear any armor and weapons that you have at your disposal. Let anyone use a bow. I accept that only rogues can specialize with a bow. But historically, bow and daggers were used by the common man(peasant) for hunting and general survival. So why can't a mage understand and use either item? Also let anyone use light armor. A mage shouldn't have any problem wearing an armor that weighs 20lbs compared to a suit of heavy plate that weighs 175lbs.
3) More skills that are also cross class-able skill sets. I loved the idea of the Arcane Mage, a warrior who threw spells instead of arrows. There is a Mod for DA:O that gives a Paladin Specialization to warriors. that was a another idea that I thought was great. Why aren't there individuals who are devout, yet not tied to the Chantry like a Templar? It is a world of magic, so more mage specializations. Why wouldn't there be different kinds of spells that are not taught in the Circle or through a Blood Mage mentor? Obviously Flemeth had a quite a few spells at her disposal. Why was she the only one?
4) More areas to explore. Areas that may or may not have any effect on the story of the game. It was fine(although I wasn't fond of it) that DA2 all took place in Kirkwall. But that was suppose to be one of the largest cities in the world, why was everything so small and repetitive? Completely different caves, yet they looked exactly the same. Docks of a major port cities are not that small, especially for ocean going ships.
5) The weapons. Why on Earth would a dagger be as big as a Roman short sword? Why do all the staves look the same? why did the Kirkwall guard's armor look the same as the Fereldan infantry armor? A great sword is a huge sword, but a weapon that is bigger than the wielder is most often ineffective. A great sword should not be dragging on the ground while the hilt stands 2ft above your head. A cross bow is a very powerful mid-evil weapon. But even back then, there were different sizes. You didn't carry a heavy crossbow because it was so cumbersome. We're talking about a weapon that weighed close to 40lbs, not including the quarrels. It also took a quite a while to load and prepare for the next shot. A bastard sword you wouldn't use with a large shield. We're talking about a large sword that you have wield with both hands(not that you'd have to), like a great sword. When using a bastard style sword, a shield would just get in the way. Bows were practically standard equipment to any army/soldier. If you were part of an Archery regiment, you got a long or compound bow for the distance and power. Your average front liner got the short bows to weed out the oncoming troop before you tossed it away to engage on hand to hand.
Overall, make the weapons more realistic to the use.
6) yeah I'm adding a sixth one. A tool set for modders. Allow the players to tweak the game to their likings.
#847
Posté 21 septembre 2012 - 10:50
2 - Better flowing conversations. A lot of the dialogue options are simply asking a question, then getting a simple answer. You ask in one line, they answer in two or three, next subject. Not a lot of emotion was shown by Hawke most of the time because of this simplistic system. That's not to say there should be interrupts like in ME, but just natural reactions to what people say while they're talking based on your previous choice in dialogue. Not sure if that makes much sense anywhere else but in my head.
3 - Different environments. This dead horse has been beaten enough already, but it was really my #1 complaint with DA2. It'd be nice if not only were there more "zones", but more geographically different areas to explore. Also, areas that are completely unique to this universe. Kirkwall and Ferelden looked good, but they felt a little too generic. I didn't have a lot that I found aesthetically amazing, save for maybe the deep roads and Ostagar.
4 - Diverse boss fights. It'd be nice to have more boss fights in general (not just "Oh hey, this guy has more HP and hits harder, so he's a boss!") than we've had previously. Just adding an extra phase, immunities, more aoe attacks, teleporting, gauntlets, etc. would add a lot of interest for me.
5 - A clear, commited main storyline with diverse endings. This is really the main thing I want out of any RPG. DA2's main storyline felt pretty unfocused to me, even nonexistent at points. A real, fleshed-out villain might help in this, as would keeping the side-quests in line with the main quest a bit more. And please, make choices matter in the end. DA:O did a pretty good job at that, but I can name another bioware game (albeit from a different team) that didn't deliver very well in it's endings. Deus ex machinas are a complete deal breaker.
Modifié par axmo1, 21 septembre 2012 - 10:51 .
#848
Posté 21 septembre 2012 - 11:07
No was supposed to be DA2 changed the agenda Oh wait you used the True Fan card your argument's therefore VOIDEDghostmessiah202 wrote...
Megakoresh wrote...
Action, skill-based combat. I want Kingdoms of Amaleur: Reckoning or Darsiders 2 kind of combat. We are well past the age of autoattack.I hope you have learned the lesson about
sacrificing anything to "Appeal to new audience", as it was with DA2, to a certain extend, and with ME3, which was much more harfmul. Because if you did not, then the series is a lost cause. Mature games are not meant for simplification.
Have to say that if you believe this then go play those games. DA is supposed to be the Baldurs Gate successor, Biowares Loyal Fanbase wants combat more or less like that. DA is NOT an action-rpg.
Odd that you say they shouldnt appeal to new audiences then advocate they change the combat system to appeal to a different audience.
And as for simplicity, well Dark Siders and Reckoning had far vert simple combat systems, just mash the attack button. DAO on the other hand had some strategy.
#849
Posté 21 septembre 2012 - 11:15
2.Lore with the weapons and armor, that was missing for a large part in DA2 (outside of DLC)
3. Voiced Main character. I can't go back to a Voiceless PC, I just can't.
4.Combat that's less over the top than it was in DA2 but less stiff and rigid then it was in DA:O
5.customizable armor.
#850
Posté 21 septembre 2012 - 11:35
2. Why can't the Inquisitor/Main Char be any race we choose, not a race/person that Bioware chooses for us, thus taking away half the fun from the very beginning of the game?
3. Much broader world map with TONS of places to visit/quests to complete. MORE is better. Why not let us board a haunted ship with several quests to take us to another map location across the water?
4. Instead of being predictable -- SHOCK us, WOW us, and make events RANDOMIZED for better, exciting replayability.
5. Leliana's campfire song "In Uthenera" is a DA:O highlight for me (yes, I'm still playing DA:O, but not DA2). This is a surprising, unique feature, and DA3 needs more of the same, but let us replay such SONGS (plural here, please take note) so we don't have to rely on a mod to do so!!!
As a side note, Bioware, I'm expecting GREAT things from your implementation of the Frostbite 2 graphics engine. Please don't disappoint us! Take full advantage of crisp images along with physics enhancements. But don't let the graphics override the story and the customization that we RPGers CRAVE!
Modifié par Soretooth, 21 septembre 2012 - 11:42 .





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