1. A weapon display system like in the Assassin's Creed series. I'm tired of seeing every weapon being stored on the character's back.
2. Interesting and relevant side converstions, but not only with with your companions but with other people. This can be a means for the party to gain side quests. I picture a party sitting in a tavern and they over hear someone mention some bit of information that leads to some interesting encounters or a bar fight.
3. Maybe a rest system that actualy is useful. I'm thinking in lines of say certain injuries or conditions can only be healed with rest otherwise the character recieves a penalty in combat. This would bring purpose to a home base (castle), an inn/ tavern, or a camp site. For example: the party is traveling in the deep roads, a party member is injured, the player has the choice to either press on with the mission knowing that the party member's injuries will be a hinderance or they can risk camping for a period. If they camp then there is a chance for a ramdom encounter. Where as if the party were near an inn or their home base the party could rest in safety.
4. Customized spells. Customized armor and weapons have been a part of the DA experience with "enchantments" I think it's time to allow the player to combine spell effects at a higher mana cost. If the player want to create a spell that freeze an enemy in place and then ignites and melts him into a puddle of goo I think he should be allowed to do it.
5. Depending on the scope of the game I think it would be interesting for the player to be able to have a family. Wife, husband, kids, something that draws the player in and makes him/her want to strive to protect their legacy.
Top 5 things you would like to see in DA3 Inquisition ?
Débuté par
Eire Icon
, sept. 17 2012 04:03
#2001
Posté 26 novembre 2012 - 06:15
#2002
Posté 26 novembre 2012 - 06:39
1. A story that is more about mages vs chantry then some new monster/villain that is just created for DA3 with the ability to have varying wins for both side to the extreme for each or a neutral settlement.
2. More game theory. I want to have attributes, perks, advantages, spells, talents, skills, etc. I dont want to be able to play the game by just throwing 1 or 2 points into skills every few hours and keep going. I want leveling to mean something. I want a well crafted character to do better then a thrown together character.
3. I want more faces, hairstyles, clothing, armor, and physicality choices.
4. I want all the add on, give aways, sweepstakes, special items, to be simply added and not specific to facebook or any website. DA2 had at least a dozen special items, they were very hard to add to your character and several were only available through specific websites.
5. Make all those potion/healing restrictions for hard or nightmare only.
2. More game theory. I want to have attributes, perks, advantages, spells, talents, skills, etc. I dont want to be able to play the game by just throwing 1 or 2 points into skills every few hours and keep going. I want leveling to mean something. I want a well crafted character to do better then a thrown together character.
3. I want more faces, hairstyles, clothing, armor, and physicality choices.
4. I want all the add on, give aways, sweepstakes, special items, to be simply added and not specific to facebook or any website. DA2 had at least a dozen special items, they were very hard to add to your character and several were only available through specific websites.
5. Make all those potion/healing restrictions for hard or nightmare only.
#2003
Posté 26 novembre 2012 - 03:41
1. My Warden
2. My Hawke
3. Merill
4. Shianni
5. Sebastion
2. My Hawke
3. Merill
4. Shianni
5. Sebastion
#2004
Posté 26 novembre 2012 - 05:15
1. Returning characters. The relationships that grow between the companions and the main characters are one of the best things about Bioware games. I don't want these characters that I love become part of the "let's see if they mention the previous game" Easter egg hunt. It would be nice to have old companions come back like they did in ME3. Having one quest/mission with them just to see what they are doing currently in the DA world and how things in the previous games have affected them would be fantastic, especially with the characters that seem more important to the storyline (Leliana, Morrigan, Allistair, Anders if he lives). I want to know what happened to my warden and Hawke. I'd prefer to see all three heroes working together at some point, but I'd still be grateful for a glimpse at them (or just one) or a explanation about where they are and what they are doing. **Also, if there were to be DLC that expanded upon the happenings and whereabouts of DA:O characters and then DLC that did the same for DA2 characters I believe that would sell like crazy... I would but it, just sayin'.
2. Decisions matter. I would like to see the past decisions of the Warden and Hawke to matter. I want to see or hear about them continuing on the path I set them on (with the characters I set them with). In DA:O I loved how my decisions to help people along the way affected my winning the landsmeet and I love how in ME2 choosing certain people in the final part of the game has different outcomes. I don't want the importance of decisions like these to have meant nothing by having me play "Which final outcome is the least heartbreaking?" at the end.
3. Don't overdo it with the torturing the main character and their friends/family. Don't rape my cousin, don't kill (or permanently remove) all of my family members in unconnected events (LEAVE MY MAMA ALONE!), don't stuff women in refrigerators.
4. Great new characters an romances. Bioware is already great at this. I'd like to romance any of the companions regardless of my gender. If you could quit creating awesome dignified characters (Justicar Samara, Aveline) that I can't romance that would be just jolly. If I have to work harder for them I will! No code-zoning or friend-zoning, please! I would also like to be given more female romance options. In DA2 I had to choose between a bloodmage child and a skanky pirate. In DA:O my lady-lovin' female warden could only romance Leliana. I LOVE all of these characters, but more options would have been nice. I'm hoping Cassandra will be one of those options
I would also like to be able to go and talk to companions, kind of like we could in DA:O but a bit more. Having them comment on whatever the character is doing at the time would be lovely. You don't know how many times in DA2 I went into Merrill's house knowing that all I was to get out of her was "By the Dread Wolf!... messy house yadda yadda yadda."
5.More movement. My character can jump on top of the archdemon, but can't walk up a hill?
2. Decisions matter. I would like to see the past decisions of the Warden and Hawke to matter. I want to see or hear about them continuing on the path I set them on (with the characters I set them with). In DA:O I loved how my decisions to help people along the way affected my winning the landsmeet and I love how in ME2 choosing certain people in the final part of the game has different outcomes. I don't want the importance of decisions like these to have meant nothing by having me play "Which final outcome is the least heartbreaking?" at the end.
3. Don't overdo it with the torturing the main character and their friends/family. Don't rape my cousin, don't kill (or permanently remove) all of my family members in unconnected events (LEAVE MY MAMA ALONE!), don't stuff women in refrigerators.
4. Great new characters an romances. Bioware is already great at this. I'd like to romance any of the companions regardless of my gender. If you could quit creating awesome dignified characters (Justicar Samara, Aveline) that I can't romance that would be just jolly. If I have to work harder for them I will! No code-zoning or friend-zoning, please! I would also like to be given more female romance options. In DA2 I had to choose between a bloodmage child and a skanky pirate. In DA:O my lady-lovin' female warden could only romance Leliana. I LOVE all of these characters, but more options would have been nice. I'm hoping Cassandra will be one of those options
5.More movement. My character can jump on top of the archdemon, but can't walk up a hill?
#2005
Guest_Hanz54321_*
Posté 26 novembre 2012 - 09:49
Guest_Hanz54321_*
Please forgive me, but I'm not one to make lists. I post these things as I think of them.
No crafting. Period. It's work. It's not fun, it's work. I have enough work in real life. I play games to have fun and fantasize. The last thing I want is to sit and repetitively combine things like I'm making a cheeseburger deluxe 20 times as a fry cook in a diner would.
No crafting. Period. It's work. It's not fun, it's work. I have enough work in real life. I play games to have fun and fantasize. The last thing I want is to sit and repetitively combine things like I'm making a cheeseburger deluxe 20 times as a fry cook in a diner would.
#2006
Posté 26 novembre 2012 - 10:40
In no particular order of preference or priority, I would like to see:
1. The return of Anders. I want to actually see him react to the consequences of his actions and maybe either offer his aid or try to oppose me depending on my decisions. Anders' terrorism kickstarted this whole mess and the last thing I want is to eavesdrop on some two random NPCs gossiping about Anders and have his involvement end there.
2. More class-specific/gender-specific/temperment-specific options. I like how depending on who my Hawke was and how he chose to carry himself yielded unique options in certain scenarios (like humorous Hawke tricking the guards into thinking there was a fire, and rogue Hawke throwing a dagger at the slaver).
3. More party banter. One of the strongest aspects of DA2 is the humorous, revealing, and introspective comments made between party members on the go. I would like to see even more unique conversations between party members, and that doubles for cutscenes.
4. Nicer looking armor. I can't tell you how many times I prefered to use weaker armor that was likely to get me killed simply because I didn't like the way my stronger armor looked. That goes especially for Mage Hawke. To be frank, the biggest downside to using a Mage Hawke (aside from swapping Bethany for Carver) is that I hate mage robes. I utterly abhor them. I spent most of the game running around in Hawke's old mercenary attire and thanked my lucky stars when I picked up the robes of the pirate captain. That was a definite plus and it would be great to have more variety in what classes can wear.
5. Lots of personal tragedy for the PC. I loved how DA2 really pulled at my heartsrings with everything that happened to Hawke and his family over the course of the story. Things that happen to easy or are too happy-go-lucky are boring. Every action has a consequence and it's important to demonstrate that through trageic events. However, the one thing that bothered me was unlike with Hawke's sibling (the surviving one of which didn't have to die depending on your choices) there was no way to save Leandra. I would've liked an option to save her, but not one that's easily done or found--something that requires many step/preparations or a hidden set of options that could lead Hawke to intercepting Quentin or getting to him before the ritual is completed.
1. The return of Anders. I want to actually see him react to the consequences of his actions and maybe either offer his aid or try to oppose me depending on my decisions. Anders' terrorism kickstarted this whole mess and the last thing I want is to eavesdrop on some two random NPCs gossiping about Anders and have his involvement end there.
2. More class-specific/gender-specific/temperment-specific options. I like how depending on who my Hawke was and how he chose to carry himself yielded unique options in certain scenarios (like humorous Hawke tricking the guards into thinking there was a fire, and rogue Hawke throwing a dagger at the slaver).
3. More party banter. One of the strongest aspects of DA2 is the humorous, revealing, and introspective comments made between party members on the go. I would like to see even more unique conversations between party members, and that doubles for cutscenes.
4. Nicer looking armor. I can't tell you how many times I prefered to use weaker armor that was likely to get me killed simply because I didn't like the way my stronger armor looked. That goes especially for Mage Hawke. To be frank, the biggest downside to using a Mage Hawke (aside from swapping Bethany for Carver) is that I hate mage robes. I utterly abhor them. I spent most of the game running around in Hawke's old mercenary attire and thanked my lucky stars when I picked up the robes of the pirate captain. That was a definite plus and it would be great to have more variety in what classes can wear.
5. Lots of personal tragedy for the PC. I loved how DA2 really pulled at my heartsrings with everything that happened to Hawke and his family over the course of the story. Things that happen to easy or are too happy-go-lucky are boring. Every action has a consequence and it's important to demonstrate that through trageic events. However, the one thing that bothered me was unlike with Hawke's sibling (the surviving one of which didn't have to die depending on your choices) there was no way to save Leandra. I would've liked an option to save her, but not one that's easily done or found--something that requires many step/preparations or a hidden set of options that could lead Hawke to intercepting Quentin or getting to him before the ritual is completed.
#2007
Posté 27 novembre 2012 - 07:20
Choice,
Real choice... not just a red or blue shirt,
Party peons that do what I tell them to do whilst in combat,
Some way to talk to my party without having to reload a dozen different areas...
Most importantly a happy ending... Yes I know but at least the possibility of a happy ending if I successfully jump through all the rings.
Real choice... not just a red or blue shirt,
Party peons that do what I tell them to do whilst in combat,
Some way to talk to my party without having to reload a dozen different areas...
Most importantly a happy ending... Yes I know but at least the possibility of a happy ending if I successfully jump through all the rings.
#2008
Posté 27 novembre 2012 - 05:15
1. The ability for there to be a happy ending or a sad ending, dependent on player's choices, while also logically branching to the next game in the Dragon Age story.
2. My Warden or Hawke and friends appear and have more of an impact than just cameos (or as many that can as possible).
3. Bethany or Carver Hawke as party members and romance-eligible: which one appears and what skill set they have would be based on the choices you made in Dragon Age 2 (whether Bethany or Carver lived, and whether they were Circle Mage/Templar or Grey Warden post-Deep Roads expedition).
4. A better crafting system, blending the system used in DA:O with that in DA2. Worst part of crafting in DA2 was that I was limited to what I could craft simply because I wasn't further in the story. There should be more freedom in what you craft, similar to DA:O, but making the ingredients you need more streamlined like DA2, and some more powerful stuff only being available later on in the game. Bring back traps!
5. Make specializations very distinct in abilities (already done very well), as well as give players unique visual customization, either through base character skin or armors/weapons, based on their chosen specialization so that someone who is a Blood Mage looks very distinct and different from a Spirit Healer, for instance.
2. My Warden or Hawke and friends appear and have more of an impact than just cameos (or as many that can as possible).
3. Bethany or Carver Hawke as party members and romance-eligible: which one appears and what skill set they have would be based on the choices you made in Dragon Age 2 (whether Bethany or Carver lived, and whether they were Circle Mage/Templar or Grey Warden post-Deep Roads expedition).
4. A better crafting system, blending the system used in DA:O with that in DA2. Worst part of crafting in DA2 was that I was limited to what I could craft simply because I wasn't further in the story. There should be more freedom in what you craft, similar to DA:O, but making the ingredients you need more streamlined like DA2, and some more powerful stuff only being available later on in the game. Bring back traps!
5. Make specializations very distinct in abilities (already done very well), as well as give players unique visual customization, either through base character skin or armors/weapons, based on their chosen specialization so that someone who is a Blood Mage looks very distinct and different from a Spirit Healer, for instance.
#2009
Posté 27 novembre 2012 - 05:27
1. Dialogue: I loved the dialogue system from Dragon Age 2. I thought that was the best and most innovative thing about the game.
2. More expansive maps and more areas to explore. The idea of being in a single city was fun idea, but the maps in and around the city were simply reused too many times.
3. Combat: Dragon Age 2 attempted to improve on Origins's faults, but I think it went in the wrong direction. Both of these games suffered from a large number of abilities that were frankly useless, especially early on. Dragon Age 1 had more of a problem with controlling the positions of characters and maintaining aggro. Dragon Age 2 had a serious problem with abilities that conflicted with each other or were too expensive or difficult to obtain in the trees, thereby confusing the roles each character could play. I also really don't like having to choose my party based on strategy of the encounter. I think this is getting to be an antiquated way of designing games. I would rather see streamlined trees and roles, but make the encounters very challenging no matter who is in your party. Also Dragon Age 2 had a lot of badly designed or poorly balanced encounters especially the one where you solo the Qunari guy. That could have been a lot of fun, but he was just too overpowered for the fight to seem like it was worth running in circles for an hour and a half as a mage like I did. And there were only three types of enemies basically in 2. To be honest, I would rather see the game be closer to DA:O than to 2. I think 2 was ultimately just half-baked combat wise, and it should have spent more time in the game design phase.
4. Gear - in both of the previous games I would say the gear has never been all that exciting. It was important to choose the right gear, yet you rarely ever feel the difference while playing. Perhaps it's a bit too incremental. Also, one thing I've never understood is why RPGs don't explain the formulas behind each stat. The people who power game can understand their choices better (which means you can make the game harder) and the people who don't are not gonna care anyway. I also think inventory limits are just an annoyance. So in short, more variety, less incrementalism, and more clarity explanation of stats.
5. I really liked what 2 was going for story wise, but it felt like the stakes were not high enough through some parts of the game, meaning that it felt like the story dragged at certain points. Try to refine what your goal was in 2 and reproduce that. Regarding the ending, I know it's a different game, and the teams are different, but learn from ME3. I liked the endings unlike many, but I think where they went wrong was that they while they gave closure to Shepard's story, they did not give closure as to the other characters we have come to know and love. Also, don't leave underlying mythology explanations all to the end, because people will call it a deus ex machina (even though if people had been paying attention they would not have been surprised by any of what Starchild said- but people don't pay attention.) I think if they made any mistakes it was those. And I also felt I wanted to see a longer cutscene denouement at the end of Origins, so think about that as well.
All in all, I would say, you made some of the right choices in DA;2 to improve on DA:O, but it felt very much like the game had been pushed to release too quickly. The creative drive and the desire to improve on DA:O was there, but some of the ideas were simply not fully developed. We Bioware fans trust you to tell a great story, and make a great game, and we are willing to give you time. We will buy the game, so be patient about getting it out, taking your time and getting it right.
2. More expansive maps and more areas to explore. The idea of being in a single city was fun idea, but the maps in and around the city were simply reused too many times.
3. Combat: Dragon Age 2 attempted to improve on Origins's faults, but I think it went in the wrong direction. Both of these games suffered from a large number of abilities that were frankly useless, especially early on. Dragon Age 1 had more of a problem with controlling the positions of characters and maintaining aggro. Dragon Age 2 had a serious problem with abilities that conflicted with each other or were too expensive or difficult to obtain in the trees, thereby confusing the roles each character could play. I also really don't like having to choose my party based on strategy of the encounter. I think this is getting to be an antiquated way of designing games. I would rather see streamlined trees and roles, but make the encounters very challenging no matter who is in your party. Also Dragon Age 2 had a lot of badly designed or poorly balanced encounters especially the one where you solo the Qunari guy. That could have been a lot of fun, but he was just too overpowered for the fight to seem like it was worth running in circles for an hour and a half as a mage like I did. And there were only three types of enemies basically in 2. To be honest, I would rather see the game be closer to DA:O than to 2. I think 2 was ultimately just half-baked combat wise, and it should have spent more time in the game design phase.
4. Gear - in both of the previous games I would say the gear has never been all that exciting. It was important to choose the right gear, yet you rarely ever feel the difference while playing. Perhaps it's a bit too incremental. Also, one thing I've never understood is why RPGs don't explain the formulas behind each stat. The people who power game can understand their choices better (which means you can make the game harder) and the people who don't are not gonna care anyway. I also think inventory limits are just an annoyance. So in short, more variety, less incrementalism, and more clarity explanation of stats.
5. I really liked what 2 was going for story wise, but it felt like the stakes were not high enough through some parts of the game, meaning that it felt like the story dragged at certain points. Try to refine what your goal was in 2 and reproduce that. Regarding the ending, I know it's a different game, and the teams are different, but learn from ME3. I liked the endings unlike many, but I think where they went wrong was that they while they gave closure to Shepard's story, they did not give closure as to the other characters we have come to know and love. Also, don't leave underlying mythology explanations all to the end, because people will call it a deus ex machina (even though if people had been paying attention they would not have been surprised by any of what Starchild said- but people don't pay attention.) I think if they made any mistakes it was those. And I also felt I wanted to see a longer cutscene denouement at the end of Origins, so think about that as well.
All in all, I would say, you made some of the right choices in DA;2 to improve on DA:O, but it felt very much like the game had been pushed to release too quickly. The creative drive and the desire to improve on DA:O was there, but some of the ideas were simply not fully developed. We Bioware fans trust you to tell a great story, and make a great game, and we are willing to give you time. We will buy the game, so be patient about getting it out, taking your time and getting it right.
#2010
Posté 27 novembre 2012 - 06:56
1. An Epic story. Take a leaf from Mass Effect here and go massive. Something along the lines of a Templar/Mage war triggering the Apocalypse, with various Deities making an appearance, ancient evils awakening etc. I really didn't give two s**ts about DA:2's story - it felt flat and 2D and having the story told to me? - Awful. I really hate having the story-line's parameters explained to me as it makes my decisions feel pointless, so go big - the bigger, the better - and don't tell me the story. Let me experience it.
2. This one kind of ties in with the above, but I'd like to see a more immersed world. I want to go through the gates of some large city and immediately see life everywhere I look. I want to see reactions to what I do in the world - i.e. if some bandits pop up and start something, then for the NPC's to run, seek cover, call the city guard etc (you could even integrate this into the combat when you're linking up attacks - having to plan your attacks around NPC's wildcard movements). I want to see Mage attacks ripping out chunks of buildings (doable, surely if DA:3 uses the Frostbite Engine?) and having the effects of that attack seen both in the combat (improvised attack/improvised cover) and later on, say if you return to the site of the attack, to see masons etc repairing the damage. It's stuff like this that makes the immersion complete, and makes you care about the story and what you're doing in it.
3. A small personal preference, but I'd love to be able to buy and upgrade pretty much everything. For example - if the background in DA:3 is a Templar/Mage war, I'm assuming that pretty much the whole of Thedas is in combat, meaning it'd be awesome to be able to buy/raise and upgrade armies to be deployed over the continent to wrest control - something similar to Mass Effect 3's War Asset's system, but one that's not restricted to having to search for these assets, then playing the multiplayer to ensure that you get the most out of them. I want to be able to be in control of the whole process, including sending them out to battle, upgrading their stats/equipment, adding units (siege/magic etc) assigning Generals etc. I also want to be able to have more involvement in Cities/Regions, creating and upgrading the economies (trading against each other), defenses and other services. Like I said, to be able to buy and upgrade pretty much everything for me, would make the flow of this story more enjoyable.
4. The combat to be fully refined. I've seen this in a lot of RPG's where the attack animations don't match up for a start - you get your hero swinging his sword and you have the bad guy swinging his. Neither one of these swords actually connect, but there's a lot of pretty lights and noise. I kind of want to see swarm attacks, where the hero cuts a path through a f***ton of badguys, using 1 hit attacks, before reaching the mini-boss of the swarm group and having a fight that actually looks real, with each character reacting the way you'd expect to an attack. I'd also like to see some more initiative from your teammates - namely if you've chosen not to use tactics, I'd like to see Mages not standing there like lemons and just attacking the nearest NPC. It'd be nice to see something a bit more dynamic and fluid from them - ideally something that doesn't completely kill the traditional RPG combat style, but I'd enjoy seeing a new perspective on that gameplay.
5. NO MORE REPEATING DUNGEONS! - I noticed it in DA:O/DA:A but I could forgive it because a lot was made up for, but DA:2 - everything was the same. I really hated that and it completely killed the story for me. I want size, not just with the story but with the world as well. I want to believe that I am actually in another world. I'd like to be able to explore a lot of Thedas - from one end to another, with clear markers that I'm in different parts of the world - changes in environment, architecture, clothing etc. The same for dungeons, I want to enter each one and not know exactly what's going to be around the corner - a new experience for each one.
I appreciate my request would probably add about 18 months to development and about 8Gb to the content, however I know it would be worth while. I'd rather wait for 2 years and know that they got it right, than be angry that I've just spent £30 on bitter disappointment and know that I'd have been better off buying Farming Simulator 2012.
2. This one kind of ties in with the above, but I'd like to see a more immersed world. I want to go through the gates of some large city and immediately see life everywhere I look. I want to see reactions to what I do in the world - i.e. if some bandits pop up and start something, then for the NPC's to run, seek cover, call the city guard etc (you could even integrate this into the combat when you're linking up attacks - having to plan your attacks around NPC's wildcard movements). I want to see Mage attacks ripping out chunks of buildings (doable, surely if DA:3 uses the Frostbite Engine?) and having the effects of that attack seen both in the combat (improvised attack/improvised cover) and later on, say if you return to the site of the attack, to see masons etc repairing the damage. It's stuff like this that makes the immersion complete, and makes you care about the story and what you're doing in it.
3. A small personal preference, but I'd love to be able to buy and upgrade pretty much everything. For example - if the background in DA:3 is a Templar/Mage war, I'm assuming that pretty much the whole of Thedas is in combat, meaning it'd be awesome to be able to buy/raise and upgrade armies to be deployed over the continent to wrest control - something similar to Mass Effect 3's War Asset's system, but one that's not restricted to having to search for these assets, then playing the multiplayer to ensure that you get the most out of them. I want to be able to be in control of the whole process, including sending them out to battle, upgrading their stats/equipment, adding units (siege/magic etc) assigning Generals etc. I also want to be able to have more involvement in Cities/Regions, creating and upgrading the economies (trading against each other), defenses and other services. Like I said, to be able to buy and upgrade pretty much everything for me, would make the flow of this story more enjoyable.
4. The combat to be fully refined. I've seen this in a lot of RPG's where the attack animations don't match up for a start - you get your hero swinging his sword and you have the bad guy swinging his. Neither one of these swords actually connect, but there's a lot of pretty lights and noise. I kind of want to see swarm attacks, where the hero cuts a path through a f***ton of badguys, using 1 hit attacks, before reaching the mini-boss of the swarm group and having a fight that actually looks real, with each character reacting the way you'd expect to an attack. I'd also like to see some more initiative from your teammates - namely if you've chosen not to use tactics, I'd like to see Mages not standing there like lemons and just attacking the nearest NPC. It'd be nice to see something a bit more dynamic and fluid from them - ideally something that doesn't completely kill the traditional RPG combat style, but I'd enjoy seeing a new perspective on that gameplay.
5. NO MORE REPEATING DUNGEONS! - I noticed it in DA:O/DA:A but I could forgive it because a lot was made up for, but DA:2 - everything was the same. I really hated that and it completely killed the story for me. I want size, not just with the story but with the world as well. I want to believe that I am actually in another world. I'd like to be able to explore a lot of Thedas - from one end to another, with clear markers that I'm in different parts of the world - changes in environment, architecture, clothing etc. The same for dungeons, I want to enter each one and not know exactly what's going to be around the corner - a new experience for each one.
I appreciate my request would probably add about 18 months to development and about 8Gb to the content, however I know it would be worth while. I'd rather wait for 2 years and know that they got it right, than be angry that I've just spent £30 on bitter disappointment and know that I'd have been better off buying Farming Simulator 2012.
#2011
Posté 27 novembre 2012 - 08:27
1.able to play on xp
2.dialogue system of da origins
3.combat system of da origins
4.a story as good as da origins'
5.characters from or as good as da origins characters
6.not something like skyrim
2.dialogue system of da origins
3.combat system of da origins
4.a story as good as da origins'
5.characters from or as good as da origins characters
6.not something like skyrim
#2012
Posté 27 novembre 2012 - 08:55
1, Picking a side in the fight early on in the game and having NPC's specific to those choices, having Anders and Fenris in the same party was just ridiculous.
2. Having choices of armour that actually look different, I brought both Rogue Packs and looked almost identical in my level 5 gear as I did in my level 17 gear.
3. A better world exploration, in DAO I could explore anywhere I wanted on the map. DA2 I was forced to walk a very tight path with very little room for exploration.
4. more than one city to explore, maybe one that supports the mages if you pick that side and one that supports the Templars, and you explore one as an ally and one as a spy/Saboteur.
5. More/better NPC interaction.
2. Having choices of armour that actually look different, I brought both Rogue Packs and looked almost identical in my level 5 gear as I did in my level 17 gear.
3. A better world exploration, in DAO I could explore anywhere I wanted on the map. DA2 I was forced to walk a very tight path with very little room for exploration.
4. more than one city to explore, maybe one that supports the mages if you pick that side and one that supports the Templars, and you explore one as an ally and one as a spy/Saboteur.
5. More/better NPC interaction.
#2013
Posté 27 novembre 2012 - 08:58
Oh and being able to make a choice and stick by it, after saying no to Sister Patrice. then having to go back with my tail between my legs because the game wouldn't move on without me completing that task was both annoying and spoiled the emersion.
#2014
Posté 28 novembre 2012 - 03:52
1.- Cassandra as a companion and LI.
2.- Finally being able to see The Warde's and Morrigan's child.
3.- A dragon or griffon companion, like the mabari.
4.-A explanation of Sandal.
5.- In the final battle, the new hero is almost defeated and out of nowhere, all of our old companions (with Hawke and the Warden included) appear and help with the battle.
2.- Finally being able to see The Warde's and Morrigan's child.
3.- A dragon or griffon companion, like the mabari.
4.-A explanation of Sandal.
5.- In the final battle, the new hero is almost defeated and out of nowhere, all of our old companions (with Hawke and the Warden included) appear and help with the battle.
#2015
Guest_DOAKevin_*
Posté 28 novembre 2012 - 09:47
Guest_DOAKevin_*
1:Keep doing what you're doing first and foremost(Know that DA:2 had some problems but i still loved playing it as a whole and DA:O was awesome)
2:Diverse levels and terains.
3:Lots of customization options for characters both PC and companions.
4:A good atmospheric soundtrack.
5:Diverse playstyles(classes)
2:Diverse levels and terains.
3:Lots of customization options for characters both PC and companions.
4:A good atmospheric soundtrack.
5:Diverse playstyles(classes)
#2016
Posté 28 novembre 2012 - 11:58
1. Morrigan and OGB story, as a fleshed out side side quest that runs parallell to the main story through the entire game.
2. More tactical combat, forget DA2 and evolve from DA:O`s combat.
3. MORE LORE! I love the lore in the DA universe.
4. Real decision making with real consequenses, branching storylines. Replayability.
5. Fleshed out and varied class skill trees, possibility to customize your playstyle. Runes and enchants to match. Weapon variety.
2. More tactical combat, forget DA2 and evolve from DA:O`s combat.
3. MORE LORE! I love the lore in the DA universe.
4. Real decision making with real consequenses, branching storylines. Replayability.
5. Fleshed out and varied class skill trees, possibility to customize your playstyle. Runes and enchants to match. Weapon variety.
#2017
Posté 28 novembre 2012 - 02:05
1. Not to "Revisit" the same dungeons in different parts of the world with different door set-ups 70% of the time because the level design crew wanted to take a reefer break.
2. Completed Quest Triggers and other fully implemented background mechanics that should be in place when the game launches, not fixed MONTHS afterward.
3. Arcane Warriors
4. A return to DA:O equipment set-up or an improvement on that particular set-up, in other words more equipment freedom (at least for the Player Character, the idea that other party members got upgrades to their stylish and unique outfits was a good one) that would also allow #3 on my list.
5. More than 3-4 armor sets per class. I love armor sets, its one of the cooler things about DA:O that was awesome. Piecemealing things together can be cool and all but getting a bunch of set bonuses because you're wearing some classy and storied armor is so much better. The feeling of dominating a battlefield with my Arcane Warrior in full Juggernaut armor was something I consider Timeless and will always look back on fondly.
BTW, Like the lore, even the Story being focused around the Champion of Kirkwall was good. Not fantastic, but it was a choice in story-telling that was respectable atleast. I just want the gameplay to not HAVE to be fixed months after release, and have the game launched with dynamic and unbroken gameplay mechanics? If that's too much to ask then you wont be getting my money.
2. Completed Quest Triggers and other fully implemented background mechanics that should be in place when the game launches, not fixed MONTHS afterward.
3. Arcane Warriors
4. A return to DA:O equipment set-up or an improvement on that particular set-up, in other words more equipment freedom (at least for the Player Character, the idea that other party members got upgrades to their stylish and unique outfits was a good one) that would also allow #3 on my list.
5. More than 3-4 armor sets per class. I love armor sets, its one of the cooler things about DA:O that was awesome. Piecemealing things together can be cool and all but getting a bunch of set bonuses because you're wearing some classy and storied armor is so much better. The feeling of dominating a battlefield with my Arcane Warrior in full Juggernaut armor was something I consider Timeless and will always look back on fondly.
BTW, Like the lore, even the Story being focused around the Champion of Kirkwall was good. Not fantastic, but it was a choice in story-telling that was respectable atleast. I just want the gameplay to not HAVE to be fixed months after release, and have the game launched with dynamic and unbroken gameplay mechanics? If that's too much to ask then you wont be getting my money.
Modifié par Gurumash, 28 novembre 2012 - 02:12 .
#2018
Posté 28 novembre 2012 - 03:51
1.no multiplayer dragon age does not need it stay a amazing rpg!!
#2019
Posté 28 novembre 2012 - 09:27
1. An epic narrative - I very much disliked the story in Dragon Age 2. I loved the story of Dragon Age: Origins and the Awakening DLC.
2. Changes in scenery. One of Dragon Age 2's weaknesses was not enough diversity of locales and levels. Don't be afraid to use different colors other than grays and browns.
3. Deep and meaningful dialogue options. Give me a choice that means something.
4. Different classes and skills (mage, rogue, warrior for instance) with well-designed mechanics.
5. Discovery and exploration. Reward me for looking around the level for sparkly treasures.
That's about it, I'll most likely purchase whatever you end up developing.
2. Changes in scenery. One of Dragon Age 2's weaknesses was not enough diversity of locales and levels. Don't be afraid to use different colors other than grays and browns.
3. Deep and meaningful dialogue options. Give me a choice that means something.
4. Different classes and skills (mage, rogue, warrior for instance) with well-designed mechanics.
5. Discovery and exploration. Reward me for looking around the level for sparkly treasures.
That's about it, I'll most likely purchase whatever you end up developing.
Modifié par Shadow_Claw, 28 novembre 2012 - 09:27 .
#2020
Posté 28 novembre 2012 - 10:47
1. I'd like to see choices matter but in a way that doesn't adversely affect the overall outcome of the game. I'd like too see the writers hit it out of the park and have an extremely emotional ending. (See Telltales Walking Dead game for how a branching system should act.) I know you fellas have pretty much pioneered that mechanic but I truly feel that they pulled it off better than you guys ever have, which is a shame since their game has such a low budget when compared to the 'AAA' releases you guys put out. I hate to say it but I also feel Alpha Protocol does it better as well. Saying that I think you guys should look into the more quickfire version of dialog that these two games do so excellently.
2. I'd like to see you guys go all out when trying to realize your artists art in-game, I played the Xbox version of TW2 and even on console the game looks magnificent.I really feel that the art is letting your game down. I think you should go for a more grim feel to the 'comic style' if you're going for that look this time, you know bolder dark lines and stuff, pretty much like borderlands art style. (Because let's face it cell shading is all the rage these days.)
3. The game needs emotion, it was good that you gave Hawke a family but from the beginning you snatched that feeling of getting close away by having one of the siblings die in the prologue, from then on I think I was resigned to the fact that others close to Hawke were likely to die also (especially mum) so that kind of took away from those moments that likely looked and felt so good on paper but became somewhat mediocre in game. It's all about immersion and for me to be immersed your game needs to be compelling, a mix between calm, upbeat and erratic moments. You need to draw the feelings out of me. An example lately would be in AC3, It had |one| moment of heartbreak in it, when the protagonist had to leave his mother to burn in a fire. All in all I think that falls into making the protagonist seem less like a hero and more like a victim in said predicament they've been forced in to.
4. No more recycling of dungeons. More places, more more more.
2. I'd like to see you guys go all out when trying to realize your artists art in-game, I played the Xbox version of TW2 and even on console the game looks magnificent.I really feel that the art is letting your game down. I think you should go for a more grim feel to the 'comic style' if you're going for that look this time, you know bolder dark lines and stuff, pretty much like borderlands art style. (Because let's face it cell shading is all the rage these days.)
3. The game needs emotion, it was good that you gave Hawke a family but from the beginning you snatched that feeling of getting close away by having one of the siblings die in the prologue, from then on I think I was resigned to the fact that others close to Hawke were likely to die also (especially mum) so that kind of took away from those moments that likely looked and felt so good on paper but became somewhat mediocre in game. It's all about immersion and for me to be immersed your game needs to be compelling, a mix between calm, upbeat and erratic moments. You need to draw the feelings out of me. An example lately would be in AC3, It had |one| moment of heartbreak in it, when the protagonist had to leave his mother to burn in a fire. All in all I think that falls into making the protagonist seem less like a hero and more like a victim in said predicament they've been forced in to.
4. No more recycling of dungeons. More places, more more more.
Modifié par Not...Mordin, 28 novembre 2012 - 10:52 .
#2021
Posté 29 novembre 2012 - 04:31
1. Make absolutely sure we can import our saves, otherwise, the game is pointless.
2. Give us more options for party members and a wider variety of personalities.
3. Make sure characters that have gay romances aren't the first ones to bring it up. Anders hitting on me was just odd and irritating when I was just trying to be his friend.
4. Please don't have dialogue options that only give you the option to either hurt someones feelings or say something you absolutely don't want to say. I had to choose a romance dialogue option for Anders because I didn't feel like telling him off.
5. Please bring back Anders more humorous side. He's my favorite character and he changed too much in DA2.
I'll give more then five...
6. Don't lock us into one city.
7. No more recycling, ever.
8. Keep the spiffed up animations and sped up combat, but please bring us back to a more tactical approach. I want to see more tactical options like the tactical overhead camera (on consoles to, not just PC), a way to decide precisely where you want a party member to move during combat, a way to decide what direction you want them to attack from, etc., etc.
9. Better party AI. Party members in both the past 2 games were morons. I want more tactical options, but I also want them to be able to take care of themselves and use their abilities in the right way so that I don't have to engage in tactics if I don't want to, instead being able to opt to just concentrate on what I'm doing.
10. In an extension, don't make it necessary to set tactics in the tactics window just so they will use their powers effectively. It would also be great if you could auto-generate tactics for party members using a few templates for how you want them to act. Like a healing, charging, so on so on.
11. Make the game as long as DA:O. DA2 was too short.
12. Keep the art style, but improve it. I absolutely loved the graphics in DA2, but they could look better.
13. Give us a more epic storyline. The story in DA2 was too isolated for my taste.
14. I know you're probably using a new character for the next game, but after that, don't keep switching us around characters unnecessarily. If we're still in the same time period, I want to control the same character as before. If you aren't letting us do that, let us run into ourselves while we're playing. That would be great. We could even have ourselves as party members with their faces matching up to what our saves said they were.
Anyways, to the above. Telltale's The Walking Dead is a perfect example of how a branching system should NOT act. You were always forced down a singular path in the end. The choices only changed dialogue, not what actually happened. I like Bioware's games because you don't just change dialogue, you change events... you change who lives and who dies... etc.
15. I do want a more branching story though. DA2 felt too linear.
2. Give us more options for party members and a wider variety of personalities.
3. Make sure characters that have gay romances aren't the first ones to bring it up. Anders hitting on me was just odd and irritating when I was just trying to be his friend.
4. Please don't have dialogue options that only give you the option to either hurt someones feelings or say something you absolutely don't want to say. I had to choose a romance dialogue option for Anders because I didn't feel like telling him off.
5. Please bring back Anders more humorous side. He's my favorite character and he changed too much in DA2.
I'll give more then five...
6. Don't lock us into one city.
7. No more recycling, ever.
8. Keep the spiffed up animations and sped up combat, but please bring us back to a more tactical approach. I want to see more tactical options like the tactical overhead camera (on consoles to, not just PC), a way to decide precisely where you want a party member to move during combat, a way to decide what direction you want them to attack from, etc., etc.
9. Better party AI. Party members in both the past 2 games were morons. I want more tactical options, but I also want them to be able to take care of themselves and use their abilities in the right way so that I don't have to engage in tactics if I don't want to, instead being able to opt to just concentrate on what I'm doing.
10. In an extension, don't make it necessary to set tactics in the tactics window just so they will use their powers effectively. It would also be great if you could auto-generate tactics for party members using a few templates for how you want them to act. Like a healing, charging, so on so on.
11. Make the game as long as DA:O. DA2 was too short.
12. Keep the art style, but improve it. I absolutely loved the graphics in DA2, but they could look better.
13. Give us a more epic storyline. The story in DA2 was too isolated for my taste.
14. I know you're probably using a new character for the next game, but after that, don't keep switching us around characters unnecessarily. If we're still in the same time period, I want to control the same character as before. If you aren't letting us do that, let us run into ourselves while we're playing. That would be great. We could even have ourselves as party members with their faces matching up to what our saves said they were.
Anyways, to the above. Telltale's The Walking Dead is a perfect example of how a branching system should NOT act. You were always forced down a singular path in the end. The choices only changed dialogue, not what actually happened. I like Bioware's games because you don't just change dialogue, you change events... you change who lives and who dies... etc.
15. I do want a more branching story though. DA2 felt too linear.
#2022
Posté 29 novembre 2012 - 04:44
Hanz54321 wrote...
Please forgive me, but I'm not one to make lists. I post these things as I think of them.
No crafting. Period. It's work. It's not fun, it's work. I have enough work in real life. I play games to have fun and fantasize. The last thing I want is to sit and repetitively combine things like I'm making a cheeseburger deluxe 20 times as a fry cook in a diner would.
I agree with this.
Heres what I do not want in DA3.
1.No Weight Limits-Inventory slots are fine, but I hate weight Limits.
2.No crafting-only a system for those who care to do so.
3.No weapon or Armor repairs
4.No Street fighter karate combat DAO's was fine.
What I would like in DA3
1.The DAO formula and effort with updated graphics , art design.
2.The DAO map system, linear but it worked really well.Thegame felt huge.
3.The effort they put into the story of DAO,companions,branching story lines.
4. Basicaly Make DA3 an actual Dragon Age game.
DA2 would be fine as some standalone game unrelated to the DA series.But DA2 it was not.
5.Evaluate what made DAO a success and what made DA2 a failure, then use common sense.
#2023
Posté 29 novembre 2012 - 05:51
1) In lack of a silent protagonist, I would at least ask for: An interesting dialogue system where I actually need to think for a second from time to time what my choice should be.
2) Companion interacting with your other companions. Maybe have one companion actually compete with you for the affection of another? (instead of just always having the other love interests fight for you all the time).
3) Isometric campera - or at least be able to zoom out more than you could in DA2 on PC. I have no idea how console users where able to play with a supposingly less ability to zoom from what I have read.
4) Make animations more realistic - and not quite as fast as in DA2. Also, your enemies (that are of the appropiate race) should use the same animations as you and your companions do. In DA2 it felt like you tried way too hard to make our characters to look "epic" by giving them all those flashy moves, while the enemies were basically just waving their swords around.
5)Make combat more tactical like in DA:O, but keep the cross-class combos from DA2
2) Companion interacting with your other companions. Maybe have one companion actually compete with you for the affection of another? (instead of just always having the other love interests fight for you all the time).
3) Isometric campera - or at least be able to zoom out more than you could in DA2 on PC. I have no idea how console users where able to play with a supposingly less ability to zoom from what I have read.
4) Make animations more realistic - and not quite as fast as in DA2. Also, your enemies (that are of the appropiate race) should use the same animations as you and your companions do. In DA2 it felt like you tried way too hard to make our characters to look "epic" by giving them all those flashy moves, while the enemies were basically just waving their swords around.
5)Make combat more tactical like in DA:O, but keep the cross-class combos from DA2
#2024
Posté 29 novembre 2012 - 09:45
1. Tone down the hyper battle animations of DA2
2. The return of Morrigan as a major character
3. More locations to explore
4. Party banter
5. Recognition from NPCs that the PC is a blood mage if the PC chooses to be one.
2. The return of Morrigan as a major character
3. More locations to explore
4. Party banter
5. Recognition from NPCs that the PC is a blood mage if the PC chooses to be one.
#2025
Posté 29 novembre 2012 - 01:21
1. More sexy men
2. None of that wave style enemies thanks for me
3. Sexy men
4. Sexy Warden and Hawke being sexy
5. SILENT PROTAGONIST EVEN THOUGH I KNOW YOU WONT DO IT BUT STILL YEAH THANSK BAI
2. None of that wave style enemies thanks for me
3. Sexy men
4. Sexy Warden and Hawke being sexy
5. SILENT PROTAGONIST EVEN THOUGH I KNOW YOU WONT DO IT BUT STILL YEAH THANSK BAI





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