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


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#2051
Robert Cousland

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Moar sarcasm, I love my sarcastic Hawke.

#2052
Robert Cousland

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PsychosisX wrote...

1.Customization of Character (Being Able to Choose Race,Background,and etc)
2.NOT situated in a city and have several close by areas - make it more of a journey.
3.Return of Characters from DA:O/A and DA: II.
4.The choices you made in DA:OA and DA:II really impact what happens in DA:Inq
5:You meet the two characters you played as in DA:O and DA II . They become companions.


My Warden is not a follower, any group he joins follows him. :D

#2053
venusara

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1.Choice exclusive content for replayability
2.Interaction with companions when I chose (as in DA:O)
3. A good romance

#2054
Robert Cousland

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One final request/suggestion, please go back to how the Darkspawn looked in Origins.

#2055
Reznik23

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Don't know if this has been mentioned before, but an actual printed instruction book would be desirable, which isn't the current practice of EA, but a game like Dragon Age needs on I reckon - especially for newer players.

#2056
Dethares

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I love these! Let's ask the fans what they'd like to see and hope something amazing happens! Woot! Well since you asked I'd like to see my concepts be added and integrated within the game :). There are two essential aspects in these games that I've been hearing a lot, which are the action/combat part and the story/rpg element of the game. Everything is second but yeah it's pretty broad. Leme focus on the action and combat and yes they are fresh and i thought them up. If I could make a wish i'd wish it played like this.

Combat and Control (output via x-box)

- basic attacks are broken into two categories weak and strong, ex. A button and Hold down A

- activated abilities/talents also have a weak and strong output, ex. B/Y/X button and Hold down B/Y/X

- weak attacks have a combo sequence like in DA2 that are determined by class and weapon, ex. A,A,A/1,2,3

- when weak and strong basic attacks are killing blows it cancels its original animation and carries out an "execution" animation and all are different depending on class and weapon

- performing weak abilities/talents that consume mana/stamina do not have such a combo system and have a cooldown

- strong basic attacks perform an effect and/or just a stronger (more dmg) basic attack

- animations are different and are determined by class, weapon, and on passive ability/talent required that may effect it

- strong abilities/talents perform a second version of that ability depending if unlocked via ability/talent tree, ex. Flameblast -> Fireball

- the RT opens up another menu of abilities/talents so they should be 14 different activated abilities/talents at your disposal when including the strong version of that ability/talent

- this creates a versatile use and ease of use for multiple abilities and talents not to mention quick

- an evasive move seems essential in action games so lets have LB be our "roll" which is different for all classes such as rogues have a somersault (flip), warriors roll (sides/back) and a charge (front), and mages have a jump-step i think DA2 had something like this... but lets add a cooldown

- RB can be our enemy targeting button

- LS movement direction and RS camera control and pushing down on LS is for running and RS for changing camera angle from 3rd person (up and gritty view) to a further away 3rd peron and then to a tactical bird's eye view then back

- Directional pad is a quick use to change party behavior to follow (passive), stay, free-for-all, and gather up for a close formation but also fight back

- Last but not least the LT, the LT is the new pause, which is the slow-mo button the leme think what to do button

- replacing the complete pause for a slow-mo will make the game feel more real, keep the person on their toes and present more of a challenge

- the slow-mo reaction time will also open up a party ability/talent menu on the sides of the screen (4) like in mass effect where you can select what to do but also be able to use the ease of use ability/talent menu

- back will be our game pause but will not pop up the party menu and start will open the regular menu

- this will take practice, however this would be bad ass and a hell of game to play

Superficial and party mechanics

- certain combinations of abilities have critical effects (as always) and have unique animations such as shatter is this and this is that...

- blocks/parries, dodge, crits. (passive implemented attributes) have auto in game animations like in DA (this is different from the evasive movement)

- let there be blood and let there be gore but let there not be exploding bodies its silly when it happens after every kill, it should only happen when i use the exploding body ability

- lets get combat speed closer to being real where we can savor the blood sprays and decaptations

- dead bodies stay within the frame unless you leave the area then they are just drops when you return if they drop loot

- many passive abilites/talents effects are portrayed like Frost mastery makes your basic attacks shoot out frost and radiate frost

- tactical slots and roles are crucial and lets have many like in DA2 where we dont have to worry about amount gained/unlocked; the behavior of a party member should be just as important as what you are doing

- if it's really good combat behavior mechanics i'd love to sit back relax and specatate... now that's a first.... hmm spectate button

Enemies

- waves of weak enemies is not bad as long as we can savor the fight and they don't have idiotic spawn areas

- enemies should vary in combat behavior if they're already not like some engage while others wait to be engaged or fight in close unit

- real boss fights should get a bit more elaborate DA2 improved on this; there should be specific ways onto defeating an enemy through the use of environmental feedback even if it means to go into single player mode for a bit

- make characters even more organic having people comment, discuss, move around before fights so far it's been really good but i want moah!; i dislike enemies that sit their like ducks waiting to be engaged into life

classes

- itd broken down into two main groups, magic sensative (the mage) and non-magic sensative (the warrior)

- it goes one step further;

Mages -> Wizard: range/caster that focuses primarily on intellect and Battlemage: melee mage that is a hybrid class that benefits greatly from both intellect and strength

Warrior -> Soldier: heavily armored weapon masters that benefit from mostly strength and Rogue: a less armored class that uses unconventional means to fight and depends highly on mobility and benefits mostly from agility

* class abilities/talents are a combination of DA:O and DA2 where magical schools have discplines and they have talent trees

* same discpline does not mean the class has the same ability; wizards focus on casting at a range while battlemage are up close and depend on fields and auras

* there are so many abilities and talents so why make new ones when you can just make it more flashy for next gen graphics

* *special talent trees

Wizard

Arcane- Mastery, Attunement, Telekinetic
Primal- Fire, Frost, Earth, Lightning
Creation- Healing, Glyph, Summoning, *Lifeward
Spirit- Alteration, Drain, Death
Entropy- Debilitation, Hex, Sleep
Forbidden- *Blood, *Demonology, *Shapeshifter

Battlemage

Arcane- Field, Force, Combat, Aura
Primal- Fire, Frost, Earth, Lightning
Creation- Healing, Rejuvenation, Enhancement, Summoning
Spirit- Anti-magic, Drain, *Fade
Entropy- Debilitation
Forbidden- *Blood, *Fearmonger, *Soulbrand

Soldier

Combat
Discipline
Medic
*Runic
Archery
Weapon and Shield
Two-Handed
Battlemaster
Warmonger
Champion
*Berserker
Guardian
*Templar
*Reaver

Rogue

Combat
Discipline
Medic
*Runic
Archery
Dual Weapon
Subterfuge
Sabatoge
*Shadow
*Duelist
*Assassin
*Ranger
Scout
 
* classes shouldn't have to sacrifice roles but certain classes will be and should be better than others in certain areas
 
I could go on to tell you how and what abilities should be and do within those ability/talent trees but that be like another year so no; many are the same as within origins and da2 anways
 
This pretty much sums up the combat portion and for the role playing aspect........ :)

#2057
Follow Me on Twitter

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Monk class, seriously why is it missing from the dragon age series =(

#2058
kevinYking

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1) In DA:2 we wren't able to change preset Hawke's face, like you know if we wanted preset Hawke with green eyes.
2) immense character interaction with companions and others, and keep the LI bi.
3) A more detailed(more choices of dialog) dialog wheel(I loved the wheel, but had to be more detailed like in DA:O.
4) Being able to use the excess armor we have on our companions in some way (Maybe a blend of DA:O and DA:2)
5) Being able to have a family could be really interesting.

#2059
King Snurre

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Hmm, could give much more than 5, but here are the biggies for me...

1) Combat animations that are faster than DAO (particularly for two-handers), but slower, more realistic than DAII

2) More story choice -- DAII felt too much like a "side quest sampler" to me. DAO was much more to my liking in this regard, although I would prefer something other than a "zero to hero" storyline.

3) DAO's armor rules -- I am ok with how DAII fixed the fatigue penalty, but would like them to revert back to DAO's rules on min requirements for equipping armor. Would like companions to be able to wear looted/purchased armors, but it appears Bioware has it own plans for that.

4) More combat variety -- Both games suffered from this. DAO's fights could mostly be won using the exact same tactic, DAII's fights were tedious wave combat that followed the exact same structure

5) DAII's crafting system -- While I think mages (and maybe rogues) should be able to craft on their own (vs. DAII's purchase system), DAII's crafting structure for potions and runes was miles better than DAO's disorganized mess.

#2060
morreski

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I really liked the expanded companion sidequest storylines in DA2. Isabella's story, Merrill's story, Anders' story - made them feel like real characters. As someone said near the beginning of this thread, you as Hawke only get to make one genuinely significant choice, what to do with Anders, but each of the companions has made an important choice in their lives, and that creates drama.

also, i loved the companion interaction in DA:O. Morrigan vs. Anders was great fun.

#2061
Solmanian

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No more pointy pualdrons. They make no sense. Pauldrons are suppose to have a round shape so blows will slide from them, being pointy defeats that purpose.

#2062
Artemis_Entrari

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Another thing I'd like to see is, when you've got a big city and people talk about how glorious and splendid it is, then make it actually be glorious and splendid.

In DA:O, people talked up Denerim.  But it ended up looking like a deserted small village square.  Where was the size, the grandeur?  Most importantly, where were the people, the crowds?  Kirkwall was an improvement in DA2, in terms of size and grandeur.  But it too seemed a little bit ... empty with regards to people milling about.

Why can't it be more similar to what you see in Assassin's Creed, for example?  Crowds of people, busy markets, busy streets.  The NPCs don't have to be interactive, necessarily.  But just them being there gives the illusion of a busy, crowded city central.

It's going to lose a lot of its appeal if we arrive in Orlais, Val Royeux, and after hearing about it, all we're treated to smack dab in the busiest part of the city is a handful of merchants, two or three people standing off to the side chatting, and maybe a beggar or two asking for coin.

#2063
JoHnDoE14

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One F*cking thing
NO ORIGIN
PLEASE

#2064
CultKiller

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1. Romance
2. Return of Morrigan
3. Return of Tallis
4. New look for Darkspawn
5. Return of Hawk

#2065
Phate Phoenix

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1. More tactical combat
--As a console gamer, being able to direct where I wanted my party to go from the menu was a great step forward, but because of the from-the-dust enemy spawning, it made any attempt at formation mostly pointless. If you have to keep the waves of enemies, perhaps create a walking order system, or a default party combat setup. Let me put my warrior in the lead with my squishy mages behind, and a rogue in the rear to keep an eye out for attacks from behind.

2. An redo option on dialogue
--If the current dialogue system will remain (paraphrasing), then give us the option to go back and choose again should our character blurt out something we weren't expecting.

3. Companion customization and variety
--To be concise: it really, really sucked that Anders was the only mage to be good at healing. Like, a lot. (And I liked Anders!) A system like in DAO worked well, where each person was specialized, but could gain another specialization a little later on, which gave greater freedom in party formation and in how I could respond to a quest.
--Being able to choose how my companions were outfitted was a part of this as well. If you must keep the individual, locked-in character armors and weaponry (please don't) then allow us the upgrade them freely. Meaning, being able to take a rune off one person and give it to another.

4. More companion interaction

--A centralized hub where all the companions generally are would be great. While having everyone spread out in DA2 made sense, I felt disconnected from them, not as close to them as I had in DAO. Adding to that was I never quite felt like the companions had a good enough reason to follow Hawke.
--FRIENDSHIPS. I loved this in DA2. I loved that, if Isabella and I weren't close, she just took off. Great. Frustrating, but I loved it. Expand on that system.
--To take it a step further, I'd like to see companion interaction directly altered by how the player interacts with the world. For example, pro-mage and anti-mage companions don't get along. As the world changes to a more mage friendly place, the anti-mage companion becomes more aggressive and, eventually, the character attacks the pro-mage character. The opposite could be true, or maybe the pro-mage character defects and you have fight them later on. Another example: two companions can form a relationship, but only if they are taken on missions together, or left behind in a city while the main character is on a mission.

5. Highly customizable player character and a world that reacts to these differences

--This doesn't have to mean different races, but if I have to play as a human, I need to be able to play as a very different human each time I start a new game. I need to feel that this character is having a unique effect on the world around her or him. Playing as Hawke often felt like I was playing the same person over and over for all the world changed. Let this character make a difference in her or his own way.

Modifié par Phate Phoenix, 05 décembre 2012 - 12:17 .


#2066
8aelfire

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1. More areas to visit-in DAO, there was a world map with places to travel to, in DA2, it was one city (which was lacking in appearance) and a small handful of areas outside that city to visit. While I didn't care for the little battles inbetween towns in DAO, it was nice to have a change in scenery. I agree with Artemis (posted above), that there should be more of a hustle and bustle to cities...they seemed on the verge of desertion.

2. Bring back character back story/multi-race choices.  While I understand the streamline approach that narrows the story around one character, it felt like there was no real choice in who I played in DA2.  With DAO, you could pick your race and your background and that also affected later parts of the story.  Plus, you guys really could vamp up the character customization choices. It's a bit of a hassle to wait for others to develop appearance mods-it'd pretty much mean you'd have to wait for those mods to come out in order to play the game at all, otherwise you have to make an entirely new character if you want to give your character a better appearance. 

3. Better romance/friendship options. I really liked how you can lock your character into max friendship/rivalry in DA2, so it wasn't a constant battle to keep them at the desired approval rating. One part of the issue I hope to see improved in DA3 is the options of whom to romance.  In DA2, you've got a choice of a twitchy blood mage, a whiney religious finatic, a loose and possibly disease carrying pirate, or a rather violent emo elf....not much of a choice. In DAO, at least there was one solid choice.  The other part that I would like to see brought back is the option to have conversations when inbetween quests; similar to how it was in DAO, but with more depth....I mean if you're going to have the option at all, why half-a** it?

4. No class restrictions on lock picking.  Let's face it, anyone can learn to pick locks. In DAO, your character had an option to level pick pocketing for any class, and that seems more of a rogue thing to do, but lock picking was strictly set to the rogue class. In both games, you had to wait until you got a rogue in your group and then hope their skill level was high enough if you didn't want to play a rogue but wanted to open chests. Because unlocking things grants xp, it gives a bit of an unfair advantage to those who favor rogues.  Plus it's just irritating to see a chest and not be able to open it...it's like having a 'don't push this button' button in front of you.

5. Better follower development.  I liked that each character had their own little side stories that you got to persue, but there didn't seem to be a lot to them.  I felt like there could be more to them.  Another part of follower development would be better skill sets.  In playing a rogue or warrior in DA2, the only healer you had after the Deeproads mission (after act one in other words) was Anders.  His skill tree was all over the place. Even with the Black Imporium DLC, he didn't really have much in terms of healing for his skills.  Without having the Black Imporium to get Makers Sigh(and on that note resetting skills should just be a basic option in the game), you were stuck with some offensive skills-which he couldn't use because of his specific sustained healer mode-and some shoddy healing skills.  In DAO, you had to download a mod to be able to reset all of your followers skills (which seemed more customizable but less specific to the characters back story as in DA2) in order to get rid of the unwanted stuff and make your party more synergetic.  On that note, companion armor needs some work. I liked that each follower had a unique looking armor in DA2, but there wasn't much you could do in terms of optimizing gear for them.  If you wanted to stick to a basic look for each follower, maybe you could build it up with follower specific items like the pieces you got from vendors or encounters in DA2, but turn it instead into actual armor pieces that added to the characters specific look, but with variations in color/form for the different stats needed for different specilizations. An example for a mage follower would be earthy tones for a more primal/nature inspired specialation, but something that looks like it will protect them since they are busy keeping others alive instead of directly engaging the enemy. 

Modifié par 8aelfire, 05 décembre 2012 - 12:42 .


#2067
levyjl1988

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1. Good Character Face Customization. Many variety of assets: Nose, hairstyles, etc.
Bioware might not know it but's damn important to fans. Also the ability to change it if fans are unhappy with what they created. Give gamers flexibility to change something they created. Like what was done in DA2.

2. No preorder bonus. No store exclusive dlc that will ever hit the marketplace, etc. Pisses the fans off and slaps them in the face. Bethesda's Skyrim didn't pull that crap.

3.No stuck quest items hindering your inventory. No list of failed quests that will make your player feel like crap and regret.

#2068
Nejeli

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1. Lots of party interaction with better spacing so that we don't get to the last stretch of the game and have no new interactions. Sort of like DA2, just with more. And lots of banter.

2. If you don't go the 'all bi' direction for the love interests, I want an equal amount of het and same-sex options. And no cliched queer storylines, please.

3. More skills, and more skill points to get them. I don't expect every character to get all skills, that wouldn't be any fun, but I think DA2 really skimped on the skill points. As a mage, I don't think I was even able to max out two branches.

4. I don't mind being stuck to a few areas, but if the story takes place over years the areas should change to reflect it.

5. More control over our companions. I couldn't count the number of times Fenris died because he went running into a huge group before I could stop him. I wouldn't mind something more like DAO.

#2069
Belhawk

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I agree abt better character face generation, including a light/bright background so u can see the face & body u are creating. In ME 3, when i check to see what armor i want for my team members, the design/colors are hard to see, dark on dark is bad contrast.

u could tie in some of the banter of team mates to the quests in the current act & maybe talk abt rumors, news, politics that are currently going on.

allow us to select the armor that the squad is wearing, not just our main character.

take maxium advantage of the new engine.

since u have expanded how far the LI goes, why not include threesomes also.

#2070
Apollexander

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1. Something worthy of fighting for.
2. Reasonable explanations of some events in DAO and DA2, e.g., what Flemeth did.
3. Good combat experience and interesting skills and talents.
4. Companions with their own stories and personalities.
5. Can I buy it in China?

#2071
Bwleon7

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DA3 should be a mix between Origins and Dragon's Dogma.

Story telling- Origins
Companion interaction - Origins
World design - Dogma
Character customization - Dogma
Combat - Dogma (The fights versus large creatures was awesome. Nothing beats jumping up on a dragons back and having it fly around while you try to both hold on and stab it to bring it down. )

#2072
jack253

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Here are the most important things I want in DA:I
choices and consequences to those choices: while this was present in DA:O to some extend, I felt that it was almost completely left out in DA2 as the story was more about railroading then an actual rpg.
combat: here I would like to see a mix between the combat in DA:O and DA2. In DA:O the combat was mostly stationary and relied more on strategy. While it was good, it good get boring to watch it over and over again. In DA2 they made an attempt to make it feel more intens by improving the movements of the characters, but they went to far with it and it felt more like a parady of a hack and slash game then an actual rpg. So in short I want the same strategic combat as in DA:O with movements like those in DA2 only more realistic, have them actually dodge and block this would improve the feel of combat greatly.
better interaction with companions; virtually every bioware game I have played had one thing in common with each other, great companions to our hero. And while DA2 made them more sociable to each other, they did so at the expense of interaction with the main character. So please let us talk to them like we did in DA:O and not just a random comment when we click on them.
A keep: this is something I love in mediavel rpgs a very own headquarters that you can custimize. I loved it in Neverwinter Nights 2 and I loved it in DA:A, though in DA:A it didn't really give us choices as to how we wanted it rebuild. I would really like to see this in DA:I with choices like should we build church for the chantry or a brewery for the dwarves.
a 2013 release: I know a game like this takes a lot of work and if it takes till 2014 to complete it then so be it. But I really don't want to wait that long, especially since virtually every bioware game is released when I have exams forcing me to wait even longer before I can play it.

#2073
thedistortedchild

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1 A complex story influenced by my decisions.
2 Companions that are affected by my character
3 Customization
4 Lots and lots and lots of dialogue
5 Lots of room to play in :)

#2074
Manic Sheep

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Well good story and character is the main thing. Dark but still with a lot of humour. Oh Lots and lots of snarky party banter but I don’t think there is any risk of that not happening.

Dialogue wheel that actually tells me what my character is going to say (maybe have and abbreviated version of the wheel and then be able to press a button have the whole sentence show up) so I don’t feel like I have to save before every conversation and the go through all the options so I know what I’m saying (this also cheapens the conversation because then I know how the characters are going to react and then get meta). How characters react to what mine is saying being unexpected is fine but I shouldn't be getting surprised by my own characters dialogue.
Improved tactics, I would like the ability to tell them to do something in X situation unless X is also true and to priorities healing targets.

A middle ground between DA:O (which tbh was a bit boring) and DA2 (which was over simplified and too stylized IMO) aesthetically. I personally hate giant weapons and enemies exploding (unless by a magic spell that is meant to do that) though I do like the new mage animations.

Overhead camera.

Also some decent mages clothing (not all robes and condom hats like it was in DA:O :P) and female dwarves.

Offtopic: why do so many people want Cullen? -__-

Modifié par Manic Sheep, 06 décembre 2012 - 08:24 .


#2075
dynastyhan

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I want to see Shayle returns in the form she told my character at DA:O ending! yay

I want to have my own castle and can train my army like Awakening fortress but you can train your army like in Neverwinter night 2!!