Aller au contenu

Photo

Give Me ALL the Deep Roads!


  • Veuillez vous connecter pour répondre
60 réponses à ce sujet

#26
Guest_Nizaris1_*

Guest_Nizaris1_*
  • Guests

brushyourteeth wrote...

Nizaris1 wrote...

brushyurteeth wrote...
...Plus there's a dragon, which I personally have no idea how that got there.


me too...not only Dragon but very huge giant Spider too...but considering enemies can appear from nowhere...blame it on Varric...he is obviously lying...


LOL! Well, the spiders eat the darkspawn and grow huge on the taint... but you're right -- "Let's just throw a dragon in there for good measure" does sound exactly like something Varric would do.  Posted Image


well, that spider come from the ceiling...cave ceiling...just drop down when Hawke want to open a door near the stair....it is too HUGE for not notice it...

at Sundermount there is a moment where darkspawns with Orges attacking near Dalish camp...the Dalish stay cool.... <_<

Anyway, when Hawke and co finish fighting the Stone Wraith, there are no more monsters along the way out that take two weeks if i am not wrong.....

#27
nightscrawl

nightscrawl
  • Members
  • 7 522 messages

brushyourteeth wrote...

Plus there's a dragon, which I personally have no idea how that got there.

The Archdemons are in the Deep Roads... Well not in the DR specifically, but they are underground.

#28
Madmoe77

Madmoe77
  • Members
  • 352 messages

Plaintiff wrote...

Please god, no. Unless they can make them look actually interesting.


And this is an opportunity for improvement that we should see in a sequel! The art team should take a field trip or two to some cave systems and do some diligent research on such things. The can then creatively intrepret said environments into a Dragon Age setting. Above all this is the kind of feedback they should listen to. Everyone knows that Bioware can (or has) written great stories and characters, let's challenge them to update the rest to match that standard! 

I thoroughly believe with encouragement they can meet such a simple challenge. If a story does not translate well into a visual format that is believable and entertaining then the writer needs to address the art team or write less to their weaknesses. 

Modifié par Madmoe77, 12 décembre 2012 - 09:27 .


#29
Todd23

Todd23
  • Members
  • 2 042 messages
My warden beat the architect and archdemon single handedly. If my Inquisitor get's that powerful, there should be an option to clear out the deep roads.

#30
BubbleDncr

BubbleDncr
  • Members
  • 2 209 messages
I don't know if I would be able to stand being in the deep roads for too long if it were like this, but I think the Deep Roads should actually be dark, with the player (or a party member) having to carry a lantern or torch with them the entire time as a light source.

Maybe it just works out so that if the player isn't a mage, they're required to take a mage with them whose staff will just light up the entire time, that way it doesn't conflict with any fighting animations. And there could also be lyrium veins along the walls occasionally that provide light as well. But I feel like that would help make the Deep Roads feel more scary and interesting.

#31
Adugan

Adugan
  • Members
  • 4 912 messages

BubbleDncr wrote...

I don't know if I would be able to stand being in the deep roads for too long if it were like this, but I think the Deep Roads should actually be dark, with the player (or a party member) having to carry a lantern or torch with them the entire time as a light source.

Maybe it just works out so that if the player isn't a mage, they're required to take a mage with them whose staff will just light up the entire time, that way it doesn't conflict with any fighting animations. And there could also be lyrium veins along the walls occasionally that provide light as well. But I feel like that would help make the Deep Roads feel more scary and interesting.


YES! Maybe make a sustained spell for mages that is like spell wisp but provides light for like 1% of your mana.

#32
Steppenwolf

Steppenwolf
  • Members
  • 2 866 messages
I didn't hate the Deep Roads in Origins because I love dungeon crawlers and there was a good chunk of stuff to do in the Deep Roads, but more aesthetic variety and more grandeur like in DA2's Deep Roads would be great. I would very much like to know more about those ancient, mystical thaigs.

#33
AppealToReason

AppealToReason
  • Members
  • 2 443 messages
I loved everything about the old Thaigs and deep roads and that stuff. Best parts of the games.

#34
Rixatrix

Rixatrix
  • Members
  • 370 messages
I wouldn't mind more deep roads, as long as it's worth exploring - interesting ruins, codex entries, long-forgotten mythical bosses... but give us a pack mule or something for all the loot (maybe a bronto?)!

#35
Pelle6666

Pelle6666
  • Members
  • 1 198 messages
It was a cool part of DA:O and I liked the lore but it was a bit half assed in DA2. If they put it In DA3 I hope it will feel as wast, dark and dangerous as it did in DA:O.

#36
lunamoondragon

lunamoondragon
  • Members
  • 184 messages
 Yes and no.

The Deep Roads in DAII were magnificent. If we get to go to the Deep Roads in DAIII though, I encourage the environment to be different than both its predecessors. Underground environments can have a surprising amount of diversity, and the terror of going right into a darkspawn nest in an alien environment will never cease to be a heart-pounding experience. 

Of course, they shouldn't be the entire game. But I do understand the excitement surrounding them.

#37
NoForgiveness

NoForgiveness
  • Members
  • 2 543 messages
yes! more open then 2 though and more glowing lyrium and broodmother(s) maybe a Qunari/Ogre one? that would be an intense fight

#38
Atalanta

Atalanta
  • Members
  • 516 messages
The Deep Roads section in Origins was my favorite of the series so far, story-wise. But yeah, it took an already ugly game environment to a whole 'nother level.

While reading The Calling, I really loved the idea of the tunnels being pitch-black, with the only light coming from either mages, torches, or glowy fungus. So hopefully if we ever revisit them in a DA game, we could have cool lighting effects like that?

#39
Monica21

Monica21
  • Members
  • 5 603 messages
The Deep Roads are my favorite part of Origins. I always save the dwarven treaty for last because it's the section of the game I enjoy the most. Orzammar itself is interesting and, at least for me, there's a persistent sense of dread in the Deep Roads. (Honestly, the section where the spiders run from you and pull themselves up is almost as fear-inducing as the lead-in to the Broodmother. Why are they running from you and what is ahead that is worse than these awful spiders?!) That said, if there's anything wrong with the Origins Deep Roads it's that they just don't look corrupted. The stone walls are clean, with the exception of the area the closer you get to the Broodmother, and there are just pockets of darkspawn and spiders. I do think that there was a good amount of cave-like variety within the Deep Roads. Each section had a different color stone and there were several sections with underground streams and lakes.

The Deep Roads in DAII weren't nearly as interesting. As far underground as you're supposed to be, parts of it looked like they were undergoing some kind of restoration. There were some interesting sections with lyrium veins, but those were taken straight from the cookie cutter caves all over the rest of Kirkwall, so it took away from whatever might have made it interesting or original. There's one section of the ruins themselves that was the same damn room I had to fight through at least three times. The room with the lyrium idol had an apparent incredibly bright overhead light source. Where did that come from?

If we're going into the Deep Roads again, it definitely needs to be darker, the ruins need to look old, and the tunnels should look like generations of darkspawn have passed through.

#40
Josielyn

Josielyn
  • Members
  • 325 messages
The Deep roads were great. Especially parts where you could see pools of lava through the fissures in the rock. I did like the suggestion to have some of the areas in the Deep Roads as dark enough to require a light source, and have creepy crawly sounds in the darkness!

#41
Swagger7

Swagger7
  • Members
  • 1 119 messages
More Deep Roads!

#42
Harle Cerulean

Harle Cerulean
  • Members
  • 679 messages
oh god, no. I mean, I have no problem with the concept, but the Deep Roads in DA:O were a painful slog, and in DA2 they were only a little bit better.

#43
Sylvianus

Sylvianus
  • Members
  • 7 776 messages
Depends. If the deep roads are like in DAO or DAA, or even better, something darker, scaring, and more beautiful hell yes. If like DAII, then no thanks.

Modifié par Sylvianus, 13 décembre 2012 - 01:11 .


#44
The Teyrn of Whatever

The Teyrn of Whatever
  • Members
  • 1 289 messages

Adugan wrote...

make a whole Awakening-type expansion that took place solely in Orzammar/Kal Sharok and Deep Roads.


I would rather give myself an enema with hydrofluoric acid than suffer through an entire game set in the Deep Roads. I OD'd on the Deep Roads in DA:O and still haven't quite recovered. There was mercifully little of them in DA II and that just fine with me.

#45
NoForgiveness

NoForgiveness
  • Members
  • 2 543 messages
not supporting the skyrim copy and paste but they should make a huge open area like the one in skyrim with the glowing mushrooms or lyrium and i still want qunari/orge broodmother i mean how many ugly ****** would that thing have?

#46
Adugan

Adugan
  • Members
  • 4 912 messages

MR_PN wrote...

not supporting the skyrim copy and paste but they should make a huge open area like the one in skyrim with the glowing mushrooms or lyrium and i still want qunari/orge broodmother i mean how many ugly ****** would that thing have?


It would have horns on its nipples

#47
Pzykozis

Pzykozis
  • Members
  • 876 messages
I'd like to see how the lighting artists handle the deep roads with the new engine Origins was silly flat and 2 was better but not much so.

Then again I have a soft spot for them, lava, crystals, glowing lyrium, underground lakes give them all to me. I've always said though I'd love a game set purely in the deep roads fighting back th encroaching darkspawn and perhaps being able to slowly reinstate parts of the dwarven kingdom. Glorious.

#48
Giant ambush beetle

Giant ambush beetle
  • Members
  • 6 077 messages
I've always liked when games featured big subterranean levels with heavy exploration, so its no surprise that I loved the deep roads, I even found them waaay too short in DAO and of course in DA2 as well.
Being miles under ground is such a greet feeling exploring alien places no one has seen in decades or even centuries, not knowing what horrors and other exciting stuff may be in the ruins left behind from long forgotten cultures.

I still remember the Underdark in Baldurs Gate II, the tunnel systems in Icewind Dale 2, the lost city in Thief the Dark Project and the lovely crafted underground Dwemer ruins in Skyrim, I loved them all. I totally hope that the deep roads will make a return in DAI.

Pzykozis wrote...
Then again I have a soft spot for them, lava, crystals, glowing lyrium, underground lakes give them all to me. I've always said though I'd love a game set purely in the deep roads fighting back th encroaching darkspawn and perhaps being able to slowly reinstate parts of the dwarven kingdom. Glorious.


I like it!....well as long as the protagonist doesn't have to be a dwarf. ;)

Modifié par The Woldan , 13 décembre 2012 - 01:57 .


#49
NoForgiveness

NoForgiveness
  • Members
  • 2 543 messages

Adugan wrote...

MR_PN wrote...

not supporting the skyrim copy and paste but they should make a huge open area like the one in skyrim with the glowing mushrooms or lyrium and i still want qunari/orge broodmother i mean how many ugly ****** would that thing have?


It would have horns on its nipples

lmao   i would hate to really be a female grey warden or near darkspawn at all

#50
FaWa

FaWa
  • Members
  • 1 288 messages
PAUSE

Story wise, the deep roads were by far one of the greatest parts of DAO. And honestly I preferred it vastly to DA2, which had Bartrand betraying you (Yawn) and your sibling either dying or becoming a grey warden (Yawn)

Remove everything from the first half of the DAO deep roads. Hespith has her poem, you fight the broodmother, you figure out what the Anvil can do, you go through Carridan's tests, Branka has a breakdown, Carridan has a breakdown, and you choose which one you support.

DA2's relies on previously introduced characters, which WOULD have worked if any of them were interesting. DAO's brought new ones into the mix, and had great moments such as Oghren finding out Branka was a lesbian. And who could ever forget the broodmother? It generates a fun sub-plot to the story, while DA2 tries (and fails) to enhance the main plot.