New Creatures?
#426
Posté 07 janvier 2011 - 02:00
#427
Posté 07 janvier 2011 - 10:34
An no, just no...no more zombies. Everyone has zombies these days. There are enough zombies in the universe. Let's keep them out of DAO. There are enough other gross zombie-like creatures. No more zombies.
Maybe, though, natural enemies...like natural disaster things. They would almost seem like traps...bridges that crumble into rivers if too many walk on them at once. Trees that get blown down by random and rare windstorms, making the entire landscape a puzzle to escape. Earthquakes. Floods. Picture Sauruman using magic to cause an avalanche that falls on top of the fellowship. So some evil (or enemy) creature using nature against you. Things you must evade rather than fight. Or think through.
By the time you finish the game, it seems like what Jori says comes true...very few enemies you can't meet with your blade. That great warden sense...where is that int he game? You can't tell or sense darkspawn in the game. Except once they've begun to attack. That goes against the lore from both Stolen Throne and the other book.
In summary, adding a new enemy category seems to lend itself ot something like "natural disasters" or natural disasters caused by evil entities would truly be new.
Adding some allies at unexpected points would also be cool.
Modifié par PatT2, 07 janvier 2011 - 10:35 .
#428
Posté 08 janvier 2011 - 07:05
David Gaider wrote...
Here's an interesting question that maybe some of you can offer feedback on.
For those of you that know something about the lore, we tend to have three types of enemy creatures:
* Creatures resulting from spirit possession.
* Darkspawn (creatures affected by the darkspawn corruption).
* Beasts (natural creatures, such as dragons).
There were two design fundamentals in place regarding these creatures: one, that beasts cannot talk. Talking animals is a bit too "high fantasy" for our tastes... though that does not exclude talking creatures as a result of possession. Just none that talk naturally. Two, sentient humanoid "monsters" were to be avoided... meaning we didn't want to rely on tribes of orcs, goblins and bugbears populating every remote area that were okay to kill because they're hostile. Darkspawn are humanoid, yes, but they have a specific purpose and the design goal is to avoid a reliance on sentient cultures that are okay to kill.
With that in mind, do those of you who are knowledgeable of the lore have any thoughts on the sorts of new creatures you'd like to see? I'm not looking for submissions, here, just some thoughts on what sorts of new creatures (or even new types of creatures) that you'd like to see that would still fit into the scheme of things.
(husband posting)
As a long time Dungeons and Dragons fan they had some cool creatures that fit your specs. Creatures that were the result of a mad wizards experimenting, like the Owlbear and the bullete (landshark). They aslo used some obscure creatures from ancient myth and legends things like the Leucrota and the Peryton.
I would like to see that sort of thing in game, not copying it but doing the same sort of thing in spirit. I do however see the new monsters you created for Witchhunt and Golems of Angarok as going in that direction.
PS - at some point in time we need to rediscover the griffin and make it a hostile dragon like monster!
Also would it be possible (lore wise) to enounter Angelic like beings that claim to be from the Maker and Andraste. Being that might help or attack the player depending upon their quest history and breaking religious taboos?
Modifié par Addai67, 08 janvier 2011 - 07:11 .
#429
Posté 08 janvier 2011 - 07:24
Actually after thinking about it I remember I've been missing more of the non sentient or low sentient monsters from D&D.
1) the slimes, oozes, jellies, Gelatinanous cubes etc. I think would fit DA very well and add some more horror factor to the game. You can even throw in something more Lovecraftian like something that is bigger on the order of a Shoggoth boss monster,
2) You had some other nasty monsters like the Oytugy, Umberhulks that could work. (Not direct copies but creatures inspired by them)
www.wizards.com/dnd/Article.aspx
#430
Posté 02 mai 2011 - 03:15
like:
'Fade Serpent' - a giant snake-like creature that is immune to magic but can partly enter the fade for brief periods and become immune to physical damage but susceptible to magic.
'Spirit Hound' - a part fade mabari that hunts down mages and whos bite drains mana and dispels magical buffs.
You could use them as henchmen for demons or possessed mages. They could also have a different appearance when encountered in the Fade.
#431
Posté 02 mai 2011 - 04:14
I should have said this before, I'm sure it's come up before, and I see that TheRaj has mentioned something similar in the post immediately preceding this one but I still have only one thing to say: GIANT SNAKE.
I'm not talking about anything fancy, here. Just a classic, honest-to-Frazetta giant serpent of doom. Maybe throw in some hypnotic stun powers, too.
Modifié par Ulicus, 02 mai 2011 - 04:16 .
#432
Posté 03 mai 2011 - 07:55
It is possible that the Qunari brought some animals from their homeland. Perhaps rhinos (Imagine a horned, gray painted man on an armored rhino with similar markings as the man charging your character) Large cats, Bison, or something new like land dragons.
Modifié par centiumcuspis, 06 mai 2011 - 07:23 .
#433
Posté 08 mai 2011 - 08:19
centiumcuspis wrote...
It is possible that the Qunari brought some animals from their homeland. Perhaps rhinos (Imagine a horned, gray painted man on an armored rhino with similar markings as the man charging your character).
I want this!
In addition, I would also like to see
1) Ooze golems
2) 'Possesed' water (or something like water elementals, only more 'living' and terryfying)
3) Men experimented on by Tevinter's (much like Fenris's, but far more horrific and changed). For example, they could have a blade instead of a right arm.
4) Non demon spirits(could also be allies).
5) A pan-Demon, feeding on all kind of sins. Incredibly powerefull (even stronger than pride ones) and can even distort what the player can see.
6) Creatures with no set shape. A product of Arlathan Elves or Tevinter blood mages ,they were used for espionage as they can take the form of people and objects. Since the war ended, only few remain and the method of their construction is long frogotten.
Lastly, variety in humanoid enemies wouldn't hurt. Not all mages should know the same spells, assassins should also have different tricks (After all, dalish guerrillas should be totaly different from carta assassins) and capatains should be special too (Templars dispelling is a good example.)
Modifié par JoHnDoE14, 09 mai 2011 - 08:34 .
#434
Posté 28 février 2012 - 12:47
ReubenLiew wrote...
Don't demons only possess mages?<br />
Plus being possessed is already an automatic death sentence for the law.
Demons can possess anything. Mages are more common due to their connection to the Fade and having more power. It is not impossible to possess a nonmage, but it doesn't happen as often as it would to mages.
#435
Posté 28 février 2012 - 12:53
#436
Posté 01 mars 2012 - 06:06
#437
Posté 01 mars 2012 - 11:29
yes I know this post is a year old, and correct if I'm wrong; dut didn't the codex on demon possession in DA:O say something adout vampiere like abominations. if the ever show up, just a cool name hows the name Lyrium Drinkers. They feeded on the lyrium from Mages turning into mindless tranquil sevant or more of theur kind. Then the leader, take a mated to make one of there own to rule if one was to die thered still be a ruler.
I know this will be past over because of the no group or talking creatures; but it's still a fun twist of your classicvampire
#438
Posté 19 mars 2012 - 07:20
#439
Posté 19 mars 2012 - 10:51
All considered, new monsters are not necessary. New tile sets and creative use of existing environments are necessary. Flexible and simple maps are necessary. Who wants to see the same map over and over again like in DA2? There's a reason why I'm waiting for the price to come down for DA2 til I buy that game. If I even see the need to buy that game. $10 is a bit much for a game my computer could hardly handle -- especially when I'll see the same dreary maps over and over again.
#440
Posté 30 mars 2012 - 10:50
DA has that with spiders, demons, dragonkin, corpses in DAO, darkspawn... but there are a lot of areas that could expand and give still some good creature variation: underground creatures related, or not, to the deepstalker and the bronto (and the nug?); maybe bringing werewolves back; more possessed "stuff" like sylvans or the profane; and creatures with magical powers, so that we can still fight against magical foes without there having to be tons of enemy mages around.
The enemies in MotA were really nice by the way, both the Orlesian human enemies and the new monsters.
#441
Posté 10 octobre 2012 - 03:33
#442
Posté 11 octobre 2012 - 10:03
also golums there could be some that have been driven insane for whatever reason being hwat they are/ being controlled.
bird beasts as a primitive race i think would be fasinating
I have always thought dragons should play more of a role as the game is called Dragon Age
#443
Posté 12 octobre 2012 - 02:14
#444
Posté 05 mars 2013 - 11:15
More insectiods, because - yeah.
Magic - so needs to be upped on enemies... blood mages pretty much suck as adversaries but work amazingly as a personal skill.
#445
Posté 06 mars 2013 - 12:27
Modifié par Jeffonl1, 06 mars 2013 - 12:29 .
#446
Posté 21 mars 2013 - 02:38
#447
Posté 10 avril 2013 - 03:03
#448
Posté 13 septembre 2013 - 09:46
Also, I would love a Wendigo, Strigoi or Nachzehrer spin off
#449
Posté 04 octobre 2013 - 04:08
#450
Posté 07 décembre 2013 - 02:34





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