Aller au contenu

Photo

Things I Didn't Like About Dragon Age...


  • Veuillez vous connecter pour répondre
110 réponses à ce sujet

#26
TheMufflon

TheMufflon
  • Members
  • 2 265 messages

Amioran wrote...

akkaze wrote...
#4 Doesn't bother me, personally. A lot of the best art is "theft", go for broke I say. As a whole, I found DAO original, creative, authentic - I'm happy.


??????
If a thing is truly art it is NEVER copied. A true "artist" would never ever stole an idea from another individual, it would be for her/himself a sign that s/he failed from beginning.

I don't know of what "best art" you talk about but: A) start reading/watching (or whatever) something better, your "best" art is obviously only trash and B) before posting these type of idiocies KNOW first of what you are talking about. With a single phrase you have actually killed again many individuals that died for their ideals.


All art is derivativ. There hasn't ever been a truly original story.

#27
Amioran

Amioran
  • Members
  • 1 416 messages

Dick Delaware wrote...

Gameplay-wise, I'd like to see less overpowered mages. They are clearly very, very strong and it would be nicer for warriors and rogues to have maybe a few more stunning/CC abilities up their sleeves as well. Also, in the skill descriptions, some numbers please. A little too vague.  For instance, the Assassin's Exploit Weakness talent:


There's a mod out there called "DAO Magic Overhaul" that renders casting spells a more strategic approach. Reworked resistances, created immunities, resolved bugs, made weak lines more powerful etc. If you want a more strategic approach to magic I suggest you to at least take a look at it.

Modifié par Amioran, 13 janvier 2010 - 01:00 .


#28
Amioran

Amioran
  • Members
  • 1 416 messages

TheMufflon wrote...

Amioran wrote...

akkaze wrote...
#4 Doesn't bother me, personally. A lot of the best art is "theft", go for broke I say. As a whole, I found DAO original, creative, authentic - I'm happy.


??????
If a thing is truly art it is NEVER copied. A true "artist" would never ever stole an idea from another individual, it would be for her/himself a sign that s/he failed from beginning.

I don't know of what "best art" you talk about but: A) start reading/watching (or whatever) something better, your "best" art is obviously only trash and B) before posting these type of idiocies KNOW first of what you are talking about. With a single phrase you have actually killed again many individuals that died for their ideals.


All art is derivativ. There hasn't ever been a truly original story.


Yes, how not. You really know of what you are talking about, I see. Originality is an abstract concept, it can mean everything or nothing at all. To understand if a thing is original or not you must have some basis of information to judge what's original, missing that, you can only think what you think, but, alas, you are totally wrong.

A story can contain the most unoriginal basic start and content and yet be highly original.

Modifié par Amioran, 13 janvier 2010 - 01:06 .


#29
StrangeCat Productions

StrangeCat Productions
  • Members
  • 110 messages
positives the game is very addicting,
the combat is damn fun! 
the story detailed and quite good
Good Voice acting.
the characters varied and quite good
Codex on acid lore!  God seriously this could have been done better.   But still cool.
Great Battle animations. 

Negitives
Game design isn't dated you just didn't fill the world up enough.  Lack of detail to atmosphere in the world.
Towns small, main Town to small.
Lack of game design creating tension for.... "if you let the Blight take over more land or even a feeling of the Blight
catching up on your heals", this could have been done way better.   The use of time could have been done better and smaller side quests related to it.  I pretty sure I have played NWN 2 mods that have done a better job.
It's talked about on "gamasutra.com"  RPGS.  *That should have been something major in the game*

Lack of Character interaction with the main character during traveling again could have been done better.
Lack of detailed quests away from the main story arc. 
There is a lot that couldn't have been done here instead of focusing 1000 pages on the Codex.

Still a good game in it's own right and fun to play.

Not done with the game yet I play on hard and I Have to put it off till Feb.  
I think the AI is pretty damn smart!

See the Song Fire and Ice influence or simularities but there small.

Rpg's come out they always have some issue something not quite there just read reviews when there released.
the Amount 90's that came out of this with out ounce of Negitives is BS!  But compared to everything released lately it really is Top Top Game super polished a lot of fun to play and once again very addictive.

It's not Baldur's Gate 2 and I wouldn't even call is BG3!

Modifié par StrangeCat Productions, 13 janvier 2010 - 01:18 .


#30
Erakleitos

Erakleitos
  • Members
  • 426 messages

LadyDrusilla wrote... 

Two handed weapons: They are not heavy and slow. An average two handed sword might weigh 3-5kgs and is well balanced. The downside of two handed weapons is you can not grapple or carry a shield, the up side is you have longer reach and can lop the pointy bits off polearms.


Talking about realism, in mediaval times only cavalry used those big swords to charge infantry. A man with a simple knife would kill anyone using a two handed weapon while on foot anytime. Keep in mind that roman empire conquered the world with shortswords.

#31
Tirrahhh

Tirrahhh
  • Members
  • 15 messages
Not critisizing, just suggesting...

It would be really cool to have a home... like the castle you could get as a warrior in BGII, or all the other homes.
And, what would be the best: if you could change the interior like in Fallout 3. I loved that feature there. You know, get a little bit of The Sims into RPG... hehe...

Modifié par Tirrahhh, 13 janvier 2010 - 02:49 .


#32
Darth Obvious

Darth Obvious
  • Members
  • 430 messages

Erakleitos wrote...

Talking about realism, in mediaval times only cavalry used those big swords to charge infantry. A man with a simple knife would kill anyone using a two handed weapon while on foot anytime.


Not true. German and Italian longsword practitioners were among the deadliest combatants that ever existed in medieval Europe. Check youtube to see how these guys really fought, if you are interested. Look up Lichtenauer and Fiore de Liberi. Also, for sword-and-buckler fighting, check out the I.33 style. It's pretty cool!


Keep in mind that roman empire conquered the world with shortswords.


That was before the advancement of steel alloys allowed for swords to be made longer and stronger. Up through the Viking age, swords were still fairly primitive, and then a technological revolution occurred with arms and armor, resulting in many advances in sword and armor design.

#33
Szegedin

Szegedin
  • Members
  • 15 messages

WarlordThor wrote...

dragonageman wrote...

Solos, that's my point exactly. So instead of me constantly filling up my packs with crap all the time, let me just find gold or jewels all the time. Then when it's good for the story or my character has reached a place where it's appropriate, let me find some really cool weapon.


I for one think there is much too little loot. I would love a game where ever creature dropped exactly what it was wearing and using to fight. It is an added facet of realism that many do enjoy.

Just like if you were a hero in reality, you would be faced with a world mostly full of junk. But by sifting through it you would find some awesome things to take with you.


Agreed.  In Bioware games since Kotor I find there are too many containers lying around with random useless things in them.  its like very little thought is being put into item placement, which is an art in of itself that seems to be languishing. 

I'd rather every enemy have a full complement of gear, like you said, exactly what it was wearing when it died. 

The inventory system would be restrictive enough that not much of this junk could be carried around anyway, so even though you could strip every enemy, hauling 20 sets of plate armor back to town to sell wouldn't be practical and you'd have to pay attention to what you were picking up.

As for containers, there'd be less of them, and their contents would be more significant.

And as for combat, - the regenerating health and MMO-style 'abilities with cool-down times' approach tends to flatten out the encounter design since after every fight, it's like you're starting anew.  As a result the thought put into encounters is not very apparent and fights quickly get repetitive....a game balanced around limited abilities and resources, with a punitive death system and strict rest system is preferable, makes getting through a dungeon more satisfying for instance, since the results of your initial encounters have consequences that carry into subsequent fights, for better or worse.

DA's 'injury' system is a nod to that school of thought, but I don't think it's enough for a single player game, it has a MMO flavor where the priority is in keeping everyone up and moving.     

Modifié par Szegedin, 13 janvier 2010 - 06:29 .


#34
Wozearly

Wozearly
  • Members
  • 697 messages

dragonageman wrote...

I don't want to be too specific for fear of putting spoilers in a non-forum spoilers.  You're right that it wasn't major plot that was copied, but they definitely copied plot devices that Martin used throughout his books.  Given how much Martin's writing stands out amongst a lot of the "high fantasy" novels out there, it stuck out like a sore thumb to me.


Okay, is there any way we can, uhm, refer to them in a coded way? Alternatively, feel free to PM me, as I'm curious. ;)

Elements of some characters and settings to me are reminiscent, but in the same way I can see a bit of the Warhammer universe in DA:O, and a bit of the Conan stories as well - to name but two. Beyond that, I'm not really sure what you mean about plot devices except in terms of how the story is told, or how things are revealed. 

GRRM is horribly good at getting me to choke on my coffee with surprise, or putting in highly unexepcted twists that were nonetheless credible from the beginning in hindsight, but I wouldn't say there aren't other authors who use similar tricks of the trade.

#35
EJ42

EJ42
  • Members
  • 723 messages
The player character should not have a voice at all. Look at my mod that completely silences him. I am the player character. If I want to her the player character's voice, then I'll speak my own lines aloud as I click them.

#36
EJ42

EJ42
  • Members
  • 723 messages
Also, on your topic of "stealing plot devices" from other stories, not everyone has read everything. You may be surprised to find out that there are likely plenty of earlier sources someone could point to, and say that Martin ripped them off. Pretty much every possible plot theme has been covered in the Bible anyway...just different settings.

Failblog had a pretty funny picture of a marked up report on Disney's Pocahontas which replaced all the character names with ones from Avatar, and it was still accurate. You could do the same for most every piece of literature that's out there (point out plot similarities).

It's kind of like listening to a song, then complaining that you've heard that chord before in a different song. "OMG! They totally ripped off Cm7!"

#37
SheffSteel

SheffSteel
  • Members
  • 1 231 messages
The one thing I am currently finding hardest to forgive:

Help! The designer has fallen and he can't get up!

Sometimes the design needs you to commit to completing a quest before you regain the freedom to choose where to go. In other words, you're locked in the dungeon till the boss is dead (or whatever). Sometimes for plot reasons you have to do certain quests with a specific character in the party.
Most of the time, the game warns you about these restrictions, allowing you to prepare accordingly and be sure you're ready to commit. In this particular case, a previously invisible door slams behind the party, you are taken to the party selection screen, a particular drunken NPC is inserted into your party, and you are left choosing which two people you want to accompany him. Then you're stuck with him, and unable to leave to visit a shop or heal, until you've defeated a sequence of boss battles.
This, not to put too fine a point on it, sucks dead donkey balls. A good game design gives you a warning that you're approaching a point of no return. A better game design does not have such points in the first place - except where it makes sense in-universe.

#38
Szegedin

Szegedin
  • Members
  • 15 messages

EJ42 wrote...

The player character should not have a voice at all. Look at my mod that completely silences him. I am the player character. If I want to her the player character's voice, then I'll speak my own lines aloud as I click them.


Really?  Combat yelps and confirmation barks are a good thing in my book, pretty non-obtrusive too, but way to go modding out something you don't like.

I could do without Full V.O. for all cast members, - I can't shake my paranoia that full V.O. limits the flexibility and content of the script....It's like, games aren't movies people - why limit them by saddling lines with slow V.O. when a line or two spoken aloud every now and then is usually enough to get a feel for a character. 

And given the disdain many players seem to have for in-game walking, most probably click their way through dialogue anyway, full V.O. seems likes a waste of cash.  

"s great for action games, when you know - you don't have time to stop and read... 

Modifié par Szegedin, 13 janvier 2010 - 07:28 .


#39
EJ42

EJ42
  • Members
  • 723 messages

Szegedin wrote...

EJ42 wrote...

The player character should not have a voice at all. Look at my mod that completely silences him. I am the player character. If I want to her the player character's voice, then I'll speak my own lines aloud as I click them.


Really?  Combat yelps and confirmation barks are a good thing in my book, pretty non-obtrusive too, but way to go modding out something you don't like.

I could do without Full V.O. for all cast members, - I can't shake my paranoia that full V.O. limits the flexibility and content of the script....It's like, games aren't movies people - why limit them by saddling lines with slow V.O. when a line or two spoken aloud every now and then is usually enough to get a feel for a character. 

And given the disdain many players seem to have for in-game walking, most probably clikc their way through dialogue anyway, full V.O. seems likes a waste of cash.  

"s great for action games, when you know - you don't have time to stop and read... 

I'm still working on putting back in the combat grunts and such, as well as the "Trap detected" warning, but it works well enough for now.  I wanted to get something out for people who were complaining about the "get a ladder" line.

#40
dragonageman

dragonageman
  • Members
  • 19 messages

EJ42 wrote...

Also, on your topic of "stealing plot devices" from other stories, not everyone has read everything. You may be surprised to find out that there are likely plenty of earlier sources someone could point to, and say that Martin ripped them off. Pretty much every possible plot theme has been covered in the Bible anyway...just different settings.
Failblog had a pretty funny picture of a marked up report on Disney's Pocahontas which replaced all the character names with ones from Avatar, and it was still accurate. You could do the same for most every piece of literature that's out there (point out plot similarities).
It's kind of like listening to a song, then complaining that you've heard that chord before in a different song. "OMG! They totally ripped off Cm7!"


These is nothing new under the sun, this is true.  But to blatantly steal fairly specific plot devices from a very well known contemporary fantasy author just felt cheap to me.  Yeah slaying dragons has been done before, but at least try to put your own spin on it.

#41
Rinion87

Rinion87
  • Members
  • 4 messages
I think i'm spoiled by other games.



My biggest gripes so far have been the lack of player voice acting (There has been some comments here that there is a risk people wouldnt like it, but then, i HATE Leliana's voice so much i didnt use her, and subsequently had to Google how to get Sten. Go figure)



And player facial animations. You just stand there, with a lifeless expression while you try to magically open a door with your arms. This annoyed me from my very first mage untill the end of forever. Everyoneelse seems to be expressive.

#42
tomas819

tomas819
  • Members
  • 84 messages
 OP, like you I had a great time with Dragon Age, and I have to say that I disagree with most of your dislikes since the items you listed were, for the most part, not issues at all for me.

A lot of the things that I personally didn't like about the game (i.e., all of which were only minor annoyances, really) have been addressed by modders very effectively:

--The ability to show or hide helmets
--The ability for warriors or mages to pick/break locks
--Better armor choices (for mages, especially)
--Better NPC faces (the "Dragon Age Redesigned" mod at Dragon Age Nexus absolutely rocks, imo. :) )
--Tweaks to improve the archery skill tree
--Better inventory mods
--Clearer direction on which gifts are most effective with which NPCs

All of these issues have been addressed reasonably well by modders.

There are, however, 2 things I still don't like about Dragon Age all that well:

(i) I wish NPCs could somehow alert you (maybe by "glowing" or something) if they have something new, worthwhile, and/or interesting to say. I hate to think how many "dead-end" conversations I started with Sten, Leliana, and other NPCs only to realize there was nowhere new to go and nothing new to learn from them.

(ii) I found it sometimes tedious running back through cleared areas only in order to get back to "Camp". I wish the "Base Camp" was a little more easily accessible than via somewhat boring backtracking through areas already completed and cleared. Maybe, Bioware could make a "return to camp" option/toggle accessible a little more often in the game (?).

Basically, my hope is that the devs will pay close attention to the types of mods that people are developing and will incorporate some of these types of features and UI tweaks into later expansions and patches. I suspect they are doing just that.

Modifié par tomas819, 14 janvier 2010 - 06:55 .


#43
Andat

Andat
  • Members
  • 136 messages
1) Repetitive tactics.
2) Too many "Trash Mobs".
3) Reptitive Abilities.

Hmm, sometimes.  Not so much to annoy me.


4) Obvious Borrowing.

Doesn't bother me in the slightest, and I've not noticed anything specific that was ripped from something else.  Of course there's the basic plot, which is a standard fantasy trope, but any story has already been done in some form if you distil it down far enough. 

I think DA:O does bring new touches to the table.  I've not seen the Elves done in that way before that I can remember.   I've not read George R R Martin though - just never got around to his books, so maybe there is something that I'm not aware of.


5) Loot.

True, but there's practical considerations.  Where do you get the basic weapons and armour for your party from - do you have to buy it all?  Does that mean you have to run off and find a merchant every so often? 

Also, you don't have to pick up every single thing.


6) Crafting.

Agreed, though again there's practical considerations.  It's be nice if this was beefed up, though, to allow more flexibility and replay value. 


7) Cutscenes.

Yep, that's very annoying.  It doesn't happen very often, but there's a few bits where I have a cutscene followed by a battle.  Now, of course my mage PC is right at the front with all the followers right beside him.  I get hit by an AoE spell which damages us all, my characters are scrambling to get into position (assuming the AoE didn't root or stun everyone) and heal...  It puts you at an unfair disadvantage in a few of the fights.


8) Why doesn't the main character have a voice?

He (or she) does.  You just don't hear it in cutscenes.   When you give orders (open door, pick up something, etc) to your PC you will occasionally hear something like "ok" or "I'll do it".  That's your PC's voice. 

It would be nice to hear it in cutscenes, but again practicality intervenes.  My guess is that it would cost too much to have multiple voiceactors voice every line you could possibly say for every conversation, for each race, male and female (and multiple variants of each since you can choose a voice when you create your character).  And cheap actors wouldn't work because you hear it for so much of the game, so they have to be at least reasonable.

The reason they were able to do this in Mass Effect is because there's less possible variation on the character. You could be male or female, but you could only be human.  I can't remember if you could choose a voice.  In the future they may be able to synthesize a voice to a point where you can't tell the difference between that and a decent human actor, but not yet.

Mine:

1)  Tactics system could do wih improving, though there is a thread asking for feedback on that so maybe they are planning some improvements.  I think it needs more slots for a start, and some extra features such as more complex conditions and party modes

2)  Cutscenes where I get no control over how my party starts the battle that comes afterwards.  Examples are the Back Alleys quest and one bit on the Urn of Sacred Ashes quest

3)  I was hoping the spell combos would have more physics-based effects on the environment.  The one example I can think of is that some objects in the environment could be flammable so would catch fire if hit by a fireball spell.

4)  The environment and people are kinda static.  As I'm wondering around there's not that much of a feeling of a living world.  If there were people wondering around, a day/night cycle, etc, that would make it a lot more immersive.  Doors should lead somewhere (but some will of course be locked), I should be able to interact with world objects and so on.

5)  Limited variation in weapons.  I can buy that Fereldans like the sword / axe / hammer lines, but it would be nice to see spears in there as well.

6)  A minor one here but a sword used in one weapon set should be available for inclusion in the other weapon set.  Early in my first play through, I had a sword which was in a DW set, but I basically wanted to be able to swap out my off-hand for a shield as need be.  Yes I could do that through the inventory but it should be available via weapon sets as well.  Why?  Because I'm lazy

7)  I feel like my party is too small (actually so is my inventory and tactics allotment...).  Yes this is to make me think about who I want in my party, but it also breaks the immersion a little since there's no explanation of why I couldn't just take everyone.  In some games they might have a drop ship or shuttle to take you to a location, and there's limited seats, but there's nothing like that in DA:O

8)  Personally I'm not a big fan of the skill line system that DA:O uses.  I prefer to just be able to select the skills I want without having to step up through other skills I'm not interested in, with more powerful skills having a higher points cost or higher level requirments.  OTOH, the current system is nice and simple.  Pros and cons....

9)  Melee Warriors get the finishing moves, I guess melee Rogues can use them as well - how come archers and Mages don't get the love?  And how come Rogues are so similar to Warriors.  It'd be nice to see Rogues get slightly different moves - a leaping stab (you've all seen Troy, right? The thing Brad Pitt does to that guy at the beginning).  Not sure what archers and mages could do....  Ideas?

Of course, some of these may not happen because of practical reasons, or they may open a big can of worms.  If you have spears, can you throw them?  If so, what do you do then?

And just to make this clear, I really do like Dragon Age, despite the fact that I just came up with some negative points about it.

Modifié par Andat, 14 janvier 2010 - 07:32 .


#44
Riddley313

Riddley313
  • Members
  • 76 messages

dragonageman wrote...

Solos, that's my point exactly. So instead of me constantly filling up my packs with crap all the time, let me just find gold or jewels all the time. Then when it's good for the story or my character has reached a place where it's appropriate, let me find some really cool weapon.


I have to say I'm pretty disapointed in the loot for Dragon Age as well. The weapons and armor get very bland (especially since I've been wearing the same suit of armor from Warden's Keep for ages now), and it grows very tiresome to individually loot bodies and find more generic daggers/swords/axes that I'll never use. Those little generic "crushed" gems and hordes of other miscellaneous things that are essentially worthless also adds to the tedium. The crafting system is also very bland, and there are hardly any options for building weapons/armor, or customization outside of shifting around a few runes.

In Mass Effect, I believe they handled this somewhat better. You simply hit "I", and everything currently loose on the ground was presented in a menu for you to selectively pick and choose. If you didn't feel like lugging it around for selling, you could convert it into bio-gel, so even a crappy trinket could be of some use.

As for the character voice, I'd imagine it was somewhat easier to pull off in Mass Effect. A simple male and female voice, not much variation. Still, it works. In Dragon Age, everyone has a voice except for the main character. You begin to feel somewhat disconnected after awhile because of it. Even though Mass Effect is the older game, it beats Dragon Age in a number of areas, such as the dialogue menu, personal character voice, inventory system, combat system, graphics, etc,.

Modifié par Riddley313, 14 janvier 2010 - 07:51 .


#45
Enoch VG

Enoch VG
  • Members
  • 210 messages
Am I the only person who thought that the whole "threat" mechanic that the combat is based around is so stupid as to challenge my suspension of disbelief? Enemies concentrating on people in big armor, despite the obvious difficulties in hurting people in big armor and the in-game lore insisting on how feared mages are? Every enemy, regardless of their ability to understand human speech/gestures, susceptible to "taunts"?
It creates some interesting tactics, but defies even the most rudimentary common sense and feels extraordinarily "game-y."

Edit:  I should add that this is far from the only thing I'd criticize the game for (numerous questionable decisions in rules design; some plot holes; the scarcity of particularly interesting NPCs; lack of a compelling antagonist; etc.), but it is the first one that comes to mind at the moment.

Modifié par Enoch VG, 14 janvier 2010 - 08:19 .


#46
EJ42

EJ42
  • Members
  • 723 messages

dragonageman wrote...

EJ42 wrote...

Also, on your topic of "stealing plot devices" from other stories, not everyone has read everything. You may be surprised to find out that there are likely plenty of earlier sources someone could point to, and say that Martin ripped them off. Pretty much every possible plot theme has been covered in the Bible anyway...just different settings.
Failblog had a pretty funny picture of a marked up report on Disney's Pocahontas which replaced all the character names with ones from Avatar, and it was still accurate. You could do the same for most every piece of literature that's out there (point out plot similarities).
It's kind of like listening to a song, then complaining that you've heard that chord before in a different song. "OMG! They totally ripped off Cm7!"


These is nothing new under the sun, this is true.  But to blatantly steal fairly specific plot devices from a very well known contemporary fantasy author just felt cheap to me.  Yeah slaying dragons has been done before, but at least try to put your own spin on it.

Find any release that you think stole from your source, and someone will be able to find an earlier source that yours stole from.

#47
melkathi

melkathi
  • Members
  • 1 296 messages

SheffSteel wrote...

The one thing I am currently finding hardest to forgive:

Help! The designer has fallen and he can't get up!

Sometimes the design needs you to commit to completing a quest before you regain the freedom to choose where to go. In other words, you're locked in the dungeon till the boss is dead (or whatever). Sometimes for plot reasons you have to do certain quests with a specific character in the party.
Most of the time, the game warns you about these restrictions, allowing you to prepare accordingly and be sure you're ready to commit. In this particular case, a previously invisible door slams behind the party, you are taken to the party selection screen, a particular drunken NPC is inserted into your party, and you are left choosing which two people you want to accompany him. Then you're stuck with him, and unable to leave to visit a shop or heal, until you've defeated a sequence of boss battles.
This, not to put too fine a point on it, sucks dead donkey balls. A good game design gives you a warning that you're approaching a point of no return. A better game design does not have such points in the first place - except where it makes sense in-universe.


Actually you can go back. The particular drunk npc will complain, but you will neither loose approval with him nor have any other negative effect.  And he will only complain if you go back teh way you came in. If you go out the next exit after fighting a handful of fights, you get to the map screen and from there can select the world map and the camp. Have done so many a time myself.

#48
SheffSteel

SheffSteel
  • Members
  • 1 231 messages

melkathi wrote...

SheffSteel wrote...


Actually you can go back. The particular drunk npc will complain, but you will neither loose approval with him nor have any other negative effect.  And he will only complain if you go back teh way you came in. If you go out the next exit after fighting a handful of fights, you get to the map screen and from there can select the world map and the camp. Have done so many a time myself.


So... all that trouble... for nothing?Posted ImagePosted ImagePosted ImagePosted Image

#49
paranoid_marv

paranoid_marv
  • Members
  • 116 messages
#5 has been addressed quite a bit but i'd like to toss in my 2 cents.



I don't like the system in DAO but I wouldn't like what you propose much better

For example, I hate Starfang(2H). If I'm playing a 2 hander warrior then Starfang is my goal in terms of weapons. There are other weapons that might be better in specific circumstances but Starfang is the Master Sword if you're playing a 2 hander warrior. The difference between the Master Sword from Zelda and Starfang is that the Master Sword is critical to the story. I look forward to obtaining the Master Sword. Starfang is just a part of an optional premium sidequest and obtaining it is rather easy.



I think the game should either take the Diablo/Borderlands approach and provide hundreds of randomly generated weapons, armor, etc, or it should allow greater customization of weapons. Allow me to pick a weapon and stick with it. The loot that I find can be used to upgrade that weapon. A little bit like Megaman's buster in Megaman Legends. That game allowed you to attach buster parts to the cannon making it a very versatile weapon.

#50
theendcat

theendcat
  • Members
  • 16 messages
While I mostly agree, I'm really thankful of 6- I find it much easier to get immersed in a character without some VA ruining it. Even the combat quotes annoy me a bit (DO YOU WANT A LADDER TO GET OFF MY BACK?) but it's much preferable to being taken out out of the game by Jennifer Hale or Cam Clarke voicing my Warden.