Top 5 things I would
NOT like to see in DA:I are:
1. Multiplayer - immersive singleplayer storyline is the only thing that matters for me. The more multiplayer is contained in the game, the less I am interested in this game. Adding mp to ME 3 was disapointing especially because of its influence on the singleplayer campaign. Besides if the Bioware game is praised because of "how succesful multiplayer mode is" then something is going in a very wrong direction, at least in my personal opinion.
2. Auto dialogue - dialogues are one of the most important things in Rpg games and for me more important than statistics, abilities or equipment. It is all about roleplay our protagonist and give him/her unique personality and experiences. However the way how personality system was implemented in DA 2 and ME series severely reduces any kind of freedom that player can have in this area. In DA 2 and ME player is choosing most of the dialogue lines automatically, depending on the character personality chosen at the start of the game (one of the three icons in DA 2 + heart icon for romance and in ME up/bottom dialogue line). This is weak dialogue mechanic in my opinion. I want to think before I choose any dialogue line. Otherwise it is not dialogue mechanic but the illusion of it, while the player has chosen most of the dialogue lines at the start of the game.
3. Final Fantasy NPCs - I am talking about one skinny elf wielding two handed weapon that is bigger than himself. Seeing poor little Fenris running around with such kind of weapon was funny in some way but DA shouldn't be a comedy. Unfortunatelly playing on nightmare difficulty I was forced to use this character because of his effectivity (sadly Carver was taken away from my party after act I

) . I'm aware that his enchanted strenght is somehow the result of the lyrium markings but still the impression is weird.
4. Fetch quests - quality is always more important than quantity. One good side quest with some storyline is worth more than thousand meaningless mini quests without including any story. Fetch quest were so ridiculous in both DA 2 and ME 3. Don't make the protagonist the champion of Kirkwall if you want him to be a deliverer at the same time.
5. Thieving traps - I love the fact that Bioware games are focused around the party. Still I prefer to control directly only my own character and allow other companions to care for themself. The problem with traps is that I am basically forced to play as a companion rogue to be able to efficiently detecting them. And it is especially annoying when I have to looking for traps during the fight. Undetected traps shouldn't steal XP. For example: I like Varric as an npc character but I don't want to play as Varric. Yet in dungeons (and not only there) I am basically forced to do that. Detection range should be longer or thieves should be more independent while searching for traps.
Modifié par Mr. Homebody, 04 décembre 2013 - 06:57 .