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The things we didnt like about Dragon age 2, And what could bioware do to improve them?


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#1
DatOneFanboy

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I know we all have a big list about things we hated in DA2. :police:

But i want to know what was your biggest issue about the game, 

Mine was the Lack of Conversations between companions, and everything was Placed, What i mean by that is U could only talk to them when a new Act Began, that was Bad, and the lack of discussion between events, 
Like when your mother got made into a zombie, By a blood mage cause she looked like his, love, Its pretty traumatizing still i only talked about it whit 1 companion, i think it depends on love interest, GG 

#2
Knight of Dane

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You should be able to talk to your companions more and on your own volition, no doubt.

That said, I think Dragon Age 2 had almost 2 times as much companionXcompanion interaction and they also reacted to quest and dialogue double as often as DA:O

Hope bioware keeps going the right way on that one.

#3
Sers94

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DatOneFanboy wrote...

Mine was the Lack of Conversations between companions, and everything was Placed, What i mean by that is U could only talk to them when a new Act Began, that was Bad.


I think i heard David Gaider talking about this in a podcast, and he said they would be bringing back the ability to talk to your companions at anytime. Can't link it because i don't remember where he said it so take it with a grain of salt.

#4
Darth Death

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DatOneFanboy wrote...

But i want to know what was your biggest issue about the game, 

Quality, for there was none found. There are some that believe the reason why people disliked DA2 was because they were expecting a direct sequel from Origins, or in other words Origins 2. The people who hated it (DA2) are those that couldn't accept change. I disagree with this assessment. I believe people expected the same quality they'd experienced in Origins to be in DA2, and not a carbon copy. DA2 had no quality and that's why it failed.    

Modifié par Darth Death, 16 mai 2013 - 01:10 .


#5
rockits

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Combat animation.

I wish they'll tone it down a notch or two. It was perfect the way it was in Origins. Especially regarding 2h weapons.

#6
Ieldra

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Everything related to combat was horrible in DA2:

(1) Ludicrous combat animations. DAO was just fine in that, they only needed to speed up the sword-and-shield and two-handed style - a little!

(2) All encounters end in combat, regardless of common sense. Grace in Act 3, Orsino if you sided with the mages, everywhere.

(3) Abuse of the enemy wave mechanic. Everything's an ambush, enemies appear out of thin air and always around you.

(4) Too much combat. I get thoroughly sick of it. And it's boring. Playing DA2, to me, means getting past the combat as fast as possible to get to the interesting parts.

(5) Skill combos made to enforce cross-class gameplay, with no regard to common sense. Combos introduced against common sense where they felt class should interact more with class y, perfectly plausible combos removed because one class could produce them on their own.

I've been playing video games for almost 30 years now, and never have I stopped playing a game whose story I liked because I hated the gameplay. DA2 came close. I play it now on Casual AND with a damage reduction mod, but combat is still a chore. The amount of hate I have for DA2's combat cannot be put into words. I want it gone. I want my DAO combat back.

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I also found DA2's characters, as likeable as they were, as much potential as they had, simplistic compared to DAO's. I've recently been playing both games, and it's outright amazing as how much more real DAO's characters come across, in spite of DA2's choreographed scenes.

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Re-use of maps. 'Nuff said.

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Graphics. Spell effects are cheap and simplistic compared to DAOs. Ugly textures in many places make everything look like in a bad comic book. The whole game is ugly and lacks visual appeal. Thank god for third-party texture mods.

Modifié par Ieldra2, 16 mai 2013 - 02:11 .


#7
rockits

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Ieldra2 wrote...

I've been playing video games for almost 30 years now, and never have I stopped playing a game whose story I liked because I hated the gameplay. DA2 came close. I play it now on Casual AND with a damage reduction mod, but combat is still a chore. The amount of hate I have for DA2's combat cannot be put into words. I want it gone. I want my DAO combat back. 


I can totally relate to that. Well put.

#8
DatOneFanboy

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so im the only person here who preferred DA2 Combat system over Origins? I got so bored in origins so i just Consoled all my sht to 5000hp and proceeded through the story

#9
Jestina

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The art style, the anime combat style, the time skipping, the pre-set character, etc. Just about every part of the game I disliked.

#10
Il Divo

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Environments, art style, lack of noticeable change over years, import function, etc.

Combat animations were the only change which I thought was much improved from Origins.

Modifié par Il Divo, 16 mai 2013 - 02:21 .


#11
Boycott Bioware

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There are many things....but just cut off the non-meaningful combats, fighting waves of Guardsmen Pretenders is no fun, it is fine if having many combats but make it meaningful..

i. make it into official missions such as we receive order to clean up the street from bandits and such, we investigate who is the leader, we interrogate the key person and so on...then clean up them up

ii. or maybe it is not official, but we stumble upon it but in similar way, those bandits are not just trash mobs, but dramatic...

It is fine if it is like the quest at Wounded Coast where we assist the Guardsmen in DA2

Edit : In DA:O we receive killing bandits quest from Chanter Board, at least it makes it feel meaningful

Modifié par Qistina, 16 mai 2013 - 02:29 .


#12
Iakus

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Lack of visible changes over ten years

Lack of overall story focus (doesn't have to be "save the world" but there should have been a reason to stay in Kirkwall through all these tragedies)

Inability to speak with companions save at specific times Though the banter between companions was excellent

Ending that's rather up in the air (what do you mean Hawke just disappeared?)

Badly reused dungeons: I don't normally care about that stuff much, but when there are cclearly doorways that are bricked up, that gets to be a bit much for me.

Lack of companion customization.

From the sound of things, DA3 will be addressing several of these things

#13
sharkboy421

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DatOneFanboy wrote...

so im the only person here who preferred DA2 Combat system over Origins? I got so bored in origins so i just Consoled all my sht to 5000hp and proceeded through the story


Its all based on preference.  DAO was meant to have a slower pace and make you plan out your attack.  DA2 was supposed to be more "actiony" and faster. 

I personally enjoyed DA2 more as I found the AI tactics better and could set them up and for the most part just let them run.  I enjoyed the faster pace of DA2 combat much more than the slower pace of DAO.  But then again I prefer combat in rpgs to be "action" type combat like Dragon's Dogma.

I feel the biggest problem with DA2's combat was just its lack of polish.  Even as much as I enjoyed it, the game simply needed more time for everything.

#14
Ieldra

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iakus wrote...
Inability to speak with companions save at specific times Though the banter between companions was excellent

I just replayed DAO. The banter is worlds better than in DA2. It's as if DA2 banter always played to the same character stereotypes. In DAO it was more varied and actually added to the characters.

#15
DatOneFanboy

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iakus wrote...


Ending that's rather up in the air (what do you mean Hawke just disappeared?)


 things


lol i just hated the 'disappeared' logic in the ending i been playing my hawke for hours and ur not gonna tell me what happened lol

#16
DatOneFanboy

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Ieldra2 wrote...

iakus wrote...
Inability to speak with companions save at specific times Though the banter between companions was excellent

I just replayed DAO. The banter is worlds better than in DA2. It's as if DA2 banter always played to the same character stereotypes. In DAO it was more varied and actually added to the characters.

yea i actually finished replaying Origins and the banter was way more  interesting and changed when the events proceeded, the only problem i had whit it was Wynne and Leliana didnt have any banter, maybe it was a glitch but i found it odd, considering she gets all angry at you if u romance leliana, Oh woops here im slipping to Origins on a D3 thread again :devil:

#17
Fetunche

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Seeing the same cave over and over was my main gripe. Combat was much better in DA2 especially for mages, the staff actually did some damage. In DAO the Mage staff didn't seem to do any damage in a basic attack. I much prefer the faster pace of DA 2 to the soiled diaper waddling in DAO.

#18
TMJfin

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Can't decide between same cave over and over and "it's raining men, hallelujah!" combat. But I'm sure those are not in DA3 so I'm good :)

#19
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Ieldra2 wrote...
I just replayed DAO. The banter is worlds better than in DA2. It's as if DA2 banter always played to the same character stereotypes. In DAO it was more varied and actually added to the characters.


Yeah, DA2 banters are not fun, always about "i don't like you so i must reply in jerk way"

In DA:O, Leliana and Sten talk about Sten picking flowers, Morrigan and Leliana arguing about religion but not in aggressive way, i mean Leliana don't force her belief to Morrigan and Morrigan didn't force Leliana, they didn't hate each other because of having different belief. Alistair Morrigan but they can handle conversation well in funny way

In DA2, party members hating each other to the extreme...Aveline simply don't like Isabella and call her "****", Fenris hate mages and Anders, Anders hate Fenris and Templars, Merill just pretend stupid all times...it is no fun

It just, if they hate each other so much why hanging out together?

#20
DatOneFanboy

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TMJfin wrote...

Can't decide between same cave over and over and "it's raining men, hallelujah!" combat. But I'm sure those are not in DA3 so I'm good :)



Its Raining men Hallelujah Its raining men , best song ever !

#21
KaiLyn

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This pretty much sums up my feelings - but want to add that "Lack of visible changes over ten years" includes things like going to Merrill's house and it never being organized after 10 years.

The lack of overall story focus was my BIGGEST objection - with DAO, I knew what I was fighting for and had a general idea that it all came down to me and my crew; in DA2, it wasn't clear if I was supposed to rid the city of Qunari (sp), get rid of necromacers, handle all the bandits, help/hinder the chantry or WHAT??

In that light, the conversations with the companions seemed utterly meaningless unless you were in a relationship with them but even the relationships seemed hollow compared to the evolving romances with Alistair (who gets jealous) or Zevran (who discovers there may be more to sex than prostitution, etc.), etc.  The side banters were few and far between IMHO

Yeah, Hawke left with Fenris..... really?

Maybe all of this is because it's an Act II sort of game (we're in the middle of the story?

iakus wrote...

Lack of visible changes over ten years

Lack of overall story focus (doesn't have to be "save the world" but there should have been a reason to stay in Kirkwall through all these tragedies)

Inability to speak with companions save at specific times Though the banter between companions was excellent

Ending that's rather up in the air (what do you mean Hawke just disappeared?)

Badly reused dungeons: I don't normally care about that stuff much, but when there are cclearly doorways that are bricked up, that gets to be a bit much for me.

Lack of companion customization.

From the sound of things, DA3 will be addressing several of these things



#22
DatOneFanboy

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KaiLyn wrote...

 Zevran (who discovers there may be more to sex than prostitution, etc.), 


No Just No, U dont romance zevran erhmygurd

Modifié par DatOneFanboy, 16 mai 2013 - 03:06 .


#23
Iakus

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Ieldra2 wrote...

iakus wrote...
Inability to speak with companions save at specific times Though the banter between companions was excellent

I just replayed DAO. The banter is worlds better than in DA2. It's as if DA2 banter always played to the same character stereotypes. In DAO it was more varied and actually added to the characters.


I'm not going to say which banter was "better", just that I enjoyed them both.

#24
Dominari

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Ieldra2 wrote...

everything I wanted to say

I can even forgive the re-used maps athough it really screams low-budget.  But combat was like playing a completly different game from another genre. 

#25
Fast Jimmy

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The endings for DA2 were flawed in the extreme, for my tastes. While DA:O had come close to ending perfection (one of the top notch ways to handle the end of your game in my experience), DA2 took this entire concept/structure/format/what-have-you out and phoned it in.

DA:O had perfect pacing. Once the main sections of the game were complete, you began the Endgame, which involved the Landsmeet, the attack of Redcliffe and the march on Denerim. All of these were REMARKABLY well-coordinated, with the Landsmeet being a good re-introduction to the main plot after a number of quests that distracted you from it. The return to Redcliffe was a way to gather your forces in one area, allowing you to survey the coming battle and, of course, be offered an Endgame Plot Twist with the Dark Ritual.

Upon arriving in Denerim, you were allowed to say goodbye/farewell/well wishes to all of your companions (even the ones going with you) in a very "this may be the end" kind of way. You battled through the same environment you'd seen before (Denerim), but ruined after the invasion. This last battle was very action oriented, throwing a gamut of enemies and encounters at you. You had options in how you proceeded, allowing you to strike at the lieutenants or go straight for the Archdemon (I wish there was more of a consequence for either of those choices, aside from them simply appearing with the Archdemon). You can then use your allies in a real, in-game way, making the entire build-up to the ending worth it in the sense that you can see and use your allies.

The end battle was an end boss battle that was more than just simple HP whittling. The Archdemon moves a number of times, call for reinforcements, gets to different areas where you can't reach him without ranged weapons/ballistas, etc. It is more than a static, large health bar. Your Big Choice (which was made BEFORE the end sequence was started, not at the end of it like in ME3) plays into whether you or the other Warden lived or died, then you were treated to a brief cut scene showing the immediate effect.

You then are given back control (if you lived) of your character. This is Origins only ending flaw, as far as I'm concerned. They should have given the player control back, regardless of if they lived or died. The ideal person would be the Other Warden (Allistair or Loghain, respectively). This is important because the cut scene that happens after the Archdemon dies gives the player a brief moment to get their bearings, but doesn't take away control permanently. After all, we've just played an hour-long segment of player-controlled combat and mayhem... don't yank away all control in one second, but give us a breather and then gently ease the player back into a safe, non-combat section to decompress. With this control, the player is allowed to interact with the ruler, meet up with NPCs, talk to their companions and, in general, take a victory lap.

Then, once the player is ready, the True Ending begins. This True Ending reflects a huge number of choices the character made, whether it was how they interacted with their companions, how they treated NPCs, how they handled Big Decisions or if they completed side quests, big or small. Once you have give large amounts of closure to events throughout the entire game, you can then give a little teaser of things to come (Origins talk of roaming Darkspawn set up Awakening very nicely) and then you close the book.

This type of ending is SUPERB. The format can be tweaked (some people, for instance, don't like the use of Epilogue Slides), but the content and format must be the same. I think details and explanations are some of the most important things you can give in a game that a player has just dumped dozens of hours of their life into... so how about an ending that at least runs twenty minutes? That doesn't seem like too big of a request.