Both in terms of NPC reactions, dialogue options, companion approval and dialogue options and especially quests. Each origin should have a couple of origin specific side quests, that also should be based on your choices in your origin story.
2. More companions.
Also, like someone else stated, incompatible companions would greatly ad to replayability. For instance siding with one side in a feud would let you get one companion, while siding with the other would gain you another. Also you could be awarded with a companion from a quest and the quest giver could let you choose one of his two best soldiers (for instance one mage and one warrior, so depending on your PC you could choose the one most suited for your party).
Another possibility would be for the PC to encounter a potential new companion. However, this new companion has some unfinished business with a current companion. Maybe the current companion has done something atrocious that the PC was unaware of, leading to an interesting dilema.
3. More weapon types and models
Polearms, scimitars etc
4. Longer skill trees.
That way you wouldn't feel like you almost "have" to put points in other trees than the ones you really want to focus on, late in the game. It would also mean that 2 characters of the same build (for instance 2H warrior) could play differently even late game thanks to having different and longer skill trees
5. More longer side quests.
There should be sidequests that lets you travel to new areas (that are more than just a random area like "civil war"-area etc), that include villages, dungeons and bosses. Much like WK and Stone Prisoner.
6. More alive cities and towns.
It doesnt have to be a matter of NPC's on daily routines, but more people moving around, more things going on and more city districts to visit.
7. Bigger, less linear outdoor areas.
For instance the outdoor area outside Lothering. You get a couple of quests there, but all of them are done within a very small area. Also the Brecilian forest could've been a little less linear. I love the indoor dungeons though.
And now, improvements for console (that is if DA:O2 will use similar gameplay)
1. Move command.
This is the number one thing for me, since I micromanage a lot and when setting up AoE's, trying to move away from AoE's, moving rogues into position for back stab etc, a move command would be great!
It could work like the AoE spells, you get a moveable cursor and then you press A and the selected character moves to said spot, as soon as the game is un-paused. Selecting all would ofc move the whole party.
2. More quick commands.
Having only 6 quick commands are something a lot of people and even reviewers have complained about and at higher levels it's a bit of a drag to have to almost constantly (at least on higher difficulties and esp if playing a mage) enter the radial menu to choose the talent you wish to use.
It could be easily redeemed by having more quick commands at your disposal when holding RT, because, there is really no reason for for instance LB & RB to have the same functionality whether RT is held or not.
Adding more buttons when RT is held would allow players a lot more quick command slots:
It could work a lil something like this:
Regular QC's:
X: slot1
Y: slot2
B: slot3
When holding RT:
X: slot4
Y: slot5
B: slot6
A: slot7
LB: slot8
RB: slot9
= 50% more qu

3. Individual "hold"-commands.
It would be great if the hold position command only affected the controlled character. So if the whole party is selected then it affects the full party, but otherwise only the selected character. This together with no1 above would greatly increase the tactical control for archers and mages. Put a trap on the ground in front of you archer and have him hold position etc.
4. Upgraded targetting.
A lot of times when there's a lot of enemies on screen, the targetting seems to get confused, making it impossible to target certain enemies even though they're in view.
5. Toggle pause fix/change request.
If you, like me, don't want to hold the LT to pause, then you want to use the toggle function. However, there's a great downside, everytime you choose an action, the game un-pauses! The toggle function should work exactly like press-and-hold, ie the game only un-pauses when you press LT again after pausing.





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