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What we want for the next sequel of DOA


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#201
RetrOldSchool

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1. More origin-specific content.
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 quImage IPB

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. 

#202
ZeroR3D

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-No 360/PS3 versions.
-Girl on girl, err, roleplaying
-Open world
-Snow, the kind that you can leave footprints in
-Higher res textures

Modifié par ZeroR3D, 28 janvier 2010 - 12:32 .


#203
The Hardest Thing In The World

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A mounted battle of epic proportions. Give us that, Bioware, please!

#204
Tulaugu

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A difficultylevel that is actually really hard/challanging.

#205
_Aine_

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A hand to hand combat origin, kind of like Utha in The Calling....

#206
Chas1024

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We've had Janeway and Tuvok any chance of Seven of Nine?

#207
AndreaDraco

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A tiny little thing I'd like to see: more scary/spooky map where the atmosphere (preferably at night) is thick and ominous :D

#208
Giant ambush beetle

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  • Music, definitely better music, I dont want to say that the music of DAO was bad, its just way off the quality from - lets say...Baldurs Gate 1&2, Icewind Dale 1&2 etc. Do you remember the tracks from  Baldurs Gate 2 like the outside music from Watchers Keep? Or the battle music in the slums? Or the ambient music from Kresslaks lair in Icewind dale? Music from the battle of reclaiming the Shaengarne bridge?  Just so much better. Everything was high quality and top-notch in DAO - but the music was a big let-down. I have some links to music from Icewind Dale, just listen to them, they were really, really good.
  • Vale of Shadows, Icewind dale:  http://www.youtube.com/watch?v=4PBI0lqwhRE&feature=PlayList&p=4A06B14040C418F3&playnext=1&playnext_from=PL&index=1
  • Drums of the dead:  http://www.youtube.com/watch?v=PU3Dmo9uFmU&feature=PlayList&p=4A06B14040C418F3&index=22
  • Shaengarne bridge:
  • Quests, I think someone already mentioned it, quests should be more complex than ''go to that location,kill them, go back for reward''. Such quests may pleasure serial killers, but for me its just plain boring. I also want to mention Baldurs Gate 1&2 as reference in this case, really hard quests, I dont have one particularly in mind, they were all great, especially the ones requiring skill, patience and wits. Just take the ''Watchers Keep'' from Throne of Bhaal as a giant quest. Outstanding!. 
  • Weapons, some of them left out in DAO should be included in the successor of the game/ future DLC, the spear, the halberd, flail & mace and the club. There where way too few powerful axes in DAO, just compare the numbers with the available magical two handed swords, pretty unfair. 
  • Crossbow, it was really overshadowed in DAO by the bow, unfair too.The crossbow.model is also way too small in size for a real crossbow. It should be at least 1/3 if not 1/2 bigger than the current models.
  • Armor, simple as that, more interesting leather armor models, more attention should be paid to medium armor like chainmail etc. Game was too focused at the heaviest armor. More variation in all armor models. The strength required for medium armor is too high. 
  • Shield, I missed the really large shields like the ''tower-shield'' covering almost the full body of the fighter. 
  • City watch punishing me and my party for stealing and other crimes
  • Killable NPC's without the need of them beeing hostile -  with all the troubles coming with it. 
  • Pantalons, how about red ones this time? :D

I love the idea of a battle recorder too.. would be great to watch slow motion replays without having to pause and issue commands.. would be a great learning experience re. tactics that work/don't work.

The more I think of it the more I like this feature!:)

Modifié par The Woldan , 28 janvier 2010 - 07:50 .


#209
bzombo

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i want the sequel to be about the creation of the grey wardens. how they were formed, why they were formed (we know why, but o play it out would be cool imo), and so on. maybe it could be called dragon age: beginnings.something like that. i just think it would be cool to see the formation of the grey wardens.

#210
Ultron_ver2.0

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The Woldan wrote...


  • Music, definitely better music, I dont want to say that the music of DAO was bad, its just way off the quality from - lets say...Baldurs Gate 1&2, Icewind Dale 1&2 etc. Do you remember the tracks from  Baldurs Gate 2 like the outside music from Watchers Keep? Or the battle music in the slums? Or the ambient music from Kresslaks lair in Icewind dale? Music from the battle of reclaiming the Shaengarne bridge?  Just so much better. Everything was high quality and top-notch in DAO - but the music was a big let-down. I have some links to music from Icewind Dale, just listen to them, they were really, really good.
  • Vale of Shadows, Icewind dale:  
  • Drums of the dead:  
  • Shaengarne bridge: http://www.youtube.com/watch?v=M_sX5Y3kf9Y&feature=related

  • Quests, I think someone already mentioned it, quests should be more complex than ''go to that location,kill them, go back for reward''. Such quests may pleasure serial killers, but for me its just plain boring. I also want to mention Baldurs Gate 1&2 as reference in this case, really hard quests, I dont have one particularly in mind, they were all great, especially the ones requiring skill, patience and wits. Just take the ''Watchers Keep'' from Throne of Bhaal as a giant quest. Outstanding!. 
  • Weapons, some of them left out in DAO should be included in the successor of the game/ future DLC, the spear, the halberd, flail & mace and the club. There where way too few powerful axes in DAO, just compare the numbers with the available magical two handed swords, pretty unfair. 
  • Crossbow, it was really overshadowed in DAO by the bow, unfair too.The crossbow.model is also way too small in size for a real crossbow. It should be at least 1/3 if not 1/2 bigger than the current models.
  • Armor, simple as that, more interesting leather armor models, more attention should be paid to medium armor like chainmail etc. Game was too focused at the heaviest armor. More variation in all armor models. The strength required for medium armor is too high. 
  • Shield, I missed the really large shields like the ''tower-shield'' covering almost the full body of the fighter. 
  • City watch punishing me and my party for stealing and other crimes
  • Killable NPC's without the need of them beeing hostile -  with all the troubles coming with it. 
  • Pantalons, how about red ones this time? :D

I love the idea of a battle recorder too.. would be great to watch slow motion replays without having to pause and issue commands.. would be a great learning experience re. tactics that work/don't work.

The more I think of it the more I like this feature!:)


Dude, I like the way you think.....I agree with EVERY one of your points: the music (loved IWD soundtrack), gibbing NPCs,  City Watch, the New & Improved Chartreuse Pantaloons.  Image IPB

#211
Giant ambush beetle

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Chartreuse Pantaloons.

Now I disagree!:P

However, I forgot to mention slings should also return, there is something neat about operating ranged weapons while beeing equipped with a shield!

 

#212
PatDaRat

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I'll put my 2 cents in (sorry if my points have already been brought up):

The tree / tier model of progression is really nifty, but one thing I feel missing is the element of mystery. From the moment you start the game, you're able to find out about all the talents/spells you can achieve, all the skills you can acquire, and all the specialisations you can get.
Now there were some little nifty parts of the story which I thought were awesome, such as ...gaining the Tainted Blood magic spells in Warden's Keep. Or when Wynne gains a new ability from her Benevolent spirit... These gave my party new, unexpected way of playing DA.

To elaborate, my interpretation of the world of Thedas is that it is mysterious; scholars just don't know everything about it, or what's possible. There are apostate mages, maleficarum, the Dalish Elves practice a different form of magic. I think it would be satisfying to 'stumble upon' say, the Reaper specialisation, and to know that there may be other specialisations, spells or abilities that I don't know about.

Some more ideas
- To me, it would be convenient if there were ingredient bags, or gem bags just to clean up the inventory a bit.
- Unique runes! I.e. runes which have interesting properties. Rune of Gorgon: Slight chance to freeze, slight increase in critical hit, etc. To take that to the extreme: imagine a rune which allows your weapon to cast a unique spell! Maybe it requires 2 rune slots?? I think there are a lot of possibilities with regards to the rune mechanic.
- A button on the UI which will change all party members to ranged weapons, and then back to previous weapon.
- One thing I loved about BG was that you could drag items into the quickslot. I suspect you could even drag multiple items in? What I imagine is the ability to drag, maybe, a whole suit of armour into the quickslot? Maybe a weapon or two to boot? It would have been handy for my Arcane Warrior.
- More dress ups! I'd like to see a scene where our characters have to attend some meeting, or wedding, etc, where the NPCs dress up in nice clothing, and/or we see their personality in a different light! I believe it would improve the game flow. I guess this is synonymous with the real life work party. :D
- Maybe some more formations? I loved in BG how you could hold down the right mouse button and rotate your formation before setting it.
- Important! When my selected character is set to walk, PLEASE make the other characters walk too! It just looks silly when they constantly run-stop-run-stop. Doesn't feel/look right at all.

Modifié par PatDaRat, 28 janvier 2010 - 11:52 .


#213
Evil Tigz

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I think PatDaRat came up with some nifty ideas.



I agree with the ingredient bags idea, it would not only clean up the inventory but would make more sense. In that if you have mages/healers why would the stuff they need should be in the main inventory? Wynne had her own belt, so why could she not carry the stuff she needs to make healing potions in this belt? would also be good if the appropriate ingredients gets add automatically to the right class of characters bags when stuff being picked up.



And I am glad that I was not the only one who found the constant running annoying, it just ruined the whole feel of the thing in a way.



As to formation well I remembered dungeon seige used this a lot, and granted at times it was usefull. I do feel we should of had more control over the postioning and formations of the characters, and if they are goin to increase the number of people within a party then it would certainly be advantage. There are times I like to spread my party out, and used my ranged weapons attacks to give cover fire or snipe of mages, while using my melee based characters to pull the enemy closer to my range attacks. Believe me it works a treat with dragons. I did find it annoying when I set up the character positions for an attack and when I select targets they would moved when I wished them not to. So a option to tell which character to hold their ground and which should be allowed to move during combat would be usefull.



As to Woldans Idea of the city watch and killable npc's, thats an idea I seen somewhere else and yes it did work very well in the game in question. Where if you did anything considered anti social it would effect how the local law and local populance on a whole would react to you. If you killed someone who was a npc and it was not in defending yourself then it effected how other npc's reacted to your party. So I think that would work in DA:O, would also reinforce any choices made by the player and the consequences involved. Maybe if the player gets to drunk in the local tavern they end up spending the night in the cells. Of if you killed a npc for the sheer hell of it, then you find out theres wanted posters for you in neighbouring allied towns. I mean sure I love playing the evil guy sometimes but its not so fun when theres no actull consequences to your actions.



I also wanted a game that used the enviroment and weather to effect the combat ability. Say fighting in heavy rain, and storms would effect ranged attacks, again this would work well with the night/day cycle to. Would add some realism to the combat plus may add to the general atmosphere to the game.

#214
Jornus

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I'd definitely go for -



-Better looking armor. Something dark, tough, gritty. Like the Crusader pic posted before



-More city zones, like Athkatla in BG2



-I'd love to go to Tevinter



-I'd love to go to the Black City, some moral choices could be done through this, as well

#215
3omz

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ZeroR3D wrote...

-No 360/PS3 versions.
-Girl on girl, err, roleplaying
-Open world
-Snow, the kind that you can leave footprints in
-Higher res textures



how come no 360/ps3 version??? it would be ashame not to do it...now that bioware has fan on ps3 and X...and i love playing more on console than pc

#216
Blacklash93

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I just finished DA:O (on the 360) and I've got to say I enjoyed it; particularly as someone who really isn't into RPG's. My wish list is:



-Better graphics

-More cinematic and expressive dialouge scenes

-An overhaul to The Fade's look

-More enemy variety

-Streamlined inventory system

-A relatable main enemy

#217
Pinkleaf

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Funny, the "DOA" in the title had me confused for a minute, I thought I had missed something. :-)



What I would like to see in the second instalment of DAO would have to be....more of the same with bags and bags of romance, hopeless aren't I?

#218
Meshuganah

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-Items that are actually meaningful to use and offer real bonuses other than superficial.



-Non-linear dungeons. DA:O seriously had worse dungeon layouts than even early JRPG's.



-Higher end magic (and abilities for all classes for that matter) that lets you feel like you are actually powerful, rather than just getting more variety as you level up.



-And the most important by far: A better plot please. Honestly, DA:O's overall plot was about as deep as Left 4 Dead. Some of the sidequests were good but the main quest was a huge let down. Compare it to NWN2 (not even MOTB), the first chapter alone has more going on than all of DA:O.

#219
lqutois

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3omz wrote...

Hi,
Just put a new post so we can share with Bioware what we want for the next DOA
-House's
-Open World
-More Weapons and Armor
-Graphic equal to Mass Effect 2 or better
-Multiplayer or online gaming (OF COURSE)
if people have more idea share it and hope that Bioware will be happy to grant our wishes for the next DAO 
P.S. let's vote 


Ug...it amazes me how many of these things I don't want...

Houses (no why would I buy a house when the world is ending?)
Open World (no always leads to no plot oblivion and morrowind are terrible compared to dragon age)
Multiplayer (ug..if coop then maybe but don''t waste to much time on it)

What I want.  A great story with great characters and interesting choices.  The rest I don't care about as much.  Keep the rest the same.

#220
lqutois

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adembroski11 wrote...

Time! This game would have been so much more exciting if you felt a sense of urgency at impending doom. I don't mean necessarily having the game end if you waste too much, but have more and more random encounters with Darkspawn as times goes on, indicating their constant encroachment. I want to feel like I've got to get this done.

A deeper combat/class system that's more like 3e than WoW. A "feat" should not be the ability to attempt to hit someone with your shield three times. If that's in the game, anyone with a shield should be permitted to try... but the ones that have mastered the shied should be able to do it effectively.

More styles, specifically, more weapon styles. A hand axe is not used the same way as a sword or a mace. A short sword is not used the same way as a long sword. Give defensive ratings to various weapons (a hand axe is useless as a defensive weapon, a long sword is a great defensive weapon) and speed ratings (the whole point of a hand axe is a constant barrage of blows for the sake of intimidation, for example).


I like this idea somewhere else someone had a post where they had different stories based on the order you did the parts.  For example if you went to ozzamar first but left redcliff alone when you went to redcliff stuff had happened.  Not that you came and left and so the city was attacked but EVEN if you didn't go the city was attacked, but if you went to redcliff first stuff happened in ozzamar.  I think this would take care of the "how much time has passed" problem as well.  I never really got the idea that a lot of time was passing.  When I got wayne it was all most a year since I left the tower, and that was the second place I went.  It didn't seem nearly that long in game time...

#221
lqutois

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Meneldhil wrote...

ShadowsOfAsh wrote...

Meneldhil wrote...

- Decide whether you want your game to be funny and light hearted or dark and gritty. Right now, the general background is dark and gritty, but since most of the dialogues are meant to be funny (as in jokes people in their 20's would do), the dark and gritty part kind of doesn't show. At all. I wouldn't mind it being light hearted and funny, but it can't be both, for it ends being neither one nor the other.


I couldn't disagree more. I loved that DA:O had that great balance. I wouldn't want to give up either sides of that. I loved that it was a heavy game with important moral choices, sacrifices, and death. But I also loved that we got to have these bright spots in the game, especially between conversations with party members. I thought it struck a good balance. *shrug*


That's all fine and dandy, but there is a balance between having some humor among the darkness and gritiness, and having too much of it. 
DA:O was advertised as being heavily influenced by Martin's A Game of Throne. Well, Martin does a good job at introducing humor in his books, while keeping them serious and dark. Because yeah, there's not much of it. A cynical joke every once and a while, a funny detail here and there... That's pretty okay with me.
DA:O on the other hand goes for the "all characters are funny" line. Every banter is supposed to be funny. So are most dialogues options with companions and other NPC's alike. In the end, you have a hard time finding the world dark and gritty. And the so-called "important moral choices" (which in fact just follow the lines of Good cop/Bad cop) don't really help with it. 
All in all, DA:O world isn't dark, serious, gritty, impressive or saddening at all. Playing DA:O feels like spending a few hours with some law students.


Boy I could not disagree with this more.  Game of thrones is not funny at all...I mean the books have rape, murder, tourture.  I can't think of a funny part at all.  Not all the banter is funny most yes but not all, and when you read the quests and you think about what has happened in the world the grittness comes back full force.

#222
LolaRuns

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(1) Don't overthink it. Consider the Complexity vs. Accessability tradeoff. You still want to be accessible to newcomers. Have nightmare options with real toughness for people who like that sort of thing.

(2) As said before, more origin specific content. More mutually exclusive things that encourage more playthrough.

(3) *hides* Long hair. Yes, I know it's a **** to annimate, but I have seen decent long hair on The Sims etc. Even if it appeared only in cut scenes (like your character puts their hair up when they go into combat), it would make me happy. Speaking of which, I was bugged that there seemed to be no real black hair in the selection. Darkest shade still looked only like dark brown to me.

(4) Keep up the good work, especially with characters and voice work and storytelling.

(5) One of my few complaints with DAO is that while it is perfectly executed, the lore is still fairly standard. I think one other way to add more diversity other than just odding new races would be having more communities with unique lore even if they are part of the standard races. Think guilds or cults. Looking back at some of my RPG experiences (Fallout 2, Gothic and Morrowing), most of my fondest memories are of working one's way up in a unique job. [for example I got endless amusement out of the fact that one group in the game Gothic was clearly meant to parallel some light drug production enterprise/cult where people smoke swamp weed instead of marihuana, or Malkevian or Nosferatu in Vampire Bloodlines] Though I'm no fan of the priest class one good way to incorporate them could be like this. City origin could be you being part of the chantry and wood origin could be you growing up as some part of crazy talking cult (in fact a character with a crazy talk option would generally make my day).

(6) Since there has been so much talk
about what characters are or aren't romancable my male or female
wardens, imo I'd like it if there were other insurmountable obstacles.
Like certain character refusing to enter into a romance with an elf. Or
if you had for example a crazy talk character like I mentioned above I could picture a noble character like Alistair not entering a romance with them or not entering a romance unless hardened.

Modifié par LolaRuns, 01 février 2010 - 11:02 .


#223
Lord_Darkmoon

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No continuation from a "canon ending" of DAO.

I hope the devs create the next game the way that every decision the player made in DAO will somehow be incorporated into the sequel.

#224
LolaRuns

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Some more things:
(1) Unlike others, unless a sequel would be a direct sequel with the option to play the same character and import all your companions and their relationships, I'd actually prefer a chronological prequel. For example set during the times of Andraste. It would be interesting to compare what you read in the codex and were told whether what it was really like. Or for example, let's have it set during a time when the elves were still in power, wouldn't it be interesting if back then they were the unlikable and racist ones, back when they had the power? I also feel that a prequel would work well because you wouldn't have to explain why the tech hasn't evolved.

(2) If that's not possible how about flashback missions or even a dual
campaign? Where you play characters in the past (like the basic premise
of Assassin's Creed for example) and how things turn out affect the
present. It would be interesting to least take part in an historical
past history event as somebody is telling you the story in flashback
form.

(3) How about a desert culture, maybe with some Arabian Nights influence? Origin city noble vs. nomad? Triple bonus points if you get to fight a Dune style sandworm.

(4) For some reason I'd love a companion whose origin story is that he was court jester to some evil king. Yes, I realize that that is random.

Modifié par LolaRuns, 01 février 2010 - 01:43 .


#225
turkeyjuice

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-More frequent epic looking slow motion kills, they felt VERY rewarding.

-Open world, or bigger areas.

-Cinematic camera movement *time to time* instead of being still all the time during conversation.

-Larger environments - eg: vast open valleys with big draw distances.