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Things from DA2 that you DON"T want to see in DA: I


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#76
Orian Tabris

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A Golden Dragon wrote...

DA 2 style storytelling.  All that was live in DA 2 were the Scense involving Cassandra, Varric and Lelianna.  That's it.  Everything else was past history (necessary for Inquisition, as was Origins).  Not good gaming.


:wizard:

I'm sorry... what? How is a style of storytelling "not good gaming"? Or are you just being sarcastic?

#77
SomeoneStoleMyName

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A game that isnt dumbed down in the keybindings, hud and gameplay departments due to also being released on consoles.

Rushed ending.

Shallow conversation system.

Unimaginative antagonist.

#78
Rotward

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SomeoneStoleMyName wrote...

A game that isnt dumbed down in the keybindings, hud and gameplay departments due to also being released on consoles.

Rushed ending.

Shallow conversation system.

Unimaginative antagonist.

This. This needs to STOP. THERE IS NOT POINT IN HAVING PC GAMES IF WE CAN'T USE THE PC'S ASSETS. It is NOT THAT ****ING HARD TO MAKE A GAME SLIGHTLY DIFFERENT FOR CONSOLE AND PC. 

I wonder if anyone can tell how bitter I am over me2, me3, da2, and kotor2. I bet they can't. I'm being very subtle. 

#79
Nefla

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-Recycled maps
-Small, undetailed, uninteresting maps
-disjointed plot cobbled together from bits of random side quest seeming parts
-Excessive amounts of weak boring enemies, especially if they fall from the sky
-Cheesy pointless cameos that are forced and add nothing to the story and quote a line from the previous game that was funny at the time but is stupid and unfitting in the new game ex: "Swooping is bad"
-Lack of choice ex: why should I have to appease the Qunari instead of getting a choice to oppose them?
-Choices that have no impact: help Grace? She still takes "revenge" on you later. Turn her in? It's exactly the same but with one different line of dialogue. You're a non mage, Bethany died in the deep roads or became a warden, you dedicate yourself to helping the Templars the whole game, and STILL have to fight Meredith. Same with mages and Orsino. Refuse to help Anders and warn the Grand Cleric and Cullen of his terrorism? Changes nothing.

#80
wolfhowwl

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Nefla wrote...

-Recycled maps
-Small, undetailed, uninteresting maps
-disjointed plot cobbled together from bits of random side quest seeming parts
-Excessive amounts of weak boring enemies, especially if they fall from the sky
-Cheesy pointless cameos that are forced and add nothing to the story and quote a line from the previous game that was funny at the time but is stupid and unfitting in the new game ex: "Swooping is bad"
-Lack of choice ex: why should I have to appease the Qunari instead of getting a choice to oppose them?
-Choices that have no impact: help Grace? She still takes "revenge" on you later. Turn her in? It's exactly the same but with one different line of dialogue. You're a non mage, Bethany died in the deep roads or became a warden, you dedicate yourself to helping the Templars the whole game, and STILL have to fight Meredith. Same with mages and Orsino. Refuse to help Anders and warn the Grand Cleric and Cullen of his terrorism? Changes nothing.


Entitled much?

Don't you know that your expectation of meaningful choices interferes with Bioware telling the story they want to and EA cashing in on established IPs?

How dare you.

Modifié par wolfhowwl, 31 décembre 2013 - 01:56 .


#81
SgtElias

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I have been thinking about this for much longer than I should have been because, for the most part, I really liked DA2. I was sort of having a hard time thinking of things I disliked about it. Even the recycled maps didn't bother me too much.

Anyway, finally I came up with:

- Being ambushed OVER AND OVER AGAIN while trying to complete quests at night. Eventually I'd have cleared out Lowtown/Darktown/Hightown/Everywhere Else, but until then it was very frustrating to just want to continue my quest and not be able to take two steps without being attacked.

- The Darkspawn. I realize they probably aren't changing (back), but I really preferred them in Origins. I thought they (especially the hurlocks) looked genuinely intimidating.

Honestly, that's pretty much it. Everything else I really only felt "meh" about (yes, even the recycled environments and enemies raining from the sky).

#82
Anomaly-

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Pretty much everything except for skill upgrades. I don't have time to list everything atm.


leaguer of one wrote...
Bosses and sub bosses are never on the same ground as the player. Humaniod, beast, dragon or what ever. It like that with every game that have boss and sub boss characters.


Bosses, sure. In DA:O, that wasn't really the case with regular enemies. Humanoids especially followed pretty much the same rules as player characters. In DA2, everything was unbalanced. Regular humanoid enemies would have 10x your health.

Modifié par Anomaly-, 31 décembre 2013 - 02:40 .


#83
In Exile

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Boss battles that aren't really a fight against ****ty pathfinding. I'm looking at you Rock Wraith and (especially) Corypheus.

#84
Star fury

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andar91 wrote...

I don't want 10 different rings in my inventory named 'Ring' with the following bonuses attached:

+3% Mana/Stamina
+5% Mana/Stamina
+1 Armor
+2 Armor
+8% Mana/Stamina

And so on....

I'd rather we find less items overall but more useful ones. If you want to give a mana/stamina boosting ring, for instance, make us wait a bit for it and give us Ring of Energy or whatever that gives +5 Regeneration and +15% Mana/Stamina or something.


Agreed, very good point. DA2 had TONS of useless loot. Then it had also junk.

DA:O had an excellent loot, with powerful items that brought satisfaction when you found or bought them

#85
Star fury

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Celtic Latino wrote...

05. Potion cooldowns

It's actually one of the small things I want to be carried out from DA2, it makes fights more challenging and thus interesting. You could trivialize any boss fight in DA:O with the spam of health potions.


Celtic Latino wrote...

06. NPCs being oblivious to magic wielding characters


Spot on. Kirkwall was the worst place for mages with the most fanatical templars, but they do nothing even if you use magic/blood magic in front of them.

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Modifié par Star fury, 31 décembre 2013 - 03:11 .


#86
Demx

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In Exile wrote...

Boss battles that aren't really a fight against ****ty pathfinding. I'm looking at you Rock Wraith and (especially) Corypheus.


The pathfinding in DA2 was horrendous, especially during boss battles. I did find it funny that the AI could see through the walls. Found that out when my party started walking into the wall. Told them to hold while I walked around. I ended up finding a group of enemies engaging the opposite side of that very same wall. Completely ignoring the fact that I was in the room, and easy to pick off a few of them before they noticed I was there.

#87
Shelondias

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Save for the trash mob combat and the recycled dungeons I was quite pleased with DA2.
Nowhere to go but up for inquisition.

#88
Rotward

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wolfhowwl wrote...

Nefla wrote...

-Lack of choice ex: why should I have to appease the Qunari instead of getting a choice to oppose them?
-Choices that have no impact: help Grace? She still takes "revenge" on you later. Turn her in? It's exactly the same but with one different line of dialogue. You're a non mage, Bethany died in the deep roads or became a warden, you dedicate yourself to helping the Templars the whole game, and STILL have to fight Meredith. Same with mages and Orsino. Refuse to help Anders and warn the Grand Cleric and Cullen of his terrorism? Changes nothing.


Entitled much?

Don't you know that your expectation of meaningful choices interferes with Bioware telling the story they want to and EA cashing in on established IPs?

How dare you.

I almost missed the sarcasm, and now I am ashamed. Seriously, Bioware has to choose. You either have A story, or you have many stories and choices. You don't get both, they are mutually exclusive. So talking one way and walking the other pisses fans off, every time. It's false adverising to say that you have choices in any of their sequels. 

#89
Boss Fog

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Sylvius the Mad wrote...

leaguer of one wrote...

2.Debuffs are your friend.Use them. Boss and sub boss fight have been like that forever.

And they've been stupid the entire time.

Friendly fire should be our guide.  With the wildly disproportionate HP totals on bosses, combined with the vastly higher damage numbers for PC attacks, we end up with friendly fire for us being instantly deadly, but friendly fire for our opponents being a mild annoyance.

Everyone should use the same combat rules.


To be fair, lots of games do this.  Borderlands 2 is a massive culprit along with Skyrim.  I was messig around in the Skyrim creation kit; investigating enemy stats and the like and found these variables attached to hostile units called "health offsets."  Basically it took an enemy and just tacked on an extra 300 hp.  The more and more I see this type of gameplay balance in RPGs the more frustrated I get with the genre as a whole.  I suspect it's to combat the lack of suitable enemy AI but that is still no excuse to give 'random bandit marauder' an extra 300 hit points.  I shouldn't have to smash a bandit in the face 10 times with an upgraded mace while he only has to hit me 3 times to put me on the ground.

I'm very afraid Bioware is travelling down this route again with DA:I.  In the alpha footage we've seen, the Venatori Gladiator in the keep the party fights has WAY too much health.  It took all 4 party members beating on the guy for a good 6 seconds to kill him.  It's just baffling that gameplay designers always seem to fall back on this repetitive and obselete system of design.

#90
In Exile

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TelvanniWarlord wrote...
I'm very afraid Bioware is travelling down this route again with DA:I.  In the alpha footage we've seen, the Venatori Gladiator in the keep the party fights has WAY too much health.  It took all 4 party members beating on the guy for a good 6 seconds to kill him.  It's just baffling that gameplay designers always seem to fall back on this repetitive and obselete system of design. 


The reality is that having the player and enemy play by the same rules creates one of two problems: (i) low level D&D play, where a party wipe can happen in seconds because of a few bad dice rolls or (ii) high level D&D play, where you curbstomp everything forever without exceptions. 

RPGs as designed can't create interesting combat. The entire system is just not designed for it. 

#91
Rotward

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In Exile wrote...

TelvanniWarlord wrote...
I'm very afraid Bioware is travelling down this route again with DA:I.  In the alpha footage we've seen, the Venatori Gladiator in the keep the party fights has WAY too much health.  It took all 4 party members beating on the guy for a good 6 seconds to kill him.  It's just baffling that gameplay designers always seem to fall back on this repetitive and obselete system of design. 


The reality is that having the player and enemy play by the same rules creates one of two problems: (i) low level D&D play, where a party wipe can happen in seconds because of a few bad dice rolls or (ii) high level D&D play, where you curbstomp everything forever without exceptions. 

RPGs as designed can't create interesting combat. The entire system is just not designed for it. 

They can, you have to think outside the box. Get rid of the dice entirely, and go for the low level DnD scenario. Rely on skill to cover what the dice used to. Create hitboxes for critical strikes, for example. Re-introduce traps and use crowd control to eliminate larger groups of enemies. 

#92
In Exile

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Rotward wrote...
They can, you have to think outside the box. Get rid of the dice entirely, and go for the low level DnD scenario. Rely on skill to cover what the dice used to. Create hitboxes for critical strikes, for example. Re-introduce traps and use crowd control to eliminate larger groups of enemies.  


The dice controlled the randomness of the 2-hit and you die nature of combat. It was all just glass cannons with a high miss rate. Crowd control is, moreover, the very epitome of player-AI imbalance, because all the killer AOEs we use are not something the enemy ever uses against us. If they're such extreme killers for a small group, then a very large group with those abilities should massacre our heroes 9 times out of 10. 

#93
Spanish Inquisition

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In my honest opinion:

1| Rushed / cliffhanger ending
2| Anders
3| Button smashing / non-tactical combat
4| Simplified cartoon-like art style / Final Fantasy looking armour/clothes/weapons
5| Anders
6| Auto-dialogue (not being able to choose exactly what I want to say)
7| Reduced scope - not only location but game lenght - wise
8| Anders
9| Radical character redesigning between games
10| Anders


(Please excuse my rubbish english)

#94
Cainhurst Crow

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Redundant choices. For example the ending sequence, where you still fight both faction leaders and do so in almost the exact same way. What point was there in picking a side if you immediately get double crossed in either case?

#95
AppealToReason

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Tallis
Armor variety. I refused to use some armor with good stats because I thought it looked dopey.
Fenris
Darkspawn designs. They went from so FREAKING SUPER COOL IN AWAKENINGS OH MY GOODNESS THEY LOOKED COOL AND THE ARMORED OGRES AHH SO SICK!
Aveline
Cameos for cameos purpose. I don't mind old run ins at all, but I don't like they "hey I have an ish and you're good at ish so rock'n'roll with me?". I'd like it more if it was situational. Like you need to do A but you and your party only know how to B but OH HEY ITS OGHREN who is good at A and that is why they're in the game.
Cullen
Weird purple/pink caves
Isabella

#96
AppealToReason

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Joseph Warrick wrote...

David Gaider killing your mom and explaining that he decided it should happen regardless of your input because otherwise you would pick the options to save her and miss the drama.

Drama is effective in games if you're involved it, e.g., Mordin's death. You decided to keep the data. You decided to cure the genophage. You convinced Mordin he should do it and helped him make up his mind. You could have saved him - at a great cost, but you could have nevertheless. You are involved in these events. Not saying you are to blame, you're a part of the puzzle. You participated.


I thought that was an excellent part of ME3. Especially the differences in things with Wrex/Wreav and Lady Krogan. That is actually a lot of reactivity but since most people let Mordin go do his thing no one really notices it.

#97
AppealToReason

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YuniSticksitDeep wrote...

Wouldn't it just be easier to say please give us more of Dragon's Age Origins, but with updated graphics, and by and large skip (like the Fade) all things Da2??

Also Ea supports mods,(Single Player type) why didn't they choose to make DA I mod friendly? 

A path has to be chosen, selecting a game engine which is NOT mod friendly was a choice.

If any of my previous posts survived (LOCKDOWN!:devil:).

You would notice I requested more of DAO, and look where that got me.


By the way, will the game in its near finished state, be run past non-paid employees for Quality/Satisfaction purposes?

I am nearly certain, that did NOT happen with Da2 and ABSOLUTELY certain with Mass Effect 3.

Here is a new chance make new customers (when you buy art you are a customer, so you can take exception).


Mods are an engine thing. EA is really uptight about ANYONE using/designing or whatever with Frostbite3 that isn't their developers. They don't want anyone to be able to fiddle in anyway with it. 

And thats totally logical for a business to do. Its like KFC and the secret recipe.

#98
Paul E Dangerously

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I'll argue that DAO was arguably worse with reusing levels in some parts (How many times did we visit the same Tevinter/Elven tileset?), especially if you throw DLC into the mix.At least DA2's DLC content was new, where entire DLCs in DAO were nothing but recycled levels, and we had to pay extra for those. Looking at you, Leliana's Song and Witch Hunt.

- Playersexual romances and railroading, with negative rep hits if you don't take the positive option.
- The ENTIRE way loot and equipment was handled. The metal tiers in DAO may have been silly at times, but at DA2's were both leveled and for a large part class-locked, which makes it worse. The fact all the set equipment was so spread out made it useful for a very limited amount of time, and while DAO did this a bit (Ancient Elven, namely) the vast majority of set equipment can be found within one area or quest chain. At least there wasn't as much in the way of random unique drops in DA2.
- Since they've delved even more into the MMO mold since DAO (sadly), having only one party member capable of basic functions. Aveline (sword/shield), Anders (healing), namely.

#99
dienan47

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- Weapons glued to the back of the PC/NPC
- Bows with no strings
- Swords with no sheaths
- Invisible murder knife
- Infinite arrows
- Wave based combat
- Dialogue wheel (Oh God! Nothing to do now.)
- Animations from DA:O that came to DA:2 that IS coming to DA:I
- NPCs that looks the same (Hawke's mother had the same face as Grace and that Tepmlar's sister)
- Bethany's warden armor
- No-Deathblow finishers (Bring'em back!)
- Reused background music. (DA:O Lake Calanhad Docks and DA:2 Wounded Coast, anyone?)
- Reused VO
- No inspectable items with a cool backstory
- Full keyboard support (scrolling, inventory)
- No forced CODEX pop-ups (I used to go to lake Calanehad, Redcliff windmill overlook, etc to read the codex in peace when I could)
- Reused locations (Obviously, since in the opening of DA:O, darkspawn come down from where the grand oak is lol)
- Anders
- Isabela
- etc..

#100
PorcelynDoll

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Those creepy bald elves in Kepi's with the low res painted on faces. The stuff of nightmares!

Ridiculously over sized weapons that are flung about like they are Twizzlers.

Bow Strings! They don't have to move but please let there be bow strings!

Modifié par PorcelynDoll, 31 décembre 2013 - 11:18 .