Things from DA2 that you DON"T want to see in DA: I
#151
Posté 01 janvier 2014 - 07:20
#152
Posté 01 janvier 2014 - 07:26
Starsyn wrote...
May I also throw in the inability to pause during cutscenes/dialog choices? I don't want to miss something in case I need to take care of my pets.
@Raven I agree with your #6, especially after a long and difficult boss fight. Being able to save before those conversations allows us to check out the other wheel choices. There is some fights I'd rather never do again just for the dialog changes.
Ugh, and I'll also second half of your #7. I liked the new darkspawn models, but the elven models were pretty bad. Thankfully, the devs assured us that while it's not just going back to humans with pointy ears, they will not be as stylized as they were in DA2.
I disagree about the elf thing, after seeing the elf version of the inquisitor it looks exactly like elves are just short humans with pointy ears again.
#153
Posté 01 janvier 2014 - 07:30
Threat300 wrote...
I disagree about the elf thing, after seeing the elf version of the inquisitor it looks exactly like elves are just short humans with pointy ears again.
So, what's wrong with that? They aren't "unique" enough?
#154
Posté 01 janvier 2014 - 07:36
Veruin wrote...
Threat300 wrote...
I disagree about the elf thing, after seeing the elf version of the inquisitor it looks exactly like elves are just short humans with pointy ears again.
So, what's wrong with that? They aren't "unique" enough?
Pretty much, id rather play as a non human that actually looks different from a human rather then a elf that could easily be mistaken for human if their hair or a helmet covered up their ears.
#155
Posté 01 janvier 2014 - 07:48
daveliam wrote...
ME 1 was almost as ridiculuous with their recycled maps. The only thing that saved it was the fact that the main quests all took place on unique maps and the side quests were all recycled. DA 2 used recycled maps for both main and side quests. But it's silly to think that people can't point out the recycled maps in ME 1.
Bull****. Main storyline of ME1 had unique maps, and writing that "ME 1 was almost as ridiculuous with their recycled maps" is a plain lie. Many people who played only the main quest didn't even notice recycled maps in ME1. While it was unavoidable to see recycled environments in DA2, because teh whole damn game was in one town.
#156
Posté 01 janvier 2014 - 07:52
#157
Posté 01 janvier 2014 - 08:16
2. re-spawning
3. unfinished companion plots (merill's mirror, Fenris's memories). The only one who got real closure was Isabella.
#158
Posté 01 janvier 2014 - 08:24
Star fury wrote...
daveliam wrote...
ME 1 was almost as ridiculuous with their recycled maps. The only thing that saved it was the fact that the main quests all took place on unique maps and the side quests were all recycled. DA 2 used recycled maps for both main and side quests. But it's silly to think that people can't point out the recycled maps in ME 1.
Bull****. Main storyline of ME1 had unique maps, and writing that "ME 1 was almost as ridiculuous with their recycled maps" is a plain lie. Many people who played only the main quest didn't even notice recycled maps in ME1. While it was unavoidable to see recycled environments in DA2, because teh whole damn game was in one town.
First off, dial back the attitude. There's no need to curse and be so aggressive.
Second, re-read what I wrote. I already stated the main quest part.
Third, my opinion is my opinion. You don't have to agree, but you can't call it a lie, since it's a subjective statement.
#159
Posté 01 janvier 2014 - 08:25
Starsyn wrote...
May I also throw in the inability to pause during cutscenes/dialog choices? I don't want to miss something in case I need to take care of my pets.
@Raven I agree with your #6, especially after a long and difficult boss fight. Being able to save before those conversations allows us to check out the other wheel choices. There is some fights I'd rather never do again just for the dialog changes.
I also mentioned the same / similar issue in terms of player agency where pacing is concerned a couple of pages back - and I think it should be applied on both sides of the equation.
A difficult combat that takes several attempts to win usually means having to sit through the same pre-fight dialogue / cutscenes multiple times. The same is true for a player who just wants to experiment with using different builds or tactics for a given encounter. In those cases, I think it would be nice for the player to either:
1) Have to click on something - like the opponent - to start the combat, or
2) Allow a brief delay to give players time to save before combat starts.
#160
Posté 01 janvier 2014 - 11:08
#161
Posté 01 janvier 2014 - 11:12
I remember hoping that we might get a glimpse of what Morrigan and the Warden (if he was with her) had been up to if we helped Merrill repair the mirror. Instead we ended up with a bloody mess, literally.Ericander77 wrote...
1. the cc not being the first thing
2. re-spawning
3. unfinished companion plots (merill's mirror, Fenris's memories). The only one who got real closure was Isabella.
#162
Posté 01 janvier 2014 - 11:19
BouncyFrag wrote...
I remember hoping that we might get a glimpse of what Morrigan and the Warden (if he was with her) had been up to if we helped Merrill repair the mirror. Instead we ended up with a bloody mess, literally.Ericander77 wrote...
1. the cc not being the first thing
2. re-spawning
3. unfinished companion plots (merill's mirror, Fenris's memories). The only one who got real closure was Isabella.
"I remember hoping that we might get a glimpse of what Morrigan and the
Warden (if he was with her) had been up to if we helped Merrill repair
the mirror. Instead we ended up with a bloody mess, literally".
Morrigan and the warden weren't ever meant to stay together indefinitely anyway anymore than Leliana and the warden were or Anora and the warden were if he was a Cousland.
The protagonists weren't meant to travel from one game to the next.However, for fan service reasons it seems the warden and hawke will make an appreance in DAI.
#163
Posté 02 janvier 2014 - 01:26
#164
Posté 02 janvier 2014 - 03:38
Example: "Yeah Sure" "Really?" "Hell No!" If These were the options and they had the mark of Friendly, Sarcastic and Evil. I would like to see if the "Yeah, sure" is reassuring like "We will fix this, don't worry about it" or "Yeah. I'll see what I can do but I can't promise anything"
The sarcasic really, could actually be really insulting, "Are you stupid, did you forget to eat your breakfast today?" or maybe just trying to be a comic "You want us...To go in there... Outnumbered 40 to 1? Well, if you say so, Master tactician"
Point being, I would like to be able to determine more than the underlying tone of the conversation with an indicator as in DA2 but also having a conclusive line that tells me more than 1 to 3 words of what to say.
This is the main thing I care about, since it with be very simple to add, no graphics, no addtional code. Only requires to add the already existing subtitles to show up while hovering over one of the options. If this one would be the only one addressed I would be fine. As I feel, you, your character, with it you should be able to expresse the most accurate to each given situation. Not just a vague expression.
2: Less Hack'n'Slashy and more heavy handed combat, make it feel responsive when it comes to auto-attacks. (Mainly thinking of two-handed warriors here, the rest were fairly fine if tonned down a notch in speed)
3: People have mentioned the Wave mode, maybe make it an toggle mode in the menu, if you want to have it or not, IIRC Friendly Fire had that option in DA:2. As I find that options regarding gameplay shouldn't be manditory for everyone.
4: Less cameos of characters from previous games but have them more important if they occur at all. Sure, it's fun to see Alistair talking about your character from DA:O but apart from him talking about her and him saying "Sup, I'm King" to Hawke, there wasn't much too it, the same with Zevran and Leliana. I personally would be fine with only 1-3 of previous characters making a comeback, but make them have an impact, not just showing up and leaving within the same time frame, then it just feels like wasted resources.
5: Don't have a "You've to lose one of your companions" as a must for sake of Plot-a-must, but rather a failure if you didn't spend enough time to work with the problems of that character (Like Anders and Sebastian). Have it more like Hardening Leliana can prevent you from having to kill her during the Urn of Sacred ashes. Or other comparables, Sten when you enter Haven or Zevren with too low approval.
#165
Posté 02 janvier 2014 - 05:45
#166
Posté 02 janvier 2014 - 07:46
Linkenski wrote...
Everything OP said, but also those awful fetch-quests with no story to them or interactive dialogue. They sucked big time.
Can I add the drop-off quest dialogue? I mean, I returned the poor man's sister's remains and tell him "Hey, dumba**, you dropped this"... "Oh, well whaddayaknow, I was looking for that".... bleh....
But, I kept the sword/staff that Taarbas gave me at the end of the Qunari sword quest, just in case
#167
Posté 02 janvier 2014 - 07:51
#168
Posté 02 janvier 2014 - 10:33
-random enemy waves
#169
Posté 02 janvier 2014 - 11:01
We consumers do not always know what we want, mostly rather what we DONT want. But in many cases, the list of things we dont want - will sometimes leave a painting blank. Dunno if its just me.. but it would be enlightening to see a devs response to lists like these being made. At what point does an artist or writer abandon his own vision or integrity to appeal to the audience? How do you rely on your own instinct and gut feeling to make the right choice? People seem to always hate change, thats for sure. I dont think I would make a good game developer lol... Id be crushed by uncertainty
#170
Posté 03 janvier 2014 - 12:36
reading these requests for a better game are sadly, the customers themselves.
I do understand, it is like therapy.
Why doesn't ea/Bioware put up a "Suggestion Box: thread?
Any chance we can return the "warm and fuzzy" threads/devs of Dragon's Age Origins as it existed PRIOR to its
Launch?????
Yuni
PS Nexus has a Mod for a Happy Ending for Mass Effect 3!! removes alot of the _______ and uses the extended Cut to Provide an actual "Happy Ending". I have been waiting for this as I never finished ME3 once I heard about "Art style ending".
#171
Posté 03 janvier 2014 - 04:29
Did no one think to script those NPCs to run away, even a little distance, at the first sign of attack?
~ Roxy
#172
Posté 06 janvier 2014 - 04:07
#173
Posté 06 janvier 2014 - 04:42
Roxy Ferret wrote...
I'm surprised no one has yet mentioned the inattentive NPCs, in an area immediately beside a fierce battle being waged, simply continuing with their tasks, completely oblivious to flying fireballs and carnage only a metre away from them. No reactions whatsoever.
Did no one think to script those NPCs to run away, even a little distance, at the first sign of attack?
~ Roxy
Yeah, that bugs me too. Also that no guards, other than the Templar at Lake Calenhad in DAO, ever ever responds either.
#174
Posté 16 février 2014 - 02:53
Just like Sim City Required an online connection (because my $7,000.00 computer couldn't handle it).
This was proven wrong VIA a Mod, thus giving way to ea saying "we are working on an OFFLINE mode that one or two of you wanted. :
Mass Effect 3's Ending was FIXED via a Mod "see "Happy Ending" at Nexus mods, ...
Is it so wrong to want to please your PC fan base?
Any one still around from the Old Baulders Gate days at Bioware?
How nice it was when Dragon's Age Origins, was upcoming and being discussed, with NOT ONE SINGLE "LOCKDOWN :devil:" thread.<3
Yuni "Lockdown" SticksitDeep
#175
Posté 16 février 2014 - 04:05
The other two minor things (recycled maps and flashy combat) that bothered me a little bit are already taken care of in DA:I but wouldn't really bother me if they stayed.





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