Star fury wrote...
Fast Jimmy wrote...
Well, I mean... hwo does one be diplomatic with Dark Spawn, dark stalkers and Brontos?
Same for the Fade - how does one negotiate a truce with dream apparations?
Sometimes, there is just no avoiding large amounts of fighting.
Not sure if serious. Making the Deep Roads and atrocious Fade shorter(much shorter) would've done the world of good to the game. Make less encounters "with Dark Spawn, dark stalkers and Brontos", make use of stealth etc. Is it mindblowing? Don't think so.
We had to confront millions of human enemies without a diplomatic/stealth solution in both DAO & DA2. Would you say that nobody can "negotiate a truce with" bandits, templars, mages?
It's even worse in DA2.
"Hey, Grace! I saved you from templars, sure you remember me?"
"Nah, I will attack anyway because ???"
The Deep Roads was really well done. It had a number of very different area types and loads of different enemy types (darkspawn, darkstalkers, brontos, giant spiders, demons, phantoms, golems, undead/skeletons) had a number of different ambient quests and puzzles to solve and introduced gobs of lore by having the character experience it, rather than be told it. In addition, the Deep Roads is meant to be a deep, cavernous, HUGE realm, that runs the entire length of Thedas (maybe beyond) and has tunnels that wind under and above themselves, such that it could be longer to walk than one side of the continent to the next above ground. This was captured by the level design, which made you think that you were moving and walking forever, and made returning to the surface LITERALLY feel like a breath of fresh air.
The Fade was similar - you were trapped in a prison of your own mind. The level design here made it very confusing to move around, very hard to track where you were, very disorienting to escape. Sure, some of the puzzles were a little hard to navigate without a lot of backtracking and reading Codex entries, but that was part of the goal - make a world where the player had to THINK to escape, not just stab their way to freedom.
I agree that both of these areas could have used improvement, but I don't think cutting their length would have been the answer.
I do like non-combat skills (such as traps, sneaking, persuasion, etc.) but it is going to be impossible to create a party-based game where this can be used for every situation, like in DE:HR. And DA:I will have diplomatic solutions from what we have heard - I am especially interested in hearing more about the "Knowledge" areas for persuasion, such as knowledge of the Orlesian nobility let's you persuade them when someone without that knowledge would not be able to.
But it doesn't negate the fact that fighting will happen. You can't be diplomatic with a golem. And you can't sneak an entire party right past an enemy. I'd rather see sneaking used to scout ahead, place traps and do surprise attacks on enemies, giving you a huge ADVANTAGE in battle, but not as a means to side step it completely. And I'd like diplomatic skills allow you to negotiate better terms for outcomes at the sacrifice of either other equally-relevant non-combat skills or even combat effectiveness itself, not be an "instant-win" that gets you past every fight and that there would be no reason not to take in full force for every playthrough.