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What are some concerns you have for DA:I?


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159 réponses à ce sujet

#151
AshenSugar

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Is that the official reason for those weapon restrictions then?

I always figured it was some belief on the part of the developers (in terms of 'broadening the game's appeal) that new players or those not fully familiar with the genre might become confused by the choices available and mistakenly equip the 'wrong weapon' if given freedom to do so - giving bows to their Mages, two-handed axes to their rogues etc. etc.

I figured it was a major attempt at hand-holding by deliberately coding the game in such a manner as to prevent players from making gear mistakes by forcing everyone to conform to a narrow template as defined by the class archetype.

#152
Skaden

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If they did it for purposes of handholding thats even worse, thats what tutorials are for which recommend optimal builds. What I liked about DAO was that the amount of gear "mistakes" you could make was limited since you could still manipulate attributes to compensate, for example a rogue could be equipped with a 2h sword then invest points in strength and still be somewhat effective. While certainly not the most popular or ideal combination, the point is that it was the PLAYER's choice to make and was still workable if not optimal. The classes should be distinguished by their relative abilities and specializations (dirty fighting vs precise striking, berserker vs assassin etc.), they don't need to include frustrating and nonsensical weapon restrictions, especially when these directly contradict the precedent set in DAO.

#153
DrBlingzle

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While I'm fine with multiplayer being in it I just really hope it wont give the people who use it an unfair advantage in the story over people who cant like in ME3.

Also I didn't see enough blood in the PAX gameplay. Dragon age needs blood.

#154
ianvillan

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Skaden wrote...

I'm worried about them imposing the same pointless and arbitrary weapon restrictions on the classes in order to "make them more distinct", all this ever really does is limit the player from playing the type of character they want (dw warrior, rogue using swords, arcane warrior etc.). DAO was good about this, but KOTOR probably set the best precedent, even support classes such as the jedi consular could dual wield with some penalties which could later be negated by simply buying into the appropriate skill, which EVERY class had access to. So at the very least, I hope DA:I leans more towards the DAO approach to classes rather than DA2 where rogues don't know what swords are.


I even played a Jedi that only used guns. It was difficult and not fully optimised for it but the choice was there so I played a new game with a blaster Jedi and I enjoyed it.

In DAO you could also equip ranged weapons on all your followers and player character, so if you wanted to attack from range first you could and then switch to melee.

Having the weapon restrictions seems to be a way to force you to play one way only, and it also prevents you from freely choosing which companions you want to take with you.

#155
badboy64

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I don't have any concerns period since we really don't have enough information on the game itself.

#156
Sentinel358

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Skaden wrote...

I'm worried about them imposing the same pointless and arbitrary weapon restrictions on the classes in order to "make them more distinct", all this ever really does is limit the player from playing the type of character they want (dw warrior, rogue using swords, arcane warrior etc.). DAO was good about this, but KOTOR probably set the best precedent, even support classes such as the jedi consular could dual wield with some penalties which could later be negated by simply buying into the appropriate skill, which EVERY class had access to. So at the very least, I hope DA:I leans more towards the DAO approach to classes rather than DA2 where rogues don't know what swords are.

The weapons are no restricted in the same way as DA 2

#157
The Elder King

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Sentinel358 wrote...

Skaden wrote...

I'm worried about them imposing the same pointless and arbitrary weapon restrictions on the classes in order to "make them more distinct", all this ever really does is limit the player from playing the type of character they want (dw warrior, rogue using swords, arcane warrior etc.). DAO was good about this, but KOTOR probably set the best precedent, even support classes such as the jedi consular could dual wield with some penalties which could later be negated by simply buying into the appropriate skill, which EVERY class had access to. So at the very least, I hope DA:I leans more towards the DAO approach to classes rather than DA2 where rogues don't know what swords are.

The weapons are no restricted in the same way as DA 2

They're not restricted in the sense that companions are free to use any weapons from their class. But class restriction were still on when they talked about it the last time.

#158
Zack_Nero

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this is like the 8th "What are your concerns thread"

Well, this is my first time responding to this kind of thread.  However, I don't have as much concern that this will be bad.  BioWare is adding the things I want for DA:I: character selection, move strategic type gameplay, new or unique level design and extra development time for making a better game.  If am really concern about anything it's about the thing that help BioWare establish who they are, making a meaningful story with complex characters.  I know many people are going to try to keep there expectations low so they don't get that disappoint when the game is finally released, but it is hard to do.  However, I feel like I could trust BioWare enough to not really have these concerns.  Could be native loyalty, truth be told.



#159
ManOfSteel

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The Warrior not shouting "Get over here!" on occasion when using the chain to pull over enemies is another concern I have.

 

But seriously, I don't have too many concerns outside of aesthetic stuff like the aforementioned lack of muscle on the appropriate characters, or ludicrously massive greatswords that look more like ironing boards. I'm not going to judge the game based on how "tactical", "hardcore" or "roleplay-friendly" it is. I'll judge it on how much I'm enjoying it when I finally get to play it.



#160
SofaJockey

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I do not have concerns.

It has received ample development time.