How would that be a bad thing? That car is awesome.I imagine that if everyone got what they wanted, the game would be the equivalent of this:
DA IV wishlist !
#51
Posté 31 mai 2014 - 09:08
- kalasaurus aime ceci
#52
Posté 31 mai 2014 - 09:10
I suspect they would. That doesn't make it a bad mechanic, however. That characters can die at any time adds gravity to events, even if no one does actually die.I don't think companion permadeath in combat will ever be a part of BioWare's party-based mechanic. It would be interesting to have every quest have high stakes, but I imagine it'll just cause people to load and reload if a companion falls.
#53
Posté 31 mai 2014 - 09:14
I suspect they would. That doesn't make it a bad mechanic, however. That characters can die at any time adds gravity to events, even if no one does actually die.
Oh lord. I'd be resetting as much as I do with Fire Emblem.
#54
Posté 31 mai 2014 - 09:15
no swords on the back. that's stupid.
- Deflagratio et KC_Prototype aiment ceci
#55
Guest_Puddi III_*
Posté 31 mai 2014 - 11:12
Guest_Puddi III_*
#56
Posté 01 juin 2014 - 12:31
How would that be a bad thing? That car is awesome.
And drove Herb into the poor house
#57
Posté 01 juin 2014 - 02:59
I suspect they would. That doesn't make it a bad mechanic, however. That characters can die at any time adds gravity to events, even if no one does actually die.
This only works if the companions have nothing to add to the story and instead are lifeless husks. And characters are a staple of Bioware games, so it will never happen.
#58
Posté 01 juin 2014 - 03:42
This only works if the companions have nothing to add to the story and instead are lifeless husks. And characters are a staple of Bioware games, so it will never happen.
You assume that the companions can only affect the story if the writers did it.
This is not so.
Characters you create can affect the story as much as characters the writers create, so why does it matter if the characters can die? Unless there's some specific plot event that requires the companion's presence, but if that's the case then that character shouldn't be a companion before that. I thoroughly reject plot armour as a justification for anything.
#59
Posté 01 juin 2014 - 07:47
- KC_Prototype aime ceci
#60
Posté 01 juin 2014 - 08:21
Silent protagonist
Full text dialogue options
Sorry, voice PCs seems like the way to go.
#61
Posté 01 juin 2014 - 08:22
It's waaay to early considering DA:I still has 5 months till release so the only things I can say are traveling to Nevarra, Antiva, Tevinter and Rivain. Also, OGB as a playable character.
#62
Posté 01 juin 2014 - 09:09
I suspect they would. That doesn't make it a bad mechanic, however. That characters can die at any time adds gravity to events, even if no one does actually die.
However good or bad this mechanic is really depends on whether or not it frustrates more players than it intrigues them, which can also be affected by how far back in the quest line you may have go up just to get that companion back. As for adding gravity, this really depends. If a game had random perma-death, I'd also expect to have the ability to react once the combat is over, not just back at the base camp, because how the character can be made to feel about the event matters just as much as losing the character. If it's a character with which my PC has a friendship or relationship with, I'd fully expect the ability to grieve, lest my PC become an immersion-breaking plank. If not, then that death was pointless and I'll just reload to get that companion back, and probably be very annoyed that I have to go back and do that battle or crawl down that long ass tunnel again just for that. Aside from that, I can't help but feel that the people who would benefit the most from this would be people who want a quick and easy way to unceremoniously dispose of companions they don't like.
- Tayah et Hanako Ikezawa aiment ceci
#63
Posté 01 juin 2014 - 09:15
The thing is, in a game like Fire Emblem you have alternatives. The roster is so large that you can afford to take a lot of casualties and still have a big enough team to finish the game. It might not be the team you want, but it can be done and that's the important thing.
Baldurs Gate was similiar, you could lose a party member via "chunking" but there were quite a few NPCs knocking about and getting chunked was quite a rare thing. Much more rare than a death. Bladurs Gate could be finished solo if it came down to it (in a lot of ways it was easier that way)
With only a small pool of NPCs and NPCs having very little overlap, it's not something that you can do.
#64
Posté 01 juin 2014 - 09:20
I imagine quite a lot of players would hate to potentially lose 6 companions in just two quests, which can very well happen if a battle is a real challenge to your skill level.
#65
Posté 01 juin 2014 - 09:35
I would like to
- choose the voice actor/actress to my PC from couple of choices
I believe we already have that in Inquisition. Two VOs per gender.
#66
Posté 01 juin 2014 - 09:39
I'd like multiple races again if they'd put it.
#67
Posté 01 juin 2014 - 10:02
#68
Posté 01 juin 2014 - 10:21
I'd like multiple races again if they'd put it.
We are getting that in Inquisition. You can play as a Dwarf, Elf, Human, or Qunari.
#69
Posté 01 juin 2014 - 10:30
To build House like in Skyrim ![]()
#70
Posté 01 juin 2014 - 12:12
We are getting that in Inquisition. You can play as a Dwarf, Elf, Human, or Qunari.
I think the poster meant they want to see different races continue in the next game as well.
As for what I'd like
- travel to and start in currently unseen parts of Thedas (Antiva, Nevarra, Rivain etc)
- city elf option (surprised that hasn't been said yet)
- more diverse companions and a set of companions that are a) not returning characters (or an all new cast) and
no fade spirit companions at all surely people can be interesting enough or expert enough in magic to not need that added element in every game.
- a female qunari (tal-vashoth) companion because I'm curious how she'd see the world compared to other qunari
- an engaging story and characters
- alternate methods to solve problems ie diplomacy, blackmail, intimidation that may or may not be class specific.
- less spiders maybe other new enemies or more DAO darkspawn instead. ![]()
- PrayingMantis aime ceci
#71
Posté 01 juin 2014 - 02:07
I think the poster meant they want to see different races continue in the next game as well.
I'd think so too if the title said Dragon Age Four. ![]()
#72
Posté 01 juin 2014 - 02:09
Any word on if the different races in Inquisition will have their own "Origin" stories in the beginning? Like, a slower paced introduction instead of jumping into the action?
#73
Posté 01 juin 2014 - 02:26
Multiple quest paths through the storyline that all lead to a different ending. Perhaps based on the character's class at the very least so playing each of the classes isn't just a grind of the same stuff we did in the first play through. I don't mean like in DA2 where there was just a few quests based on which side you picked. Perhaps you can only recruit certain companions on one path but not on the others. Make it diverse enough that replaying a few times is just as enjoyable as the first time, because you get to see and do things you weren't able to the first time.
#74
Posté 01 juin 2014 - 03:24
I don't need to see my character grieve on screen in order to have my character grieve. Emotion is something that happens inside a person's head; we need not see it for it to be there.However good or bad this mechanic is really depends on whether or not it frustrates more players than it intrigues them, which can also be affected by how far back in the quest line you may have go up just to get that companion back. As for adding gravity, this really depends. If a game had random perma-death, I'd also expect to have the ability to react once the combat is over, not just back at the base camp, because how the character can be made to feel about the event matters just as much as losing the character. If it's a character with which my PC has a friendship or relationship with, I'd fully expect the ability to grieve, lest my PC become an immersion-breaking plank. If not, then that death was pointless and I'll just reload to get that companion back, and probably be very annoyed that I have to go back and do that battle or crawl down that long ass tunnel again just for that. Aside from that, I can't help but feel that the people who would benefit the most from this would be people who want a quick and easy way to unceremoniously dispose of companions they don't like.
Your character can feel whatever you decide he does, regardless of whether it exists as an explicit option within the game.
- kalasaurus aime ceci
#75
Posté 01 juin 2014 - 03:33
A common complaint of Mass Effect 3 was the "forced emotions" of Shepard, that happened no matter what despite how you wanted to roleplay. I wouldn't want that to happen again, honestly. It doesn't really allow for roleplay variations (unless, I suppose if you can actually choose a reaction).






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