What do you want to see improved/added in Dragon Age 2?
#51
Posté 24 janvier 2010 - 10:20
1. A little more power in the tactics system. Not a full-on scripting language, but enough that I don't have to micromanage so much. Also, some middle-ground options between "go wherever you like" and "don't move from that spot".
2. A better morality system - perhaps a reputation-based system? This could be done as simply as those personality tests you see on Facebook, or it could be a bit more sophisticated. Companions and NPCs will react to you based on how your reputation is classified.
3. More significant specialisations - perhaps you lose a talent line with the specialisation, but gain others. Essentially, I see specialisations as a kind of sub-class. However, they should be easier to get hold of. I had to read a wiki to find out how to get the Arcane Warrior sepecialisation.
4. I'd like to see a more believable world. Much as I like Ferelden, I'd like to see people move about and not rooted to the spot as if their feet were buried in cement.
Just a few ideas.
#52
Posté 24 janvier 2010 - 11:01
Talking to my companions is my favourite part of BioWare games and Dragon Age had that in abundance and I'm happy for that except...
As you can pretty much talk to your companions whenever and as much as you like they run out of new dialogue pretty quickly if you eat them up as much as I did. I was about halfway through the game and they stopped having new things to talk about leaving me feeling rather empty for the rest of the game.
Whereas with Mass Effect for example, your companions don't have as much to say but because you're restricted to new dialogue options after every main mission it's more spread out and feels a more full experience.
Also the ability to change party members without having to return to camp. Ugh.
#53
Posté 24 janvier 2010 - 11:16
Wait, what? No spears in DA origins? Damn.
They should re-appear in awakening, I never liked spears but the spear is one of the main weapons in ANY medieval touched games arsenal.
* Same with the halberd, I want them in awakening, I missed them so badly.
* Leather armor. Yeah, the evergreen. Just two models, a little boring looking, come on, two new models for awakening at least.
* Crossbows
Well in DAO they served only a minor role to me, overshadowed by the bow, very few really strong and interesting crossbows could be found/bought. The models were also just too small. A crossbow is at least 1/3 if not 1/2 bigger than that.-.
What also bothers me is that the crossbow was on par with the bow. In ''reality'' (bah reality) a field crossbow can be shot accurately at 400 meters +.... the bolt has enough force left to inflict serious damage at those ranges.
Crossbows desperately need to be beefed up in terms of power, range!
Modifié par The Woldan , 24 janvier 2010 - 11:20 .
#54
Posté 25 janvier 2010 - 12:23
One (of the many good ones) is an alternate Human Origins. There's a cut purse rogue in the first party, recruited by Duncan (who app sees something "good" in him), why not make us have a similar starting Origin?
An other thing I'd like is reduced pickpocketing time. One or two seconds is more then enough, the ten seconds timer is only a time sink imho.
#55
Posté 25 janvier 2010 - 12:27
HawksBrigade wrote...
Saw some excellent suggestions already.
One (of the many good ones) is an alternate Human Origins. There's a cut purse rogue in the first party, recruited by Duncan (who app sees something "good" in him), why not make us have a similar starting Origin?
An other thing I'd like is reduced pickpocketing time. One or two seconds is more then enough, the ten seconds timer is only a time sink imho.
Maybe a Nomadic origin for humans, i dont think commoner would fit because you dont see any and humans are portrayed as the richy slave owners, which is why i think a nomad would work because then you wouldnt know what the other humans were doing because you'd stick to your tribe....
#56
Posté 25 janvier 2010 - 12:30
#57
Posté 25 janvier 2010 - 12:50
and of course a barbarian class/especialization, light or no armor, full tree of berserker abilities, mabari-like war body paint, especific 2hander custom tree only for barbarians
and tower-like shields for warriors, tall as a man, like the ones from real crusaders
#58
Posté 25 janvier 2010 - 12:52
#59
Posté 25 janvier 2010 - 12:54
Also: I think tactics should have more slots, without having to waste points on them. It's a control issue for convenience and micro-managing; it shouldn't be a factor in your character builds.
Modifié par gersen16, 25 janvier 2010 - 12:56 .
#60
Posté 25 janvier 2010 - 01:08
There are also stories to be told in the Deep Roads, about the origin and source of the darkspawn. (What are they doing down there, how are they finding the Old Gods, why are they the way they are?) I would truly love to see a quest (or set of quests) to defeat the darkspawn once and for all.
#61
Posté 25 janvier 2010 - 01:16
Suggestions on how this could be implemented include making enemies use health/lyrium poultrices, increasing damage/spell resistance or health regen on bosses and other enemies where it would make sense to do so, have interesting, multi-phased boss fights, etc - if it isn't viable to improve the enemy AI further.
#62
Posté 25 janvier 2010 - 01:16
karma_killer09 wrote...
HawksBrigade wrote...
Saw some excellent suggestions already.
One (of the many good ones) is an alternate Human Origins. There's a cut purse rogue in the first party, recruited by Duncan (who app sees something "good" in him), why not make us have a similar starting Origin?
An other thing I'd like is reduced pickpocketing time. One or two seconds is more then enough, the ten seconds timer is only a time sink imho.
Maybe a Nomadic origin for humans, i dont think commoner would fit because you dont see any and humans are portrayed as the richy slave owners, which is why i think a nomad would work because then you wouldnt know what the other humans were doing because you'd stick to your tribe....
I was thinking along the lines of a criminal/bandit like background. The story told by the rogue (when you can go into the Wilds, I forgot his name) how he got recruited by Duncan appealed to me.
#63
Posté 25 janvier 2010 - 01:27
Balarin wrote...
Ability to replay the campaign with the character you used to play it through before. Maybe to explore different options with him/her or to scout the quests you missed at first time.
You already have this ability. You have unlimited saves at any point in the game. I've played out the ending three different ways with one character, just to see the differences. I made a point of saving right before Morrigan offers up her ritual in Redcliffe.
You can do the same thing from any point in the game right from the end of the opening cutscene in the origin.
#64
Posté 25 janvier 2010 - 01:30
2- better shields, the 'movie' for the urn of sacred ashes hes got a big shield, i want that.
3- more taint powers, wardens keep was a nice addition for that but i want more
4- griffions? id trade a mabari for that
5- no auto attack for my character let me mash the button to attack myself, other guys can just keep doing whatever it is they're doing
#65
Posté 25 janvier 2010 - 01:34
Another thing I would like to see in an expansion/sequel is a single, one-handed weapon/no shield combat tree similar to the great moves the dual wield tree offers up. Basically a fencer's skill tree.
Anyone who has watched the recent 'King Arthur' or 'Tristan and Isolde' movies would see some killer moves that could be turned into combat animations. You could even do some of them '2-handed' even though it's not the two handed tree. Think Duncan MacLeod in HL fighting with a smaller sword but using it two-handed from time to time.
Last but not least, the addition of spears, halberds, etc. Also, let's make the mace a more viable weapon, especially against heavily armored opponents.
#66
Posté 25 janvier 2010 - 01:35
Duoswordsmen1 wrote...
More bag space much much more..like 200-300 bagspace. I dont know if anyone else has the same problem as me but while i'm mid-mission or in the middle of nowhere and i have no more bag space it annoyes me that i have to destroy something to get space for this important item,
My solution to this problem is to return to camp or civilization periodically. For example, in the Deep Roads, before going to the next city, I would return to Orzammar to sell the loot. So it was possible to only have 100 slots in the backpack. It is only common sense to return to "base" whenever possible to sell loot and get more supplies.
Harold
#67
Posté 25 janvier 2010 - 02:55
#68
Posté 25 janvier 2010 - 03:20
-Having more differentiation between origins post-origin story, as some already suggested.
-Less points at which you become a spectator. The city elf origin where you can't give the arrogant sob his due right at the wedding ceremony because the player is stuck being a spectator.
-and, of course, increasing the decision points and options at those points (esp meaningful ones). . . the closer the game gets to being a PnP RPG, the better.
#69
Posté 25 janvier 2010 - 06:37
#70
Posté 25 janvier 2010 - 06:42
#71
Posté 25 janvier 2010 - 06:42
#72
Posté 25 janvier 2010 - 06:53
#73
Posté 25 janvier 2010 - 07:20
have been very easy to add its weird when i say oh heres the "insert
blank" you wanted and my character sticks out his hand and its empty
WTF? also ripples in the water when walking through a puddle would be
nice too, for such a deep complex game w amazing graphics why would
theese features not be included?
#74
Posté 25 janvier 2010 - 07:25
and consequences to go with those actions if it is someone important.
#75
Posté 25 janvier 2010 - 08:04
- New land to explore
- Improve spell and combat
- Mount ?





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