More advantages to being "evil". For example, if I chose a morally benevolent option, I got a only +5 from Leliana or Wynne; But If I chose a semi-malevolent option in that same instance, I got a -30 from them. That's a big difference and it's not fair at all.
In Jade Empires, I could be a terrible person and my companions stuck around because of the greater good my quest would eventually achieve. These companions are only too happy to let the Blight consume the land because they disapprove of my "attitude".
What do you want to see improved/added in Dragon Age 2?
Débuté par
deuce985
, janv. 24 2010 07:07
#126
Posté 18 février 2010 - 02:03
#127
Posté 18 février 2010 - 02:11
silentassassin264 wrote...
I would like for the blood mage specialization to be able to summon demons like they are supposed to be able to do. I would also like for people to recognize that you are a blood mage a be scared senseless.
How about adding a summoner specialization, that allows you to summon a fade creature as a farmiliar or something? (For blood mages, you can choose to summon a demon servant.)
#128
Posté 18 février 2010 - 02:27
I want the "Sword and Shield" skill tree to actually have moves that use the sword. As opposed to the current situation where the offensive abilities are as follows: one shield bash, two shield bashes, three shield bashes and..... *drumroll* four shield bashes.
#129
Posté 18 février 2010 - 04:57
OP covered some excellent points imo, i personally would like to see loot drops more favored to crafting and money drops and less poultice/potion and armor/weapon drops, especially if armor/weaponsmithing become available as skills. What i would mostly like to see is skills/talents etc. balanced, tested and described thoroughly and properly to form a solid, reliable gameplay base. No more goof ups like pretending that trap-making increases trap detection and so on, just make sure the skill does what it tells you.
#130
Posté 18 février 2010 - 06:26
The player character needs to be voice acted. It feels weird having him/her being the only silent person in Thedas.
#131
Posté 18 février 2010 - 07:50
I would like a chance to play the bad guys... Darkspawn
#132
Posté 18 février 2010 - 08:09
1) No "I Win Buttons/Spells/Talents"
2) Longer cooldowns on key abilities/items (healing, potions per battle, poison stacking, etc, reduced my ability to chain freeze/incapacitate)
3) No unlimited gold from crafting - so i'm not tempted.
4) Nerf my ability to run around and kite the ogre, dragon, etc cause my healer can't keep up, so i don't get a victory i'm not actually proud of.
5) Demonic summoning line, want one (6-handed shiva archer demon...., succubus healer/charmer)
6) Don't make antimage spells so binary (looking at u mana clash, glyph of negation, see #1)
7) Prefer Mage class not to be so ala carte. Give some bonus to taking specializing in entropy, primal, etc.
8) Make area defense spells,globes of invulnerability type stuff, and make enemy mages good at using them, and breaching them as well.
9) Creative spells like contingency, timestop, Time Skip (banish a party member for x seconds, but get 2 copies of that part member after x seconds, for x more seconds), familiars, blade barriers, doppelganger, Vampirism. Spells that target specific low attributes, like low willpower, strength.
10) Alignment based spells - spells u can only, get or cast if u been good or bad. Good gets seraphim type qualities, evil gets demonic types. Same can be said for armor/items.
2) Longer cooldowns on key abilities/items (healing, potions per battle, poison stacking, etc, reduced my ability to chain freeze/incapacitate)
3) No unlimited gold from crafting - so i'm not tempted.
4) Nerf my ability to run around and kite the ogre, dragon, etc cause my healer can't keep up, so i don't get a victory i'm not actually proud of.
5) Demonic summoning line, want one (6-handed shiva archer demon...., succubus healer/charmer)
6) Don't make antimage spells so binary (looking at u mana clash, glyph of negation, see #1)
7) Prefer Mage class not to be so ala carte. Give some bonus to taking specializing in entropy, primal, etc.
8) Make area defense spells,globes of invulnerability type stuff, and make enemy mages good at using them, and breaching them as well.
9) Creative spells like contingency, timestop, Time Skip (banish a party member for x seconds, but get 2 copies of that part member after x seconds, for x more seconds), familiars, blade barriers, doppelganger, Vampirism. Spells that target specific low attributes, like low willpower, strength.
10) Alignment based spells - spells u can only, get or cast if u been good or bad. Good gets seraphim type qualities, evil gets demonic types. Same can be said for armor/items.
Modifié par Andari_Surana, 18 février 2010 - 08:11 .
#133
Posté 19 février 2010 - 01:29
I know I'm coming in late, but just finished the game and wanted to throw in a few comments. A few notes, one I really liked this game but felt some of its potential was not reached which would be great if addressed in a sequel, and two I compare it a bit to Baldur's Gate (which I gather is something of a sore spot on this forum), while I won't lie, I really liked that game, I'm really only doing it cause they are both very similar in genre so the comparisons are easy to draw, I'm not saying this game should be "Baldur's Gate III", just that there are gameplay aspects that they could draw from it without greatly affecting DAO's feel.
What I don't want to see:
-Mounts: Seriously, what would be the point? There aren't really any areas so large (aside from some dungeons in which mounts wouldn't really make sense) that I feel mounts are terribly important. I can see adding in more animals for the sake of scenery but not for personal use (and certainly not flying mounts).
-Voice acting for PC: Don't get me wrong, if done well it can be awesome, and Bioware has done it well in the past, just that it takes a huge amount of time/money that I'd rather them spend on other aspects, plus if poorly done it can flat out ruin the immersion. In a perfect world sure, but in reality, no.
-Infinite storage space: No, I'd prefer to see it redone to a weight based system (its silly that one potion is as 'heavy' as a set of plate armor) and I could get behind increasing it some, or adding more ways to increase it, but part of an RPG is choosing what to take and what not to. I do think there should be an automatic 'storage chest' in camp though, not one we have to mod or have to buy.
-"Walkable Maps" by which I mean I like the feel of choosing where you want to go and getting there (though some more variety in random encounters would be nice), rather then the MMO style of walking where you want to go.. I dunno, maybe its nostalgia for Baulder's Gate but I like it, also adds in a bit of suspense wondering if you are gonna get attacked on the way.
-"All the old gang", don't get me wrong, I know we all get attached to our favorite characters and all, but I don't think they should all come on back. I don't mind a bit of "where are they now" for some of them (assuming it takes place in a region where this knowledge could be gained), but we had them, its time to have a new set of people to like.
What I'd like to see...
-As others have said, more variety in general, items, weapons, enemies, etc. I don't care as much about aesthetic stuff (I don't need armor dye or different colored mage robes), but functional stuff. We have 1H/2H mace, 1H/2H axe, 1H2H Sword, daggers and a mage staff (unless I'm forgetting something), without even getting into exotic weapons there are so many more options to add with their own pros/cons.
-Weapon specialties: They don't have to get too specific but it would be nice if you could plug points into your skill with a given type of weapon. This could be added into others suggestions of making weapons besides swords 'worth using'.
-More intra-character interactions: Serious ones, like ones that could ultimately erupt into violence between them. Not to go back to Baldur's Gate again but there were at least a few characters who simply would not be in the same party together, and some who depending on choices made would eventually come to blows over it making you choose, this would make it feel more interesting. Adding to this your alignment should have more influence over characters joining/staying/leaving, and remove 'gifts'.
-More ways to open locks, in other games warriors can 'bash' locks, mages can open them with spells, etc. It seems like their decision to make rogues the only class to do that is more making rogues seem useful (which they should be able to do on their own right, not due to some gimmick) rather then anything else. I don't mind rogues being the only ones to get truly masterful at it (after all, there are going to be some doors you just cannot knock down), but it seems odd that my powerful warrior cannot bash open a flimsy wooden box that's been sitting out in the forest for years.
-More *Interesting* side quests, I'll be honest in that I haven't done them all, but nearly all the ones I've done have been very similar to MMO style 'fetch' quests. Go kill all the bandits in the forest, go mark all the blood elf doorways, go defend point X from group Y, etc. In Baldur's Gate (again) there were many sidequests not related to the main that felt deep and interesting. The one that comes to mind first is investigating the cult of the unseeing eye (was that it?) under the temple district (the one ultimately lead by a beholder), even the small basically easy ones, like putting the dead child's ghost to rest, felt most like stories (if short ones) then just sending me on some random errand. In addition for most of them you 'came on them' by talking to NPCs.. While having quest boards and NPCs with exclamation marks on their heads is great for speed, it does give it more of an MMO feel to it which I'd prefer it not have. They are side quests after all, make me work at least a little bit to find them.
That's all I can come up with right now, I'm sure there are more. As I said I enjoyed this game alot, but felt that some of its potential was not reached, it felt more like "Baldur's Gate and WoW had a baby" then a true game of its own.
-M
What I don't want to see:
-Mounts: Seriously, what would be the point? There aren't really any areas so large (aside from some dungeons in which mounts wouldn't really make sense) that I feel mounts are terribly important. I can see adding in more animals for the sake of scenery but not for personal use (and certainly not flying mounts).
-Voice acting for PC: Don't get me wrong, if done well it can be awesome, and Bioware has done it well in the past, just that it takes a huge amount of time/money that I'd rather them spend on other aspects, plus if poorly done it can flat out ruin the immersion. In a perfect world sure, but in reality, no.
-Infinite storage space: No, I'd prefer to see it redone to a weight based system (its silly that one potion is as 'heavy' as a set of plate armor) and I could get behind increasing it some, or adding more ways to increase it, but part of an RPG is choosing what to take and what not to. I do think there should be an automatic 'storage chest' in camp though, not one we have to mod or have to buy.
-"Walkable Maps" by which I mean I like the feel of choosing where you want to go and getting there (though some more variety in random encounters would be nice), rather then the MMO style of walking where you want to go.. I dunno, maybe its nostalgia for Baulder's Gate but I like it, also adds in a bit of suspense wondering if you are gonna get attacked on the way.
-"All the old gang", don't get me wrong, I know we all get attached to our favorite characters and all, but I don't think they should all come on back. I don't mind a bit of "where are they now" for some of them (assuming it takes place in a region where this knowledge could be gained), but we had them, its time to have a new set of people to like.
What I'd like to see...
-As others have said, more variety in general, items, weapons, enemies, etc. I don't care as much about aesthetic stuff (I don't need armor dye or different colored mage robes), but functional stuff. We have 1H/2H mace, 1H/2H axe, 1H2H Sword, daggers and a mage staff (unless I'm forgetting something), without even getting into exotic weapons there are so many more options to add with their own pros/cons.
-Weapon specialties: They don't have to get too specific but it would be nice if you could plug points into your skill with a given type of weapon. This could be added into others suggestions of making weapons besides swords 'worth using'.
-More intra-character interactions: Serious ones, like ones that could ultimately erupt into violence between them. Not to go back to Baldur's Gate again but there were at least a few characters who simply would not be in the same party together, and some who depending on choices made would eventually come to blows over it making you choose, this would make it feel more interesting. Adding to this your alignment should have more influence over characters joining/staying/leaving, and remove 'gifts'.
-More ways to open locks, in other games warriors can 'bash' locks, mages can open them with spells, etc. It seems like their decision to make rogues the only class to do that is more making rogues seem useful (which they should be able to do on their own right, not due to some gimmick) rather then anything else. I don't mind rogues being the only ones to get truly masterful at it (after all, there are going to be some doors you just cannot knock down), but it seems odd that my powerful warrior cannot bash open a flimsy wooden box that's been sitting out in the forest for years.
-More *Interesting* side quests, I'll be honest in that I haven't done them all, but nearly all the ones I've done have been very similar to MMO style 'fetch' quests. Go kill all the bandits in the forest, go mark all the blood elf doorways, go defend point X from group Y, etc. In Baldur's Gate (again) there were many sidequests not related to the main that felt deep and interesting. The one that comes to mind first is investigating the cult of the unseeing eye (was that it?) under the temple district (the one ultimately lead by a beholder), even the small basically easy ones, like putting the dead child's ghost to rest, felt most like stories (if short ones) then just sending me on some random errand. In addition for most of them you 'came on them' by talking to NPCs.. While having quest boards and NPCs with exclamation marks on their heads is great for speed, it does give it more of an MMO feel to it which I'd prefer it not have. They are side quests after all, make me work at least a little bit to find them.
That's all I can come up with right now, I'm sure there are more. As I said I enjoyed this game alot, but felt that some of its potential was not reached, it felt more like "Baldur's Gate and WoW had a baby" then a true game of its own.
-M
#134
Posté 19 février 2010 - 01:51
I'd actually like to see a wider range of free motion. Instead of using the map to move around, maybe we're allowed to move around and level accordingly instead of relying on quests and the ability to get exp from finding books and things. I'd also like to see a wider array of set gear with a wider array of set bonus'. I'd really love to see an online play for extended quests or more powerful gear or something - something World of Warcraft-esque. For now, that's all I can think of.
#135
Posté 19 février 2010 - 11:08
Look its a great game but I want the overworld to be more interactive. I hate it when traveling between locals all you see is the equivelent of a dotted line showing you where your walking. Imagine how killer this game would have been if you actually walked between locations like Oblivion, discovering secret locations, meeting wierd characters. It feels so much less immersive with a static screen. I know it would be much harder to make but I dont care i want it
#136
Posté 19 février 2010 - 11:08
Look its a great game but I want the overworld to be more interactive. I hate it when traveling between locals all you see is the equivelent of a dotted line showing you where your walking. Imagine how killer this game would have been if you actually walked between locations like Oblivion, discovering secret locations, meeting wierd characters. It feels so much less immersive with a static screen. I know it would be much harder to make but I dont care i want it
#137
Posté 19 février 2010 - 11:08
Look its a great game but I want the overworld to be more interactive. I hate it when traveling between locals all you see is the equivelent of a dotted line showing you where your walking. Imagine how killer this game would have been if you actually walked between locations like Oblivion, discovering secret locations, meeting wierd characters. It feels so much less immersive with a static screen. I know it would be much harder to make but I dont care i want it
#138
Posté 19 février 2010 - 11:08
Look its a great game but I want the overworld to be more interactive. I hate it when traveling between locals all you see is the equivelent of a dotted line showing you where your walking. Imagine how killer this game would have been if you actually walked between locations like Oblivion, discovering secret locations, meeting wierd characters. It feels so much less immersive with a static screen. I know it would be much harder to make but I dont care i want it
#139
Posté 19 février 2010 - 11:08
Look its a great game but I want the overworld to be more interactive. I hate it when traveling between locals all you see is the equivelent of a dotted line showing you where your walking. Imagine how killer this game would have been if you actually walked between locations like Oblivion, discovering secret locations, meeting wierd characters. It feels so much less immersive with a static screen. I know it would be much harder to make but I dont care i want it
#140
Posté 19 février 2010 - 11:08
Look its a great game but I want the overworld to be more interactive. I hate it when traveling between locals all you see is the equivelent of a dotted line showing you where your walking. Imagine how killer this game would have been if you actually walked between locations like Oblivion, discovering secret locations, meeting wierd characters. It feels so much less immersive with a static screen. I know it would be much harder to make but I dont care i want it
#141
Posté 19 février 2010 - 11:09
God sorry for the multiple posts
#142
Posté 19 février 2010 - 12:49
For the 360 version, more party control. Party control now is like herding cats. There needs to be either a Go To command to order a party member to move to a particular point, or a group Disengage and fall into formation command so you can resposition your team if you bite off more than you can chew.
#143
Posté 19 février 2010 - 07:42
I'd like to see more races and classes (a good old half-elf for example).
I would also like to see an alternative to the tank-like Arcane warrior, a class that is more of a combination of a warrior/rogue and a mage, a class stronger in melee combat but with weaker spells/spellpower than a mage
More variety in weapons, armor, clothes and so on. A "top of the line" armor should not look the same as a cheap one etc.
I would also like to see an alternative to the tank-like Arcane warrior, a class that is more of a combination of a warrior/rogue and a mage, a class stronger in melee combat but with weaker spells/spellpower than a mage
More variety in weapons, armor, clothes and so on. A "top of the line" armor should not look the same as a cheap one etc.
#144
Posté 19 février 2010 - 07:49
voice acting for the main character
#145
Posté 20 février 2010 - 02:16
the_silent_tool wrote...
I'd like to see more races and classes (a good old half-elf for example).
Forgot all about that, more classes and hybrid classes and more 'unique' classes (instead of "caster, rogue, warrior"). Whether they go with traditional D&D style (hybrid classes, clerics, etc) or simply invent some new ones (though honestly about 99% of 'new' classes out there are existing ones with different names, which is worse actually cause you have the same classes but now have to figure out the new terminology).
I'd like to see more variation in different types of classes as well, there just honestly wasn't that great of a difference between an assassing and a bard for my liking, nor were there great differentces in the different types of mages, or at least not enough IMO.
-MB\\
#146
Posté 20 février 2010 - 03:47
raise level cap to 99 like in final fantasy , open world game play like fallout, more side quest and improve the graphic.
#147
Posté 17 avril 2010 - 01:34
Mounts, like horses or maybe even griffons. Worked for Elder Scrolls and Ever Quest 2. Perhaps you can also gain abilities for using your rides, such as the ability to trample enemies or tear them up with your griffon.
#148
Posté 17 avril 2010 - 03:25
Scythes, spears, new armor models, new weapon models, mage hats that look like hoods to robes so they don't look ridiculous and goofy, more specializations, and a new place, new age, or new character that preferably has little to do with darkspawn so we can focus on the other aspects of Dragon Age like the possible impending Qunari invasion.
#149
Posté 17 avril 2010 - 05:03
Scabbards for swords so you don't have to carry them in your back. Maybe this will allow you
to wear a cloak, which would make you look more comfortable in cold places and in the rain.
to wear a cloak, which would make you look more comfortable in cold places and in the rain.
#150
Posté 17 avril 2010 - 11:23
more characyers to interact with...more facial improvement,more dialog options & wish they would affect the world a little more,not only ur companions...more dragons please & a human commoner





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