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Open world tedious?


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#51
Rolenka

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Having to walk to every nook and cranny because most of them have resources is rather tiresome. It would be better if none of them had loot. You aren't rewarding exploring, you're forcing searching.



#52
Fast Jimmy

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So far,12 hours in, all of the timed mission have been at most an hour and at least 10 minutes; they are all in real time. You can also spend Inquisition Perks to make your advisers take less time doing the missions.


Ah, good. I had thought I had seen a comment where someone quoted 24 or 48 hours, so it is good to know that is likely incorrectly represented.

#53
FaWa

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I've spent the last 1.5 hours playing and all of that time has been wandering around doing trivial sidequests that are not only unimaginative but also take a frustrating amount of wandering aimlessly to complete. These quests would be bad in MMOs, let alone a Bioware game lol.

 

The recommended level for the next story mission is 8 so I have to do these.

 

This is literally a textbook example of how not to do open world, and it sucks because everything else about this game is really good. Why did Bioware think anyone wanted this? No level scaling and the power system pretty much force you to do them also. 


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#54
goishen

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It's just like the collect ten ram meat quest.  Okay, I'm going to break this down for everybody.

 

Everybody knows the quest in DA:O where you either talk the guard out of his lunch, get him to feed the prisoner, or tell the prisoner to ****** off?  Well, it's a whole lot easier doing that than it is the collect ten ram meat quest.  Why is it easier?  Because you only have him to deal with.  Regardless of which direction you take it in, you still have only him to deal with. 

 

And plus, it's not like you're being asked to feed an entire wedding party baby jesus.  I don't mean to sound cruel, but that's exactly what it felt like to me.  Talking a guard out of some lunch is one thing.  Feeding an entire party of nameless faceless strangers is quite another.



#55
mindw0rk

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Why did Bioware think anyone wanted this? No level scaling and the power system pretty much force you to do them also. 

 

Few reasons.

1. As far as I know they wanted to make this game MMO but scrapped the idea in a process.

2. Most talented Bioware employees either left or work on Mass Effect franchise.

3. They are trying to compete with Skyrim but have no clue and experience how to make open world RPGs. So they thought "Hey, people love MMOs, lets borrow ideas from there".



#56
goishen

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Few reasons.

1. As far as I know they wanted to make this game MMO but scrapped the idea in a process.

2. Most talented Bioware employees either left or work on Mass Effect franchise.

3. They are trying to compete with Skyrim but have no clue and experience how to make open world RPGs. So they just copypasted MMOs model.

 

 

I bet'cha that they're doing some major reworking right now over in the ME:N camp.  Because everyone thought this game would be lauded with praise.  While I do admit I haven't reached "the breaking point" of the game, which I've heard is about 15 hours in, the game isn't really all that exciting to me as of now.  And one other point, ME:N :  If you take away the cutscenes where our hero goes up and talks to people...   I'm just...   I don't know what to say.  EDIT :  But at least I know that it'll be better than click and hold and hold and hold and hey what's that over there and hold and hold and hey, I'm shooting straight now and release.



#57
Fast Jimmy

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I bet'cha that they're doing some major reworking right now over in the ME:N camp. Because everyone thought this game would be lauded with praise. While I do admit I haven't reached "the breaking point" of the game, which I've heard is about 15 hours in, the game isn't really all that exciting to me as of now.


It's nearly comical to me the number of responses saying 15 hours seems to be the magic tipping point. A two hour intro, then 10+ hours of fetch and grind before the game gets its hooks in you? Isn't there statistics that talk about the average player doesn't get more than 10 hours into DA:O and DA2?

#58
bmwcrazy

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I like exploring so this is okay for me.

#59
ProfessionalPirate

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It's just like the collect ten ram meat quest. Okay, I'm going to break this down for everybody.

Everybody knows the quest in DA:O where you either talk the guard out of his lunch, get him to feed the prisoner, or tell the prisoner to ****** off? Well, it's a whole lot easier doing that than it is the collect ten ram meat quest. Why is it easier? Because you only have him to deal with. Regardless of which direction you take it in, you still have only him to deal with.

And plus, it's not like you're being asked to feed an entire wedding party baby jesus. I don't mean to sound cruel, but that's exactly what it felt like to me. Talking a guard out of some lunch is one thing. Feeding an entire party of nameless faceless strangers is quite another.

Honestly those are two different types of side-quests.

A better comparison would be the Quest that has you find 10 garnets in dragon age origins, given by the merc group I think.

Anyway, garnets hardly ever appeared for me and I literally had to hold onto. Every. Single. One. Just to complete a quest. Usually I didn't have enough garnets till the end of the game, and quite often (I had a lot of playthroughs) I never even had enough to finish the quest.

I don't even remember why I needed to gather garnets.

I will remember why I need 10 ram meat. Refugees are starving.

Edit. It was favors for certain parties group.

Also Mages Collective and Blackstone irregulars had "fetch" quests of deliver (x)amount of items

http://dragonage.wik...quests_(Origins)
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#60
berrieh

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Its not only about quests. Bioware added many theme-park timesinks like closing riftgates, setting camps, solving constellation puzzles, etc. And those are just everywhere. I wouldnt mind if those were rare and made sense according to lore. But in those quantities how it is can be immersive or fun is beyond me. 

 

Closing rifts is basically the main story (these are side quests related).

Setting up camps is how you mark locations for fast travel and places to re-stock potions - yes, you get various kinds of "points" for it like a sidequest but it is actually a really important mechanic.

The constellations do seem totally random to me, but I like those the best so far.

Some things, like the shards, seem tedious to me, and I probably won't do them. 

 

But rifts and camps seem odd things to call out. 

 

As to rarity, I personally like the sense of coherence it has with some things re-occurring. Like if there was only one constellation, and it was fun, I would do the one and be like, "Oh man, I loved that! (or those 3 or whatever) Why isn't that in the other areas?" But if I don't like something like that, I'll just not do it after one or two. That's just my perspective. 

 

As someone else upthread says, the other areas feel a little more cohesive than the Hinterlands (which makes sense since the Hinterlands is an introductory area - I still really liked it, personally, but it's definitely more grab-bag feeling to me). 

 

I think this has a lot to do with the loot/loot-ping system.  

 

Why does this bother people? Are you guys actually pinging all the time? I only do that where something secret seems to be or occasionally. The regular resources and loot can be seen, and I always spot them pretty easily. Are people pinging this just to highlight that loot? 

 

I don't *love* the search mechanic (mostly because I don't love the idea of hidden loot or loot being highlighted at all) but I don't get the big problem. I'm clearly missing something, I guess. 


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#61
Kantr

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I understand that the War Table missions take real-world time to complete... is this true? So a mission I activate today won't be complete until, say, Friday?

That seems a little arbitrary to me. I shouldn't be able to book a mission, turn off my machine, come back two days later and have it be done.

...or is it an in game clock, where you have to play the game for 20 real life hours for the mission to complete? Either way, that seems like a weird mechanic.

They are a max of 3 hours. So it progresses in real time. You can however fast forward the system clock.

Closing rifts is basically the main story (these are side quests related).
Setting up camps is how you mark locations for fast travel and places to re-stock potions - yes, you get various kinds of "points" for it like a sidequest but it is actually a really important mechanic.
The constellations do seem totally random to me, but I like those the best so far.
Some things, like the shards, seem tedious to me, and I probably won't do them. 
 
But rifts and camps seem odd things to call out. 
 
As to rarity, I personally like the sense of coherence it has with some things re-occurring. Like if there was only one constellation, and it was fun, I would do the one and be like, "Oh man, I loved that! (or those 3 or whatever) Why isn't that in the other areas?" But if I don't like something like that, I'll just not do it after one or two. That's just my perspective. 
 
As someone else upthread says, the other areas feel a little more cohesive than the Hinterlands (which makes sense since the Hinterlands is an introductory area - I still really liked it, personally, but it's definitely more grab-bag feeling to me). 
 
 
Why does this bother people? Are you guys actually pinging all the time? I only do that where something secret seems to be or occasionally. The regular resources and loot can be seen, and I always spot them pretty easily. Are people pinging this just to highlight that loot? 
 
I don't *love* the search mechanic (mostly because I don't love the idea of hidden loot or loot being highlighted at all) but I don't get the big problem. I'm clearly missing something, I guess.


I think it's better than the last two games where loot was always seen especially if using a setting to always highlight.

#62
Marine0351WPNS

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Blasphemy!

 

But seriously, I'm enjoying the openworld. I love exploring and finding things and just seeing where that nug is going.  I'm easily distracted and this game seems to cater to that.

 

Not blasphemy if you are rating the base game.  Ten Thousand percent blasphemy if you are including the mod scene :D



#63
Enesia

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Skyrim wasn't a good game for DAI to try and compete with because Skyrim is just as **** at good sidequest as this game is.

 

I enjoy how every nook and cranny has a piece of lore attached to it. What be nicer are side quest with just as much detail put into them. 

 

Fetch quest and exploration quest are not fun. They are boring and don't get me attached into the world. Exploring quest are a given, I don't need quest to give me an incentive explore, I do that on my own.

 

I want quest that give me an incentive to be a player in the story.



#64
Majestic Jazz

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I like exploring so this is okay for me.


Exactly. I mean, isnt that what CRPGs all about?

#65
Enesia

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Exactly. I mean, isnt that what CRPGs all about?

 

Narrative is good too, you know. That's what RPGs are about, being part of a story, even side stories that happen within the main story. Alas, we get none of that and we have people going "but I get to explore" not the same as delving into an intriguing storyline.



#66
Chari

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It is kinda boring but such quests do have some kind of a backstory
Though I doubt I would find it interesting at all if I wasn't a DA lore fan

#67
berrieh

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Narrative is good too, you know. That's what RPGs are about, being part of a story, even side stories that happen within the main story. Alas, we get none of that and we have people going "but I get to explore" not the same as delving into an intriguing storyline.

 

I'm only 15 hours in, and I've seen tons of story between the main story, side stories, companion conversations, companion banter, NPC discussions, etc. Now I get that it could take you that long (or longer if not properly leveled for the rough patches) to try to "Completionist" the Hinterlands but I don't think the idea is to complete each area before going on. I play games for the story (and I don't think exploration is always counter to that, though giving freedom and choice in exploration does sometimes hinder a linear main story - the method of unlock and missions in DA:I seems to gate this fairly nicely), and I am loving the story in DA:I. The prologue gets right to it, sets you on a path, gives you multiple natural ways to feel about it, and the pacing of the story so far is very nicely done. There is both an intriguing world and an intriguing storyline. 



#68
Enesia

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I'm only 15 hours in, and I've seen tons of story between the main story, side stories, companion conversations, companion banter, NPC discussions, etc. Now I get that it could take you that long (or longer if not properly leveled for the rough patches) to try to "Completionist" the Hinterlands but I don't think the idea is to complete each area before going on. I play games for the story (and I don't think exploration is always counter to that, though giving freedom and choice in exploration does sometimes hinder a linear main story - the method of unlock and missions in DA:I seems to gate this fairly nicely), and I am loving the story in DA:I. The prologue gets right to it, sets you on a path, gives you multiple natural ways to feel about it, and the pacing of the story so far is very nicely done. There is both an intriguing world and an intriguing storyline. 

 

Tell me where this is beside the main questline?

 

So far I have gotten blankets, who the fuckaray

 

So far I have gotten meat

 

I have killed bandits

 

Found apostate camp

 

Found the templar camp

 

Closed a bunch of rifts

 

Collected items for the Inquisition

 

Saved a Scout from going missing, probably the only thing interesting quest wise

 

Went halfway across the map to get a man's wife a potion

 

Can you tell me where the interesting story narrative is in this?



#69
Coyote X Starrk

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Its an RPG. 

 

Literally everything that is complained about in the OP are mainstays of RPGs. 

 

If you don't like that kind of stuff then this is simply not the game for you. 



#70
mindw0rk

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Its an RPG. 

 

Literally everything that is complained about in the OP are mainstays of RPGs. 

 

If you don't like that kind of stuff then this is simply not the game for you. 

 

DAO and Mass Effect series didnt have this problem at all. There was filler content, but it wasnt as annoying as in DAI.

Even DA2 which had tons of side primitive quests didnt feel as tiresome since you could just port at a mission and do it quickly



#71
Coyote X Starrk

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DAO and Mass Effect series didnt have this problem at all. There was filler content, but it wasnt as annoying as in DAI.

Even DA2 which had tons of side primitive quests didnt feel as tiresome since you could just port at a mission and do it quickly

 

There are varying definitions of what an RPG is and different people have their own views on what it means. 

 

You are entitled to your opinion and if you don't like the way the game is set up then the game is simply not for you. I myself have been enjoying it just fine so far. Material gathering and side quests included. 

 

Its just a matter of taste and preference. Which will always be different from person to person. 



#72
Enesia

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There are varying definitions of what an RPG is and different people have their own views on what it means. 

 

 

 

Disagree actually. Fact is the great RPGs and what makes a great RPG, are the games everyone hates and finds boring.



#73
Navasha

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Nope.   Loving the Open World.  I hope they keep this format in future games, well except maybe bringing back kb/m controls and tactical combat.



#74
Coyote X Starrk

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Disagree actually. Fact is the great RPGs and what makes a great RPG, are the games everyone hates and finds boring.

 

We will simply have to agree to disagree then it seems. 

 

Each person has a threshold for certain aspects of what RPGs consist of. 

 

Therefore each person has their own version of a "Great RPG" There is no single definition to such a thing.



#75
Enesia

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We will simply have to agree to disagree then it seems. 

 

Each person has a threshold for certain aspects of what RPGs consist of. 

 

Therefore each person has their own version of a "Great RPG" There is no single definition to such a thing.

 

I really don't like this kind of attitude and mentality. 

 

I believe good mechanics, good gameplay, and good story elements can be addressed and assessed from RPGs. And what makes them good and what makes them bad. I can do so if you like, in a completely logical way. It will be a giant post, but it will make a point.