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A few design critiques... not really complaints, just thoughts


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#1
adembroski

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Here are a few things I think could have been done better. Some of them may be patchable, but I'm sure it's worth considering for the next game (now that Bioware has earned my money the next time it asks my $60... this game is WELL worth it.)

 

1.) Walk toggle... You're making an RPG, and some of us take our RPGs very seriously. Running everywhere is unimmersive to some extent and, for my part, I have a harder time simply taking in the beautiful world you've created. I'm hoping this can be patched in. I've started to really adapt to the keyboard and mouse control scheme, learning to use the hotkeys more than the mouse buttons ("F" is interact... use it, folks, it's a lot easier than trying to get the cursor over something).

2.) Helmets... this is really quite simple but nobody seems to get it right. Helmets should be visible IN COMBAT ONLY. It's a big metal stuffy hot vision restricting thing on your head... why would you wear it outside of combat? Our options are always on or always off, and thankfully you made them invisible in conversation, but this option would make the most sense.

3.) Warroom timers... this boggles me as a former game designer. You create a game in which, like most, time is pretty much irrelevant. Then you build a real time system as a balancing factor in a major part of the game. Time is irrelevant. I can put someone on mission and go have dinner, and it wont adversely affect me in any way. It's padding, nothing more. A useless mechanic. A much better way to handle it is to tie some sort of non-real time time tracking system into the game... travel times between areas, and call each stay at a camp 1 day. Track the warroom missions this way, and it would have been an appropriate balancing factor.

4.) Tactics/AI with AOE spells... it would have been nice to be able to tell our spellcasters to favor AOE when you have bunched enemies but no allies nearby, not simply on or off. As it is, I'm forced to micromanage my spellcasters so they can be used to a significant effect without killing my own party. Honestly, the spells aren't powerful enough for this to really be worth it, so I have a feeling once I add a few more rogues and warriors, my mages are going to be spending a lot of time listening to Verrick's stories instead of being involved.

Anyways, minor stuff, just thought it might be worth thinking about.



#2
adembroski

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Going to add something...

5.) NPC AI... At a long enough distance, and it really isn't that far, I can reign down fire without consequence. I hope you can patch the AI to seek out a threat when hit from a distance and either take shelter or attack the threat rather than standing there waiting to die.



#3
Natureguy85

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2) Well in a town it might make sense to take it off, but out in the wild world where you could be attacked at any time are you going to keep taking your helmet on and off?

 

4 is actually pretty major because I'm told tactics are all but gone.



#4
adembroski

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3.) Warroom timers... this boggles me as a former game designer. You create a game in which, like most, time is pretty much irrelevant. Then you build a real time system as a balancing factor in a major part of the game. Time is irrelevant. I can put someone on mission and go have dinner, and it wont adversely affect me in any way. It's padding, nothing more. A useless mechanic. A much better way to handle it is to tie some sort of non-real time time tracking system into the game... travel times between areas, and call each stay at a camp 1 day. Track the warroom missions this way, and it would have been an appropriate balancing factor.
 

I only now realized what this really is, and if I'm right... Bioware did some major lobbying on our behalf and won.



#5
adembroski

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2) Well in a town it might make sense to take it off, but out in the wild world where you could be attacked at any time are you going to keep taking your helmet on and off?

 

4 is actually pretty major because I'm told tactics are all but gone.

Dude, honestly, I'm playing with friendly fire off now:( It's sad, but unless you want to micromanage every 3 seconds of combat, you have too. 

It isn't that I mind having to hold back AoE for specific circumstances, it's that the AI and the skill trees are designed with the idea of freindly fire being off, and leaving it on really screws you up unless you really wanna manage every step your characters make. If they'd hold position when not given orders, it'd be workable, but they go where they want and combat's too fast. 

I keep coming back to one fact that kinda makes it better for me: I don't play Bioware games for the combat.