*sigh*
*SIGH*
I... I should go!
Instead,we got this.Behold mighty Frostbite 3.
Enjoy ![]()

*sigh*
*SIGH*
I... I should go!
Instead,we got this.Behold mighty Frostbite 3.
Enjoy ![]()

FIXING BUGS.
If i were to write all of them, my list would have at least 50 positions.
Customisation! There is next to none, and I hate most of these pre made characters: they are either annoying as hell or inappropriate (super cheery templar that shouts 'GO TEAM!' wth?). And they are all annoying any way as they repeat the same 3 lines over and over. I'd pick a mute custom made character any and every day of the year over these fools. I seriously don't udnerstand why they did not put the character creator into MP, surely it would have been less effort than creating these so called characters?
Of course bug fixing is of priority.
I think everything worthwhile has been mentioned, I just wanted to add my feelings towards customisation: It's crucial for a game's life span IMO. I loved ME 3's mutli, but I would have spent even more time (and money most likely) had I been able to make my own characters.
Actually I thought about something I'd like added other than everything mentioned: Tactician's renewal! ME 3 MP even had skill resets, yet this does not. First time with each character I'm almost guaranteed to mess up the build, got to experiment and see what works best. We should at least have the option to reset a character to level 1 at any time (or a consumable) but not gain the stat bonus.
Seems the biggest and easiest to manage for them is a DLC based around the deep roads with darkspawn as the new enemy, 1-2 maps based in the deep roads and good chance we'll see grey wardens as the new classes as they have all types though a dwarven military member is just as good from there darkspawn killing history.
Would be nice to be able to fight a dragon as a boss, considering the name of the game is...ya know...DRAGON age. Had a friend over the other night watching me play some of the MP and he literally asked "when are you going to fight some dragons? Isn't this game about dragons?". He's right. The dragon fights are GREAT in the single player, sometimes they can take upwards of 10-15 minutes. Why not bring that difficulty and strategy to the multiplayer? Make it so defeating the dragon gives GUARANTEED good drops or something, something better than slightly more money than killing the golden nug.
DAMP Characters I would like to see added via DLC:
- Sylvan Protector -
- Mabari War Hound -
- Masterwork Golem -
- Awakened Darkspawn -
- Werewolf -
- Ghast -
Seems the biggest and easiest to manage for them is a DLC based around the deep roads with darkspawn as the new enemy, 1-2 maps based in the deep roads and good chance we'll see grey wardens as the new classes as they have all types though a dwarven military member is just as good from there darkspawn killing history.
Great ideas so far guys, here are mine in no particular order
1.) More depth- in dungeons, crafting, character customization, tool tips, everything
2.) PvP arena! 1v1 just for fun so no need to balance based on PvP
3.) no character collision for friendlies
4.) some sort incentive for tanking or supporting. You would think a smooth run would be enough incentive, but the majority of PuG's seem to be 4 dps or 1 tank/support at most
5.) maps big enough to support MOUNTS! enough said
This last one doesn't fit in with this post exactly, but I would love a flash based talent calculator similar to those available for WoW back when there were talent trees. Gives you the full skill tree and what level you need to be to unlock those skills.
1. Reduce animation delays for basic attacks and abilities. It is painful to see your character stand still for 2 seconds after a basic attack while you are struggling to move your character out of the way of a templar commander about to whirlwind your @$$. Mighty blow for katari is probably the worst offender.. it's just so painfully retarded.
2. Rotate character outside of dungeon to preview armors and weapons. Ability to view picture of armor before crafting. Very often if not all the time the appearance of tier 1 armor have completely different color schemes than tier 2 armor with the same names. Sometimes they are even highly contradictory, i.e. Assassin tier 2 dawn being darkest, dusk being brightest, and twilight in between. Instead of having armor for twelve different classes cluttering the armor inventory, it would be more convenient to simply allow a player to press arrows to the left and right of the current-selected class to scroll through the different armor and appearances. Some of the tier 1 armor look very nice, it would be good to be able to have the same armor rating on them as the armor rating on the current-highest armor rating a player has for that class (i.e. basic tier 2 armor) so that players will have more options in appearance at end game instead of being limited to the 3 color variations of tier 2.
3. Reduce volume and brightness for katari earth shaking ability, it is so offensive I reset the katari just to remove the ability. Reduce or eliminate the shaking from elementalist firestorm, it is so bad for the entire team that I only use it as necessary, sometimes less than 5 times a game. The other abilities I have seen are fine in terms of volume, brightness, and shaking.
4. Loosen skill tree restrictions, allow people to get the passives and abilities they want without going through such tight preset trees. This will greatly increase variety! Also instead of creating new classes, just give the existing twelves classes more options! It would technically be different than making new classes but practically speaking with enough ability options it would be the same thing as making new classes but with less class restrictions.
5. Increased reward for perilous, and maybe a small increase in reward for threatening. Right now, perilous gives a paltry increase in gold over threatening, while being significantly more stressful and difficult for most people, so that threatening is a relatively much better option for farming gold. Threatening gold increase over routine is pretty good, but at the same time, routine has significantly fewer enemies that do several times less damage than in threatening, and I actually have been farming routine with friends with very good gold/time ratio where one player will run to the end and kill all enemies in a few abilities while the other three will get chests and vases, and all get teleported to the next stage when ready.
6. Tonics that last through an entire game. I have so many potions that I don't use because I seldom feel they are worth using versus simply paying more attention to the enemies or spamming abilities that have similar effect, and the ones that are worth using are often very short duration. Things like increased damage, armor, resistance, etc., throughout an entire game, would be awesome. Also the ability to craft such tonics or improved potions with existing potions, i.e. a large or concentrated jar of bees or very mighty offense tonic. Also, I have so many lightning, fire, ice, and spirit potions that are seldom used because I don't even have the ability to choose what enemies to fight and slot accordingly, and would love to be able to access them after a game starts, or for them to become active under certain circumstances, i.e. being hit by demon commander spirit damage at round 5/5.
7. Reduced size or elimination of player collision with each other. So much bumping into each other as it exists is not fun. People wouldn't even mind walking through each other either, many games have it (inlcuding ME3 MP) as it doesn't really contribute anything to gameplay. Collision is still important for enemies, so that you can still get blocked in and trapped and you can block enemies from reaching your teammates.
8. Many people have already said they want toggle mic, but I would also like to see the use of automatic detection of repetitive audio (i.e. computer fans) and game sound echoes and automatic reduction of a player's mic sensitivity or DSP removal of such artifacts. Or give players the ability to manually define decibel threshold for what volume they will allow specific other players' mics to be reproduced at their end.
9. Don't make banter prevent the use of player shouts. Can't shout retreat because some character is whining about dying is bad.
10. Legionnaire and templar shield and atari and reaver block and slash control are currently extremely poor. If you attempt to use shield wall/block and slash when you are in a locked animation whether due to your own actions or from being hit, the ability simply won't register. In real life, if you are being beaten by a steroid police, you can always keep in mind that you should raise your arm to block and you will keep bringing your arm back up, you don't have to keep on starting from scratch and telling yourself to bring your arm back up unless you are being tasered in which case your muscle control is lost. The way shield works in da3 now is similar to being tasered, you completely forgo trying to raise the shield even though it is WHAT YOU WANT. Please, for the love of god, make it so that when shield wall/block and slash button is pressed, BRING UP THE SHIELD/SWORD, and when the button is released, DROP THE SHIELD/SWORD. Yes, you can make it delayed to account for animation locks, but please... this tasered legionnaire thing is so painful.
Ok one more for today
this one will be very easy to implement. Unique chest, 5000 gold, guaranteed high level unique, between 18-23. Maybe make it so you can choose one between 3 different options, such that you are less likely to get a repeat.
Ok one more for today
this one will be very easy to implement. Unique chest, 5000 gold, guaranteed high level unique, between 18-23. Maybe make it so you can choose one between 3 different options, such that you are less likely to get a repeat.
I remember requests like that from ME3.I do not think,that is gonna happen.
More event variety, more randomly generated dungeons (as in the path, destination location etc). A mode focused on wave survival (feels like this just works for almost every game in existance) ;p
better to say 7500 or 10000 gold if your gonna make a chest like that and not have the 23 stuff in it as people will just grind for that gotta make it seem worthless and worthwhile to make it work
Gear system overhaul. Do it now rather than wait months down the line to do it, because now or later, it will need it. The emphasis on RNG makes the game tedious. Sitting at the weakest difficulty, which is too easy, because your crappy luck with RNG means you don't have the weapons for Threatening, is terrible. Couple that with all the chests I've opened I still don't have but one accessory.
Gotta be a better, more immersive way to do it. I don't mind RNG, but RNG can be done effectively. For instance, maybe instead of the gear, we could directly buy cloth/leather/ore chests to craft 'decent' gear while we continue trying our RNG luck at chests in the store/game maps for that uber Unique gear.
TEEEEEEEEEEEEEEEEEXT CHAAAAAAAAAAAAAAAAAAAAAAAAAT
1. I would like to see 2 or 3 new maps.
2. I would like to see dark spawn as an enemy.
3. I would like to see a chest spawn after defeating the boss with a higher chance of a good drop based on the difficulty. After the chest is opened and the item or gold is received the operation should then be complete.
BIOWARE! Please LOOK at number 3.
The biggest thing I would like to see (apart from new and unique DLC characters) is a large open map similar to the ones in SP. I know that expecting to see a fully implemented, 4 player version of the Hinterlands map is a bit much, but what about a sizable section of the Hinterlands region? How about allowing the players to have an open world to run around in, with enemy patrols sprinkling the landscape?
It's slightly depressing to come from the SP; and experiencing these sweeping vistas; and be crammed into the equivalent of a broom closet with three other players and pre-set rooms of enemies. The current set up of the MP is okay, but everything feels so claustrophobic; I can't really set my Archer up for prime target sniping on the maps 90% of the time, my dual wielding rogue is quite literally rubbing shoulders with the group's tank in many engagements, etc. I know that there are resource costs to consider, and that bringing a complete SP experience into DAMP is all but impossible, but I would like to think (hope) that we can take parts of the open world gameplay and share them with our friends.
Take an area the size of all five DAMP dungeon rooms combined and set an enemy castle at one end, with a forest, or a desert filled with patrolling enemies in the middle and let the team go crazy. Being able to actually hunt foes with the Hunter through a forest, or being able to strike from high ground upon an unsuspecting patrol, etc. There are many examples from the campaign to use, all of which posses incredible character and layout; places that can help foster truly engaging gameplay moments. I mean its not like large, open world MP maps are something new; Battlefield can support up to 32 players on a map big enough for dogfights with F-15s. I don't see how a (comparatively) smaller map, with only 4 human players would be too hard.
The biggest thing I would like to see (apart from new and unique DLC characters) is a large open map similar to the ones in SP. I know that expecting to see a fully implemented, 4 player version of the Hinterlands map is a bit much, but what about a sizable section of the Hinterlands region? How about allowing the players to have an open world to run around in, with enemy patrols sprinkling the landscape?
It's slightly depressing to come from the SP; and experiencing these sweeping vistas; and be crammed into the equivalent of a broom closet with three other players and pre-set rooms of enemies. The current set up of the MP is okay, but everything feels so claustrophobic; I can't really set my Archer up for prime target sniping on the maps 90% of the time, my dual wielding rogue is quite literally rubbing shoulders with the group's tank in many engagements, etc. I know that there are resource costs to consider, and that bringing a complete SP experience into DAMP is all but impossible, but I would like to think (hope) that we can take parts of the open world gameplay and share them with our friends.
Take an area the size of all five DAMP dungeon rooms combined and set an enemy castle at one end, with a forest, or a desert filled with patrolling enemies in the middle and let the team go crazy. Being able to actually hunt foes with the Hunter through a forest, or being able to strike from high ground upon an unsuspecting patrol, etc. There are many examples from the campaign to use, all of which posses incredible character and layout; places that can help foster truly engaging gameplay moments. I mean its not like large, open world MP maps are something new; Battlefield can support up to 32 players on a map big enough for dogfights with F-15s. I don't see how a (comparatively) smaller map, with only 4 human players would be too hard.
While I agree this could be interesting, it wouldn't fit the current format of DA MP:
With that said, the maps in DA MP would greatly benefit from being a bit bigger. Especially area 5 where 2 of the 3 maps have a lot of very small areas where it's hard to move, which forces you to either use the entrance choke point or getting shot from all angle and wipe in the large unprotected middle area.
Thought of something else that I would love to see. This is kinda selfish for us tanks but I would love to see a craftable handle with a metal utility slot. Not having one of these absolutely drives me crazy.