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All of my feedback from 100 hours.


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#26
scrutinizer

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Except they are side quests....They are the very definition of not integral. It's more like a book that has annotations on the side and you don't stop to read them....i mean really, your comparison makes no sense.

 

I mean really...your logic for forcing yourself to do stuff you don't like is...what? The lack of logic in your post is hurting my brain.

No wonder it's hurting. The main quests build the main storyline. The side quests build all these little storylines, which are not essential (some of them are because of the artificial power gating) to complete the main storyline. They are, however, a part of the world and a part of the developer's artistic vision of DA. The side quests are mostly bad. 

Do I have to play them?

First, I have no way of telling what sort of quest I'm going to receive (since I have not received it yet), so even if I want to just squeeze by the story I still need some side activities and I may (a high probability) stumble upon a utterly generic, uninspired sidequest.

Second, the sidequests are in the world and, being a fan of the universe, I want delve into its lore. One effective way to do it is to play every sidequests - through both the dialogues and the events that unravel I learn. Additionally, sidequests' nature is optional and therefore they usually offer vastly different way of completing them (which cannot really be said for the main quest, because they have to push the story forward in a certain manner and no deviations are welcome), which adds spice to the overall quality.

Third, when I buy a game, I want to experience it and immerse myself in it. If you tell me that the side content is optional (it is) and I do not have to do it (I do not, but I want to squeeze everything out of this game; not squeeze by the game) because of the lackluster quality of them, then let me tell you: if the majority of the content (side quests outweight the main quest easily) is poor, then the game itself is poor. The gripping storylines that Lidlaw and Lee promised amount to measly 15 hours (and make no mistake; the quality of the main story is questionable as well). The rest is a laughing stock. And we are only talking story-wise here.

I know your brain is hurting. But keep using it, and maybe the pain will stop.

 

It is NOT a book. It's a video game.

I've never said it's a book. I used a comparison. If you want to play Captain Obvious, improve your reading comprehension skills first.



#27
pablosplinter

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First, I have no way of telling what sort of quest I'm going to receive (since I have not received it yet), so even if I want to just squeeze by the story I still need some side activities and I may (a high probability) stumble upon a utterly generic, uninspired sidequest.

 

This is the point that all of the people saying 'just don't do them'(seriously!) don't get. Before actually doing the quest, we have no idea what the quest is going to entail, and very often the 'sales pitch' so to speak vastly oversells it....I was wandering around Emerald Graves picking up letters waiting for something to actually happen, or for an NPC to turn up, but nothing ever came...and the quest you get in the area you unlock in EG, the war table mission and description made it seem like I was going to meet a contact, work with them and set up some kind of arrangement etc...but when I get there, it is nothing like they made it out to be and is basically the same go here, collect this, kill these as everything else. There is not a single NPC and no dialogue.

 

And I keep mentioning Exalted Plains, but that is an area that sounds a LOT better before you go there than it turns out to be!

 

 

With crafting, I wish there was a way to compare the stats of what you're making with what you've got equipped, like the display you get when you look at items in inventory. If I notice that I can make a new mage armor, I'd love to be able to see what the mages are already wearing so I can decide if it's worth it, without having to back out of the crafting interface and open the inventory.

This just seems so basic that it is really, really strange that it is not in the game!

 

Overall, I really like the crafting system though...Imo, the one area that they nailed. It has just the right level of depth I think.



#28
Proteus7

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I think the requisitions are unfortunately just a trap for new players. One might assume that later in the game you will need the power that they provide. The reality is that you probably don't need to fill the orders at all, and the requisitions are basically just a waste of your materials.

Also, yes, mobs do have an awful lot of health. With the guard/barrier/limited healing model, players begin encounters with a ton of front loaded effective health. So, to keep up, mobs now have huge health bars. This doesn't bother me too much, but I think your observation is accurate.

#29
pablosplinter

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I think them having too much health isn't necessarily the problem... It is that it serves no function other than to drag the fight on longer. Especially late in the game I come across mobs(especially spiders and wolves) that pose no threat to me whatsoever, but take far too many hits to kill. It just feels makes it tedious more than anything. Enemies with better AI and more moves would have had the desired effect, not just tons of health.

#30
Eliwan

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The thing I liked least is the fact that once started a romance with a character, it seems that the other characters not even realize it.
 
There are consequences, as instead there were also in the first DAO.
 
Also it would be nice that our character could exchange jokes with others even outside of Skyhold.