Exploration and side quests are painful to me in this game. Freakin' shards. I like the quests which guarantee some interaction though.
I think they were trying to get at items "broken a thrown asunder", but clearly got carried away.
Exploration and side quests are painful to me in this game. Freakin' shards. I like the quests which guarantee some interaction though.
I think they were trying to get at items "broken a thrown asunder", but clearly got carried away.
It's kind of a mixed bag for me. Open world exploration in this game is hard to not enjoy if you're merely there for looking at the lush visuals and the variations in all the scenery.
However, some areas, even with their splendor and vibrance, seem a little barren. It would have been nice to have some unusual and more interactive areas inside certain worlds----say, a vibrant spring that has blessed water from Andraste, that once touched, leads into an underground cavern where the pathways are lined with gold, and the same water is all along the path, flowing right next to it. Then there's rare Andrastian armor and weapons, and perhaps spirits to speak to, as well.
But yeah, I got off subject, but that kind of gives you an idea as to what I expect to deal with when I literally get lost in a game.
Honestly, like most of my problems with this game - Bioware murdered the entire equipment, economic, and reward systems. All for the crafting, which is exactly what I was worried about prior to launch, and everyone just laughed it off.
To be fair, though, they started it in DA2. You got equipment from merchants, drops, and quests that was on par with your level. Never better, never worse. You did the amount of damage you were supposed to, took the same amount of time killing enemies that you did earlier and later, and generally just stayed "on par". You could break that cycle, yes (Berserker/Haste, Assassin Rogues, etc) but that's a whole other system.
Now remember DAO? You could get a great item almost from the outset. How many people were Dwarf Nobles, and went to Denerim and not only saw Gorim, but got a Tier 6 shield (the Aeducan Shield) in the process? You could go the entire game with that. If you somehow managed to fight your way past the high-level bounty hunters outside of Orzammar, there were nice items at the merchant topside - like the Knight-Commander's Plate, to say nothing of the stuff in Orzammar itself. How about managing to fight and kill the High Dragon, or any number of other things?
In DAO, you would discard old equipment, yes, but some of it was good enough to keep throughout. In DA2 it's a constant recycle cycle, unless you've got some of the scaling DLC items. DAI is exactly like DA2.
In DAI, for example, I went to a place that had been lost for hundreds of years, if not more. I solved the puzzles, killed the enemies, took down the boss..only to find..a legendary item! Yes! Only to pick it up and read the stats, finding out that it was not only worse than the so-so random drops I'd gotten elsewhere in the world, but far worse than anything I could craft, with fairly low-level schematics and materials. Into the trash it went, and I'd just wasted about an hour and a half. I'd gained minimal XP - thanks to the drastic reduction in leveling - minimal gold (also thanks to the new system), and my "legendary" item was worth about a hundred gold. Which might be something in DAO or DA2, but in DAI it's a pittance, because Thedas has gone through severe inflation.
I might be able to buy a loaf of bread with it, but not much else. There are a very small amount of decent items you can buy, half of which are schematics. Need I even mention that the schematics don't let you view details? In my first play, I saved up the roughly 4000 gold to get the Orlesian Army Warrior Armor, only to get back home and find out it's race-locked. That's fun. Especially so when you do this over and over, because Qunari can't wear much of anything other than the hideous-looking Vanguard/Hunter/etc items you can craft.
DAI's a lot like that. Everywhere. I killed a High Dragon only to get a tiny handful of body parts to craft with, making it pretty worthless all in all. You don't really even get gold or XP for most of the filler quests you do. I love open worlds. I love exploring. I don't even mind filler quests. But give me something other than Power (which is meh) and Influence (which is irritating, given how underpowered or flat out useless some perks are).
It's a slow grind with rewards that are..unrewarding.
To be fair, finding ancient garbage in a run down ruin should be worse than top-tier newly-crafted materials. This "ancient garbage" is strong is a huge problem, IMO, with RPGs.
Where were the talking NPC's in origins (outside of cities) where were they in DA2?
They never existed, and even in skyrim they only really talk in cities.
Where were the talking NPC's in origins (outside of cities) where were they in DA2?
They never existed, and even in skyrim they only really talk in cities.
That one is bugged and currently solvable only with cheat engine, but if rumors are true, using cheat engine gets you banned.
Snip
Only if you play online multiplayer.... which is the whole reason for including Denuvo.
Simply not true. Almost every side quest in Origins and even DA2 featured some kind of dialogue and often a choice... And there are plenty of NPCs outside of cities in Skyrim, and again the majority of side quests feature some kind of interaction with an NPC or two.
I'm not quite sure all the side quests had a choice, other than not to do them.
You couldnt talk to everyone in da:O though. Which is what I meant. Side quests had talking
I think they were trying to get at items "broken a thrown asunder", but clearly got carried away.
True, the idea isn't bad itself, it shouldn't be repeated up to that extent though.
Simply not true. Almost every side quest in Origins and even DA2 featured some kind of dialogue and often a choice... And there are plenty of NPCs outside of cities in Skyrim, and again the majority of side quests feature some kind of interaction with an NPC or two.
Except what you said is simply not true. The Chantry Board, Blackstone Irregular, mage quests etc massively outnumber the sidequets with dialogue. if you counted the amount of sidequest with dialogue in DA:I and compared it to DA:O it would be massively in favor of DA:I. If anyone really wants to argue this..well they haven't played both games, or are having some fangasm memories about DA:O.
I'm not quite sure all the side quests had a choice, other than not to do them.
You couldnt talk to everyone in da:O though. Which is what I meant. Side quests had talking
No they didn't all have a choice certainly, but there was almost always some kind of interaction with an NPC involved in a quest... Take the brescillian(my phone's auto correct loves that!) forest for example, you talk to that tree and that hermit guy, decide how to go about it, the ironbark quest, you talk to master ilen about it when you bring it to him, the pendant for the werewolf, you decide whether to tell they guy about her. I can't help but feel that if that quest had appeared in this game, you would have just found the pendant on a dead body and a message would pop up saying 'return the pendant', then you take it you him, he says thank you, quest over...take the Ruck quest in the deep roads too. In this, he would probably just be another enemy to kill, then return some item to his mother for a thank you rather than talk to him decide what to tell his mother etc.
Little tings like that are probably the main thing I find missing from the game tbh.
Also, on a related note, I would love it be able to talk to your companions whilst exploring like in Origins!...That would help as well.
Did we get to do much talking? I know you could ask leliana about what she knew but that was about it
Except what you said is simply not true. The Chantry Board, Blackstone Irregular, mage quests etc massively outnumber the sidequets with dialogue. if you counted the amount of sidequest with dialogue in DA:I and compared it to DA:O it would be massively in favor of DA:I. If anyone really wants to argue this..well they haven't played both games, or are having some fangasm memories about DA:O.
Did we get to do much talking? I know you could ask leliana about what she knew but that was about it
Did we get to do much talking? I know you could ask leliana about what she knew but that was about it
But it's not the total amount of dialogue we are discussing here. It's the open world exploration experience, and we have to take the size of the world and number of quests into consideration.Except what you said is simply not true. The Chantry Board, Blackstone Irregular, mage quests etc massively outnumber the sidequets with dialogue. if you counted the amount of sidequest with dialogue in DA:I and compared it to DA:O it would be massively in favor of DA:I. If anyone really wants to argue this..well they haven't played both games, or are having some fangasm memories about DA:O.
Hmm..... so the camera is really important for exploration? I suppose we can try that out for ourselves in a TES game since the POV is toggleable. I haven't noticed this myself in Skyrim, but since I'm generally playing ranged attack characters I stay in first-person most of the time.
I actually see this as a positive thing. I've never been a fan of building around loot. Then again, my RPG system tastes lean towards systems with minimal or no loot.