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Dear Bioware: Just make Origins 2


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#476
ironhorse384

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I think "follow" is the more aggressive choice so I set my ranged characters to "defend self" though I agree that they nevertheless often get too close. Oh well, it's not as though they'd make winning the fights impossible by that behaviour. 

Spoiler for mage quest before Skyhold:

Spoiler

 

Spoiler



#477
tmp7704

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I don't know why people keep insisting the AI is dumb. (..)

Hell, if anything, my party members were way too quick on the draw with their detonators. I remember screaming "damn it Dorian! Letting me detonate frozen enemies with Deathblow will do a lot more damage than you doing it with dispel."

(..)

The only exceptions were telling non-tanks not to stand in front of pride demons, telling ranged to run in during dragon wing buffets, and telling ranged to spread out while fighting lightening dragons. Also, I had to interrupt the despair demons wails because I couldn't always rely on party members to have interrups off of cool down.

Also, Pro Tip:
The AI isn't always great about moving out of the fire.

You have three paragraphs worth of issues with the AI performance (and that doesn't cover half of what's wrong with it) and yet you "don't know why people keep insisting the AI is dumb"?
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#478
WillieStyle

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You have three paragraphs worth of issues with the AI performance (and that doesn't cover half of what's wrong with it) and yet you "don't know why people keep insisting the AI is dumb"?

 

I don't consider those issues with the AI.  Given that the AI has superhuman reflexes and perfect knowledge of gameplay mechanics, the developers could script the AI such that your companions could simply defeat any challenge without you.  But then it wouldn't be a game.  It would be a movie where you get to pick dialogue options. Leaving it to you to interrupt enemies, or to give your squadmates commands to avoid special abilities is part of the gameplay challenge.  I'd hate it if I didn't have to give my squadmates any tactical commands at all.  Why even play the game then?



#479
WillieStyle

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I'm also playing a dw rogue, nightmare with ff on, and I've yet to see Dorian use fade step. It could be that I'm otherwise engaged and haven't noticed but what I have seen is him and Sera for that matter get to close to the melee combat and have had to take control myself and move them out of harms way. At first I had them set to follow the tank then I changed it to follow themselves. Do you have fade step and or evade set to preferred? Right now I find that they just stand there in the face of melee.

 

In my experience, squadmates won't use their "oh ****" buttons against standard melee attacks.  Afterall, their cooldowns are too long.  Instead, they save them for enemy special abilities.    If your ranged are getting hit by enemy melee, the issue is the tank.  I find that the tank AI will prioritize your targets (i.e. try to protect you over your squadmates).  What I do as a rogue is make sure to switch targets to whatever is attacking my mages.  Then Cassandra/Blackwall will typically pick up my target.

 

P.S.

I don't play with ff on.  I'm not sure if that makes a difference.  Does upgraded Fade Step chill your party members when ff is on?



#480
WillieStyle

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Also, certain enemies are scripted to seek out your squishies.  Anything that looks like a dual-dagger rogue MUST be focus-fired or crowd controlled ASAP.  No amount of companion scripting will keep those kinds of melee enemies from getting within range of your mages.



#481
zombieguy73

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Stop living in the past ORTesc. Its calledprogress.

#482
ironhorse384

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P.S.

I don't play with ff on.  I'm not sure if that makes a difference.  Does upgraded Fade Step chill your party members when ff is on?

Apparently it doesn't you might want to check out this thread http://forum.bioware...e-test-results/



#483
ORTesc

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Stop living in the past ORTesc. Its calledprogress.

 

So a short main story gated behind low quality fetch quests in an open, yet dead world filled with "bring me 10 ram meats" is progress? Boring multiplayer that does nothing to reward time spent but rather gates more content behind microtransactions is progress? We aren't talking about some game from the 80s here, Origins really isn't that old. And to say that everyone has moved on to bashing their head on the controller because "moar action" is a joke. Nobody is living in the past here.


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#484
tmp7704

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I don't consider those issues with the AI.

If those aren't issues why do they make you scream at your own computer? And what level of ineptitude would it need to be in order to be considered an issue, then?

#485
WillieStyle

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If those aren't issues why do they make you scream at your own computer?


They don't.

#486
Darkly Tranquil

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Stop living in the past ORTesc. Its calledprogress.

 

Progress implies improvement.



#487
keyip

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It implies evolution, actually.



#488
tmp7704

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They don't.

I remember screaming "damn it Dorian! Letting me detonate frozen enemies with Deathblow will do a lot more damage than you doing it with dispel."



#489
Medhia_Nox

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Can you people regurgitate more than "10 Ram Meats"?

 

DA:O which I now have learned to hate... was filled with nothing but the most tedious fetch quests.  10 Elfroot... 10 Corpsegall... talk to 3 people... hand out 3 letters 

 

Fetch 3 alliances... dwarves/golems - elves/werewolves - mages/templars.  Nothing will change because of it... 

 

Then there's the much lauded "Connor Quest" with the deep decisions... they're only deep if you make them, which can be said of any of the various parts of DA:I.  Killing the kid has no long reaching consequences... even his damn dad is like:  Oh, cool yeah - had to be done... let's move on with quest.

 

Crap still just sits till you get to it - DA:O is just as dead as every other scripted world.  Nothing changes until you change it. 

 

Half the spells are totally useless - warrior and rogue are painfully boring with maybe a total of five buttons to press if you really try hard to maximize options... and then there's the hideously painful "plug and play" powers that you press and then just sit there... that's fun.  Look I've devoted my stamina to something for the rest of the game and I'll never have to press another button or care about this game ever.

 

The story is generic - clicking three ability points is irrelevant - special dialogue is pointless - there's like two longswords/two great swords/and a bow with using in the game... 

 

The Fade is long, endless and filled with sameness... the Deep Roads are long, endless and filled with samness... the Brocelian is short and filled with random bear murders... 

 

Jumping back and forth across blood trail maps is immersion breaking as the Blight just sits and waits... 

 

And having deep conversations about the Qun, listening to a story from Leliana, or discussing hunting Templars with Morrigan in the middle of Lothering is not "depth" - it's ridiculously unrealistic.

 

Bioware - thank you for improving.  DA:I is not perfect... I do not want DA:I (2) for your next game... but I love the direction you're going.  Please keep moving in that direction. 


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#490
Astylith

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Can you people regurgitate more than "10 Ram Meats"?

 

DA:O which I now have learned to hate... was filled with nothing but the most tedious fetch quests.  10 Elfroot... 10 Corpsegall... talk to 3 people... hand out 3 letters 

 

Fetch 3 alliances... dwarves/golems - elves/werewolves - mages/templars.  Nothing will change because of it... 

 

Then there's the much lauded "Connor Quest" with the deep decisions... they're only deep if you make them, which can be said of any of the various parts of DA:I.  Killing the kid has no long reaching consequences... even his damn dad is like:  Oh, cool yeah - had to be done... let's move on with quest.

 

Crap still just sits till you get to it - DA:O is just as dead as every other scripted world.  Nothing changes until you change it. 

 

Half the spells are totally useless - warrior and rogue are painfully boring with maybe a total of five buttons to press if you really try hard to maximize options... and then there's the hideously painful "plug and play" powers that you press and then just sit there... that's fun.  Look I've devoted my stamina to something for the rest of the game and I'll never have to press another button or care about this game ever.

 

The story is generic - clicking three ability points is irrelevant - special dialogue is pointless - there's like two longswords/two great swords/and a bow with using in the game... 

 

The Fade is long, endless and filled with sameness... the Deep Roads are long, endless and filled with samness... the Brocelian is short and filled with random bear murders... 

 

Jumping back and forth across blood trail maps is immersion breaking as the Blight just sits and waits... 

 

And having deep conversations about the Qun, listening to a story from Leliana, or discussing hunting Templars with Morrigan in the middle of Lothering is not "depth" - it's ridiculously unrealistic.

 

Bioware - thank you for improving.  DA:I is not perfect... I do not want DA:I (2) for your next game... but I love the direction you're going.  Please keep moving in that direction. 

 

But you do like the RPG as a genre? What would be your favorite game? 

 

And define 'scripted world' as you're implying that DA:I is not a scripted world.



#491
ORTesc

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Progress implies improvement.

 

One would think so.



#492
WillieStyle

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They don't.

I remember screaming "damn it Dorian! Letting me detonate frozen enemies with Deathblow will do a lot more damage than you doing it with dispel."

 

 

Huh? Companions being too good at triggering combos is supposed to be an AI issue now?  You know DA:I is a great game when that's what BSN is reduced to complaining about.   



#493
Farangbaa

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But you do like the RPG as a genre? What would be your favorite game? 

 

And define 'scripted world' as you're implying that DA:I is not a scripted world.

 

Ah, so that's how we're gonna roll? He gives you good reasons why DA:O is one long fetch quest filled with a lot of the same stuff, so you're going to question his love for RPGs?

 

Lol.


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#494
tmp7704

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Huh? Companions being too good at triggering combos is supposed to be an AI issue now?  You know DA:I is a great game when that's what BSN is reduced to complaining about.

Again, if it's not an issue, why did it make you scream?

#495
dreamgazer

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Can you people regurgitate more than "10 Ram Meats"?
 
DA:O which I now have learned to hate... was filled with nothing but the most tedious fetch quests.  10 Elfroot... 10 Corpsegall... talk to 3 people... hand out 3 letters 
 
Fetch 3 alliances... dwarves/golems - elves/werewolves - mages/templars.  Nothing will change because of it... 
 
Then there's the much lauded "Connor Quest" with the deep decisions... they're only deep if you make them, which can be said of any of the various parts of DA:I.  Killing the kid has no long reaching consequences... even his damn dad is like:  Oh, cool yeah - had to be done... let's move on with quest.
 
Crap still just sits till you get to it - DA:O is just as dead as every other scripted world.  Nothing changes until you change it. 
 
Half the spells are totally useless - warrior and rogue are painfully boring with maybe a total of five buttons to press if you really try hard to maximize options... and then there's the hideously painful "plug and play" powers that you press and then just sit there... that's fun.  Look I've devoted my stamina to something for the rest of the game and I'll never have to press another button or care about this game ever.
 
The story is generic - clicking three ability points is irrelevant - special dialogue is pointless - there's like two longswords/two great swords/and a bow with using in the game... 
 
The Fade is long, endless and filled with sameness... the Deep Roads are long, endless and filled with samness... the Brocelian is short and filled with random bear murders... 
 
Jumping back and forth across blood trail maps is immersion breaking as the Blight just sits and waits... 
 
And having deep conversations about the Qun, listening to a story from Leliana, or discussing hunting Templars with Morrigan in the middle of Lothering is not "depth" - it's ridiculously unrealistic.
 
Bioware - thank you for improving.  DA:I is not perfect... I do not want DA:I (2) for your next game... but I love the direction you're going.  Please keep moving in that direction.


Even as someone who still enjoys Origins, I really wish I could like this post more than once.

#496
Medhia_Nox

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@Astylith:  Giving RPG pedigrees (or pedigrees of any sort) for validation of opinion is irrelevant - so I'll skip that. 

 

I don't really just "love" RPGs as a genre... I find them to actually be a kind of artistic/spiritual interaction between individual and story that harkens back to more Joseph Campbell (wiki him if you need) tribal times around the campfire with the village elder.  

 

Now, getting crazy out of the way - I draw a major distinction between RPG and CRPG. 

 

That being said - the strength of CRPGs has yet to be tapped.  The DM Client, Player Client, Toolset of Neverwinter Nights generated Persistent Worlds that were the first thing to ever come close to tabletop - but for whatever reason, the game I consider truly before it's time (I'm not talking single player), did not stick with Bioware regardless of their promise the DA:O would have some, or all, of those features. 

 

So, for me, that leaves "the generic CRPG I've been playing in spirit since Gold Box games".  

 

The most unhappy people are, to me, not roleplayers - but character builders.  That they consider this one of, if not the, most important aspect of RPing.  When taken in that light, regardless of how much I disagree, I could perhaps see how DA:I can disappoint. 

 

However - I'm a storyteller (back to a little crazy) - and building characters with numbers and stat blocks and little perks with titles isn't the most important part to "character building".  It's the choices I make in game and how I perceive those choices to have meaning for the mental state and the story of the character I've projected into that world.  

 

I was very clear that DA:I is not perfect for me - but I believe it is a major success for it's time and an advancement of the genre. 

 

What I cannot abide is this rose colored glasses notion that DA:O was somehow innovative... it wasn't, at all.  It was "more of the same" in a nice package.  I used to really love DA:O until I started listening to the arguments that used it against DA:I.  

 

Bioware, as a company, cannot be "Retro-RPG" as a niche... they need to move ever forward.  People stuck in their "traditional RPG" roots might not like that because people who are stuck in their past never like new things.  

 

And that's fine - but passing off antiquated styles as "the way things should be" smacks of a "get off my lawn" mentality that, as an aging gamer, I am loathe to abide. 


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#497
Riven326

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I don't understand why this is so hard to grasp. Origins sold well. DA2 didn't. Why would you attempt to improve DA2 instead of improving that which was already a success? Because you wanted to make Skyrim? Bethesda doesn't do story well. Bethesda does open worlds well. You do story well. You don't do open worlds well.

 

I honestly have no idea who's running the show over there, but it honestly reminds me of this:

You echo my own thoughts on this.



#498
Astylith

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Ah, so that's how we're gonna roll? He gives you good reasons why DA:O is one long fetch quest filled with a lot of the same stuff, so you're going to question his love for RPGs?

 

Lol.

 

I asked because I wanted to apply the same logic to his favorite RPG. Every game can be broken down into multiple mundane tasks. Heck, Planescape Torment sucks because you could rather read a book. Elder Scrolls games are just walking simulators. Fallout 1 is a gigantic fetch quests for the water chip, Fallout 2 is just a random collection of pop references. See what I'm getting at?

 

@Astylith:  Giving RPG pedigrees (or pedigrees of any sort) for validation of opinion is irrelevant - so I'll skip that. 

 

I don't really just "love" RPGs as a genre... I find them to actually be a kind of artistic/spiritual interaction between individual and story that harkens back to more Joseph Campbell (wiki him if you need) tribal times around the campfire with the village elder.  

 

Now, getting crazy out of the way - I draw a major distinction between RPG and CRPG. 

 

That being said - the strength of CRPGs has yet to be tapped.  The DM Client, Player Client, Toolset of Neverwinter Nights generated Persistent Worlds that were the first thing to ever come close to tabletop - but for whatever reason, the game I consider truly before it's time (I'm not talking single player), did not stick with Bioware regardless of their promise the DA:O would have some, or all, of those features. 

 

So, for me, that leaves "the generic CRPG I've been playing in spirit since Gold Box games".  

 

The most unhappy people are, to me, not roleplayers - but character builders.  That they consider this one of, if not the, most important aspect of RPing.  When taken in that light, regardless of how much I disagree, I could perhaps see how DA:I can disappoint. 

 

However - I'm a storyteller (back to a little crazy) - and building characters with numbers and stat blocks and little perks with titles isn't the most important part to "character building".  It's the choices I make in game and how I perceive those choices to have meaning for the mental state and the story of the character I've projected into that world.  

 

I was very clear that DA:I is not perfect for me - but I believe it is a major success for it's time and an advancement of the genre. 

 

What I cannot abide is this rose colored glasses notion that DA:O was somehow innovative... it wasn't, at all.  It was "more of the same" in a nice package.  I used to really love DA:O until I started listening to the arguments that used it against DA:I.  

 

Bioware, as a company, cannot be "Retro-RPG" as a niche... they need to move ever forward.  People stuck in their "traditional RPG" roots might not like that because people who are stuck in their past never like new things.  

 

And that's fine - but passing off antiquated styles as "the way things should be" smacks of a "get off my lawn" mentality that, as an aging gamer, I am loathe to abide. 

 

While I can agree with your statement that RPG's and cRPG's are completely different animals. Having never played a tabletop game in my life I cannot comment on those.

 

However you hit the nail on the head when saying that the 'character builders' are probably disappointed in DA:I and that's true. I personally think that character/party creation/customization and tactical options in solving encounters are the most important aspects in a cRPG. This is why I love the Icewind Dale series or the Temple of Elemental Evil cRPG for instance. Especially ToEE has a horrible generic story (Greyhawk D&D campaign) but it a ton of fun to play (for me) because of the AD&D character/combat system. And while I can see why you think story and choice are important factors in cRPG's, I cannot see how this can possibly apply to DA:I. Perhaps it's just me but DA:I seems like the RPG with the least amount of choice & consequence in a long time plus an extremely generic story and cliched characters. This is largely true with other cRPG's but they usually make it up with decent customization or combat.

 

Having read your post a couple of times I still have no clue as to what cRPG that isn't DA:I you would like (not having played any Gold Box games - I'm only 28!) and still not sure why you think DA:I is better than DA:O. Surely DA:O can be described as a bunch of fetch quests, but the majority of (angry) fans here says exactly this about DA:I.

 

 

 

I was very clear that DA:I is not perfect for me - but I believe it is a major success for it's time and an advancement of the genre. 

 

How exactly did it do this? 

 

Disclaimer: I am not trying to be a troll, offensive and heck DA:O wouldn't even make my top 50 favorite games. I'm just curious to what Medhia Nox (who seems to be an intelligent fellow) thinks about ©RPG's.



#499
Sasie

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I can't think of a single series were fans were happy when each sequel turned out to be so different between each title as this. The amusing thing is that Bioware ruined Mass effect by doing exactly the same as well. It worked for them at times such as Mass effect 2 or Inquisition but I think it's just a matter of time before they make another Mass effect 3/Dragon Age 2 by trying too hard to copy someone else yet again.

Just look at other popular series. Elder scrolls games pretty much all play the same even if fans and keeps on going strong due to it. There is no question what Bethseda will do with their next game because we all know what an Elder scroll game is like. They all have a similar opening and similar goals and they just continue to build on that, even when the company 'dumb it down'. Bioware however change their entire game between each title so it's impossible to guess what the next one will be about.

Until Bioware decide what kind of games they want to make, linear/open world or whatever else they can think of it's impossible trust them when it comes to future sequels. For all we know there might be some amazing platform RPG released tomorrow that will sell 10 millions+ and then Bioware will probably decide they just have to get in on that and next game will about jumping between cliffs with a Bioware story forced into the mix.



#500
Creator Limbs

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The OP incredibly amuses me. But it's also accurate. AND SO INACCURATE IT HURTS.

 

Bioware doesn't do stories well, especially not the third installment of any story. Any kind of ending they write is usually pretty horrible. I have no reason to believe or think otherwise in regards to this game.

 

Granted, I don't actually know the ending of DAI yet because there's just so much crap to do. GG Biower


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