@ AppalachianApex:
love those hairs, especially the braid at the right bottom
. And more hairstyles would be great!
@ AppalachianApex:
love those hairs, especially the braid at the right bottom
. And more hairstyles would be great!
Well, that explains it. A full day and night cycle would be really nice but I can see the problem here.
Actually, if I remember correctly, some cutscenes in Skyhold are at night. So, you are walking around in the day, then if abruptly switches to night, then day again. They could still put in a day/night cycle and it wouldn't be more or less jarring.
Lastly, I felt like BioWare ditched the fans by completely changing areas that we've visited before, most egregiously Redcliffe. I understand having more graphical power, but I was expecting a nostalgia trip when I entered Redcliffe village, but what I got was an area whose very geography was hilariously different than Origins. I already thought the Darkspawn change was very frustrating, as a Genlock Alpha with a bow was actually an extremely tough enemy in Origins, while a Genlock in II was just a mindless guerrilla thing that died in two hits. I didn't want to see Redcliffe retconned as well, but I didn't even recognize it anymore while Connor didn't even mention if Bann Teagan had built new stuff, he was just like, "Yep, good to be home!" I don't think it's too much to ask for BioWare to remain true to their own work, but I guess it is.
Sorry. But to be fair, the Redcliffe village in DAI is a new/modified one, conveniently located next to the old redcliffe in DAO. You can see the old recliffe across the broken bridge next to the storyteller. However, I agree that that it is a bit annoying as the old redcliffe was destroyed no matter what you did in DAO.
So this is my 2 cents:
- The levels are well designed. But I think they tried too hard to force us to go exploring. Not that I mind it in my serious pts. But it frustrates me in some cases when I want to speedrun it. I believe many ppl had said this before but I really think tying the maps with story quests is a good idea. One must travel to emerald graves and exalted plains before wicked eyes to either 1) gain invitation to the ball 2) ally yourself with one faction or 3) merely complete a small series of quests as a prologue/introduction to the main quest. This can help ppl who didn't read the books know more about Orlais and its civil war. Plus, it can force players to visit the maps in a more convincing way than the collectibles and this can help solves the lack of consequences thing ppl always talk about as you can choose how to approach a quest this way. Also, I don't really enjoy the 'power' system to continue the main plot. Perhaps forcing players to visit places like I said above can help?
- I enjoy some of the side quests even though most of them are irrelevant to the main plot. I would say reduce the total amount of side quests, especially those unvoiced/letters only (I find myself not interested in completing them. I mean the voiced ones have ppl to thank you for helping them. This alone is so much more rewarding.). And try to build more series of quests which allow players to move around the map. And yes, I like quests like those involved around Fairbanks, Crestwood etc. There should be more quality quests like these. I know this might be due to budget issues but... idk, this can help improve a lot.
- I agree character development has always been a forte for BW games. But DAI is doing a less pleasant job on this. IMHO, I can see great character development on Cullen and Leliana because they are in the previous games too. I don't really see much going on in DAI except maybe for Cole. Again, as many others had mentioned. This is a pacing problem. This game is heavily skewed towards exploring, which is interesting to some and not to the others. I personally enjoy exploring for 1,2 serious pts but after that.. nah. This leads back to my first point. As the main plot only last about 10 hours (maximum), it really make this part of the game fell short. Again, I would like there to be small quests before say, wick eyes in exalted plains and companions/advisors would have some opinions on the issue. So that we can know more about them, and what their standpoints are on the matter. Ideally, there should be more personal quests for each character. But again, there is the budget issue... I honestly think there are too many characters in DAI. This reduce the depth and screentime of everyone. I hope there will be fewer but more in-depth characters in DA4.
I am trying to be as polite and constructive as possible. Some of these may come out as ranting, but... I've tried my best.
Great feedback everyone. Keep it coming
!
[...]
Anyway, that's my two cents. It's a fun game, but it definitely has its problems, especially for long-time fans. My main hope at this point is for a DLC that brings back the Warden-Commander and actually concludes the Old God Baby storyline, at least then I'd feel better about that silly, useless war table mission.
The customized Hawke worked very well in my opinion. I would love to see something similar with my Warden and a DLC would be great. I keep my fingers crossed. I just hope that if they bring the Warden back the voice somehow fits with the voice I heard in my imagination (and I just realized that I said that I'm hearing voices. LOL). I dunno, maybe it's kind of an issue to let the Warden talk and they will never bring this character back but I certainly hope they do. As far as the Old God Baby storyline is concerned, this could even be some set-up for Dragon Age 4 (if there is one).
[...]
So this is my 2 cents:
- The levels are well designed. But I think they tried too hard to force us to go exploring. Not that I mind it in my serious pts. But it frustrates me in some cases when I want to speedrun it. I believe many ppl had said this before but I really think tying the maps with story quests is a good idea. One must travel to emerald graves and exalted plains before wicked eyes to either 1) gain invitation to the ball 2) ally yourself with one faction or 3) merely complete a small series of quests as a prologue/introduction to the main quest. This can help ppl who didn't read the books know more about Orlais and its civil war. Plus, it can force players to visit the maps in a more convincing way than the collectibles and this can help solves the lack of consequences thing ppl always talk about as you can choose how to approach a quest this way. Also, I don't really enjoy the 'power' system to continue the main plot. Perhaps forcing players to visit places like I said above can help?
I really like this idea. I believe that this approach would connect the dots better, so to speak, and connect areas better with the overarching story. Would work well for me.
I am trying to be as polite and constructive as possible. Some of these may come out as ranting, but... I've tried my best.
Nope, your post was great and you have good points.
Edit:
This morning I thought about the different language versions of the game and I would like to add that I'm really grateful for the possibility to download the english language pack. That was easy, not the slightest bit frustrating and I can change the language any time in my option menu. No fiddeling around with the files. Thank you for that.
Modifié par Caja, 29 janvier 2015 - 12:21 .
I know chances are next to zero of Bioware staff looking to the feedback forums for DLC ideas, but just in case:
While everyone loves the beautiful, open areas of Inquisition, many are slightly perplexed by the lack of any cities in the game (no, the Summer Bazaar simply does not count.) It seems an odd omission, as the new, open-region builds of the explorable areas would make for some pretty awesome city settings. So, if I might make a humble suggestion (that will, of course, never, ever, be seen):
Bioware, please, pretty pretty pretty please, take us to Nevarra! I may be in the minority, but I have been positively DYING to go to Nevarra for ages. It just sounds like hands-down the most interesting kingdom in Thedas to me. More specifically, I think the Grand Necropolis would make an awesome choice of a big, explorable area. Imagine it: a whole explorable region in the Nevarran City of the Dead. You tell me that doesn't sound cool!
*shameless bump in case someone else wants to contribute something*
I meant to post this here, and accidentally posted in another thread. So a thought about the Requistioner.
And what about the Requisition Officer?
What is the impact of fulfilling the requisitions?
What is the impact of not fulfilling the requistions?
Is it only power? it sure seems that way. If it had more impact to the game it would be more meaningful. As an example the Salvage ship requisition, could lead to a new merchant at Skyhold and the Stormcoast. Failure to do so and complete the Bows, etc, could lead to the Storm coast being over run with Red Templars.
Two cents from me ^.^
Some things I thought could be improved:
1.) More cutscenes, less side missions.
I think if they'd cut down on the number of side missions, and given more emphasis to the ones that really fit the major sequences of each map (Fairbanks, the encampment missions in Exalted Marches, etc.) I think it would've made those missions much more engaging, as well as much more clear in how they're important to the Inquisition. I did the Exalted Marches after Halamshiral in my first play through, and I was kind of like "Okay...am I cleaning house here or what....?". A few cutscenes thrown in would've elevated these missions from 'regular side mission' to 'this is important story wise mission'. At the very least, I think it would've helped break things up a bit and kept it a bit more fresh.
I also would love to see more cutscenes with my companions. Not necessarily full blown walking around and gesturing, but evens something relatively simple (like they did with Origins) might've been nice. I felt like when I spoke with anyone, I couldn't see their expressions, and since I wasn't really watching anything, found myself spinning the room in boredom while I waited for them to finish speaking. Probably not the reaction Bioware was hoping for ^.^ I suppose I just love seeing expressions XD
2.) Less respawn, or more 'safe' pathways.
I don't mind that they got rid of healing (anymore
) and even the limited potions thing isn't as bad as I thought it was going to be ^.^ but I will say that it's a little meh to try to get to this one cave, use up all potions, return to camp, restock, and upon going back towards the cave, find all those bears are back >.< There's a few ways they might fix this (from what I've seen on the forums)
- The ability to set a marker as a temporary 'fast travel point'
- a few more safe paths (if anyone's ever played The Secret World, they kind of do this in some maps)
- Slower respawn time (or respawns only happen when you leave the map entirely, I dunno)
3.) More hair and design options!
Since character design is a huge part of Bioware games (I think the majority of people who play enjoy creating their own characters), I would think that this area would have at least somewhat high priority. They've definitely improved from past games, I can't deny that. Just...a few more hairstyles, and a few more ways to change the armor for each class (my Trevalyan mage and warrior Adaar seem to be wearing the same armor currently, which is a little....odd (either Trevalyan is seriously overdressed, or Adaar is a little too confidant
))
- This might come with DLC. So it doesn't seem like a major issue
Some things I liked and want to see more of
1.) Referencing old characters.
I felt like Inquisition hit an okay balance with this aspect. I typically don't really like seeing my old companions (I hate having to have my new PC reintroduce themselves, while I'm mentally remembering every conversation my old PC had with them), but with Inquisition, they did an alright job of skipping over most of that. What I really liked, though, was seeing how they handled Hawke. I felt like the dialog differed quite a bit between diplomatic Hawke and witty Hawke (haven't tested aggressive Hawke yet), and that was a lot of fun to hear. While I wasn't originally too eager to have to recreate my Hawke, I ended up really liking the ability I had to show how s/he had aged, maybe gotten a few scars, or even just grown out their hair. I do, however, want to stipulate that I obsessively take screenshots of my favorite characters, so I had references to look at when recreating my Hawkes. I can't say what it was like for someone who didn't do that.
2.) Halamshiral
There were a couple of things that weren't perfect about this, but overall I really liked it! I enjoyed being able to do a mission that didn't necessarily have to end in a fight (depending on your decisions), and being able to get a close up look at how the politics of Thedas worked (we saw a glimpse of Ferelden poliics in the Landsmeet, and now the intrigue of the Orlesian court - fun!). Another reason I had a fondness for it was because it changed things up a bit from the usual hack'n'slash of the DA games. This segment really did rely on how adept you were at social gatherings, and that's something we haven't seen very often
(also, a side note, I loved how reading the codex paid off here - dance with the dowager anyone?
)
3.) The characters themselves
I feel like a broken record, since so many people bring this up, but even so, I really loved getting to know new people again. There was a lot of fascinating background across all our companions, and I felt the even the ones we knew were handled fairly well (Cullen showed change in his character, which was nice, and Varric also showed evidence of the things he had to go through). I also felt like their interactions with each other were fun. When the banter was working, I liked seeing how it sometimes involved all three of my companions. This made it feel...I don't know, much more personal? Reactive? I liked it. I also enjoyed being able o cut in occasionally (particularly when Cole is asking Solas about something and you can jump in - a nice touch). My only thing would be that it might be nice if they numbered the dialog options for these random encounters. I sometimes felt like I was rushed into picking something, even if that wasn't the case.
Fire the ones that designs the gameplay.
Keep the writers.
Keep the one that designed the gorgeous areas in the game.
What really hurt this game was the questionable game-design decisions. Nothing else.
Keep the person(s) who designed Val Royeaux but fire the one who made the decision to limit the city to one tiny area!
Keep the person(s) who designed Val Royeaux but fire the one who made the decision to limit the city to one tiny area!
If you have nothing useful to contribute then move along. I'm getting tired of this. I said it before, this not what this thread is about.
Edit to reply to Winged Silver:
Two cents from me ^.^
2.) Less respawn, or more 'safe' pathways.
I don't mind that they got rid of healing (anymore
) and even the limited potions thing isn't as bad as I thought it was going to be ^.^ but I will say that it's a little meh to try to get to this one cave, use up all potions, return to camp, restock, and upon going back towards the cave, find all those bears are back >.< There's a few ways they might fix this (from what I've seen on the forums)
- The ability to set a marker as a temporary 'fast travel point'
- a few more safe paths (if anyone's ever played The Secret World, they kind of do this in some maps)
- Slower respawn time (or respawns only happen when you leave the map entirely, I dunno)
Yes, I had the same the problem. LOL. My party was injured, went back to camp for some healing potions and on the way back... bears
. I agree that the respawning enemies could become a tad annoying. And about Hawke: I was really happy that we could make our own customized Hawke. I was surprised that she looked a lot like my DA 2 Hawke. (Personally, I cross my fingers that something like this will happen for the Warden).
Modifié par Caja, 30 janvier 2015 - 08:13 .
-Neutral voiced protagonists are horrible. Give them a personality and decisions we can influence or just give us a silent protagonist which we can project a personality onto. These neutral protagonists with blank background are bland. Shepard sort of got away with it, in large part because the voice actors either emoted well or delivered fantastically, but Hawke and the Inquisitor were both such bland characters.
-If you have a large world, have a reason for it. A large world for the sake of it only causes the major problem seen in this game: you have to fill it. If it's a large world in which constant battling is taking place, that's fine. If it's a puzzle and you're supposed to be looking for something, alright. If you're the leader of a military organization and you're picking flowers and helping widows get their ring back, not so fine.
-Give quests some narrative backing. A few throwaway quests here and there are fine, but when 95% of the game consists of it? No. I see another SP game like that I'm turning away and never looking back. This absolutely ruined Inquisition, and it's far from the only game it was a major problem in. Kingdoms of Amalur had a more entertaining combat system to get away with this, and it still flopped for this exact reason.
Hi Caja! I really like what you're doing with this thread and I'd like to contribute. Even if the devs never read it, I find it theraputic because I can't really get into those complaint threads.
Things I loved:
Things that need improvement, or just did not like:
Sorry if my negatives list is too long. I really love this game and have done 3 complete PT's and working on my 4th. It might be one of my all time favorites! But they made some real head-scratching decisions IMO.
Farming materials - hated that. Need an alternate way, perhaps make it so the War Table resource missions yield much higher quantities (six elfroots? c'mon). The Herald of Andraste ain't got time for gardening and mining.
Ha,ha, I never thought about that
but now that you've mentioned it - it is a bit suspicious that you only get so little from a war table mission. It might be in general a good idea to offer more alternative ways to purchase herbs, e.g. there could have been a herbalist dealer. That way players who don't like to collect herbs by themselves could just buy them.
@ AppalachianApex:
love those hairs, especially the braid at the right bottom
. And more hairstyles would be great!
I love them too! You see a lot of people suggesting hair styles and concepts from other games, which I feel is fine, but not very relevant. The thing with these hairs is, these are the hairs shown to us by Bioware.
It was our first look at the Inquisitor! Right out of the gate, this was their way of first saying: "Hey everybody! Look at what you can make your Inquisitors look like!"
Which is why it is jarring to have these very hairstyles, or hairstyle even remotely like them, be utterly absent from the game. ![]()
While still not an open world like Skyrim, Morrowind, or any other TES game, the open-ness of each area was great. I felt railroaded into things in the other DA games (and Mass Effect), but never felt that in DAI. I don't think this style of game is suited for a completely open world, but this was a nearly perfect compromise.
Ha,ha, I never thought about that
but now that you've mentioned it - it is a bit suspicious that you only get so little from a war table mission. It might be in general a good idea to offer more alternative ways to purchase herbs, e.g. there could have been a herbalist dealer. That way players who don't like to collect herbs by themselves could just buy them.
This goes for all materials that you need to make armor and weapons. So you could choose to harvest them in world or just send your troops on missions to gather. Or let me purchase them from a vendor - all materials, not just a few here and there.
Ha,ha, I never thought about that
but now that you've mentioned it - it is a bit suspicious that you only get so little from a war table mission. It might be in general a good idea to offer more alternative ways to purchase herbs, e.g. there could have been a herbalist dealer. That way players who don't like to collect herbs by themselves could just buy them.
Actually the merchant at the Crossroads has unlimited supplies of different herbs and metals. Certain merchants have unlimited type of armor and weapons. Some merchants in Val Royeaux have unlimited type of schematics. It is a lot like DAO in that regard. The quartermaster at the Circle had unlimited lyrium. Ruck had unlimited deep mushroom. The master elf craftsman had unlimited elfroot. The merchants are there in DAI. The party simply needs to find them.
I would have to say that crafting was one of my favorite parts of DAI. Gathering the materials never bother me because the party was out exploring the area anyway.
Game has no salvation but to make it less painful:
Auto Attack on click and click to move, basically tact cam without tact cam, or Origins if you must
Every single skill should give 1 point of a given stat, passives could still give 3 (4 for the weakest), this would allow builds without needing to create a level up assign points UI
DLC/Expansion with up to lvl 35 and two epic skill trees for each class with 10 skills each (lvl 25~35)
Actually the merchant at the Crossroads has unlimited supplies of different herbs and metals. Certain merchants have unlimited type of armor and weapons. Some merchants in Val Royeaux have unlimited type of schematics. It is a lot like DAO in that regard. The quartermaster at the Circle had unlimited lyrium. Ruck had unlimited deep mushroom. The master elf craftsman had unlimited elfroot. The merchants are there in DAI. The party simply needs to find them.
I would have to say that crafting was one of my favorite parts of DAI. Gathering the materials never bother me because the party was out exploring the area anyway.
But you could craft everything you ever needed from the unlimited supplies those vendors provided. Especially the ones in DAO:A. In DAI you can craft only very mediocre gear from the supplies they sell. The schematics in Val Royeaux are downright useless, just rush to Emprise or Hissing Wastes. The problem is, they sell only the minority of all schematics available. For the best ones you have to pray to RNG gods and sacrifice a goat in order to have a chance of getting at least few of them without running Cradle of Sulevin again and again.
DLC/Expansion with up to lvl 35 and two epic skill trees for each class with 10 skills each (lvl 25~35)
That is impossible because of the soft cap current level system has. Also expansion is out of quetion, too much money, DLCs are far more profitable.
That is impossible because of the soft cap current level system has. Also expansion is out of quetion, too much money, DLCs are far more profitable.
No it is not, changing level cap is one of the easiest things ever.
I don't care if expansion is not profitable, I said just the minimun for this game to still be the worst thing ever created by mankind but less awful. Of course they won't do any of the things I suggested, if they were interested in making anything interesting they would have never done Inquisition in first place. My feedback was nothing based on possibility, even thinking Bioware is going to listen anything, no matter how reasonable and profitable is beyond crazy.
Keep the 8 ability limit.
More emphasis on damage mitigation/blocking over healing.
Lower potion count.
Multiplayer have more noticeable difference on Single-player while being completely optional.Examples:Watch Dogs or Mass Effect 3.
- The action bar should have never been reduced to just 8 abilities. Console players were able to play the game just fine in the case of DA2 (and to some extent DAO). Somebody is fine with 8, somebody wants more, the key is choice. Leave the choice to the player on how many abilities he wants to use, don't pointlessly restrict him.
- The 2nd and 3rd quoted points mean you would like the healing in some form back? For example asi in DA2 where it was balanced? Or you would continue without healing and lower the potion count even more? Because if it is the first case, I can support that, but if it is the 2nd case, then the game would be even more tedious during the 1st half of the game than it is now.
- Multiplayer should have exactly zero effect on singleplayer. The fact ME3 MP had an effect on SP was problematic, it was better after Extended Cut, but if you played it extensively, you couldn't achieve a planned terrible playthrough without editing game's files. That should never be the case.
- Also I didn't mind the ME3 MP that much, since it was fun, mostly polished and it was clear that a 2nd team developed it, so it didn't take anything from SP. I don't know if this was the case in DAI.