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Constructive feedback session


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#101
ThreeF

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1.Animation, clunky at best. Speaking as an animator with roots mainly in features I recently animated on a game and it can be trying to get the stuff that looks awesome in maya to look awesome in your respective engine, not to mention having to animate to a universal cam. But the biggest problem are the animations in cutscenes and dialogue, chuck full of penetration, weird and robotic gestures, eye angles and expressions from nightmares, it's an area in need of improvement.

100% this. To me this also interferes with VA believability a lot.



#102
Hexoduen

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Positive feedback: Artwork, the visual design of Inquisition is amazing, just look at the details of those clothes B)

 

Negative feedback: I really dislike the Attributes screen. It does a very poor job of showing me important information about my character stats. The bars are good for a simple comparison of items, but in this screen I'm not comparing any items! :pinched: I'm looking for information about my character.

Show us the most basic information with numbers on this screen. Health, Armor, Damage, Resistances etc., and only hide away the most advanced within the list.

 

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#103
PhroXenGold

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Looking at that screenshot, why the hell is there a big empty gap above the word "Attributes" at the top of the list? I mean, I know you can scroll down such that the space gets used, but it seems so bizarre to start with half the available space for a long list on stuff list being unused.


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#104
Kenta Shuuichi

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While a lot of the issues I have with the last patch are being addressed, I would like to make some suggestions which I feel would make positive changes to the game. I'd like to point out they are things I would consider and as everything else are open to discussion, so if someone agrees or doesnt like them for some reason I would like to read about it.

 

- Schematics are quite hard to achieve in the game, which makes the prospect of future playthroughs a little daunting, since you have to pick them up again. This could be solved if, like specializations in DA:O, schematics were shared between different characters. That way we could not only have something resembling a new game +, but also could improve the experience for those who follow the game for its story, and letting those who wish for it to become stronger earlier, which would also alleviate the problem with mats gathering.  Of course, you would still need to farm for materials, which would make it somewhat more balanced and find the schematics in a previous playthrough to use it in any other, so I dont think it would be a bad idea since it essentially would make focusing in the story and characters easier. 

 

 

- A new game+ option could be good. It could let you carry over your equipment, items, and levels but allow you to choose a different specialization in second playthrough if you so wish. This new game+ wont be just that, though, as enemies and loot could be scaled to your character's endgame level, thus allowing for more level ups. This would simultaneously make the game a bit harder on second playthrough but also more rewarding, as while everything is retained, the challenge is still there and experience earned would not take a big hit. Max level could be hit after several playthroughs, which would enhance replayability. Of course new game + could only be done with the same character (like Shepard in Mass Effect) but  allowing for minor changes in character creation at the beginning of the game. This would also allow for more sets of the best possible armor, but of course one would have to work for it, since materials are still rather limited, for example dragon mats, and they would still need to be crafted. 

 

 

- Duping was not really a problem with the game as far as I've seen, so I wish it could be reintroduced. It could, however, disable achievements if used, which would be a fair trade if a compromise needs to be done. 

 

 

- A new difficulty level for further playthroughs unlocked after beating the game once in the hardest difficulty, to accompany the third suggestion, could be good. It could make the gameplay brutal, but since it could be activated at will I dont see an issue with it. 

 

 

PS: It would be good if we could import our world state from the Keep and then save it to our systems for use offline. Not everyone has internet access and it should be an option for everyone to be able to "import" their world state if they like. Seeing as how the Keep is structured, it should not be too hard to implement a tool for doing so offline when there is no connection available. Otherwise, importing from the Keep but keep that world state saved in your console or PC for use in further playthroughs saving users the trouble of having to be online to import their world state. 

 

 

For now those are my suggestions. If you want to point out something I could have missed, or think of a way to improve them, feel free to do so. And forgive any possible mistake, English is not my mother language. 


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#105
deatharmonic

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Dislikes:

 

 

 

1 - The feel that there was nothing significant in each map zone

 

The fluff content in every zone was accentuated by the fact there was nothing meaty, no real story to counteract the chore like missions. In opposition to DAO where each zone had its own story and purpose for existsing outside of the invisible imliplcation, that our actions were helping the war effort. I think these areas needed to contribute more to the narrative and give us more of a reason to explore and actually be there. As things stand I ask myself why isn't my army handling these issues? chasing Cory's minions. Why am I, the head of this powerful organisation charging head first into problems which involve... chasing a Halla.

 

2 - Aquisition of specializations

 

You're basically sent on a fetch quest with no real substance behind it. Compared to DAO where spec aquisition could be interesting and offered an opportunity to role play, for example: I remember my power hungry mage learning blood magic from a demon in the fade but it came at the cost of risking Connor's fate. DA2 on the other hand offered nothing and that didn't bother me at all. Why? Well it didn't send me on another chore like mission, the game had enough story going on in addition to the main narrative that I didn't mind being handed the options and simply choosing one. If the resources weren't there to make a real go of having a story attached to each one, fair enough, but don't add to the already extensive list of chores that exist.

 

3 - Orlesian impotency

 

The Exalted plains bugged me, I didn't like that a team of 4 people had to clean up after/were more successful than the Orlesian army. I had heard so much about how we needed their support (well of course, from a narrative perspective it makes sense) but their depiction in game perplexed me. Hopeless, weak and toothless is what I thought walking away from EP. Maybe if I had the opportunity to give their commanders a bollocking it'd make me feel better.

 

 

Likes:

 

 

 

1 - Judgements

 

I really liked this function from DAA. I enjoyed it back then and I enjoyed it in DAI, offered a nice opportunity to role play and flesh out your character a bit more.

 

2 - Characters

 

Some companions annoyed me and some I loved - for me that's a nice balance as I could (at times) argue with those I didn't like and become pally with those I did. I love the fact I could punch Solas square in the face and be pretty brash with varric.

 

3 - Main missions

 

The missions along the main storyline although short - I enjoyed, it's a shame there wasn't more content of that quality in the game.


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#106
catabuca

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One thing for future games

 

Bioware have created a problem with Varric and his unique weapon Bianca and the impact his presence has on the general archer companion

 

in Dragon Age 2 the problem was that the general archery rogue ended up as a dlc character rather in the main game where he belonged

 

in Inquisition the problem was that of the 3 rogue specialisations only one was suited to archer ...and of course Varric got it.

So Sera was presented as being the team's general archer but she had a specialisation which seemed to be designed for close quarters fighting

 

Ooh, my first run was as a templar archer and I was facerolling everything on hard by about half way through the game. I've seen people posting builds for all of the specialisations, and they all seem to work wonderfully as long as you go in with a purpose and build around what synergises.

 

(I admit to finding this amusing, because at first glance artificer is the one that looked leased useful to me, but having since read other people's builds I can see how it would be a beast.)



#107
catabuca

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One problem with Varric's Bianca in Inquisition is that other companion's weapons can be replaced with a better weapon but Bianca can only be improved with an upgrade.

this can only be done by

1) removing Bianca from his possession while he is in the party and then going to a location where you can upgrade weapons

or 2) go to a location OTHER THAN SKYHOLD where you can upgrade weapons with him in the party and control him to apply the upgrade.

 

There should be a better way to apply the upgrades while in Skyhold

 

I'm a bit confused by your post. I've been able to upgrade Bianca (and every other weapon/armour my companions and I use) from Skyhold. The upgrade system works the same for everyone. You don't need to remove weapons/armour from anyone. You craft the upgrade, you go to the upgrade table, you scroll to the companion in question (top right), their equipped armour/weapons appear in the list (on the left), you upgrade them. From Skyhold (or Haven) you get access to all of your companions (and all of their inventories if just equipping/unequipping).

 

Yes, if you want to upgrade someone's gear when you're not at Skyhold you have to have them in your party, but that's the same for everyone. The only difference for Varric is that you can't simply equip him with a better bow; unless you give him daggers you're tied into the upgrade mechanic. But it's not as cumbersome as you're suggesting. I wonder, did you not realise you could scroll through companions in the upgrade screen? Maybe it'll become less of a chore for you now! 


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#108
Hexoduen

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Positive feedback: I like how we're encouraged to go pick Elfroot etc. for potions. Gathering in Inquisition is useful, it makes sense :)

 

Negative feedback: The Equip potions > Potion Belt screen. It feels clunky that we have to click the small arrow in the top right corner and then center the mouse in the middle of the screen in order to equip potions, over and over and over again...

I'd suggest letting us switch between party members on this screen using F1-F4, or move left/right.



#109
Get Magna Carter

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I'm a bit confused by your post. I've been able to upgrade Bianca (and every other weapon/armour my companions and I use) from Skyhold. The upgrade system works the same for everyone. You don't need to remove weapons/armour from anyone. You craft the upgrade, you go to the upgrade table, you scroll to the companion in question (top right), their equipped armour/weapons appear in the list (on the left), you upgrade them. From Skyhold (or Haven) you get access to all of your companions (and all of their inventories if just equipping/unequipping).

 

Yes, if you want to upgrade someone's gear when you're not at Skyhold you have to have them in your party, but that's the same for everyone. The only difference for Varric is that you can't simply equip him with a better bow; unless you give him daggers you're tied into the upgrade mechanic. But it's not as cumbersome as you're suggesting. I wonder, did you not realise you could scroll through companions in the upgrade screen? Maybe it'll become less of a chore for you now! 

I certainly didn't know of any such option.

I would have probably looked it up in the manual but my copy didn't have a manual

not even an in-game/on-disc manual thingy like Mass Effect 3 had

the game needed one and it's absence is a problem



#110
Reclusiarch

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Two things stand out to me that would make the game, in my opinion, better and more enjoyable.

 

1. When you chose a character (when not in tactical cam), I would like the camera to remain where it is, and not move to the character I selected. This will make giving out orders from the front line (if I play a Warrior or Rogue for example) much easier. No longer do I need to move the camera back to the frontline to issue orders. You could still click F1-F4, or double-click on the portrait, to immediately center on the character if you wished.

2. PC specific: Being able to click on a character out in the world (i.e not their portrait) to select them. Again, a very convenient and proven method from previous Dragon Age games that have worked very well in the past.

 

A third, more personal suggestion; having an option to tone down, or remove, any effects to non-magical abilities. Having a shimmering field of force around my shield when I'm in shield wall mode doesn't seem to fit the lore.



#111
AppalachianApex

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Positive feedback:

-Listening to our feedback

:)


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