...or, How to Improve Dragon Age Inquisition Multiplayer.
I've been pretty vocal about my disappointment with Dragon Age Inquisition Multiplayer. To be blunt I think, in it's current state, it's terrible. But this has nothing to do with bugs. BioWare are aware of these bugs and they will be fixed. But once every bug is fixed we will still be left with a pretty bad game.
So, BioWare, you wanted constructive feedback? Here it is...
General Problems
-Characters are uglier than a hobo’s balls.
-The camera is zoomed out too far (to avoid seeing how fugly characters are?). Needs to be the same as SP.
-We can’t pick a faction but are forced to pick a map.
-We can’t see other players equipment or Prestige (or whatever the DAMP version of N7 Rank is).
-No countdown when three players ready up. (AFK hosts should be drawn and quartered.)
-No armor crafting preview. See ‘The Loot System’ for why this shouldn’t actually be an issue. But right now we need it.
-Terrible maps. Lose the ‘procedurally generated’ maps. Have set maps but make them bigger, better looking, more creative and more unique. Enough with the ruins.
-Characters move way too slow.
-Class doors. If you insist having them at least give us a consumable to open them if we don’t have the right class.
-Get rid of the pots. Instead give us the gold for completing the zone.
-Make treasure rooms a little harder/longer to complete but give us a decent reward. As it stands breaking three pots gives you the same reward as defeating a Revenant.
-Teleportation needs to be removed. Three players want to clear a treasure room but the fourth just runs forward and teleports them to the next zone. Change it so three out of four players must be in the recovery font room before the door to the next zone will open. Or two out of three. Or both if a duo.
-Which would make it even more important to have a two minute idle kick in public matches.
-The guy who sells the chests. Look at him. You just know he'd call you 'brah'. This is a merchant...

The loot system!!!
Is broken. After two months of ME3 I had maxed my commons and never saw another Shuriken in a pack. After two years of DAMP I will still be getting level 1 Raider Greatswords from chests.
-Remove weapon and armor crafting. Remove Salvaging. Do it now. It’s stupid.
-Each character should have a set (basic version plus three variations) of Common, Rare and Unique armor. Why on earth do the Katari and Necromancer have one set of Rare and three sets of Unique armor and the Reaver and Elementalist have one set of Common and two sets of Rare?
-Each tier (Common, Rare and Unique) of weapons should have three or four weapons in each category (Bows, Staffs etc.)
-Weapons should level from I – X each time you get one from a chest.
-Weapon and armor mods should be permanent not consumable just like weapon mods in ME3.
-Rings/Belts/Amulets should have tiers. For example, Bleed on Hit might be Common, +Strength might be Rare and Heal on Kill might be Unique. These would upgrade from, for example:
HoK Ring I – 2% to HoK Ring V – 10%.
Enhanced ability rings I – V would be 6% - 12% - 18% - 24% - 30%.
-Mods and Rings should level from I – V each time you get one from a chest.
-Weapon mods need to be streamlined. Each weapon should have one mod slot and one rune slot. All weapon types can be said to have a 'Grip'. A dozen or so Grips with various effects could be leveled from I - V. Some examples:
+5% - 25% damage to Guard or Barriers
+5% - 25% Attack or Armor Penetration
+2% - 10% Critical Chance
+5% - 25% Critical Damage or Flanking Damage.
-Armor mods need to be streamlined. For example:
Arms – Ranged and Magic Defence (again I – V would be 2% - 10%)
Legs – melee defence and health (2% and 40 health - 10% and 200 health).
-Each type of armor could also have class specific bonuses. For example, add the offensive attribute to the arms and defensive to the legs. So we might end up with the following for an Archer:
Rogue Arms V - +10% Ranged Defence +10% Magic Defence + 10 Dexterity
Rogue Legs V - +10% melee defence +200 health +10 Cunning.
-Runes should be permanent not consumable. All should be Unique. Damage for level I – V would range from 5 – 25.
-Chests should now function like ME3 packs. For example, a large chest would contain a guaranteed two Rares with a chance at Uniques in those two slots.
-Once a weapon, ring or mod reaches it's maximum level, be it V or X, we should never get another from a chest.
-Cold, Electrical, Fire and Spirit Resistance Tonics need to be rolled into one Elemental Resistance Tonic.
These things would be challenging, but not impossible to implement.
I honestly believe that so many terrible decisions were made because the devs didn’t want to be accused of just copying ME3. The problem is that ME3 spent 2 years figuring out how to do these things right. If you refuse to learn from someone who’s doing it right you end up doing it wrong.
Thanks, BioWare, and let me know when you've finished.






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