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Your biggest recommendations for DA:4


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#101
In Exile

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No, I disagree. When similar events did take place in history, I perceive them as morbid rather than funny (the Cadaver Synod comes to mind). Being told of smearing goats blood on the walls of enemies is great, it fleshes out Avar culture, but then showing a goat being slapped against Skyhold's walls? How is that anything other than silly? 

 

Similarly, judging Florianne's corpse might have been interesting if it had been her actual corpse (see Cadaver Synod point above). However, we judge a box. And all the judgement are humorous. The intention is clearly comedic. 

 

As for the final point, I'm not complaining about the fact an older woman had sex, I'm complaining about, once again, the frivolous way it was presented (you can view the scene here, by the way). This is a pretty serious quest, but a comic tone was once again selected for this particular outcome, and it was once again out of place. 

 

As Guardians of the Galaxy and Iron Man proves, this is something that's quite desired by the majority of people, quit apart from the audience. I know that the original post acknowledged it would not be a popular suggestion, but at the end of the day I think doing something that's unpopular for no discernible benefit is a hard sell. 



#102
themikefest

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better casual clothing for the main character


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#103
BackdoorPaco

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Just companion or companion and LI?

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#104
Darkly Tranquil

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I find that giant picture of Mitt Romney very offputting. Can you put it behind a spoiler tag so young children don't have to see it?

On topic:

- Return of the full If/Then Tactics system
- Proper tactical cam implementation with the functionality of the Origins version
- Auto attack
- Click to move-to-point
- Click to loot
- No action bar limit
- Return of dual wield warriors
- Healing instead of guard/barrier
- Smaller zones with less side questing and more main story
- More quests with cutscenes
- New cutscene animations
- Hair the looks like hair and not Lego
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#105
Dr. rotinaj

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PC controls:

-click to move/loot

-move mouse to move tac cam

-make tac cam not utter garbage

-auto attack that isn't unavailable outside of bad tac cam for no reason

 

Combat:

Outside of my issues with the controls, I feel that the combat has taken a step in the right direction. Tight and focused preparation is what I would use to describe DAI's combat. Limited potions and grenades give consumables a greater strategic importance, combine that with guard/barrier and a limit on mappable skills and we have a system that encourages  a more strategic approach to combat. Tactically, we are forced to maintain the strategic advantage we gained from preparation which makes gameplay intense when things are going to plan  and when they aren't. As for recommendations:

-We need a return of the tactics system of the previous games. The current system is pure garbage compared to it's predecessors

-Stick with one spec per character

-improve the AI of dual wield rogues. I see Cole attacking the front of an enemy far too often. Their lack of damage mitigation skills makes them too squishy for that.

-I've always agreed with the removal of dual wield warriors. They have always been redundant, anything they can do a DW rogue can do better. 2-Handed is the DPS warrior. So I'd rather see refinement of the current classes rather than adding more.

 

Quests:

An area worth considerable improvement.

-More quests that are resolvable by dialogue.

-More quests with different endings

-More cutscenes in quests.

-All non main quest areas of the game (Emprise, Exalted Plains, etc) should have their own main quest with cutscenes. I'm not asking for long quests like HLtA, but the story for each area should have cutscenes instead of having us chasing written notes. 

 

Cinematics/dialogue/character interaction

-We need new animations, the cutscenes are starting to look weird. I'm recognizing animations from ME1 and that game came out 7 years ago.

-Keep up the good work with the banter and character-character interaction

-Make party banter appear more frequently (this was mostly fixed in the patch)

-paraphrasing could be improved. The way I see it, good dialogue wheels have options that could 100% substitute what is actually being said.
  Ex GOOD: -paraphrase: I want to know about the Qunari

                   -actual: I have questions about the Qunari

                   response: What did you want to know?

       BAD: question: Does the mark bother you?  

                -paraphrase: I'll cope 

                -actual: Only when I laugh

                response: (laughs) Very good Inquisitor.

 

Exploration:

I'm still on the fence about whether this open-world style is a step in the right direction. On one hand, DAI has some of the best environments in the series artistically and graphically. On the other hand, I'm not convinced it's worth it if the current state of quest design is the cost of making them. This topic is the most concerning to me because I feel it could go either way. Either they inject some much needed Bioware story/dialogue/questing into these environments, or they focus more on exploration and unique open worlds with shallow quests.

-Improve quests

-Keep up the good work with the art and level design

-If the cost of having exploration is losing better quests, don't focus on exploration. Skyrim is good because of its exploration not because of its quests/characters. DA is good because of its quests/characters not its exploration. If Bioware can't do both, choose quests/characters.

 

For the most part Bioware should keep doing what they're doing, but pay close attention to the balance of exploration and structured cinematic quest design.

Also don't screw up the PC controls again.


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#106
Antergaton

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I think the gameplay, world and stuff is mostly fine. Include a storage chest and have Unique items better than crafted items (or at least level with highest tier crafting item) and it's pretty much there for those.

 

Story has to be better though and companions have to be friends not just people who are there at the time to benefit themselves. Blackwall worked as he wanted to do right by himself and believed in the cause, Casandra too and Varric worked to me but the rest seemed like tag alongs. Solas proved this when I want talking to him and he literally said "I don't care about you." At that time, I wanted to kick him out of my organisation but it wouldn't let me. Sera is there to be part of the bigger organisation, Iron Bull is hired help, Vivienne is just there for her own self gratification. Weirdly enough, take DA2 as a good example of that, these people were your friends and the one you turned against (Anders) left.



#107
Alchemist02

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Area loot, Like in TOR or WOW, Stop making me loot every single enemy individually just let me loot one and give me all the loot on the ground in the general area. 



#108
Fearsome1

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The first suggestion that came to mind when I read the topic title is this:

 

Don't make plans so much bigger than what you can deliver that the eventual cuts hurt the world and the storyline. Ambition is good, and not being able to realize everything you want is normal, but if the end result feels so incomplete it's not worth it. I like what there is of DAI's story, and I guess they've salvaged as much as they could from something bigger, but it's all too obvious that DAI's story is incomplete, and that some locations and missions were cut down to a small part of their intended size.

 

Also

 

(1) A better balance of story missions and open world maps, should the next DA game be designed in a similar way

(2) Make companions be involved more in plot events, so that their personal stories feel bigger, rather than making dedicated but small stories for companions.

(3) If you're making an open world location designed to be revisited, it really needs to be populated by non-static AIs.

 

All in all, I get the impression that much of what could be better in DAI has to do with isolation. Missions and maps often feel designed like isolated, self-contained stories and places with some hooks into the other parts of the world and the story added as an afterthought. That may be a result of the development process. I have little knowledge of game development, but someone should look into "How can we make the different parts of the story and the world feel less disparate".

 

This comment ought to be stickied as it sums things up quite nicely!


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#109
Little Princess Peach

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my biggest recommendation is for bioware to stop making Dragon age games before they ruin it completely


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#110
Rogert88

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More graphic violence. Enough of the cutaways when someone gets decapitated. The games already have an R-rating so you might as well go all the way.


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#111
Fearsome1

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The way that fast travel works in Inquisition once you've unlocked an area at the war table seems to be the way to go, and given how easy this mechanic functions - - - lets stick with it and then allow travel to much more of Thedas than has previously been featured.

 

Bring back Sten of the Beresaad if the Qunari/Tevinter conflict plays a role in the next game.

 

Continue with the outstanding interaction with high dragons at the same level and numbers as Inquisition, but randomize their battle locations so that we don't always fight them in the same place. I think that those teaser flybys in the Western Approach and Crestwood (for instance) would have been made even more epic had those been the surprising moments when we had to actually fight those beasts?

 

Gimme a female Avvar party member that seems inspired by Red Sonja; please!



#112
luism

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my biggest recommendation is for bioware to stop making Dragon age games before they ruin it completely


With the current trend in the gaming industry of these developers not listening to their fan bases that they established I can totally see the next DA being some sort of abomination like a fable legends looking MOBA or a f2p MMO or whatever else they think that they can make a quick buck off of us with and some critical acclaim.

#113
KaiserShep

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The irony is that a lot of issues that people have with the newer games are a result of them actually listening to their fans.



#114
luism

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Care to list some examples?
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#115
KaiserShep

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DA:O's dungeon crawling was considered to be very tedious to some. The Fade was even worse, which I believe even has a mod that allows you to skip past it. BioWare since then avoided having these long tunnels, though DA2's short production time cost them in other ways. Then when people complained about the small recycled environments, they looked at that and then looked at Skyrim as an example of a direction they could go in with Inquisition to bring expansive environments back. The combat in Origins wasn't universally praised either. Aside from being criticized as being too slow, it was also technically incomplete on console, because a certain feature was missing entirely (tac cam), DA2 sort of tried to correct both in some way, but then it was criticized as being too flashy and cartoonish, so DA:I kind of tried to toned that down without going back to the slower combat of Origins.

 

ME3 is a good example of them listening to their fans after getting lots of flak, while possibly doing a lot of over-correcting. The Extended Cut is their response to the massive fan backlash over the endings, but some criticize this as making the story somehow worse and even more illogical. The Citadel DLC was a clear case of fan service as a last hurrah and a response to all the complaints that the game is depressing, but it created a big tonal shift that some consider inappropriate for the game. ME1's exploration element was considered tedious and boring, so it was scrapped entirely in subsequent titles. People want it back, and now they seem to be aiming to do just that in the next game.



#116
Guest_Raga_*

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Make hold position work.  Seriously.  It's been broken in all three games.  It utterly guts any attempt at tactical party placement that isn't happening in the middle of combat.  Tactical mode is pointless if hold position is broken and my companions will just do whatever the heck they want anyway. When I tell my companions to hold position I want them to "hold position" even if I walk to the other side of the map and they catch fire.  


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#117
aerisblight

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Murder knife

#118
Rawgrim

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01. Give the people who designed the gameworld in this game a raise. It looked stunning.

02. Fire whoever designed the gameplay. Fetch quests and jump puzzles belong 20 year old platform games.

03. Get someone to de-dumbify the combat and the level up system. No level up next time? Game does it for us, maybe?

04. Have the people who design combat and gameplay actually read the lore. When gameplay and lore agrees with eachother, the whole product gains a lot from it.

05. Keep writing great characters.

06. Stop with the bloody auto-dialogue in cutscenes. Taking control of the player's character is probably the biggest piece of no-no you can do in an rpg. Nobody likes it when their badass character giggles like a teletubby in cutscenes.

07. Stop lying to the customers. Yes. The devs did that with Inquisition.

08. Move away from the PG-13 crap. Bring back the dark and gritty feel of Origins.

09. Stay as far away from an MMO as possible.


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#119
Hadeedak

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Keep the ability to use my pony for base jumping, because that's amazingly funny.



#120
Bojia03

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Please make more dialogue with the companions, and also make it possible to talk to them whenever, not just in one place. I really miss the public affection display coming up thing in the DAO.  Can also bring back the gift giving thing in DAO. I loved seeing some reactions from receiving certain gifts. 



#121
Paks09

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1) Don't recycle walking animations.  It feels cheap and makes it difficult to see characters as individuals rather then copies of each other.  I just hate it that every character in a cutscene walks like a hunched over old man(shoulders are hunched in making the character model look stooped) or a vamp.  Please add (much)more variety in character manerisms and physical actions in the next game and in the next Mass Effect because you use the same animations there as well. 

 

2) Party Banter.  Go back to letting us talk to party members on the fly and give them more dialogue that is relevant to the situation.

 

3) Give us camp scenes like in DA1 where we can talk to party members and scouts and let us see the camp in action like cooking, playing games, etc.

 

4) Keep the war table or something similar.  Loved that addition.

 

5) Make it easier to get schematics.  By the end of the game I should be able to get every schematic there is without having to use cheats or fool the random number generator by logging in and out and whatnot.  Very annoying.

 

6) Bring back dual wield warriors. 

 

7) QA the VO's more.  Some, especially the deep voice for the female INQ, was wooden and just did not work for me.

 

8) Good grief, Cassandra is attracted to a giant male with horns but "just wants to be friends" with my female INQ?  Come on!  lol!  Had to throw that one in there.

 

9) I want to go back and see more change in areas I've cleared.  Like the Exalted Plains for example.  After my INQ stopped the war I should be able to go back there and see some rebuilding going on, and let that introduce new quests.

 

10) Can we see at least one "true" large city?  Val Royeaux was a little disappointing.

 

11) Continue making open/semi-open world games.  I like them much better than games only on rails. like DA2.

 

12) Character creation needs a lot of work.  It felt like you guys were trying to be cheap by providing us with the minimum you thought you could get away with without a full out revolt.  This might not have been so bad if the game were readily mod-able but DAI is not mod friendly.  You can mod it but it feels like pulling teeth to me. 

 

13) Mods.  I love mods and I love how creative the modding community can be.  Why limit that?  The DA/ME game should be fully mod-able on the scale of Skyrim.



#122
Luqer

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I'd like to see Telltale Games make a spin-off game of Dragon Age if EA allows it. A spin-off that's purely all about story.



#123
Lilacs

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More Story

 

Meaningful quests with impact on the story

 

No forced outfits - let us change our clothes whenever we want

 

More personal antagonist - we don't need a big bad 100% evil.  Too one dimensional.  Gray, think in terms of gray.

 

more/better cutscenes - these bring the game down to size and more personal

 

Better relationships with companions - the arc felt artificial and forced (and meaningless) much of the time here

 

I couldn't agree with you more, Shanti! You expressed my exact sentiments. =)



#124
Cainhurst Crow

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Get better at animations for character models, like we're in next gen now. We can have characters do more in a conversation than simply stand and slightly move their arms. In fact, get better animators working on those cutscenes, the clipping plus akward movements made things a bit immersion breaking at times.

 

But as for more narrative based things they could do, I feel scaling back the threat from "End of the World" to "Mass Death Inbound" could really serve to help the story seem less samey, and make the antagonist seem more relatible and by extension, memorable. After all, nobody talks about the Archdemons greatness, but everyone talks about Loghain, or the Arishok, or even Meredith. 

 

Like, don't put us in 1 place, like not even a country but just 1 single city, and force us to stay there forever like you did DA2. But narrowing the focus and making the characters have a tighter connection to the story could really serve to make things awesome.



#125
Bioware-Critic

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