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Requisitions are a dud feature - lose it


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#26
Fade-Touched-in-the-head

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Sure, but the thing about power in this game is that it's so ridiculously abundant that even if you didn't do the requisitions, you'd still amass far more than you could possibly spend in the game.


That too. I just finished out a game with 265 power left over and I didn't do a single req. quest.

Fetching is like 1/5th of what a RPG is though, aside from combat, story which is sometimes incorporated into the fetching, comedy, and hidden secrets.


It doesn't have to be that way. I mean, they put a war table in the game. Let's look at this for a moment. A new, fetch-free feature, the potential of which has been vastly under-realized.

As implemented, the war table is largely inconsequential. Your actions in-game dictate which war table operations you receive but the operations themselves amount to very little, nor do they tremendously affect the story.

Why not flip it around next time? (assuming they use it again in some other DA or ME game) You have a war table. You get an operation. You have three options to go with, and once the operation is complete, you physically go out on a follow up mission with your companions, the nature of which would be dependent on which choice you made at the war table.

The war table shaping the game rather than the other way around.
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#27
b10d1v

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Aside from repeats, the main issue I have found is inconsistency with required requisitions in the apparent order and timing they are to be given.  Some are needed for quest actions and if missing this caused many quest problems similar to an NPC missing that Bioware has tried to address.

The other area is the value of the requisitions to improve things like mining and other material items.  Say you requisition some miners and or alchemists or hunters in an area to get you materials and shift them around as needed, now these could repeat as needed and have some cost.



#28
CronoDragoon

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Isn't the real problem here the uselessness of Power?

 

I see that as a separate issue for this reason: assuming Power had many uses in the game, we'd still be left with how boring and contentless the Requisitions feel, except now we'd feel a greater nag to do them, which would be even worse than simply being able to ignore them.

 

I'd much rather a scenario where Requisitions are completely removed, and other Power-giving activities have 1 more Power each. Then, instead of mobs/chests dropping Requisition materials, they drop more crafting materials instead (or herbs, which probably have the opposite problem as Power since it takes forever to farm enough to upgrade potions/tonics/grenades).



#29
Fade-Touched-in-the-head

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I see that as a separate issue for this reason: assuming Power had many uses in the game, we'd still be left with how boring and contentless the Requisitions feel, except now we'd feel a greater nag to do them, which would be even worse than simply being able to ignore them.

I'd much rather a scenario where Requisitions are completely removed, and other Power-giving activities have 1 more Power each. Then, instead of mobs/chests dropping Requisition materials, they drop more crafting materials instead (or herbs, which probably have the opposite problem as Power since it takes forever to farm enough to upgrade potions/tonics/grenades).


Agreed with all of that. Although to be honest, the power compensations elsewhere aren't even necessary.

#30
Nomen Mendax

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Agreed.

 

In an interview with Nerdist, Patrick Weekes even jokingly referred to Inquisition as an "Elfroot collecting simulator." Surely no one at Bioware actually thinks that we enjoy running around barren landscapes picking weeds. The requisitions are part of that system, forcing the protagonist into the role of a glorified errand boy.

 

Not saying that the game consisted only of that. There were many wonderful moments as well, but the fetch quests and herb collecting need to stop.

I don't know, I think someone at Bioware does think we like running around picking weeds. There is so much stuff to collect: materials for crafting, materials for requisitions, shards, banners, mosaic pieces, and probably other stuff I've forgotten. There is a lot of stuff to like about DAI but I find it a really strange game, it seems like its trying to be a whole load of different things some of which are at odds with one another.

 

And I agree with everyone else, I have no idea why they thought we would need yet another mechanism for collecting power.



#31
Guest_Donkson_*

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I don't know, I think someone at Bioware does think we like running around picking weeds. There is so much stuff to collect: materials for crafting, materials for requisitions, shards, banners, mosaic pieces, and probably other stuff I've forgotten. There is a lot of stuff to like about DAI but I find it a really strange game, it seems like its trying to be a whole load of different things some of which are at odds with one another.
 
And I agree with everyone else, I have no idea why they thought we would need yet another mechanism for collecting power.


I honestly think they were experimenting, basing it off complaints over previous instalments. (Notably DA:2).

E.g Recycled environments = massive, open world environments.

But they couldn't figure out a way to make actual use out of these said environments -- so they opted for fetch quests, allowing the player to do something and actually think that what they are doing is actually worth something, which later on you find it doesn't really make an inch of a difference (unless of course, you need the power to progress the story)

But as somebody previously stated in a post above this, you are left with all of this power and it pretty much goes nowhere... now, if they make a DLC perhaps you'll need the power to play it?
That would make some sense.

#32
hostaman

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Nothing to report  ;)



#33
Saphiron123

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The bottom line is, no matter what they give you, they aren't fun. That to me is the biggest issue with a lot of DAI's side/fetch quests.

They aren't enjoyable, they add nothing to the game (in fact, they take away from the good by burying it in crap).

I don't care what the reward is, if it's not fun in a game, it's not worth doing.

Requisitions aren't worth doing.



#34
Ieldra

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I see the requisitions as "finding a use for resources you have anyway". You collect so much useless stuff looking for fade-touched materials or killing things. 

 

As for the elfroot collection, Weekes got it wrong. It's blood lotus collection. You need about 400 for all potion upgrades that use them plus the Skyhold garden. 


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#35
hostaman

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Currently doing a play through with no fetch quests at all. No shards, no ocul-thingumies, and no "find my ring / herd my drufallo".

 

I haven't noticed any difference except that progress through the game is much faster.

 

I'm actually enjoying it more than my first play through.


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#36
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Currently doing a play through with no fetch quests at all. No shards, no ocul-thingumies, and no "find my ring / herd my drufallo".
 
I haven't noticed any difference except that progress through the game is much faster.
 
I'm actually enjoying it more than my first play through.


I thought you had nothing to report? ;)

 

But I suppose you don't necessarily *HAVE TO* do these requisitions and fetch quests.. maybe just enough to progress through the main story. However, that doesn't help people who are completionist or OCD.



#37
hostaman

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I thought you had nothing to report? ;)

 

But I suppose you don't necessarily *HAVE TO* do these requisitions and fetch quests.. maybe just enough to progress through the main story. However, that doesn't help people who are completionist or OCD.

 

I think I abandoned being a completionist after Tomb Raider - The first one!  :D



#38
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I think I abandoned being a completionist after Tomb Raider - The first one!  :D


I'll only be a completionist if the game is worth it.. and I mean really worth it.