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Action Rpg fail sorry.


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#126
Tremere

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Yeah, that didn't do my solo rogue Warden much good though. It was then that I learned just how punishing exploring by yourself could be, but it didn't truly hit home until I ran into the horde of Dog Lords in DA2 with my solo rogue Hawke.

:pinched: *OUCH!*



#127
Rawgrim

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With 8 optional romances, plus romanceless playthroughs... make that 360 variations and more. And other variations like siding with the mages, the templars, choosing who you recruit or not. Yeah, keep living in the past and pretending this game can't be as much an RPG like Baldur's Gate 2. I'll keep rolling my eyes hard. *slow clap*

 

Romances has nothing to do with the character creation. That is pretty much an optional "side-quest". As are the in game choices.

 

The topic was how many choices you have when you create your character, and how many choices you have with leveling him up.

 

BG 1 had almost 30 companions you could recruit, by the way.



#128
Teddie Sage

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Romances has nothing to do with the character creation. That is pretty much an optional "side-quest". As are the in game choices.

 

The topic was how many choices you have when you create your character, and how many choices you have with leveling him up.

 

BG 1 had almost 30 companions you could recruit, by the way?

And? There's more to RPGs than companions, you know? Quality > Quantity.



#129
Rawgrim

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And? There's more to RPGs than companions, you know?

 

RPGS are about choices, and control over the character you create. DA:I has removed most of the choices when it comes to this.

 

 

You brought up the companions and figured it added to the choices about the character we get to create. I didn't bring them up.


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#130
Teddie Sage

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You got a point, but you're using the fact there were 30 characters as a counter argument but this brings nothing to the conversation other than: "It was so much better in the past," to which I reply I prefer quality over quantity.



#131
Rizilliant

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They just added more flavor to our personal experiences. Hence, playing a role, playing the role our way. Fits in the RPG theme of this conversation. It doesn't need to influence the plot that much, as choices don't need to affect the story all the time. It's fun to have references here and there, it's fun to have your romance recognized in important part of the story as well. Those variations I'm talking about, they are minimal to some people but to me they are huge and we have the freedom to choose unlike some of those games where we're forced in a certain path all the time.

I thought you were saying how many "impactful", and meaningful choices you had, that had some sort of consequence in the overall game, no? 

 

You claim some 360 choices... So my statement stands.. If a simple yes/no choice is what makes an immersive, rpg experience, then bioware sure hit the mark.. Sure, we got plenty of them.. Heck, in my super Mario Bros nes, i could decide to go down the pipe, or not to go down the pipe at some points.. 

 

If you have to imagine, and pretend this much, then i have to presume failure on the part of development....


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#132
KaiserShep

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:pinched: *OUCH!*

The worst thing are those motherloving mabari. Kiting all over Lowtown isn't exactly my cup of tea, but I thanked the maker that I had grenades and my duelist talents unlocked.


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#133
Rawgrim

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You got a point, but you're using the fact there were 30 characters as a counter argument but this brings nothing to the conversation other than: "It was so much better in the past," to which I reply I prefer quality over quantity.

 

I just pointed it out since you used the companions as an argument to your case. When I mentioned BG had way more though, you felt the argument was a poor one.

 

Never said it was "better in the past". I am saying that DA:I is getting laughably low on choices when it comes to character creation etc.

 

Pillars of Eternity is out next month. Most likely that one will be extremely good.



#134
Teddie Sage

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I thought you were saying how many "impactful", and meaningful choices you had, that had some sort of consequence in the overall game, no? 

Mmm... I was more thinking about saying that the choices and the customization in this game makes our experience unique, personal, more ours than simple linear games where the plot is already set in stone. I'm not 100% English so there are some expressions that escape my mind sometimes. They might not have an impact on the fate of the main plot, but those little choices all add some flavor to the characters developments and how they are involved in the quests. Party banters, characters reactions, all those little things that add some personal touches here and there.



#135
Rawgrim

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Mmm... I was more thinking about saying that the choices and the customization in this game makes our experience unique, personal, more ours than simple linear games where the plot is already set in stone. I'm not 100% English so there are some expressions that escape my mind sometimes. They might not have an impact on the fate of the main plot, but those little choices all add some flavor to the characters developments and how they are involved in the quests. Party banters, characters reactions, all those little things that add some personal touches here and there.

 

the DA:I plot is set in stone too. In game choices,the ones you do in "mid game" are just normal choices you find in most rpgs, really. Who you become friends with, who you side with, what quests you do. Every rpg has those. The top ones have way more options like that than DA:I has, though.


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#136
Rizilliant

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Mmm... I was more thinking about saying that the choices and the customization in this game makes our experience unique, personal, more ours than simple linear games where the plot is already set in stone. I'm not 100% English so there are some expressions that escape my mind sometimes. They might not have an impact on the fate of the main plot, but those little choices all add some flavor to the characters developments and how they are involved in the quests. Party banters, characters reactions, all those little things that add some personal touches here and there.

 

Agents however,w ere one of the specific topics..Ill go with that.. You walk up to one, maybe after finishing a quest.. Youve never seen this person before, you explain that youve just done something, that involved him/her in some way.. ie you found a letter on a dead woman, so you brought it to him.. Or, you found a necklace, and brought it to the gravesite, etc.. "Thank you for your kindness inquisitor".. Inquisitor: Your welcome ma'am.. You could do some good in the Inquisition.. Would you join us?".. "Yes"...    [Agent Aquired]... Never to be mentioned again.. You had no interaction before, or after assking this person to join you.. You get no further quests from this person.. Some of them, may open a small war table mission, that yield 50gold, or a statue of Malfius, etc... Thats it...

 

Now.. Is this really "impactful"?  Does it have any baring on the story, or even side content, whatsoever?  Sure, you could make up some back story in your imagination, but thats it.. Its up to you.. It had no real impact, consequence, outcome, quest, reward, anything.. Just 1power...

 

And not to mention, DA:I plot, is the same, no matter how you play it.. Short who rules Orlaise, and to which side you chose Templar/Mage.. You also get note of your romance in the end.. All those 100+ mission, seem to yeild nothing but time spent.. Fun for some, wasted for others..Filler.. 


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#137
Sidney

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Oh KotOR 2 is a great game, it just does a terrible job at following up on 1's plot threads.


If it wasn't buggy and unfinished it would be a better game than KOTOR...sadly it is the usual obsidian effort where QA apparently doesn't exist.

#138
Rawgrim

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Agents however,w ere one of the specific topics..Ill go with that.. You walk up to one, maybe after finishing a quest.. Youve never seen this person before, you explain that youve just done something, that involved him/her in some way.. ie you found a letter on a dead woman, so you brought it to him.. Or, you found a necklace, and brought it to the gravesite, etc.. "Thank you for your kindness inquisitor".. Inquisitor: Your welcome ma'am.. You could do some good in the Inquisition.. Would you join us?".. "Yes"...    [Agent Aquired]... Never to be mentioned again.. You had no interaction before, or after assking this person to join you.. You get no further quests from this person.. Some of them, may open a small war table mission, that yield 50gold, or a statue of Malfius, etc... Thats it...

 

Now.. Is this really "impactful"?  Does it have any baring on the story, or even side content, whatsoever?  Sure, you could make up some back story in your imagination, but thats it.. Its up to you.. It had no real impact, consequence, outcome, quest, reward, anything.. Just 1power...

 

It has one impact, though. You have to wait for another 20 hours for a new war table mission to finish...



#139
Teddie Sage

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The endings variations are different depending on your choices though. You might disagree with me but that isn't set on stone. I can't predict if you are pro-mages or pro-templars, who you made Divine, if you spared the Grey Wardens or Exiled them, who rules Orlais, etc. That isn't set in stone, that's affected by the choices made by the Inquisitor.

The plot is semi-linear (allows us to take two paths and lots of sidequests) and pre-determined but we're allowed to play in it like a sandbox. 



#140
Rawgrim

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If it wasn't buggy and unfinished it would be a better game than KOTOR...sadly it is the usual obsidian effort where QA apparently doesn't exist.

 

Did you play that huge "patch" some of the developers and fans made? It restores most of the cut content from the game, and fixes up most of the issues in it.



#141
Rizilliant

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The endings variations are different depending on your choices though. You might disagree with me but that isn't set on stone. I can't predict if you are pro-mages or pro-templars, who you made Divine, if you spared the Grey Wardens or Exiled them, who rules Orlais, etc. That isn't set in stone, that's affected by the choices made by the Inquisitor.

The plot is semi-linear (allows us to take two paths and lots of sidequests) and pre-determined but we're allowed to play in it like a sandbox. 

 

The Wardens got (up to) 3 added wartable missions, and die off...The ending is the exact same thing every single time, with the change beign as i mentioned previously.. Mage/Templar, 1/3 options for Orlesian Ruler!  Minor footnotes throughout the campaign, is the most we get for our "impactful" choices...But i digress.. I see now that you say you "prefer quality, over quality", so ill drop it here..We are  2 different people.. Bioware used to be Quality, quality, quality.. So i expected..... You guessed it... Quality.. I got quantities, of unfinished, rushed product...

 

The choices in Divine ddnt seem to matter either.. Another footnote in the end tapestry.. Other than pointing a finger, i had no part in it.. It was pathetic... Atleast choosing who ruled Orlaise, i got that long thought out quest in the Blue Palace! The divine crap was a joke!  

 

Similar to the Wardens, but they also had a small castle to storm...So still  1up on the Divine decision...

 

If all you get for your troubles, is a mention in the ending "cinematic", with no actual play to decide the outcome, its much less endearing.. I enjoyed Storming the Wardens castle(though the followup left much to be desired),  i enjoyed the Blue Palace, and figuring out all the lies, and deceipt, i enjoyed both mage, and templar play throughs.. The divine was a conversation, with a war table backed picking..The romances had multiple conversations, cutscenes, banters, etc..



#142
Rawgrim

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The endings variations are different depending on your choices though. You might disagree with me but that isn't set on stone. I can't predict if you are pro-mages or pro-templars, who you made Divine, if you spared the Grey Wardens or Exiled them, who rules Orlais, etc. That isn't set in stone, that's affected by the choices made by the Inquisitor.

The plot is semi-linear (allows us to take two paths and lots of sidequests) and pre-determined but we're allowed to play in it like a sandbox. 

 

The same thing BG2 lets us do. Only it has about 100 more variations when you create your character. 99 percent of the quests in the game are story based, and most of them can be solved in more than one way. It has way more quests than DA:I has too.

 

I suggest you try it out. The Enhanced Edition came out last year, and it is really good.



#143
KaiserShep

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It was my understanding that the fate of the Wardens that work for you is determined by the combination/order of advisers you use.


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#144
Teddie Sage

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The Wardens got (up to) 3 added wartable missions, and die off...

They only represent Orlais' side of the Grey Wardens. We don't know what happens to the GW's faction in Weisshaup and whatever happened to the Amaranthine's group. We got hints about the Hero of Ferelden's whereabouts if they're still alive. Other than that, we get hints about a conflict opposing factions in the ending sliders.



#145
ThreeF

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The Wardens got (up to) 3 added wartable missions, and die off...

only if you use the wrong advisors.


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#146
Rizilliant

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Which is why i said "up to"...And by die off, i mean such a small number, they were no longer available... "Available" being used loosely, as i found the whole war table to be a cheap mechanic, in place of actual game play, and dialog.....

 

Mine were left alive.. But  "we lost so many in the intial push up the mountain, we have too few remaining".. We beat the guy, we just lost too many Wardens in the process... The rest were sent back to Weishaupt... I beleive 3 were the max amount of war table missions you could use them for

 

 

They only represent Orlais' side of the Grey Wardens. We don't know what happens to the GW's faction in Weisshaup and whatever happened to the Amaranthine's group. We got hints about the Hero of Ferelden's whereabouts if they're still alive. Other than that, we get hints about a conflict opposing factions in the ending sliders.

 

Again.. Youre left to your own devices a bit too much here... You must assume, imagine, and pretend... Thats not actually part of the game.. Again, i prefer quality..



#147
Teddie Sage

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Imagination isn't so bad if it leads people to create fanfictions and besides... fanfictions can be fun to read when we're waiting for expansions, new games and new story material while from the official authors. Sure, a lot of things are open to interpretation but nothing says it will be forever. Been begging BioWare to bring back the DA2 companions for one last journey, I'm pretty sure it won't happen but I learned to love the new companions and find them interesting. Writing the Dragon Age games at this point is becoming more difficult with all the different choices people can make in their games and something tells me they're still having issues with the Frostbite Engine that forced them to abandon some plot lines as they couldn't animate them well or something.



#148
ThreeF

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Which is why i said "up to"...And by die off, i mean such a small number, they were no longer available... "Available" being used loosely, as i found the whole war table to be a cheap mechanic, in place of actual game play, and dialog.....

Well, while i'm not very impressed with DAI plot, I did like the WT, it was good opportunity to role-play for those who wanted and created a sense of the world existing outside of inquisition, I only wish that the decisions were a bit more acknowledged outside of the WT room, so far I only got one mission that did this, the one involving troops at the keep at the W. Approach.

 

DAI generally did a lot of wrapping up, so I'm expecting DA4 to be a fresh start ....yet again.



#149
Dumaraz

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Opinions are like testicles. You kick them hard enough, doesn't matter how many you got.

 

Lol... Who in the hell said this?



#150
Dumaraz

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You know, it's kinda funny that the OP is complaining about twitch based combat in his RPGs and you recommend and RPG with...twitch based combat.... :rolleyes:

 

>_> well... The OP appears to be complaining about the MESS of a combat-system that is in DA:I; twitch based solo play combat + weakened 3cpus tactical play w/ extremely limited behavior.

From what I gathered, and to an extent I agree; if this game locked down on the (1) particular style of play it would be a better overrall combat system for many?

1. For example, when playing this game as a dual-wield rogue on *hard* combat is naturally hectic and/ or reactive, and i often found myself entirely focused on 2-5 shot'ing enemies constantly re-positioning to setup for the next-mob to rinse/repeat.

This meant that I focused entirely on ME, as dual-wield rogue, leaving my retarded AI to their own devices. All I cared about had a tiny bit of aggro so I was in flanking position.... It really felt majority of the game I was simply playing alone since you have to constantly shift/reposition for flank or to avoid AOE (something thats natural in a decently fast-paced MMO) and its OKAY to an extend this game attempted combine various aspects of combat to avoid a button-mash snooze fest... Sadly, the game still sorta turns out to be a rather simple button-mash snooze fest despite making combat more..... reactive and manual for the player this time around.

I honestly just found my AI to be annoying and distracting sadly... I didn't feel this way in DA:O... I loved my companions and i NEEDED my companions and depended on them; it also felt GOOD when tactics were configured appropriately depending on one's playstyle and it WORKED... I felt like I accomplished something!

Anyway, I digress.... TL:TR... I think the OP would be happier if the game CHOSE a side, rather than combining a bunch of elements from different RPG combat-styles and ending up with a big plate of pasta thats neither really flavorful nor extremely bland...