Didn't the entire Wizardry series do this?DA:O wasn't revolutionary at all. But it was one the first rpgs that lets you import your in-game choices over to the next game in the series.
It's just ... boring. Why, BioWare? This isn't you.
#201
Posté 25 février 2015 - 09:26
#202
Posté 25 février 2015 - 09:28
I am playing on PS4 but I don't see the "twitchy" gameplay people describe.I see DA2 like combat slowed down a bit.DA:O wasn't revolutionary at all. But it was one the first rpgs that lets you import your in-game choices over to the next game in the series.
Played it on Xbox One, actually. If you button mash the attacks goes faster (or so it seems). Just cast barrier and mash buttons. Wins every fight. So yeah....didn't watch it on youtube. Calling people liars just makes you look petty, when it turns out you are wrong.
DA:I requires no skill tactically. You cast the barrier spell, and whack at the enemy. The enemies don't even have access to the abilities you do. Its like playing an fps game where you are the only one who gets to have a gun.
Doesn't matter it the abilities are crap or not. Not every player out there is a powerplaying munchkin. A lot of players pick abilities based on the character they have created, for roleplaying reasons etc. But I agree with the fact that the potion spamming was broken. If you don't like it, you could add your own restrictions to it, though.
The game could have needed more non-combat skills, certainly. If you want to improve an rpg you add to it, you don't remove and lessen the options. Almost every rpg out there does this. They add more and more options as the series goes further. Bioware does the opposite. Now we are limited to guy with two daggers, guy with big sword, guy with magic, guy with bow, guy with bow an unlimited ammo. That's it. Look at what got added from BG1 to BG2, for example. Tons of stuff.
Neither did DA:O.Like you said you would have to restrict yourself to make it difficult but that is blasphemy on DA:I.
I never power play but I could if I wanted.I would love more choices but I want choices that are meaningful in little or big ways.I don't want choices just because they're choices.That is like adding flavor on top of flavor.Too much will screw it up.I hated Skyrim because of too many choices without consequences.Dragon Age:Origins was in my opinion generic.It was a typical game with save importing.DA2 tried to find a way to be unique(which Bioware has shown to do a lot after sequels).DA:I was unique mixed in generic.I think DA:I has found its own identity & now I believe they will just improve upon it.
#203
Guest_Imanol de Tafalla_*
Posté 25 février 2015 - 11:20
Guest_Imanol de Tafalla_*
In my honest opinion, DAI was the most boring of the lot due to the endless mobs . . .
. . . Which are very easy to avoid.
. . . fetch quests . . .
. . . Which are purely optional and in no way necessary to complete the story.
. . . and mindless exploration that made the story seem longer than it actually was.
This is on you, since it is the player, and not Bioware, that controls the movements of the Inquisitor throughout the open world.
- Elhanan aime ceci
#204
Posté 25 février 2015 - 11:36
@ Imanol de Tafalla ...
The "mindless exploration" and "fetch quests" make up the vast majority of the game.
You can't blame the player for playing the game the way the developers clearly intended it to be played.
The onus is on the developer to make most of the game's content fun, not on the player to avoid more than two thirds of said content.
Anyone who just plays the main campaign in Dragon Age: inquisition isn't getting his money's worth, because that campaign is nowhere near as long as the campaigns in previous BioWare titles.
(And I should add that it's almost impossible to complete the campaign on the Nightmare difficulty setting without doing dozens of boring side quests, because those sidequests are the only way to improve your character enough to tackle the story content.)
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#205
Posté 26 février 2015 - 12:01
@ Imanol de Tafalla ...
The "mindless exploration" and "fetch quests" make up the vast majority of the game.
You can't blame the player for playing the game the way the developers clearly intended it to be played.
The onus is on the developer to make most of the game's content fun, not on the player to avoid more than two thirds of said content.
Anyone who just plays the main campaign in Dragon Age: inquisition isn't getting his money's worth, because that campaign is nowhere near as long as the campaigns in previous BioWare titles.
(And I should also add that it's not possible to complete the campaign on the Nightmare difficulty setting without doing dozens of boring side quests, because those sidequests are the only way to improve your character enough to tackle the story content.)
Not really. Codex bonus perks may help improve XP, as well as open new dialogue possibilities. Also, Influence may be purchased, bonus available for Kill XP, and exploration offers increases for discovering new areas, landmarks, etc. Lots of ways to progress the character, though side-quests are effective for those choosing them.
#206
Posté 26 février 2015 - 01:33
. . . Which are very easy to avoid.
Most of the times, no. Since they often respawn really close to you, or go towards you, like the annoying lyrium smugglers and bears in the hinterlands. I shouldn't have to go all around a mountain and take the longer path just to avoid the endless mobs.
. . . Which are purely optional and in no way necessary to complete the story.
Again, no. Yes, you don't need to do all of the fetch quests, but you need to do at least a good portion of them because you need power to unlock main quests and new worlds. And in the beginning of the game, you need a lot of power. Only towards the end, when you have all worlds unlocked, is when the power starts to accumulate and it becomes useless.
This is on you, since it is the player, and not Bioware, that controls the movements of the Inquisitor throughout the open world.
Well a good portion of this game is about exploration. It has 10 huge worlds and I have to explore them to complete sidequests/close rifts/whatever to gain power. And yeah, you can buy power once you reach Skyhold, but money doesn't grow on trees. I would prefer to spend it on useful things like the hissing wastes schematics which are ridiculously expensive.
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#207
Posté 26 février 2015 - 02:31
Didn't the entire Wizardry series do this?
Yes the Wizardry series did it back in the 1980's with two exceptions 4 and 5. In fact the gamer had to complete Wizardry 1:Proving Grounds of the Mad Overlord to import a party and choices into Wizardry II:Knight of Diamonds and Wizardry III:Legacy of Llylgamyn.
Wizardry IV: Return of Werdna did not require an import sincethe gamer played the antagonist from the first game.
Wizardry V:Heart of the Maelstrom followed the events of Wizardry III and was a stand alone game.
Wizardry 6-8 was another trilogy that carried the parties and choices through the trilogy.
#208
Posté 26 février 2015 - 03:11
Most of the times, no. Since they often respawn really close to you, or go towards you, like the annoying lyrium smugglers and bears in the hinterlands. I shouldn't have to go all around a mountain and take the longer path just to avoid the endless mobs.
Again, no. Yes, you don't need to do all of the fetch quests, but you need to do at least a good portion of them because you need power to unlock main quests and new worlds. And in the beginning of the game, you need a lot of power. Only towards the end, when you have all worlds unlocked, is when the power starts to accumulate and it becomes useless.
Well a good portion of this game is about exploration. It has 10 huge worlds and I have to explore them to complete sidequests/close rifts/whatever to gain power. And yeah, you can buy power once you reach Skyhold, but money doesn't grow on trees. I would prefer to spend it on useful things like the hissing wastes schematics which are ridiculously expensive.
I guess I manage skirting certain mobs well from practice on SWTOR. While certain foes like Assassins, Rogues, and Bears seem to be able to appear fairly well from stealth, most can be missed to complete the quests that create the spawns. It is not difficult; it is enjoyable to be able to use abilities and terrain to bypass encounters instead of fighting them all.
Many side-quests can be completed simply thru exploration; no long backtracking and involved, complicated missions are needed. I choose the side-quests that befit that Inquisitor, and pass on the rest. The Bonus Perks aid with this.
And even using Vanilla rules, my Inq's have enough gold to purchase schematics and Influence, plus the odd trinket for everyone. But then, I enjoy more of the side-quests and rewards than some others. Mods and possible console commands may make this easier later, but there is plenty of resources available now.
#209
Posté 26 février 2015 - 05:00
There is NOTHING wrong with this game. You expected Origins 2 or DA2 Part 2.
And sorry but this forum only represents a small minority of users. DA2 got 3 times as much rage than this game.
When DA4 comes out people will complain about it as well.
The problem is people are either lazy and want everything handed to them or they hate change.
#210
Posté 26 février 2015 - 05:01
@ Imanol de Tafalla ...
The "mindless exploration" and "fetch quests" make up the vast majority of the game.
You can't blame the player for playing the game the way the developers clearly intended it to be played.
The onus is on the developer to make most of the game's content fun, not on the player to avoid more than two thirds of said content.
Anyone who just plays the main campaign in Dragon Age: inquisition isn't getting his money's worth, because that campaign is nowhere near as long as the campaigns in previous BioWare titles.
(And I should add that it's almost impossible to complete the campaign on the Nightmare difficulty setting without doing dozens of boring side quests, because those sidequests are the only way to improve your character enough to tackle the story content.)
What you may find boring others may enjoy. Please stop speaking for everyone because you're not
#211
Posté 26 février 2015 - 05:07
What you may find boring others may enjoy. Please stop speaking for everyone because you're not
I don't claim to speak for everyone.
I didn't coerce any of the people who liked my original post into agreeing with me. They agreed because their experiences were already similar to my own.
Naturally, I couch my own opinions as if they're the truth, because from my perspective they are the truth. Everyone speaks like that.
If your truth is different to my truth, then, by all means, voice your own opinion. That's what these forums are for.
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#212
Posté 26 février 2015 - 05:25
- NasChoka, London et Texhnolyze101 aiment ceci
#213
Posté 26 février 2015 - 05:32
@ Imanol de Tafalla ...
The "mindless exploration" and "fetch quests" make up the vast majority of the game.
You can't blame the player for playing the game the way the developers clearly intended it to be played.
Hmm.. are you sure the design intent is for us to play most of the content in a single run? I don't see how you're divining the intent there. Then again, I don't know how the Skyrim designers thought we'd approach the game either.
#214
Guest_Puddi III_*
Posté 26 février 2015 - 06:01
Guest_Puddi III_*
Smells like BioWare to me.
#215
Posté 26 février 2015 - 07:21
i don't agree. I truly enjoy the huge open worlds and I would be sorely disappointed if they reversed back to guided zones. I like where they're going, they can only improve.
Maybe the quests could be more inspired, but I, and countless others will express our dissatisfaction if they return back to closed zones, at every turn.
#216
Posté 26 février 2015 - 09:08
Since keyboard+mouse is only a fallback input method for the game, I bought myself a controller this week and will try to play the game again. This time with the more immersive console HUD.
Together with the zoom mod for conversations, this should come close to what I like about Dragon Age titles.
Yesterday I tested playing with a controller (Hand of Fate) and damn this is different. The last time I used a joystick must have been ages ago, dodging and punching the rest of the 100 buttons seems to work through ![]()
#217
Posté 26 février 2015 - 10:04
I think it should be possible to have an open world game AND have interesting and meaningful stuff to do. It's more work for the developers but it makes a huge difference for the player.i don't agree. I truly enjoy the huge open worlds and I would be sorely disappointed if they reversed back to guided zones. I like where they're going, they can only improve.
Maybe the quests could be more inspired, but I, and countless others will express our dissatisfaction if they return back to closed zones, at every turn.
Instead of fetching herbs for no reason we could have a poisoned group-member who will die without it. And there has to be a better reason to risk your live to kill a dragon than to collect the obsidian for the requisition officer.
#218
Posté 26 février 2015 - 10:24
I think it should be possible to have an open world game AND have interesting and meaningful stuff to do. It's more work for the developers but it makes a huge difference for the player.
Instead of fetching herbs for no reason we could have a poisoned group-member who will die without it. And there has to be a better reason to risk your live to kill a dragon than to collect the obsidian for the requisition officer.
There is; the Dragon is killing people working on the bridge under construction seen in the background. And companions will die unless herbs are collected, as they are the most direct resource needed for potions.
Personally do not require to be led by the hand for every small task. If my Inquisitor cares about the people involved, he will try and help. If not, pass on the task; same with side-quests that make little sense to that Inq. I have yet to raise Grandpa from the dead; does not seem like a good practice considering all the rifts seen in the area.
#219
Posté 26 février 2015 - 10:50
There is; the Dragon is killing people working on the bridge under construction seen in the background. And companions will die unless herbs are collected, as they are the most direct resource needed for potions.
Personally do not require to be led by the hand for every small task. If my Inquisitor cares about the people involved, he will try and help. If not, pass on the task; same with side-quests that make little sense to that Inq. I have yet to raise Grandpa from the dead; does not seem like a good practice considering all the rifts seen in the area.
As usual, subjective rambling presented as fact. *Your* Inquisitor has no thoughts, nor feelings, he is a character inside the game, he does not care, furthermore he shows *none* and is incapable of showing any of the aspects you are presenting, and the same goes with your companions.
Conflating 'gameplay' mechanics - 'companions will die unless herbs...' - and actual story development is absolute nonsense. You say companions will 'die' if herbs are not collected? Well *show* that. In the actual game, what happens is they fall down and get back up once combat is over.
Maybe the quests could be more inspired, but I, and countless others will express our dissatisfaction if they return back to closed zones, at every turn.
I hope you have a citation for that.
I think it should be possible to have an open world game AND have interesting and meaningful stuff to do. It's more work for the developers but it makes a huge difference for the player.
Instead of fetching herbs for no reason we could have a poisoned group-member who will die without it. And there has to be a better reason to risk your live to kill a dragon than to collect the obsidian for the requisition officer.
It is near impossible for DA:I to do this, and if they continue open world content, it needs to be revamped from the ground up. One of the solutions is to have emergent gameplay, but DA:I is much too static for this to happen by design.
For example, imagine you run into a poison monster/trap, one of the party gets poisoned. The only way to deal with that is to collect this herb that grows in a dragon's area. Now here is where you can introduce a few choices within the open world scenario. Do you deal with the dragon head-on? Maybe lure it away by killing docile large animals? Or introduce a new sub-quest, say a way to recruit some allies within that map to help you with the dragon (dwarves, elves, villagers etc)?
The very fact that there have to be scripts that change what a character experiences in that open world introduces a linearity to that space (having to make specific choices that lock you out of others), but I argue that is far more preferable than a static map with enemy groups of 3-4 that spawn/wander in preset MMO paths.
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#220
Posté 26 février 2015 - 11:08
As usual, subjective rambling presented as fact. *Your* Inquisitor has no thoughts, nor feelings, he is a character inside the game, he does not care, furthermore he shows *none* and is incapable of showing any of the aspects you are presenting, and the same goes with your companions.
Conflating 'gameplay' mechanics - 'companions will die unless herbs...' - and actual story development is absolute nonsense. You say companions will 'die' if herbs are not collected? Well *show* that. In the actual game, what happens is they fall down and get back up once combat is over....
* The RP in a cRPG kinda suggests one does indeed play the role of the Inquisitor. Some Players may care; others may not, but both have the choice in such options. Glad they are there to enjoy.
* True; Companions may not die if resources are not gathered, but it is highly unlikely given the restrictions on potions, as well as the Difficulty chosen for play. I prefer using Nightmare, so I am willing to pick Elfroot and mark ore sites for future crafting as opposed to utilizing reloads; more immersive.
#221
Posté 26 février 2015 - 12:47
It is not difficult; it is enjoyable to be able to use abilities and terrain to bypass encounters instead of fighting them all.
It's enjoyable to you maybe. I don't find having to take the longer path to avoid constant fights enjoyable. If enemies would respawn only after you left the area I wouldn't mind it so much. But most of the times you close a rift, turn around to pick up an elfroot and all of a sudden there are some bandits camping right next to you. Not to mention the times when enemies literally spawn on top of you. There's even a gameplay video (before the game was released) where that happens.
And even using Vanilla rules, my Inq's have enough gold to purchase schematics and Influence, plus the odd trinket for everyone. But then, I enjoy more of the side-quests and rewards than some others. Mods and possible console commands may make this easier later, but there is plenty of resources available now.
Really? Because on my first playthrough I did all the sidequests and hoarded stuff like there was no tomorrow to later sell it to merchants, and towards the end of the game when I found out about the merchant in the hissing wastes, I still didn't have enough money to buy all of the schematics. We must be playing different games then.
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#222
Posté 26 février 2015 - 01:29
It's enjoyable to you maybe. I don't find having to take the longer path to avoid constant fights enjoyable. If enemies would respawn only after you left the area I wouldn't mind it so much. But most of the times you close a rift, turn around to pick up an elfroot and all of a sudden there are some bandits camping right next to you. Not to mention the times when enemies literally spawn on top of you. There's even a gameplay video (before the game was launched) where that happens.
Really? Because on my first playthrough I did all the sidequests and hoarded stuff like there was no tomorrow to later sell it to merchants, and towards the end of the game when I found out about the merchant in the hissing wastes, I still didn't have enough money to buy all of the schematics. We must be playing different games then.
The respawn is really annoying, that's truth. Also happened to me: Just turning around and hurray, another group of bandits attacking me. With bears it's particularly annoying as they take quite some beating before going down.
However, I never had problems with money especially in the late game. I spend huge amounts of money for increasing my influence and still could buy some (if not all) of the schematics in the Hissing Wastes. But I didn't buy nearly anything from merchants before.
#223
Posté 26 février 2015 - 02:43
There is NOTHING wrong with this game.
What you may find boring others may enjoy. Please stop speaking for everyone because you're not
You should take your own advice into consideration.
Your opinion is not a fact. What you may find enjoyable, others may not. There is nothing wrong with this game to you, in your opinion. The fact that you go around writing in every single thread that people are lazy or hate change just because they don't agree with you is kind of annoying. Not to mention confusing because how is wanting more in depth and challenging sidequests considered as being lazy?
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#224
Posté 26 février 2015 - 04:08
Really? Because on my first playthrough I did all the sidequests and hoarded stuff like there was no tomorrow to later sell it to merchants, and towards the end of the game when I found out about the merchant in the hissing wastes, I still didn't have enough money to buy all of the schematics. We must be playing different games then.
You don't need all of the schematics, do you?
#225
Posté 26 février 2015 - 04:14
You don't need all of the schematics, do you?
What if I do? I have mages, rogues and warriors in my party, I want to give them the best armor there is. And it's not like this game has a huge diversity when it comes to armor.





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