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I really hope bioware moves away from this single player MMO stuff... dragon age should be about story. It's not WOW.


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#51
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Yeah, but there's a few fetch quests, and most are on your way. DAi is like 80% fetch quests, and they require you to go across a map to deliver flowers. I mean nothing on the chanters board ever required you to go out of your way.

DAI there were so many fetch quests in the hinterlands, I was thinking "holy ****, is this the game?". 

None of it is interesting. Half of it is literally "take these ashes here" with no dialogue, you click the point, and you get +2 power and quest complete. Zero impact on the world, hell you don't even get paid.

And nothing in origins comes close to "find 50 copies of varrick's book" in skyhold.... like, really? Someone at bioware though we'd find looking for stray books exciting?

And when you finally find the last one... Varrick doesn't even comment. +2 power. Quest complete.

Plus the new camera for conversations make it feel more like WOW then dragon age. 10 years ago characters had expressions and body language and clever camera angles, now we get a slight zoom on a static character, like a quest-giver in an MMO.

Just feels like they've taken serious steps back. Losing stuff like the tactics menu and attribute points and attribute based gear doesn't help either.

 

Yeah! For that alone I want to ... "go into the woods - where nobody can here me - and scream for an hour" ... or so!


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#52
Elhanan

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Spells like paralysis, glyphs, horror, waking nightmare, sleep, pretty much all of blood magic including control, the slow time spell that makes enemies slower the closer they are to the target point that pairs so well with the spell that drags them closer together in DA2. Spell combinations like storm of the century and grease fire. And your enemy had these too, so left alone they could wreck you.

Look at enemy mages now, they have fire mine, ice mine, and barrier. None of them have anything else, not even chain lighting or basic spells like that. In past games each enemy mage had his own set of spells. Apparently this fails under "too hard to learn". So each mage has tons of hit points and no actual magic.

Aaaaaand they removed tactics,. so even the non-tactical spells are used even worse then they were 10 years ago. See an enemy 30 seconds away? Solas casts barrier... Thanks Solas! Way to waste 90% of the barrier before the fight even starts :S
 
Oh the multiplayer has nothing to do with it, it's the single player design. The fetch question with no story or unique dialogue... goddamn, the fetch quests are like 80% of the game. Play origins, the quests are real quests, most of the have unique dialogue for different party members and different options that affect the outcome.

I miss that. DAI still does it, but rarely.


While there are some random encountered Mages with certain assigned spells, there are also other Mages that seem to have a much larger repertoire from which to draw. Some of these may be seen again in the Judgment Throne area; other are simply left looted and dead.

And while I am not able to name them, there are spells of Glyphs (ie; Mines), horror, sleep, slow time, CC, and combos. And while tactics have been altered, they are still present and attached with Behavior. And personally, I rather like having Solas casting barrier as often as he is able to detect the enemy, as I may have missed something.

#53
Rawgrim

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While there are some random encountered Mages with certain assigned spells, there are also other Mages that seem to have a much larger repertoire from which to draw. Some of these may be seen again in the Judgment Throne area; other are simply left looted and dead.

And while I am not able to name them, there are spells of Glyphs (ie; Mines), horror, sleep, slow time, CC, and combos. And while tactics have been altered, they are still present and attached with Behavior. And personally, I rather like having Solas casting barrier as often as he is able to detect the enemy, as I may have missed something.

 

Those are rare exceptions.



#54
Elhanan

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Those are rare exceptions.


Perhaps that is based on the game offering so much more content than only the scripted encounters recalled from the past games. And I seem to recall some standard Mages from them, too (eg; non-Boss encounters seen in travels, Circle Tower, Denerim, Orzammar - inside and out, Darktown, Wounded Coast, etc).

#55
Monoservo

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making an Rpg like DA3 have never been done befor , i see its as a learning stage a kind of tester an engine Bio-were can add stuff on to even change what kind of grafik style it should be , hornestly the deamons in dragon age look bad and so dos darkspawns , but this the style of the game i guess i like to see that thy move away from realisme and in to cartoon



#56
mixoptical

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I personally find that a lot of the central story suffers through the lack of cinematics and the over use of codex entries and reports. In Origins, I got a sense of who my Warden was with the intro to the character - in DA:I, you're thrown in headfirst with a small codex entry to cover; and from a roleplay point of view, I find that codex too specific in some cases; for example I play as a Dalish Rogue, my codex entry insists that I was a hunter for the clan and provider etc etc. There is no need for that information and it takes away from what I want to be (also why WHY would you send one of your best providers on a dangerous mission like this - makes no sense!)

 

I mean as it is, it reads:

 

[Player name] became a hunter at a young age, growing into a respected protector and provider. The recent mage rebellions disturbed [his/her] clan's way of life, as the fighting spilled out into the countryside. Clan Lavellan's leader, Keeper Deshanna Istimaethoriel Lavellan, chose [Player name] to spy on the meeting at the Temple of Sacred Ashes between the Divine and the feuding factions, so [he/she] could bring back news of the outcome.

 

Without that first sentence, it still reads informatively but doesn't take yet another character aspect away from me (like attribute points and skills or the ability to craft on the fly).

 

I also think the quests are pretty dull - I want to do the war table missions, they seem so much more interesting than dropping flowers on a grave. T_T

 

I have missed that codex apparently, and up until your post i didn`t even know that was "my" clan, even though i have finished all the related quests!!!



#57
Saphiron123

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Perhaps that is based on the game offering so much more content than only the scripted encounters recalled from the past games. And I seem to recall some standard Mages from them, too (eg; non-Boss encounters seen in travels, Circle Tower, Denerim, Orzammar - inside and out, Darktown, Wounded Coast, etc).

Even the standard mages had a variety of spell lists and unique faces, gear etc in origins. Not all of them had names, but who basic mages might have you facing ice magic and horror from one and fireballs, chain lighting, and weakness spells from the other.

Here it's one mage, copied and pasted, with a different costume for each enemy group.

I get you dig it, but to me, that's just lazy. it's like the heavy warriors who do the three attacks and get full guard, doesn't matter if their hurlock alphas or elven heavy warriors or bandit heavy warriors, they all have the exact same moves and fighting them is exactly the same.

They're mobs, cheap and replicated. Same from start to finish.



#58
Elhanan

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Even the standard mages had a variety of spell lists and unique faces, gear etc in origins. Not all of them had names, but who basic mages might have you facing ice magic and horror from one and fireballs, chain lighting, and weakness spells from the other.

Here it's one mage, copied and pasted, with a different costume for each enemy group.

I get you dig it, but to me, that's just lazy. it's like the heavy warriors who do the three attacks and get full guard, doesn't matter if their hurlock alphas or elven heavy warriors or bandit heavy warriors, they all have the exact same moves and fighting them is exactly the same.

They're mobs, cheap and replicated. Same from start to finish.


I am uncertain about this.

I play with all Floating txt off, so I only have visuals to indicate which spells are being used, but in some areas, I see Ice or Fire mines appear, then in another something is used that can fell a character; a direct attack. Here, I used indirect attacks to do some damage, and get them to move into LOS again when readied. And while all looked the same, different spealls seemed to be utilized against us.

Cannot confirm any of the spells used by any Mage, but having to vary my tactics in differing locations seems to indicate varied spells.

#59
DanteYoda

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I wonder if folks realize exactly how many games would be labeled "single-player MMOs" based on respawning enemies and fetch quests.

Kingdoms of Amalur Reckoning did singleplayer mmo, i personally feel its closer to DA Inquisition than Skyrim ever was.


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#60
Lord Raijin

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I enjoyed all the games equally.

 

I love Inquisition and can complete a playthrough doing 80% in about 50-60 hours.  Its not hard and its not difficult to have differences in the games.

 

The game is NOT WOW.  People in the day and age have become lazy and want everything handed to them in their games or they want a virtual novel with very little gameplay.

 

I got my moneys worth in Inquisition and I hope the next game is not a 20 hour game that costs $70.

 

The game developers should not pander to any side...yet there should be a reasonable compromise for ALL gamers.

 

So let me get this straight. We became lazy and want everything handed to us in a game series that we  invested both emotionally and financially. We desire more story rather than endless gameplay where we run around a giant size map slash and dashing enemies that re-spawns every 5 to 10 mins at a time?


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#61
inSPECTRE Shepard_

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I totally agree, Origins was the perfect balance, they just need to remake that formula again. Dragon Age 2 was a little too tightly narrative driven, with not enough exploration (story and gameplay wise). And Inquisition is just too big, I find myself skipping tons of content because I just want to get on with the story, and the side quests are mostly just fetch quests, uninteresting.

 

I hate content for the sake of content, everything should be important.

 

Origins was perfect, it was goldy locks, not too small, not too big, just right.



#62
AlexMBrennan

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The game is NOT WOW. People in the day and age have become lazy and want everything handed to them in their games or they want a virtual novel with very little gameplay.

If you call me lazy then I'll call oblivious of the fact that grinding for gear in Diablo is no different than a rat trapped in a Skinner box pulling a lever all day long to get food pellets.
You see a "game" for non-lazy people where I see physiological manipulation. I can see why this is done - it helps to pad out gameplay (how long is Diablo, realistically? 10h? Yet I know people who have been playing one character for months and months), but maybe try reading a psychology book and ask yourself if you really want to stay trapped in that box.

But I am probably the only person who remembers when "addiction" was bad because these days everyone loves "addicting games"
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#63
Guest_StreetMagic_*

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If you call me lazy then I'll call oblivious of the fact that grinding for gear in Diablo is no different than a rat trapped in a Skinner box pulling a lever all day long to get food pellets.
You see a "game" for non-lazy people where I see physiological manipulation. I can see why this is done - it helps to pad out gameplay (how long is Diablo, realistically? 10h? Yet I know people who have been playing one character for months and months), but maybe try reading a psychology book and ask yourself if you really want to stay trapped in that box.

But I am probably the only person who remembers when "addiction" was bad because these days everyone loves "addicting games"

 

I bet some of these companies have psychologists (or armchair psychologists) who advise on this crap.

 

I'm not kidding.



#64
thejosmy65

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Well, first of all, I wanna say that I loved Dragon Age Inquisition (I expected it to be better, but it was stil awesome). I've been a Mass Effect and Dragon Age fan since 2011, and they are my favourite sagas (altough I'm able to admit that they did many things wrong) :D

 

I'm on my third playtrough now, and I feel the same way as you. The game feels... Empty. You have amazing maps and places, but nothing to fill them. Did you see The Hissing Wastes?? It's huge! The biggest map in the game and it has, what, 20 missions? All of them side-quests of collections. Same happens with the Fallow Mire, you bring back your people and that's it, the rest is empty.

 

The worst part is that you have no reason to do the quests (unless you're playing in Nightmare and you need to level up), and you may miss a huge part of the game (by that I mean gameplay hours, not important content), just because it's "not important". And, let's face it: playing hours and hours, doing silly side quests so you can move on into the story, simply sucks. What happened to the fun? To that "I wanna do everything" feeling?

In Origins you never knew what was part of the main story, because everything felt so damn important and awesome that you did it anyway... It didn't feel like "side quests", it felt as if everything was part of the main story. It was awesome.

 

Still, don't get me wrong, DAI was really awesome, and I liked it. For example: the companions are awesome, some other characters (such as your advisors) are also great. They feel real, they have their own stories, personalities and they feel like people. The romances are beautiful as well, and they feel real too. So was the music (amazing as always), and the enviroments, and the designs. Skyhold was a badly done (it's never rebuilt, your upgrades don't seem to matter, etc), but the design of the castle is both breathtaking and beautiful.

 

About the combat, I like it a lot: it's faster, the barriers and guard are awesome, and it's a lot more fluid. The only things I dislike are: the auto-combat option (now solved with patch) and the chance to assing atributes.

 

I missed the cities, too. I thought Val Roxeus was going to be amazingly huge and that we would be able to visit all those places we see in The World of Thedas, or read about in The Masked Empire. But nope. It was a tiny, tiny map, with no sidequests or whatsoever. So sad... It was our big chance to visit that pompous and foreign Empire we've heard so much about.

 

About the main story, it was simply gorgeous, but it had some really bad things. The biggest one? It takes too much to "begin". For me, the story really begins when you get to Skyhold. Usually, games are pretty straight-forward until the story really begins, for obvious reasons that DAI forgot: we get distracted.

If you do pretty much everything, it can take you about 50hs to reach Skyhold. That's just wrong.

 

Another thing: the main gold is to defeat this Elder One, and the guy shows up like, what, three times? Think about Saren, of Mass Effect, the guy appears a lot, we know who he is, why we must stop him and when we do, it feels amazing. With Cory, I felt nothing, just this "it's done" feeling and a strange feeling of emptyness. Nothing more. That was pretty sad, I mean, where is the big battle?

Who is this Cory guy? Ahh yes, that misterious guy we've been chasing for the past 90 hours, I remember now.

 

Well, that was long! Sorry, I never thought I would write so much; I'm just a Dragon Age junkie :wub: :wub:


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#65
SharpWalkers

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*Insert Original Post*

YES! Listen to this Bioware! 

I'm gonna go cry in a corner now.. all that wasted potential..


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#66
Realmzmaster

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Another thing: the main gold is to defeat this Elder One, and the guy shows up like, what, three times? Think about Saren, of Mass Effect, the guy appears a lot, we know who he is, why we must stop him and when we do, it feels amazing. With Cory, I felt nothing, just this "it's done" feeling and a strange feeling of emptyness. Nothing more. That was pretty sad, I mean, where is the big battle?

Who is this Cory guy? Ahh yes, that misterious guy we've been chasing for the past 90 hours, I remember now.

 

 

 

How is this any different than seeing the Arch Demon or Loghain in Origins? How many times did you see the Arch Demon or Loghain? Before the final battle the warden sees the Arch Demo maybe twice and one is in a dream.The battle with the Arch Demon itself gave the same kind of "Its done" feeling to me. The battle with Loghain was more epic. DA2 battle with the Arishok was more epic.

 

DA2 for all it faults had more interaction with the main antagonists (Arishok, Meredith and even Orsino) than either DAO or DAI.


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#67
JosieRevisited

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They are at a weird place with this franchise. It was touted as being the "spiritual successor to Baldur's Gate" and it was. Origins definitely had that feel to it, and so did II to some extent. With this game it feels like they are trying to carve out their own style, but it's still got a few throwback elements, it's way too derivative of Bethesda games, and many parts of it felt half-finished or rushed. 

 

What BioWare does best is character development and at least that shows, but I agree with some others that it takes a painfully long time for the game to really "start". Skyhold is the beginning, where everything opens up and all of a sudden you are for real saving the world and all your companions have a lot of interesting things to say and do. Before that it's all side quests in the Hinterlands you've done ad naseum and it doesn't make for a great experience. 

 

I still love the game and think it's the best, most enjoyable Dragon Age yet, but it's got a long way to go before it has the polish of the Mass Effect titles. 



#68
Realmzmaster

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I find it interesting about moving away from the MMO stuff when DAO was the game that started Bioware's use of MMO stuff. BG and NWN series did not have cooldowns, regenerating health and mana, taunt for threat management (that is strictly an MMO concept), unlimited ammo, using mana for spells, (which some attribute to MMo's but was actually used in the Wizardry series back in the 80's and 90's), the use of combos (class and otherwise) and the complete lack of death except for what may be scripted (I could also fault NWN for that concept).

 

If gamers think Tempest and KE are overpowered in DAI, you had Arcane Warrior in DAO. Awakenings then came along and overpowered all the classes which saw the rise of HP Bloat.

 

I am all for removing the MMO elements. That would take the games back to the BG, Ultima or Wizardry design. I would be very cool with that.



#69
Kage

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I agree OP.

DAI is a great game, but it does not feel like a Dragon Age game. It does not matter at all who you bring, since there is no dialogue difference (except veeeeeery few times), and the choices you do, do not matter in DAI but maybe in DA4 only.



#70
DanteYoda

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If you call me lazy then I'll call oblivious of the fact that grinding for gear in Diablo is no different than a rat trapped in a Skinner box pulling a lever all day long to get food pellets.
You see a "game" for non-lazy people where I see physiological manipulation. I can see why this is done - it helps to pad out gameplay (how long is Diablo, realistically? 10h? Yet I know people who have been playing one character for months and months), but maybe try reading a psychology book and ask yourself if you really want to stay trapped in that box.

But I am probably the only person who remembers when "addiction" was bad because these days everyone loves "addicting games"

The big AAA companies sure do :D

 

 

I find it interesting about moving away from the MMO stuff when DAO was the game that started Bioware's use of MMO stuff. BG and NWN series did not have cooldowns, regenerating health and mana, taunt for threat management (that is strictly an MMO concept), unlimited ammo, using mana for spells, (which some attribute to MMo's but was actually used in the Wizardry series back in the 80's and 90's), the use of combos (class and otherwise) and the complete lack of death except for what may be scripted (I could also fault NWN for that concept).

 

If gamers think Tempest and KE are overpowered in DAI, you had Arcane Warrior in DAO. Awakenings then came along and overpowered all the classes which saw the rise of HP Bloat.

 

I am all for removing the MMO elements. That would take the games back to the BG, Ultima or Wizardry design. I would be very cool with that.

I'm not sure how you see MMO mechanics in Origins, i really don't..



#71
Silcron

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I'm just going to chime in and say that if they want to do this mmoy stuff they should go over to their SW:ToR team and ask them for advice. Because that game is full of story content to burst and it actually uses WoW mechanics. Let's take for example the collect 10 ram meat quest. The ToR team would have probably had the guy injured, not casually telling you "yeah, we can't hunt becuase the templar mage stuff, if you could, like, go hunt for us, that'd be great." while slouching in a chair; and begging you for meat, not even telling you to hunt, but just meat or foor for the people.

The quest objective would have problably been the same, with a subquest of killing some templars and mages so the villagers may actually be able to hunt. And a final conversation with the guy and maybe even some other people thanking and acknowledging if you did the subquest.

It's still a fetchquest, but the conversation's around it are made so you care about the people you're doing the task with, the subquest letting you go the extra mile if you want. Most fetch quests in ToR are built like that, some of them having a story arc if you do them, like in Tatooine where you can help a scientist deal with malfunctioning droids by trying out his gadgets in different areas.

The problem is not the big open areas or the quest themselves in my opinion. The problem is that they didn't make us care about what we were doing like Bioware usually does, and since we expect that DAI's quests are not only boring, but dissapointing too.
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#72
Farangbaa

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Some AI mages have an awesome spell or something that's like the fire version of Fade Step. Only they 'step' back and leave a trail of fire.

I wants :(

The big AAA companies sure do :D
 
 
I'm not sure how you see MMO mechanics in Origins, i really don't..


https://answers.yaho...13200322AAXgM5V
http://www.giantbomb...arcraft-270612/
http://www.gamefaqs....rigins/52158615

Just the first 3 google results when searching 'Dragon Age Origins like World of Warcraft'

Hell back then there were even reviewers who called it a single player WoW.

#73
DanteYoda

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Some AI mages have an awesome spell or something that's like the fire version of Fade Step. Only they 'step' back and leave a trail of fire.

I wants :(


https://answers.yaho...13200322AAXgM5V
http://www.giantbomb...arcraft-270612/
http://www.gamefaqs....rigins/52158615

Just the first 3 google results when searching 'Dragon Age Origins like World of Warcraft'

Hell back then there were even reviewers who called it a single player WoW.

They are all talking about combat mechanics, isn't that like saying every RPG made is like WoW... Pretty sure WoW copied RPG's..



#74
Farangbaa

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Taunt or whatever it is called is an MMO mechanic.

And of course they are talking about combat mechanics... what else? Story?

Please.

#75
Rawgrim

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DA4 will be an mmo. DA:I was the prototype for it.