First off I want to congradulate bioware on the overall scale and performance acheived in this game(prior to patch 4). The map designs have some major TLC put into them and the DICE sytem is flat out amazing. NEVER have had a game look THIS good and not "chug" while spining the camera in 360's all day long. No waiting for textures to render and uses ALL the video ram available. Absolute genius in this regard.
I should piont out that I am a completionist when playing rpg's in general. Meaning my first playthroughs are usually the longest. This game clocked in at exactly 193 hours according to my final save(note: this was on hard difficulty so this likely increased playtime by a good 10 hours or so). Quite impressive by any standards really. Normaly I'd frown on this much "reading" in any game but whoever did the writing was talented enough to keep it fairly fresh and interesting throughout.
This post could go on forever so I'll just get to the point. Here are a few things that where obviously overlooked and in some cases unfinished that would increase overall enjoyment in general::::::;
1. Unfinished/Buggy Attribute Window
This one is somewhat odd. Wether or not this was an oversite or an actual design desition doesn't really matter. Fact of the matter is, not showing actual numeric values on base attributes which are used in a crafting system is just ludicrous. I'm not trying to be mean here but this is a big "no no" when you have a crafting system which can be used to increase these values. Vuage "flavor" discriptions just don't cut it guys
So stop shooting yourselves in the foot and spend 30 minutes to add extra text into the tooltips for those 6 attributes so people know what they're working with while crafting. Funny thing is, this crafting system may be my favorite of any game I've ever played but I didn't realise this untell around 80-90 hours? Soo much avoidable frustration in this game. It's actually quite sad. Maybe you guys shoulda spent some of that writing time on explaining core mechanics to players instead of flavor books in ever corner of the world? Yea I know, smart a s s eh haha.
Next we have the Magic Defense value which doesn't correctly carry over to ice/fire/spirit/lightning defensive readouts the way it should. This is easy enough to understand yes? These little things all contribute to player "doubt". This isn't good. Players doubting wether the skills work like they should, are they working at all, does it matter what I do, omg fk this game! You see the evil spiral into hating your game? Yea, not good at all and both can be easily addressed.
2. Incorrect Skill Discriptions
This is also a REALLY big one. Yall need to step back and open up your skills window. Read the discriptions carefully on EACH and every skill. You notice anything? I sure hope so....., I payed 60+ for this game. Did I miss something? Did I miss the big red "BETA" on the box? I don't think I did............ Yea, I'm not gonna hand you all the answers guys. Have your guys/gals that programed the skill affects sit down and take a look at the skill discriptions and maybe they'll be able to help???? Yeesh.
Bioware I'm perfectly fine with "BUGS" in an RPG of this size. On the other hand I'm NOT fine with including content that isn't "finished". I consider myself a reasonable person but I only willingly bend over for finished products.
3. Useless horses and how to fix it
You can plainly see how much work there was in animations and texturing put into all those different horses. It's just sad that they have hardly any tangible use isn't it? I'm not even sure how hard this would be but it sure would give them some use.
-----Search function that works while mounted. Duuuh right?
-----Inquisition PERK which allows auto-looting of resources from horses if they are riden close enough to the actual resource(I'd just combine the other 2 horse perks into 1 and use the extra slot for this)
So yea that's all I can think of off the top of my head for right now but hey, horses would at least be "usable" instead of hindering your gameplay.
4. Faulty Base Armor Mechanic
Straying away from D&D mechanics is commendable and it's nice that you guys have the moxy to try different things. After countless hours of play I've noticed one mechanic that keeps rearing it's ugly head around every other corner in this game......, Like the heading says, the base armor mechanic seems to be the origin of many of the "uneven" gameplay moments as far as the combat is concerned. A suggestion, in forthcoming games you may want to look into using a "percentage" based system(Instead of flat reduction) which should help with more than a few things. For instance, easier ballancing of difficulty levels, armor that "feels" usefull no matter the situation, less "one shotting" players at higher difficulties, less reliance on enemies with knockdown affects for "fake" difficulty, more room to improve enemies in much more interesting ways, lessoning the so called difficulty "spikes" that soo many players complain of, armor values that could be shown properly in the player defensive quick window(or whatever it's called), I could go on and on and on etc........... Anyways you guys may have already realized this but just to late I'm guessing? Is this why we have imunity bubbles? To cover up this broken mechanic? Not picking on you guys just curious haha.
The rest of your system seems to work fine though. Nice work. I do really mean that because it can't be easy to basically write an entirely new system from the ground up. I'm actually suprised it's not WORSE than it is.
Look at it this way. Even with it's flaws, it's gonna make one heck of a coloring board for future expansions and such. Looking forward to the future of this franchise for sure. ![]()





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