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#101
Lebanese Dude

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I hear you man, but the thing with DAI is there are so many lifeless quests, that people can seriously get annoyed, and miss the good ones. 

 

Say for example, If I give you 50 boxes, and 30 of them have candies and other 20 are empty, you'd be delighted to have 30 candies. Now if I give you 500 boxes , and 200 of them have candies and 300 are empty, then sure, you have more candies but you also have a whole lot of empty boxes. That's what I think happened with DAO and DAI .

 

There aren't that many at all though.

 

It's natural that the first zone contain the most "fetch quests" since they often serve introductory purposes, and most people are using the Hinterlands as their main argument.

 

I've made dozens of posts about this particular topic but maybe I should make a thread to make that point once and for all.



#102
Loghain Mac-Tir

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There aren't that many at all though.

 

It's natural that the first zone contain the most "fetch quests" since they often serve introductory purposes.

I've made dozens of posts about this particular topic but maybe I should make a thread to make that point once and for all.

 

I actually liked Hinterlands ... more than quite a few regions .. 


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#103
Lebanese Dude

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I actually liked Hinterlands ... more than quite a few regions .. 

 

Same here.

 

The regions are so vastly different in style and approach that it's inevitable that some zones appeal to you more than others.

 

For example I LOVE the Fallow Mire, but a lot of people cite that zone as their least favorite.


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#104
The Jackal

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It's just that. I had fun when I was told to gather the factions. Each faction was unique in its own way. It felt like it was fun. In DA: I doing the quest seems more like work. It less focused on the actual storyline. Less focused on the choices that make impacts that actually matter. A good example of a quest is Wicked Eyes and Wicked Heart. I admit that was fun.

 

But in order to get to the fun part. You had to do a series of quest to unlock it. Those quests wasn't anything compelling. It didn't feel like "I needed to do them" It felt like "I had to do them" mostly the entire game in DA: I is focused around running around and attacking things. There are portions where you can make choices. I never said there wasn't. It takes effort and time. It feels almost like I'm grinding to get to that fun part.

 

When you do make the choices. Almost right after you make them. They don't seem to make any lasting impact. Nothing changes at the end no matter who you pick. There's no way you can not beat the boss. It feels like I'm repeating myself on certain points. Some people I don't know if they ignoring that the choices didn't really matter or they just liked the combat style of the game more.

 

To sum it up. It feels more like a combat game then a game with a story that you make choices and those choices matter. Isn't that what the game used to pride itself on. The choices making a difference. Several different outcomes for a single choice. 



#105
Sanunes

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I try and walk away from the BSN and it keep dragging me back.

 

I understand that people like the OP don't like the  game and that is perfectly fine, but what really drives me crazy is they try to speak with an authority that everyone that disagrees with them is completely wrong and doesn't understand why the game is horrible.  Not all games are going to please everyone and it really annoys me that people seem to think that it is within BioWare's power to make a game that will please everyone because it will be made to please them.

 

Yes Dragon Age: Origins did handle the quantity of side quests better, but they weren't any better to me then what Dragon Age: Inquisition offered, it just offered less of them because they needed to find a reason to have you explore an open world instead of a world where you are channeled through hallways and mazes.  Dragon Age: Origins is a flawed game for me too, it has elements I like and elements I don't, but instead of focusing on what I didn't like I take the time to look for what I did enjoy about the game.


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#106
Lebanese Dude

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It's just that. I had fun when I was told to gather the factions. Each faction was unique in its own way. It felt like it was fun. In DA: I doing the quest seems more like work. It less focused on the actual storyline. Less focused on the choices that make impacts that actually matter. A good example of a quest is Wicked Eyes and Wicked Heart. I admit that was fun.

 

This is just nostalgia speaking. DAO established the lore and it seems you hold it to a higher regard because of that. DAI expanded on the lore A LOT, from giving us a different perspective of the Chantry and Grey Wardens, to having first-hand experience of Orlais, to learning more about the Ancient Elves. Did you honestly feel bored doing any of the main quests? Unless you hate Dragon Age, that's frankly not believable.

 

 

 

 

But in order to get to the fun part. You had to do a series of quest to unlock it. Those quests wasn't anything compelling. It didn't feel like "I needed to do them" It felt like "I had to do them" mostly the entire game in DA: I is focused around running around and attacking things. There are portions where you can make choices. I never said there wasn't. It takes effort and time. It feels almost like I'm grinding to get to that fun part.

The power costs of the main quests are so ridiculously low that you can get away with only doing a zone or two to complete the entire game.

 

Unless you utterly hate the concept of non-linearity (rendering your argument about choice moot), the zones can't possible be that offensive to your tastes. Be real. This implication that all the zones in DAI are unbearable to you is clearly hyperbolic. 

 

Also every combat-focused RPG has a focus on killing things. 

 

 

 

When you do make the choices. Almost right after you make them. They don't seem to make any lasting impact. Nothing changes at the end no matter who you pick. There's no way you can not beat the boss. It feels like I'm repeating myself on certain points. Some people I don't know if they ignoring that the choices didn't really matter or they just liked the combat style of the game more.

 

The irony being that DAI has the most impact from choices in any DA game so far. I'd like to see an instance of divergence like the Mage/Templar choice and an instance of dialogue significantly affecting the setting in other games. Give me one.

 

Also I don't understand what you're getting at. You're always going to win the game. Otherwise it's not fun to play. What is this Hardcore?

 

Also the repetition is natural given that this is a progression-based game like most RPGs that require you to do something again and again until you level up and unlock something new to play with.

 

Given that DAI allows you to reroll your combat gameplay at any time throughout the game (unlike its predecessors), you can go a grand total of 9 whole playthroughs before potentially exhausting all class/spec options and 15 if you count weapon styles. I don't get this complaint.



#107
The Jackal

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This is all relative. If you find the combat fun then you wont find killing dragons to be boring. If you find the "exploration" fun then you wont find planting flags and pitching tents boring. I can only speak for myself but I find the combat system to be very limited and poorly done, not fun at all. The non-companion side quests did nothing to engage me and I don't find looking at scenery for the sake of looking at scenery entertaining either. What I look for in side content is:

 

-in depth character interaction (long, branching conversations that are interesting)

-a good (even if short) storyline that makes you want to do it for fun and not because you need 40 power to move to the next main story quest

-plenty of dialogue choices that let me roleplay a character and get the NPC to react to me in different ways

-choices of different outcomes

-difficult puzzles (it was nice that they made an attempt with the astrariums but connect the dots...? Way too easy) often with consequences for making a mistake ex: enemies attack you or you get shocked and lose health every time you input a wrong sequence

-interesting, relatable, and memorable NPCs

-The occasional long side quest line such as the faction questlines from Skyrim or the main planet side questlines from SWtOR

-The ability to talk to (and possibly talk down) enemies before I fight them or at least get a cutscene or scripted scene showing me what they look like (I don't know why they ignored this, even in the main quest like with Fiona. You wont even notice her unless you look at her health bar)

-unique and difficult bosses

-Worthwhile rewards such as unique armor, weapons, or crafting schematics with useful special or one of a kind enchantments and a look that is actually unique and not just a recolor of that same trench coat, a significant/useful amount of money, special gifts for companions like the ones from previous DA games (book of Shartan, Antivan leather boots, etc...) and so on.

 

Things like closing rifts and setting up tents and collecting herbs and rocks for the requisitions officer and battling the companion Ai every step of the way are not fun for me. I find the side quests shallow and not engaging with NPCs that are usually not even named let alone memorable and none of the side quests/requisitions/camp establishing/landmark claiming/etc...has any replay value even if you slog through it the first time. The inclusion of these things isn't the problem for me, there is some of this kind of low grade questing to be found in every RPG, but they are the lowest possible tier and there is an overwhelming amount of them yet deeper, more engaging quests are not included at all. The closest thing to what I consider a normal side quest (not even a great side quest) is the Crestwood undead one but even that falls flat. It had potential but the game doesn't give me the impression that I'm saving anyone. The fact that the interactive NPCs are few and far between and the ones you can actually talk to just give you one or two lines to send you on yet another shallow task makes me think the only reason I killed those generic demons at the bottom of the lake was so that the weather would be nicer. The sad thing is that as lacking as it is, that quest was IMO hands down the best non companion side quest in the game.

 

I'm going quote this person. I believe they said in better words then I could what exactly is bothering me a little about the game. This person writes it in detail about the generic monsters you have to face over and over again. I'd rather take interesting stories then the other stuff. 

 

I'm not trying to say. I speak for all gamers. I wrote at he start that this was my own opinion. I just don't see though why some people have more fun attacking almost the same monsters on one planet as you do the next. You set up tents along the way. Does the tents actually do anything. Do they provide anything at all. Does closing a rift do anything in the long term then not closing it. As far I know all my companions stay alive no matter. If close the rifts or set up camps. Once you do that on one play through.

 

You can take a step back and see that it actually didn't make any difference at all. Then you do back to looking at the quests when you had to upgrade your keep. There really wasn't any point in doing all that. The boss never attacked the keep. It would have been really interesting if he did. Based on what you upgraded that changed the story. It really would have. It didn't. Most if not all these quests. Are like setting up tents. Closing rifts. Repeating a hundred times over. That's fine. Its the it doesn't make a difference that I don't really enjoy. At least make it change something in the game if you didn't close a certain rift. Perhaps later monsters crawled through it making it even more open destroying a good part whatever was there.


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#108
Farangbaa

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I'm just going to give one exampe of each, but there are more

-a good (even if short) storyline that makes you want to do it for fun and not because you need 40 power to move to the next main story quest

Companions.

-plenty of dialogue choices that let me roleplay a character and get the NPC to react to me in different ways
-choices of different outcomes

Dalish Camp

-difficult puzzles (it was nice that they made an attempt with the astrariums but connect the dots...? Way too easy) often with consequences for making a mistake ex: enemies attack you or you get shocked and lose health every time you input a wrong sequence

Temple of Mythal.

-interesting, relatable, and memorable NPCs

Incredibly subjective. And I highly doubt you hated every NPC, from Fiona to Barris to Morrigan.\

-The occasional long side quest line such as the faction questlines from Skyrim or the main planet side questlines from SWtOR

You've never been to Crestwood, I take it?

-Worthwhile rewards such as unique armor, weapons, or crafting schematics with useful special or one of a kind enchantments and a look that is actually unique and not just a recolor of that same trench coat, a significant/useful amount of money, special gifts for companions like the ones from previous DA games (book of Shartan, Antivan leather boots, etc...) and so on.

I take it you've never been to the Hissing Wastes.
 

I'll give you these
-The ability to talk to (and possibly talk down) enemies before I fight them or at least get a cutscene or scripted scene showing me what they look like (I don't know why they ignored this, even in the main quest like with Fiona. You wont even notice her unless you look at her health bar)
-unique and difficult bosses

#109
hoechlbear

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Which are the "godlike" ones?

 

I wouldn't use the term godlike, but there are indeed some good quests in DAO.

 

 

You know quests like ; 'Kill 3 groups of bandits' or 'Talk to 5 couriers' or my favorite one 'find 4 mystical sites, spread across the entire world map, and your reward is 2 gold coins and 100 exp', these are stellar examples of "godlike" quests in Origins.

 

Or you know, quests like Ruck, where you get a story (if you find it heartbreaking or not it's up to you), at least 10 minutes of interaction with interesting NPCs that have names, choices where you can kill Ruck or be nice to him, promise him you won't tell his mother the truth and then decide if you want to keep the promise or not.

 

Or Cammen and Gheyna where you can choose to bring them together or break them apart. This quests allows you to use skills (persuasion, intimidation, cunning) and you can solve it in 6 different ways and get various reactions from the clan depending on how you completed it. If your skills aren't high enough you can't even complete the quest.

 

Or the quest of Danyla, the werewolf. Again, story, interactions with NPCs, choices (you can choose to kill her and put her out of her misery, or you can choose not to kill her or stall by asking too many questions which will make her attack you. Then you can tell the truth to her husband or lie).

 

Or Dagna, probably one of the most memorable NPCs on DAO, who gives you a nice little sidequest with an interesting story. Not only do you get various interactions with her, but you also have multiple ways to handle the quest. You can speak to her father and convince Dagna not to go. Or you can go to the circle and the outcome actually changes according to the main quest. If you side with the mages, Irving will be happy to take her in, if you side with the templars, Greagoir won't let her study there.

 

Or Kaitlyn and her brother in Redcliffle. You can persuade the kid to tell you about the sword, you can keep it, you can pay for it, you can give it back after the battle.

 

Or even the Hungry Deserter at Ostagar. You can choose to be nice, kill him and take the key or steal it. You can persuade the guard to give you his food, pay for it or steal it. 

 

I could go on, but I don't want to write a wall of text. But in all of those quests not only you get cutscenes, a bit of story, interactions with NPCs, choices, different outcomes, you also get to use skills and get various reactions from your companions. And that's something that is almost nonexistent in DAI's sidequests.


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#110
Farangbaa

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All of that happens in just the Dalish Camp alone. Besides persuasion skills, of course

#111
The Jackal

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It helps to imagine these people just skip over every dialogue and then start complaining things don't make sense or didn't last long enough.

 

I'm not sure if I can take the above posters comments seriously when they make blind thoughts about people who have valid complaints about the game. Instead of listening to the feedback. Ignoring it and pretending that we skip over everything..


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#112
Loghain Mac-Tir

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I could go on, but I don't want to write a wall of text. But in all of those quests not only you get cutscenes, a bit of story, interactions with NPCs, choices, different outcomes, you also get to use skills and get various reactions from your companions. And that's something that is almost nonexistent in DAI's sidequests.

 

 

I agree with the cut scene part, the side quests could've been much better if they simply had cut scenes ... As for DAI not having any meaningful side quest, Companion quests were streets ahead then those of Origins, especially Iron Bull and Cole, and what the whole different choices things, you have 'Sit in Judgment' quest line for that, all of them have cut scenes  multiples choices and brings an end to the quest line of a specific region..



#113
hoechlbear

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All of that happens in just the Dalish Camp alone. Besides persuasion skills, of course

 

Dagna happens in the Dalish camp? Ruck happens in the Dalish camp? Kaitlyn and her brother happens in the Dalish camp? The Deserter happens in the Dalish camp? Are you sure you read my post or even played the game? And I only gave a few examples from each location, but there are more sidequests that are similar to those. I can give you more examples if you want.


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#114
hoechlbear

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I agree with the cut scene part, the side quests could've been much better if they simply had cut scenes ... As for DAI not having any meaningful side quest, Companion quests were streets ahead then those of Origins, especially Iron Bull and Cole, and what the whole different choices things, you have 'Sit in Judgment' quest line for that, all of them have cut scenes  multiples choices and brings an end to the quest line of a specific region..

 

Companions' quests aren't regular quests though, which is what it's being discussed here: the sidequests you get in the worlds. And the fact that you think Iron Bull and Cole's quests were better is your opinion. I did like Cole's quest, but not Iron Bull's. And all the companions quests' in general were really short, just like Origins. Not to mention that even in DAI's companions quests you get fetch quests. I can understand why some liked the judgments, personally, I didn't. Some were good, but others were just plain pathetic (like judging the remains of a dead woman). And only a few of those judgments were tied to sidequests, most of them were from main quests.


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#115
Lilithor

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I'm just going to give one exampe of each, but there are more

Companions.
Dalish Camp
Temple of Mythal.
Incredibly subjective. And I highly doubt you hated every NPC, from Fiona to Barris to Morrigan.\
You've never been to Crestwood, I take it?
I take it you've never been to the Hissing Wastes.
 

I'll give you these
-The ability to talk to (and possibly talk down) enemies before I fight them or at least get a cutscene or scripted scene showing me what they look like (I don't know why they ignored this, even in the main quest like with Fiona. You wont even notice her unless you look at her health bar)
-unique and difficult bosses

When people like you answer it is always enlightening. Seeing things you quoted in these examples of yours is almost as insane as believing the stars in the sky are fireflies. So the best I can do is say that it is all highly subjective.

Companions? Pffft. You mean getting items in maps or those 30 seconds it takes to visit some random location and seeing your companions overreact over something? They are all such drama queens. Anyway, it is just too quick and with too little dialogue to enjoy. (Including the post quests dialogues)

Dalish Camp? You mean the worst side quests of all? Except for the decision on what to do about Emerald Graves discovery they make no difference in the game. I hope you are talking about those 2 seconds where we finish Emerald Graves quest. Even so, seriouly? You make me laugh.

Temple of Mythal? UUHAUAHAUHAUHAUHAUAHUAH Nope. No consequences, no difficulty and in a replayable game like Inquisition pre-defined puzzles will never be interesting, In games where you are bound to play lots of times puzzles should have a base but be randomly generated. (Well dungeons too, but that is another story).

Crestwood? Oh my. If Crestwood side quest had a little touch of Sherlock Holmes, ok, but it can be solved incredibly fast by just "going forward", quest does not require you to understand or find out what is happening. You will know what is happening anyway because as everything in Inquisition the quest is very straightforward and it makes this quest as boring as all others.

At Hissing Wastes either you didn't read what she was wrote or you misunderstood it. There is nothing unique there or anywhere else it is not in the game database.

(As a side note: All non-accessories rewards are useless because crafting exists. And the great accessories are rewards from being able to read and lighting veilfires? Seriously I make a quick visit there by level 12 (after farming Sulevin like crazy), avoid some enemies make a camp get Suberb Ring of Attack, go to the dog merchant buy all schematics and when I go back there to really go through the map exploring and making the quests it doesn't have anything to offer me anymore. In fact, after farming sulevin at level 12 the only thing the game have to offer me are dragon materials and "tier 3" accessories, so from level 12 to 27 it is basically selling things to vendors with no use for me at all.)



#116
Lebanese Dude

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I'm not sure if I can take the above posters comments seriously when they make blind thoughts about people who have valid complaints about the game. Instead of listening to the feedback. Ignoring it and pretending that we skip over everything..

 

lol

 

 

Exhibit A:

 

 

Companions? Pffft. You mean getting items in maps or those 30 seconds it takes to visit some random location and seeing your companions overreact over something? They are all such drama queens. Anyway, it is just too quick and with too little dialogue to enjoy. (Including the post quests dialogues)

 

Using the companion approval fetch quests that fulfill the same function as gifting as an argument.

Gross generalization over the companion personalities and their reactions to the quests. Downplaying the amount of time spent conversing with companions throughout the story.

 

 

Dalish Camp? You mean the worst side quests of all? Except for the decision on what to do about Emerald Graves discovery they make no difference in the game. I hope you are talking about those 2 seconds where we finish Emerald Graves quest. Even so, seriouly? You make me laugh.
 

 

Intentionally ignoring all the potential RP options from the Dalish camp.

 

The mere existence of the unique reputation bar which has an increase/decrease depending on your choices made and the consequent unlocking of an Agent and Tier 2 schematics makes this a significant RP point. Do you help the elves altruistically or for personal gain, or do you work against them?

 

 

Temple of Mythal? UUHAUAHAUHAUHAUHAUAHUAH Nope. No consequences, no difficulty and in a replayable game like Inquisition pre-defined puzzles will never be interesting, In games where you are bound to play lots of times puzzles should have a base but be randomly generated. (Well dungeons too, but that is another story).
 

 

Incredible hyperbole of lack of choice, given that there are  several divergent paths in this quest alone.

 

Not only do you have three different paths to progress the quest ( Do Temple Puzzles + Side with Elves, Do Temple Puzzles + Fight Elves, Follow Samson + Fight Elves), you also have two different choices at the end (Drink yourself or let Morrigan do it) which cause the main plot to diverge as well ( Tame the dragon or did Morrigan shapeshift?). 

 

The puzzles are actually explained lore-wise and their existence is fully justified as a test for Mythal's supplicants. It's not just thrown in randomly. 

If you dislike it, don't do it.

 

 

Crestwood? Oh my. If Crestwood side quest had a little touch of Sherlock Holmes, ok, but it can be solved incredibly fast by just "going forward", quest does not require you to understand or find out what is happening. You will know what is happening anyway because as everything in Inquisition the quest is very straightforward and it makes this quest as boring as all others.

 

Intentionally phrasing the quest progression in a manner that downplays it. The main plot segment of Crestwood was never implied to be anything more than a meet-up. The zone itself has a unique story with a potential judgment in the end with an interesting twist. 

 

Throwing around the word "boring" is rather funny as well. 

 

At Hissing Wastes either you didn't read what she was wrote or you misunderstood it. There is nothing unique there or anywhere else it is not in the game database.

 

The zone that is full of "space" makes its presentation and approach unique compared to the other zones. Also has an interesting lore twist. Irrational argument.

 

(As a side note: All non-accessories rewards are useless because crafting exists. And the great accessories are rewards from being able to read and lighting veilfires? Seriously I make a quick visit there by level 12 (after farming Sulevin like crazy), avoid some enemies make a camp get Suberb Ring of Attack, go to the dog merchant buy all schematics and when I go back there to really go through the map exploring and making the quests it doesn't have anything to offer me anymore. In fact, after farming sulevin at level 12 the only thing the game have to offer me are dragon materials and "tier 3" accessories, so from level 12 to 27 it is basically selling things to vendors with no use for me at all.)

 

Hypocritically mocking the existence of choices in how to gear up the character (Crafting is superior because it is an active rather than passive method), while asking for more choices earlier. 

--

 

Such valid complaints.

 

Please continue to enlighten me with how the game could be better, because we live in a perfect world where games can have incredible depth in nuance without sacrificing anything during development.

What's funny is that most of these "complaints" are asking for things that are already in the game. They're just not done in a manner that pleases that particular person. 

 

#Deal.

 



#117
Loghain Mac-Tir

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Companions' quests aren't regular quests though, which is what it's being discussed here, the sidequests you get in the worlds. And the fact that you think Iron Bull and Cole's quests were better is your opinion. I did like Cole's quest, but not Iron Bull's. And all the companions quests' in general were really short, just like Origins. Not to mention that even there you get fetch quests. I can understand why some liked the judgments, personally, I didn't. Some were good, but others were just plain pathetic (like judging the remains of a dead woman). And only a few of those judgments were tied to sidequests, the rest were from main quests.

 

Everything is subjective... You and the OP and a whole lot of people didn't like the DAI quests,(neither did I) and that's your opinion ... And the fetch companion quests are equivalent of gifts in Origins.. The reason I said Bull and Cole's quest are better than anything in Origins, because they have a huge impact on the characters.

 

And it doesn't matter if you judge NPC's from the main quest line, the quests in it selves are optional (i.e not required to be completed in order to finish the main game) ergo they are side quests ...  



#118
Innsmouth Dweller

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...i wish i could get the amulet for Cole myself. stealing it... buying it or negotiating, i'm told to be a very persuasive dwarf... maybe doing some additional quest for the noble man... /sigh

oh well... back to killing bandits in Crestwood then



#119
Nefla

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I'm just going to give one exampe of each, but there are more

Companions.
Dalish Camp
Temple of Mythal.
Incredibly subjective. And I highly doubt you hated every NPC, from Fiona to Barris to Morrigan.\
You've never been to Crestwood, I take it?
I take it you've never been to the Hissing Wastes.
 

I'll give you these
-The ability to talk to (and possibly talk down) enemies before I fight them or at least get a cutscene or scripted scene showing me what they look like (I don't know why they ignored this, even in the main quest like with Fiona. You wont even notice her unless you look at her health bar)
-unique and difficult bosses

Like I said, that's how I personally feel (and if you'd read my whole post you would know I went to Crestwood...and yes I have also been to the Hissing Wastes)

 

You're going to have to elaborate rather than giving one word responses. What does "companions" have to do with wanting interesting side quest storylines? Are you talking about companion specific quests? If so, I already mentioned that those quests were good (well, not the ones where you grind affection such as killing Venatori groups with Dorian). However I don't categorize them the same way as regular side quests. "Dalish camp" what?

 

The temple of Mythal was a main quest. If the temple of Mythal and everything that happened in it was exactly the same but was a side quest, then it would be a great side quest (though imo the puzzles were still way too easy). It's not. Compare it to the temple of Dirthamen where you run around unlocking doors with no one to talk to, no input from your companions, no useful treasure, and at the end fight another one of those generic demons that always come out of rifts. No thanks.

 

Obviously opinions are subjective, I even said as much in the post you quoted and restated that everything I listed was something I personally looked for. Please read what you quote before you reply to it. You are again listing main plot characters when this thread and the post you quoted was entirely about side quests. Even so, I do find the new characters introduced in Inquisition to be lacking compared to previous games. Compare Celine to Anora, Briala to Shianni, Gaspard to Teagan, etc...DA:I relied heavily on cameos and assumed the player had read the books and played previous games rather than giving new characters adequate development but that's a discussion for another thread. Where are the memorable side quest NPCs? Like I said in the post you quoted which you obviously didn't read, most of them don't even have more than one or two lines of dialogue telling you about the thing you'll be fetching or killing for them let alone names.



#120
robertmarilyn

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Same here.

 

The regions are so vastly different in style and approach that it's inevitable that some zones appeal to you more than others.

 

For example I LOVE the Fallow Mire, but a lot of people cite that zone as their least favorite.

 

What is weird about the Fallow Mire is that there are only 4 areas to claim but I continue to have trouble finding one of those areas and it's the same area, over and over so I get irritated because I spend so much time running around getting attacked...otherwise I kind of like the place. 



#121
hoechlbear

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Everything is subjective... You and the OP and a whole lot of people didn't like the DAI quests,(neither did I) and that's your opinion ... And the fetch companion quests are equivalent of gifts in Origins.. The reason I said Bull and Cole's quest are better than anything in Origins, because they have a huge impact on the characters.

 

And it doesn't matter if you judge NPC's from the main quest line, the quests in it selves are optional (i.e not required to be completed in order to finish the main game) ergo they are side quests ...  

 

Well, you're the one who keeps stating that the companions quests' in DAI "are streets ahead then those of Origins". Yes, it is subjective that's why I gave my opinion as well. So in Origins the companions' quests didn't have an impact on them? The fact that you can harden Alistair and Leliana and change their personality isn't important? Or the fact that if you help Sten retrieve his sword it will unlock multiple dialogues throughout the game? Or the fact that if you help Oghren or not, by the end of the game he can either be married and have a child or he can be a drunk? What's so different in DAI? Apart from maybe Blackwall I don't see what's the huge impact you speak of that wasn't already present in DAO.

 

And if you think a fetch quest is the equivalent of a gifting system where you can give a special and meaningful gift to your companions which will trigger a nice cutscene with dialogue then good for you, I guess.


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#122
Lebanese Dude

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Well, you're the one who keeps stating that the companions quests' in DAI "are streets ahead then those of Origins". Yes, it is subjective that's why I gave my opinion as well. So in Origins the companions' quests didn't have an impact on them? The fact that you can harden Alistair and Leliana and change their personality isn't important? Or the fact that if you help Sten retrieve his sword it will unlock multiple dialogues throughout the game? Or the fact that if you help Oghren or not, by the end of the game he can either be married and have a child or he can be a drunk? What's so different in DAI? Apart from maybe Blackwall I don't see what's the huge impact you speak of that wasn't present in DAO.

 

 

 

Finding Sten's sword has a consequence in the epilogue, but all you do to find it is teleport from map to map. You go to a bar to talk up Felsi for Oghren to get laid. You give Zevran boots. You talk to Alistair's sister and Marjolaine for a minute.

 

They're very simple quests with very little actual meat. Sure they diverge, but they're lite versions compared to DAI's.

 

It's more of a matter of impact of the quests and how they're approached as opposed to the divergence in the final result.

 

On the other hand, you raid a base for Cassandra that gives a rather interesting twist in the end. There's divergence at the end of the quest that, like the Alistair choice, has a divergence in the potential endings.

Cullen's personal quest is rather long and diverges based on your Mage/Templar choice.

 

You talk to Dorian about his relationship with his father and find out more about the Tevinter construct. Is there a similar lore exposition in DAO?

 

etc..



#123
Nefla

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I try and walk away from the BSN and it keep dragging me back.

 

I understand that people like the OP don't like the  game and that is perfectly fine, but what really drives me crazy is they try to speak with an authority that everyone that disagrees with them is completely wrong and doesn't understand why the game is horrible.  Not all games are going to please everyone and it really annoys me that people seem to think that it is within BioWare's power to make a game that will please everyone because it will be made to please them.

 

Yes Dragon Age: Origins did handle the quantity of side quests better, but they weren't any better to me then what Dragon Age: Inquisition offered, it just offered less of them because they needed to find a reason to have you explore an open world instead of a world where you are channeled through hallways and mazes.  Dragon Age: Origins is a flawed game for me too, it has elements I like and elements I don't, but instead of focusing on what I didn't like I take the time to look for what I did enjoy about the game.

The people who love the game immediately jump on detractors as well, calling their opinions wrong and saying that they're wearing nostalgia glasses (even if previous games weren't brought up), that the game is amazing and people are complaining just because they want to complain and accusing them of not actually playing the game, not being smart enough to understand it :rolleyes: , etc...completely dismissing people's personal opinion as well as any valid criticism.



#124
AWTEW

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I really hope Pillars of Eternity succeeds, because I like Obsidian. But the game doesn't seem to be much appealing to me. I hope I am wrong.

 

People didn't expect divinity original sin to do as well as it did...and look how that turned out. I believe Pillars will be successful because it has a rather interesting market-position. A lot of the 20yo+  gamers have been missing those sort of rpgs, and generally speaking for the younger crowd it is 'new'. Then there is the obsidian brand.

 

Since, things tend to come and go in cycles. I would guess that the cycle is shifting back to the 'older style' of rpgs.


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#125
Lebanese Dude

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People didn't expect divinity original sin to do as well as it did...and look how that turned out. I believe Pillars will be successful because it has a rathe rintresting position. A lot of the 20yo+  gamers have been missing those sort of rpgs, and generally speaking for the younger crowd it is 'new'. Then there is the obsidian brand.

 

Since, things tend to come and go in cycles. I would guess that the cycle is shifting back to the 'older style' of rpgs.

 

I can't wait for Pillars! :D


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