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Feedback... be more like The Witcher 3


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#6976
hoechlbear

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And if one does not sufficiently defend Haven, one will lose followers. Look! Risk!

 

Which followers? Even if you save those 3 or 4 people they will still leave their post at Skyhold and you'll get a new person on their place, so in truth, even when you have to save people in DAI, the game does a pretty lousy job at rewarding your efforts.


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#6977
JezrelM

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Personally consider Vivienne a wrong choice for my first two Inquisitors, if that had occurred. Had to live with the off choice in my first session of Leliana, but playing a Dwarf that did not support the Chantry, could live with the other result.
 

Head canon.  That choice doesnt affect in any real way the outcome finale, ho you chose as the new divine is not realy important, thats the sad thing, in the W3 the world changes depending on ho rules at the end.  

 

Sure Da:I seem to be  designed to let head canon roam freely, thats one of his strong points to some people, not to me.


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#6978
KBomb

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Do the rifts actually do any damage if you leave them alone? I closed all of them, myself. But I wondered a few times if anything bad came of it if I hadn't closed any of the rifts.


Nope. I remember closing the rift right in front of the elven widow's house and she didn't even acknowledge that there was a rift there at all. But no, besides the scripted rifts, completely optional with no consequence.

#6979
Xetykins

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Which followers? Even if you save those 3 or 4 people they will still leave their post in Skyhold and you'll get a new person on their place, so in truth, even when you have to save people in DAI, the game does a pretty lousy job at rewarding your efforts.

I would have like a fat golden sash with "Hero of the Year" written on it. Let's see what the Hero of Ferelden would say about that! :P

#6980
hoechlbear

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Nope. I remember closing the rift right in front of the elven widow's house and she didn't even acknowledge that there was a rift there at all. But no, besides the scripted rifts, completely optional with no consequence.

 

In the meantime, TW3 has the abandoned places where people will return to them once you killed the monsters and you'll get access to merchants and possibly new quests. DAI's rifts are pretty similar to that and yet nothing happens if you close them or not. They are filler just like everything else in the worlds.


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#6981
Elhanan

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I liked the idea of that. But if I remember right, Haven replaced everyone I saved with new followers anyway in terms of role, which was a bit disappointing. I didn't even get to keep the original character that I ended up saving.


Mechanically, one may gain new followers for the new stronghold. But the story still loses those NPC's instead of seeing them hanging around the new hold; seems as important as those lost in others games that have been mentioned.

#6982
Rawgrim

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Mechanically, one may gain new followers for the new stronghold. But the story still loses those NPC's instead of seeing them hanging around the new hold; seems as important as those lost in others games that have been mentioned.

 

They had 2-3 lines each. And nobody in Skyhold shed a tear for them. I don't think they were even mentioned at all. Huge loss, I know. Enormous setback.


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#6983
hoechlbear

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Mechanically, one may gain new followers for the new stronghold. But the story still loses those NPC's instead of seeing them hanging around the new hold; seems as important as those lost in others games that have been mentioned.

 

Erm, no. If you fail to defend someone during a quest in TW3, you automatically fail at that quest, meaning you will not see how it ends and you will not get XP and a reward. The only thing you lose in DAI is a background NPC.


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#6984
Elhanan

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Head canon.  That choice doesnt affect in any real way the outcome finale, ho you chose as the new divine is not realy important, thats the sad thing, in the W3 the world changes depending on ho rules at the end.  
 
Sure Da:I seem to be  designed to let head canon roam freely, thats one of his strong points to some people, not to me.


Not head canon when it is part of the included story. Save them, and they remain as other NPC's with dialogue. Fail to save them, lose that option.

Some prefer RP to simply playing for meta-game materials.

#6985
ashwind

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On failed/bad quest consequences... in TW3... I felt a chill sent down my spine when I learn of what might happen late in the game if I made the wrong decision rather early in the game.

 

Pretty graphical, viewer discretion advised:

 

Spoiler
 

 

Luckily I made the right choice... whew.


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#6986
Xetykins

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They had 2-3 lines each. And nobody in Skyhold shed a tear for them. I don't think they were even mentioned at all. Huge loss, I know. Enormous setback.


Well they did have something like a memorial for Haven on the war table. Very impersonal

#6987
Rawgrim

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Well they did have something like a memorial for Haven on the war table. Very impersonal

 

The memorial would have made for a nice cutscene, actually.

 

 

Ever notice how the best quests and things like that were always stuff on the war-table? The War-Table had some great quest ideas. But for some reason the person in charge of the game felt picking flowers 50 000 times was more interesting.


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#6988
Elhanan

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Well they did have something like a memorial for Haven on the war table. Very impersonal


Not as bad as those dismissing their loss as inconsequential due to replacements.

#6989
Il Divo

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Mechanically, one may gain new followers for the new stronghold. But the story still loses those NPC's instead of seeing them hanging around the new hold; seems as important as those lost in others games that have been mentioned.

 

I think that's a pretty weak defense. I can't comment on other comparisons being made but if they're in line with what you're suggesting, then they're equally weak. I would have preferred they either developed the npcs more to make their loss more engaging or had them play a larger role once saved. 

 

As it stands, they're essentially Navigator Pressley: a couple lines of dialogue and we never hear from/deal with them again. The point is it could easily have been made more engaging. 


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#6990
Rawgrim

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Not as bad as those dismissing their loss as inconsequential due to replacements.

 

They had no personality. No background. No depth. No development. No input. They were props. Nothing else. Had Giselle died it would have been another matter entirely.



#6991
TheOgre

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he's basically getting his panties in twist everytime someone criticizes DAI or praises TW3. Has never played the game (TW3) as well, yet still hangs around to defend bioware's honour if needed, ready to retort any sort of injustice or insult towards any gameplay mechanic of DAI that is being challenged.

apart from that, he's disatisfied with the inclusion of bewbs, swearing, cinematic approach (meaning he wants no cutscenes and just two wooden mannequins talking to each other ala DAI or Skyrim) and the inability to pause the game (which is a legit complain because he apparently has some sort of disability) or picking your own character (Bio games are not about fixed protagonists, so I guess this is legit as well)

also, during arguments he usually ends every post with a terrible attempt at a snarky one-liner, which is so comedically unfunny or random that it sometimes borders on anticomedy. but maybe I just have a different sense of humour and simply don't get it. No offense to him in that case. :P
Although I had blocked him so not sure if he still keeps doing that. But I suppose he does. :)

 

They aren't about fixed protagonists, which is why I was confused when I play my Inquisitor and try to be a ruthless tyrant but somehow end up being 'the nice guy'. It's weird.


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#6992
Elhanan

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I think that's a pretty weak defense. I can't comment on other comparisons being made but if they're in line with what you're suggesting, then they're equally weak. I would have preferred they either developed the npcs more to make their loss more engaging or had them play a larger role once saved. 
 
As it stands, they're essentially Navigator Pressley: a couple lines of dialogue and we never hear from/deal with them again. The point is it could easily have been made more engaging.


I also would have liked more consequence for failure, but still was rather chagrined at losing one of them on my first campaign; the Templar that was willing to help train soldiers.

And I missed Pressley. Not only is this a named NPC I am able to recall, he was voiced by Dwight Shultz; a personal favorite.

#6993
KBomb

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They had no personality. No background. No depth. No development. No input. They were props. Nothing else. Had Giselle died it would have been another matter entirely.


Exactly. I don't think the player had to do anything to make their loss feel inconsequential. That was done for us already.

#6994
Eelectrica

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Ok thanks!

I haven't started Skellige yet at 94hrs, and haven't met Ciri.I think there's something wrong with the way I play.

Sounds like my first and only play through. Lol (thus far. waiting for my video card to be repaired so I can start PT 2)

#6995
Akrabra

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You can save them, they will thank you at Skyhold, but most will be replaced even if they live. They are not important at all. I think my biggest gripe with DA:I in general is all about the details, i think the game is decent and i quite like it. Yet it is not a classic Bioware product. As i have said before i did not agree with The Witcher 3 open world design, but atleast they did pull it off because of the attention to detail.

 

I remember doing a quest in TW3 pretty early on, and when i got to Novigrad some npc ambushed me and i needed a moment to connect the dots, but it was an npc i wronged in that quest. It is just a minor thing ofc, but it is what seperates the two games alot.


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#6996
Elhanan

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You can save them, they will thank you at Skyhold, but most will be replaced even if they live. They are not important at all. I think my biggest gripe with DA:I in general is all about the details, i think the game is decent and i quite like it. Yet it is not a classic Bioware product. As i have said before i did not agree with The Witcher 3 open world design, but atleast they did pull it off because of the attention to detail.
 
I remember doing a quest in TW3 pretty early on, and when i got to Novigrad some npc ambushed me and i needed a moment to connect the dots, but it was an npc i wronged in that quest. It is just a minor thing ofc, but it is what seperates the two games alot.


DAI has them, too. One of the minor NPC's heard giving instructions to Scouts becomes the Steward at the Keep located in Crestwood if taken. Thing is, DAI is so vast that such occurrences may be overlooked.

#6997
KBomb

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You can save them, they will thank you at Skyhold, but most will be replaced even if they live. They are not important at all. I think my biggest gripe with DA:I in general is all about the details, i think the game is decent and i quite like it. Yet it is not a classic Bioware product. As i have said before i did not agree with The Witcher 3 open world design, but atleast they did pull it off because of the attention to detail.

I remember doing a quest in TW3 pretty early on, and when i got to Novigrad some npc ambushed me and i needed a moment to connect the dots, but it was an npc i wronged in that quest. It is just a minor thing ofc, but it is what seperates the two games alot.


Yeah, I never felt that too many of the side quests in DAI were important at all or very noticeable. It felt like very little effort was put into side quest design. Tbh, the majority of them felt like filler. It's something I would like to see changed in upcoming DA titles.
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#6998
line_genrou

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On failed/bad quest consequences... in TW3... I felt a chill sent down my spine when I learn of what might happen late in the game if I made the wrong decision rather early in the game.

 

Pretty graphical, viewer discretion advised:

 

Spoiler
 

 

Luckily I made the right choice... whew.

Spoiler

 

Gotta say that's one of the most brutal things I've seen in videogames...and I'm dead serious. Damn.

Spoiler



#6999
KBomb

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Spoiler


Gotta say that's one of the most brutal things I've seen in videogames...and I'm dead serious. Damn.
Spoiler

Yeah, pretty gruesome. Glad I trusted my instincts on that one. Which I knew something bad would happen. Just didn't think the results would be so.... visual.

Also, the new dlc is new finishing animations. I am pretty excited about this. I love finishing moves.
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#7000
Drantwo

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Yeah, I never felt that too many of the side quests in DAI were important at all or very noticeable. It felt like very little effort was put into side quest design. Tbh, the majority of them felt like filler. It's something I would like to see changed in upcoming DA titles.

Quite true. Imo, majority of the side quests in TW3 really showed the effort CDPR had put into them. I cannot say this for DA:I though. Except for maybe 5-6 quests, all the others felt lifeless, bland and boring. Hopefully BioWare improves this in their next title.


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