Fetch quests
Short poorly written main quest
Overabundance of lackluster content
terrible ending boss fight
poor ending
streamlined combat
static openworld maps
Just a few things that i hope the crew at Montreal avoid when developing this game.
Fetch quests
Short poorly written main quest
Overabundance of lackluster content
terrible ending boss fight
poor ending
streamlined combat
static openworld maps
Just a few things that i hope the crew at Montreal avoid when developing this game.
Painfully stiff animations, particularly animations of the facial kind.
Lack of cinematic dialog (even Fallout 4 has it)
A dull and annoyingly neutral protagonist
I'm happy with Fallout 4, hopefully it's great. I'm hoping MEA isnt like DAI.
Dragon Age Inquisition would be the main thing I would avoid from DAI.
Guest_TrillClinton_*
Fetch quests
Short poorly written main quest
Overabundance of lackluster content
terrible ending boss fight
poor ending
streamlined combat
static openworld maps
Just a few things that i hope the crew at Montreal avoid when developing this game.
-Solas
I really can't think of much DA:I brought to the table at all.
Giving the player lots of different options to answer trivial questions is...nice...I guess? I suppose that's something the Montreal team might consider looking at? Although none of the responses or questions themselves were powerful enough to stick with me?
...can't really think of anything else DA:I did that ME should follow.
Oh yeah please please please please no more Lies!!! No more NWN2MOB BS of hinting that you get to do something then in the end you get a cop out when its right there dammit !!!! (destroying the wall of faithless)
No more 'You get a choice at saying no to being the Herald of Andraste' but never mention that even if you deny it , it doesn't matter . You still will be called that either you like it or not .
Lack of a day/Night cycle .
I doubt this game will have fetch quests considering I can't picture many friendly NPCs on uncharted planets. I really hope there's a feature that lets us play our own music from our consoles as we're exploring each planet. If resources was the reason why DA:I lacked cinematics for side quests like every other game of theirs have, then I don't think MEA has that problem. One race choice, and perhaps only one voice option.
If anything Bioware needs to learn from ME1, which it looks like they did with the introduction of a new flying mons...life form, and fire tornadoes. Level design is key, as well as worthwhile content to do as we're searching the planets. If we gained experience by finding new things on each planet that would also feel rewarding.
They should also learn from Fallout 4 how to do gun modding correctly. In F4 there are over 700 weapon mods, and you can literally take a tiny pistol and make it look like a crazy assault rifle with all sorts of mods attached to it, to the point you can't tell it was once a pistol.
Oh yeah please please please please no more Lies!!! No more NWN2MOB BS of hinting that you get to do something then in the end you get a cop out when its right there dammit !!!! (destroying the wall of faithless)
No more 'You get a choice at saying no to being the Herald of Andraste' but never mention that even if you deny it , it doesn't matter . You still will be called that either you like it or not .
Lack of a day/Night cycle .
Just because you say no to it doesn't automatically stop others from calling you that
How is lack of day/night cycle a lie?
Fetch quests
Short poorly written main quest
Overabundance of lackluster content
terrible ending boss fight
poor ending
streamlined combat
static openworld maps
Just a few things that i hope the crew at Montreal avoid when developing this game.
I agree with you about the first five aspects.
I'm not sure what you mean by avoid streamlined combat? I would have thought you wanted streamlined combat, assuming you mean fluid, very much. It will obviously be much closer to ME3 than DAI in this regard.
I'm not sure I agree with you about not wanting static openworld maps. Firstly you are aware that map states in DAI weren't actually completely static, they did actually change in some ways? Regardless I don't want too much emphasis put on this. If you want the first aspects to be better, it is something I would be happy that they cut corners on.
Fetch quests
The only way this would happen is if ME:A face the same resource issue DAI did
They should also learn from Fallout 4 how to do gun modding correctly. In F4 there are over 700 weapon mods, and you can literally take a tiny pistol and make it look like a crazy assault rifle with all sorts of mods attached to it, to the point you can't tell it was once a pistol.
First of all the game isn't even out yet.
Second of all, that's really not anywhere as useful it sounds. Great, you can make a pistol look and function like a rifle. Whoop-de-do. But, see, the thing is...you have rifles. Once you get past the 'cool' factor, it's really a pretty pointless feature. A rifle should obviously be able to function better as a rifle than a pistol would be able to.
Those 700 mods are going to end up as a lot of shiny smoke and mirrors that ultimately amounts to little real gameplay function.
Just because you say no to it doesn't automatically stop others from calling you that
How is lack of day/night cycle a lie?
Never said it was.....a lie . I said LACK ..it lack a cycle of Day/Night .
Yeah I get that part , but if they introduced evil actions...that had impact then those peoples will stop calling you the Herald of Andraste . But they didn't , so saying you had a choice at all is a Lie . Or half a truth . Dont tell me I have a choice when said choice mean nothing in the long run . I rather being told I dont have a say..I accept that then get my hopes up .
First of all the game isn't even out yet.
Second of all, that's really not anywhere as useful it sounds. Great, you can make a pistol look and function like a rifle. Whoop-de-do. But, see, the thing is...you have rifles. Once you get past the 'cool' factor, it's really a pretty pointless feature. A rifle should obviously be able to function better as a rifle than a pistol would be able to.
Those 700 mods are going to end up as a lot of shiny smoke and mirrors that ultimately amounts to little real gameplay function.
Funny how you tell me the game isn't out yet, so curb expectations. Then you try to tell me how it will really be.
Take your own advice. Also stop punching babies.
Never said it was.....a lie . I said LACK ..it lack a cycle of Day/Night .
Yeah I get that part , but if they introduced evil actions...that had impact then those peoples will stop calling you the Herald of Andraste . But they didn't , so saying you had a choice at all is a Lie . Or half a truth . Dont tell me I have a choice when said choice mean nothing in the long run . I rather being told I dont have a say..I accept that then get my hopes up .
Why should every choice have a major impact?
And the only reason they mentioned it was because people kept asking them
It would be cool to see Day and night cycles in ME:A though ![]()
Funny how you tell me the game isn't out yet, so curb expectations. Then you try to tell me how it will really be.
Take your own advice. Also stop punching babies.
But it's heroic ![]()
Funny how you tell me the game isn't out yet, so curb expectations. Then you try to tell me how it will really be.
It's simple logic, mate. Here's how it works:
A gun in a game only has so many 'variables' that give it meaning. Variables that seperate one gun from another. What are they?
- Damage
- Fire Rate
- Accuracy
- Capacity
- Reload Speed
- Mobility
Those are the basics. You have a very small list here. There's a relatively small number of meaningful and useful combinations you can make. For example, you might be able to mod a pistol to high damage, capacity, and fire rate...but so what? A light machine gun can already do all of that, and do it better than the pistol. So those mods pretty much become useless. All show, no go.
Of these 700 mods, my money is that maybe 50 or so will have real, solid effective use. It's going to be like Borderlands. You've got bazillions of potential guns, but does it really matter if the overwhelmingly majority of them are effectively trash?
This is something Fallout already struggles with. How do you make all of the players stats meaningful in combat? You need the characters SPECIAL to matter. You need the characters skill in the relevant weapon to matter. You need the player's skill to matter. It's a franchise already overloaded with variables it's struggling to give meaning to.
The conversation camera or lack there of.
Yuck.
Dragon Age Inquisition would be the main thing I would avoid from DAI.
<<<<<<<<<<>>>>>>>>>>
Ouch!
It's simple logic, mate. Here's how it works:
A gun in a game only has so many 'variables' that give it meaning. Variables that seperate one gun from another. What are they?
- Damage
- Fire Rate
- Accuracy
- Capacity
- Reload Speed
- Mobility
Those are the basics. You have a very small list here. There's a relatively small number of meaningful and useful combinations you can make.
I know you qualified it by saying "those are the basics" but some of the non-basics can really change the feel of a gun while things like accuracy can't simply be defined with a single stat.
Check out what was in the ini file for submachine guns in ME3
Weight I
Weight X
Base Projectile Damage I
Base Projectile Damage X
Maximum Damage per Shot I
Maximum Damage per Shot X
Magazine
Capacity I
Capacity X
Rate of Fire (Rounds per Minute)
Projectiles Per Shot
Shots Per Burst
Reload Duration (seconds)
Reload Duration (Reload Cancel) (seconds)
Single Clip DPS Level I
Single Clip DPS Level X
Multi Clip DPS Level I (No Reload Cancel)
Multi Clip DPS Level X (No Reload Cancel)
Multi Clip DPS Level I (Reload Cancel)
Multi Clip DPS Level X (Reload Cancel)
Shield Damage Modifier
Barrier Damage Modifier
Armour Damage Modifier
Stat Bar Accuracy
Accuracy Fire Interp. Speed
Accuracy Fire Penalty
Minimum Aim Error
Maximum Aim Error
Recoil
Recoil Yaw Frequency
Recoil Yaw Scale
Zoom Accuracy Fire Interp. Speed
Zoom Accuracy Fire Penalty
Minimum Zoom Aim Error
Maximum Zoom Aim Error
Zoom Recoil
Minimum Zoom Crosshair Range
Maximum Zoom Crosshair Range
Ideal Minimum Range (cm?)
Ideal Maximum Range (cm?)
Ideal Target Range (cm?)
Minimum Damage Multiplier
Maximum Damage Multiplier
Ammo Consumption Multiplier
Recoil Multiplier
Minimum Rate of Fire (Rounds per Minute)
Minimum Refire Time (seconds)
Minimum Fire Delay (Charge) Duration (seconds)
Minimum Charge Duration (seconds)
Maximum Charge Duration (seconds)
Rate of Fire Charge Duration (seconds)
Headshot Capable
Headshot Damage Modifier
Charge-Based Weapon
Weapon Charge Type (NAME?)
Penetration Capable
Innate Penetration Distance (meters)
Ignores Armor Damage Reduction
Ignores Shield Gate
Ammo Consumed per Shot
Plus there are all sorts of other things that can be built into a weapon that is not in the me3 ini file. Whether it is hit scan or whatever type of projectile. Regenerating ammo, number of mod slots, weapon range, area of effect, status effects, etc. There is a large number of different effects.
Why should every choice have a major impact?
And the only reason they mentioned it was because people kept asking them
It would be cool to see Day and night cycles in ME:A though
But it's heroic
<<<<<<<<<<>>>>>>>>>>
In space, aboard a ship, a day/night cycle is pointless, except to maintain your human biological circadian rythm. Now, for planetary exploration a day/night cycle is also pointless. You would explore during the day.
Perhaps a combat mission where a night attack is better maybe be in the cards.
I know you qualified it by saying "those are the basics" but some of the non-basics can really change the feel of a gun while things like accuracy can't simply be defined with a single stat.
Check out what was in the ini file for submachine guns in ME3
Weight I
Weight X
Base Projectile Damage I
Base Projectile Damage X
Maximum Damage per Shot I
Maximum Damage per Shot X
Magazine
Capacity I
Capacity X
Rate of Fire (Rounds per Minute)
Projectiles Per Shot
Shots Per Burst
Reload Duration (seconds)
Reload Duration (Reload Cancel) (seconds)
Single Clip DPS Level I
Single Clip DPS Level X
Multi Clip DPS Level I (No Reload Cancel)
Multi Clip DPS Level X (No Reload Cancel)
Multi Clip DPS Level I (Reload Cancel)
Multi Clip DPS Level X (Reload Cancel)
Shield Damage Modifier
Barrier Damage Modifier
Armour Damage Modifier
Stat Bar Accuracy
Accuracy Fire Interp. Speed
Accuracy Fire Penalty
Minimum Aim Error
Maximum Aim Error
Recoil
Recoil Yaw Frequency
Recoil Yaw Scale
Zoom Accuracy Fire Interp. Speed
Zoom Accuracy Fire Penalty
Minimum Zoom Aim Error
Maximum Zoom Aim Error
Zoom Recoil
Minimum Zoom Crosshair Range
Maximum Zoom Crosshair Range
Ideal Minimum Range (cm?)
Ideal Maximum Range (cm?)
Ideal Target Range (cm?)
Minimum Damage Multiplier
Maximum Damage Multiplier
Ammo Consumption Multiplier
Recoil Multiplier
Minimum Rate of Fire (Rounds per Minute)
Minimum Refire Time (seconds)
Minimum Fire Delay (Charge) Duration (seconds)
Minimum Charge Duration (seconds)
Maximum Charge Duration (seconds)
Rate of Fire Charge Duration (seconds)
Headshot Capable
Headshot Damage Modifier
Charge-Based Weapon
Weapon Charge Type (NAME?)
Penetration Capable
Innate Penetration Distance (meters)
Ignores Armor Damage Reduction
Ignores Shield Gate
Ammo Consumed per Shot
Plus there are all sorts of other things that can be built into a weapon that is not in the me3 ini file. Whether it is hit scan or whatever type of projectile. Regenerating ammo, number of mod slots, weapon range, area of effect, status effects, etc. There is a large number of different effects.
<<<<<<<<<<>>>>>>>>>>
Impressive list but overly complex for little benefit. Most gamers would hardly know what to do.
A better approach is simply to pick the best weapon for the mission. Perhaps picking up a few upgrade mods as you play the game or find better gear. This approach has the benefits of giving the devs more time to work in another part of the game. Also, minimizes the combat balance work you need to perform with said mods.
I agree with you about the first five aspects.
I'm not sure what you mean by avoid streamlined combat? I would have thought you wanted streamlined combat, assuming you mean fluid, very much. It will obviously be much closer to ME3 than DAI in this regard.
I'm not sure I agree with you about not wanting static openworld maps. Firstly you are aware that map states in DAI weren't actually completely static, they did actually change in some ways? Regardless I don't want too much emphasis put on this. If you want the first aspects to be better, it is something I would be happy that they cut corners on.
Streamlined as in the combat of DAI was gimped and felt like a hack n slash with a 2h warrior, it was not tactical since they gave us a bareboned tactics menu. Static open world as in npcs stayed in their spots for the majority of the game except for some of our companions who moved around (sometimes). I would direct bioware to look at the Witcher 3 where npcs move around and dont stay in the same place.