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I think I hate DA:I. And I hate that I hate it.


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#101
tonywc

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I'm frustrated with it as well. Bugs aside the game is too big and trying to be too many things. The narrative cracks and crumbles under its huge arc. You can get to know some of the characters but you never really feel united as a group.

 

In the same vein the mission table is totally nerfed when it comes to rewards and supplies / resources. You have this grand army that can't seem to gain resources at the same rate you do by wandering around a zone for 15 min. A better solution would be to look for resources until you complete the geological survey then have your people be pulling those resources in on a regular basis without having to waste time on the mission table.

 

The loot system is just awful. The only way I would classify it as a success is if it was designed to slow my progression in the game and to make me bow hours of my life in the inventory screen. 90% of what drops is only worth selling, but I can only carry 60 items at a time and that includes upgrades and research items. They would have done better to scrap the whole thing and just deposit money for each kill.

 

Upgrading / modding the weapons? Also terrible. Why do I have to go into the inventory screen and take the items off people in order to mod them? Honestly this whole system should probably be scrapped as well in favor of something you would upgrade with weapon experience or make the modding of weapons easier and done in the field. Only big upgrades will need to be fashioned at a station.

 

Also, something I miss from early BioWare was its liberal use of cutscenes. They did it for both the main and side quests which made the world feel alive. I think bringing that back would add something to the game.

 

Training seemed tacked on as well. Why not expand your relationship with a companion by learning an advanced skill tree from them?

 

I hope that a lot of these issues can either be sidestepped or fixed by mods because I seriously doubt EA is going to pay to have any of this corrected.


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#102
Elhanan

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One may carry 90 items with a couple of perks as I recall. And one may purchase components, have troops assigned to gather, gather them yourselves, or skip them altogether. While harvesting them yourself gains better results, it is not required, and know of others that prefer the shops.

Personally, enjoy the crafting in DAI more than the previous games; prefer such versatility in the Player's control as a rule.

#103
tonywc

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One may carry 90 items with a couple of perks as I recall. And one may purchase components, have troops assigned to gather, gather them yourselves, or skip them altogether. While harvesting them yourself gains better results, it is not required, and know of others that prefer the shops.

Personally, enjoy the crafting in DAI more than the previous games; prefer such versatility in the Player's control as a rule.

 

I think crafting can be great and I like versatility, however it feels like the time I invest gets very minimal returns. And it could be 1200 instead of 60 and it would still suffer the same issue that most of it is junk. I'd rather get loot every 5th encounter that was worth something than worthless loot every encounter.



#104
Elhanan

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I think crafting can be great and I like versatility, however it feels like the time I invest gets very minimal returns. And it could be 1200 instead of 60 and it would still suffer the same issue that most of it is junk. I'd rather get loot every 5th encounter that was worth something than worthless loot every encounter.


As research items no longer take any slots, it seems to have been awhile since the game was played and/ or patched. Might wish to try this before listing inaccurate information.

And nobody is forced to harvest loot, though it is a habit formed by many gamers. In The Lion, I pushed myself to skip the Jumping puzzle rewards, and stick with other, easier to locate rewards. But I do recommend the Astrariums.

#105
FKA_Servo

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I think crafting can be great and I like versatility, however it feels like the time I invest gets very minimal returns.

 

The biggest problem with DAI's otherwise terrific crafting system is that it's the opposite of this. Before you're out of Haven, crafted gear is unambiguously superior to nearly any found loot. And since the pacing is wonky in DAI, you outlevel neat and useful unique loot and quest rewards before you even get to them.

 

I wish found loot would get a big boost. I don't mind crafted loot being great, but I'd like for to take some work (obviously, for specialized purposes like resist gear, or weird stat builds, crafting is perfect).

 

I'd also like to burn RNG loot to the ground.


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#106
Darkly Tranquil

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The biggest problem with DAI's otherwise terrific crafting system is that it's the opposite of this. Before you're out of Haven, crafted gear is unambiguously superior to nearly any found loot. And since the pacing is wonky in DAI, you outlevel neat and useful unique loot and quest rewards before you even get to them.
 
I wish found loot would get a big boost. I don't mind crafted loot being great, but I'd like for to take some work (obviously, for specialized purposes like resist gear, or weird stat builds, crafting is perfect).
 
I'd also like to burn RNG loot to the ground.


This was a big problem in the game. Killing powerful bosses for loot is an important part of the fantasy RPG experience, and it's pretty underwhelming when you defeat a mighty dragon and all the loot goes to vendor trash. The best gear should always comes from defeating difficult enemies, while crafted gear should be a fallback for when you can't knock over a specific boss yet, or when the RNGods are against you. Making crafted gear the best (by far) just devalued all found loot, and is just bad Game Design 101.
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#107
Elhanan

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This was a big problem in the game. Killing powerful bosses for loot is an important part of the fantasy RPG experience, and it's pretty underwhelming when you defeat a mighty dragon and all the loot goes to vendor trash. The best gear should always comes from defeating difficult enemies, while crafted gear should be a fallback for when you can't knock over a specific boss yet, or when the RNGods are against you. Making crafted gear the best (by far) just devalued all found loot, and is just bad Game Design 101.


Then it is a good thing that ten of the High Dragons in DAI all have unique items in their hoards. And not all the best items are found by defeating powerful foes (eg; Excalibur, Dragonslayer spear, Vigilance, Far Song, etc), as versatility nay be key.

#108
Darkly Tranquil

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Then it is a good thing that ten of the High Dragons in DAI all have unique items in their hoards. And not all the best items are found by defeating powerful foes (eg; Excalibur, Dragonslayer spear, Vigilance, Far Song, etc), as versatility nay be key.


Are you for real?

#109
Akrabra

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Are you for real?

No, he is a figment of your imagination.



#110
Elhanan

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Dragon Age: Inquisition

There are ten high dragons in Dragon Age: Inquisition.
1. Fereldan Frostback (Hinterlands)
2. Northern Hunter (Crestwood)
3. Abyssal High Dragon (Western Approach)
4. Gamordan Stormrider (Exalted Plains)
5. Greater Mistral (Emerald Graves)
6. Hivernal (Emprise du Lion)
7. Vinsomer (Storm Coast)
8. Sandy Howler (Hissing Wastes)
9. Kaltenzahn (Emprise du Lion)
10. Highland Ravager (Emprise du Lion)

All have unique items, I believe. See links here:

http://dragonage.wik...iki/High_dragon

As for versatility, there is Skyrim (generally crafted > loot, Far Song (shop purchase), Vigilance (crafted),). Etc.

#111
Darkly Tranquil

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No, he is a figment of your imagination.


My subconscious must really hate me.

#112
Elhanan

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My subconscious must really hate me.


Perhaps it has cause, but I simply use Ignore.... ^_^

#113
FKA_Servo

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Well, the items are unique insofar as they have unique names, but they don't look unique. For example, all the grey warden outfits are T2 schematics, and the crafted ones are far better than the named ones that drop from dragons.

 

By the time you've gotten the levels to beat the easiest dragon, the gear you're wearing is like, twice as good as the gear she drops. That holds true for pretty much every dragon except the last couple.

 

Another thing - limiting the strength of a schematic by its tier is stupid when we also have tiered materials. Why not just link the strength of the gear to the quality of the materials? It seems to defeat the whole purpose of the schematics.


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#114
Elhanan

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Well, the items are unique insofar as they have unique names, but they don't look unique. For example, all the grey warden outfits are T2 schematics, and the crafted ones are far better than the named ones that drop from dragons.
 
By the time you've gotten the levels to beat the easiest dragon, the gear you're wearing is like, twice as good as the gear she drops. That holds true for pretty much every dragon except the last couple.
 
Another thing - limiting the strength of a schematic by its tier is stupid when we also have tiered materials. Why not just link the strength of the gear to the quality of the materials? It seems to defeat the whole purpose of the schematics.


Purple items are unique; static drops that occur every time, I believe. Nothing RNG about them. The complaint is fallacious.

And what some Players prefer to use may vary from others. The Companions in my game have very few crafted or store purchased items; mostly the best of what has been found in game. And I found the Dragon treasure to be helpful in most cases, at least for my campaigns.

Do wish one could improve a lesser schematic for appearances; perhaps alter the parameters based on Lvl.

#115
FKA_Servo

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Purple items are unique; static drops that occur every time, I believe. Nothing RNG about them. The complaint is fallacious.

And what some Players prefer to use may vary from others. The Companions in my game have very few crafted or store purchased items; mostly the best of what has been found in game. And I found the Dragon treasure to be helpful in most cases, at least for my campaigns.

Do wish one could improve a lesser schematic for appearances; perhaps alter the parameters based on Lvl.

 

Right, but if you do a minimum of exploration, you vastly overlevel yourself for most quest rewards, and nearly all boss drops. That's what we regard as lousy design.

 

The rest of the loot, and more importantly, nearly every one of the looted schematics, are RNG. Which is why so many players were reduced to save scumming chests on release. I was playing a dwarf rogue and every second chest was a damn vitaar or shield or something else that I couldn't use for myself.

 

Removing tiers from schematics and strictly linking the quality to the tier of the materials used would solve that last issue. There's no reason why I shouldn't be able to make a totally badass, top quality set of Warden armor out of dragon bone. There's no reason why an Inquisitor's duster should be superior to several inches of metal.



#116
Elhanan

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Right, but if you do a minimum of exploration, you vastly overlevel yourself for most quest rewards, and nearly all boss drops. That's what we regard as lousy design.
 
The rest of the loot, and more importantly, nearly every one of the looted schematics, are RNG. Which is why so many players were reduced to save scumming chests on release. I was playing a dwarf rogue and every second chest was a damn vitaar or shield or something else that I couldn't use for myself.
 
Removing tiers from schematics and strictly linking the quality to the tier of the materials used would solve that last issue. There's no reason why I shouldn't be able to make a totally badass, top quality set of Warden armor out of dragon bone. There's no reason why an Inquisitor's duster should be superior to several inches of metal.


Save scumming as I understand is completely optional; have not used it for DAI myself. It certainly is not required. Crafting is optional, though recommended; same for Harvesting components.

Not a bad design; may not be what those that choose to do so would prefer, but the design is solid. It is optional.

#117
FKA_Servo

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Save scumming as I understand is completely optional; have not used it for DAI myself. It certainly is not required. Crafting is optional, though recommended; same for Harvesting components.

Not a bad design; may not be what those that choose to do so would prefer, but the design is solid. It is optional.

 

It was required if you got bad luck with the RNG loot and want some level of control over your appearance. As a daggers rogue, I could technically loot every single chest and never see a single dagger schematic (and I did, which is why I resorted to save scumming in EDL). Because RNG loot is bad design in a SP RPG.

 

I'll predict that literally every other person in this thread agrees with that, and let it rest. They can speak up for themselves. I'm glad that Bioware's every step and misstep is perfectly in line with your tastes, though.


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#118
Elhanan

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It was required if you got bad luck with the RNG loot and want some level of control over your appearance. As a daggers rogue, I could technically loot every single chest and never see a single dagger schematic (and I did, which is why I resorted to save scumming in EDL). Because RNG loot is bad design in a SP RPG.
 
I'll predict that literally every other person in this thread agrees with that, and let it rest. They can speak up for themselves. I'm glad that Bioware's every step and misstep is perfectly in line with your tastes, though.


It is not necessary to spam RNG at all. If the Player chooses to do so, that is their optional choice. And I generally sell all the daggers, and respec my Rogues as archers, and find the blades all the time.

#119
FKA_Servo

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It is not necessary to spam RNG at all. If the Player chooses to do so, that is their optional choice. And I generally sell all the daggers, and respec my Rogues as archers, and find the blades all the time.

 

Congratulations on winning the fickle RNG lottery, and having a preference for archers. You do realize that your experience is not every other player's experience, though, right?


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#120
Elhanan

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Congratulations on winning the fickle RNG lottery, and having a preference for archers. You do realize that your experience is not every other player's experience, though, right?


I do; not a fan of DW myself, but that is my opinion. But it is factual that spamming and farming are not required to play DAI.

#121
FKA_Servo

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I do; not a fan of DW myself, but that is my opinion. But it is factual that spamming and farming are required to play DAI.

 

Amusing typo.

 

In any event, If I have a preference for dagger rogues, and my gameplay is negatively impacted by bad luck with random drops, what am I supposed to do?

 

Loot should have a place where it lives in these games. I should know that if I open this chest or visit this vendor, I'm gonna get this, this, or that.



#122
Elhanan

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Amusing typo.
 
In any event, If I have a preference for dagger rogues, and my gameplay is negatively impacted by bad luck with random drops, what am I supposed to do?
 
Loot should have a place where it lives in these games. I should know that if I open this chest or visit this vendor, I'm gonna get this, this, or that.


Thanks for the head's up.

Look for static drops, since you appear to have at least one campaign already completed:

http://dragonage.wik...s_(Inquisition)

#123
FKA_Servo

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Sigh.


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#124
Wavebend

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To OP: This is why I only play the multiplayer. I've played SP on solo archer and won't go back.



#125
Dutch's Ghost

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As the Tactics do seem to work for many, many Players, it would seem that the Player may not have a decent grasp of the system.


There is no tactics system in the game so your whole post is wrong.