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#1
Avaraen

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Finally built a new PC and caught up on Inquisition. I had a lot of fun, and made a lot of notes during my second playthrough. Probably too many (on preview: definitely too many). But I'm an armchair game designer and erstwhile hardcore modder, and I think there are a lot of little things that could improve future games and player UX. Hopefully the powers that be still browse through here occasionally.

 

Items and Inventory

  • Start at max inventory. Expanding inventory is an outdated concept. Carrying 60 sets of plate armour isn't realistic anyway, why do I need to spend gold or "points" to carry another 10 sets.
  • Loot cash instead of vendor items. Trash items don't add depth, and running back to the vendor isn't "gameplay" even if it does extend playtime.
  • Remove level requirements in single-player mode. If I'm high enough level to get the item, then I'm high enough to equip it. Carrying it around for 3 levels isn't fun.

General Gameplay

  • Allow uncontrolled characters to complete an action. Holding a button to turn a handle isn't interactive or interesting. When there are two handles, my lazy companions should be able to turn the second instead of waiting for me to do it twice.
  • Loot pinging is not fun. Bring back highlight/sparkles and use pinging as an occasional function for secret/hidden items.
  • Be consistent with the concept of ownership and crime. I'd rather have a crime system and lose approval for stealing/desecration all the time.
    • In 99% of the game, we're encouraged to loot everything, pick all the locks - no one cares, there are no repercussions and there are frequently quest items.
    • At the Exalted Plains, we're suddenly reprimanded and punished for desecrating an elven burial ground.

Graphics

  • Static world objects should have high res textures and normal maps if they're in the foreground of cutscenes.
    • Example: during the cafe scene with "human" Cole, the chairs and wine bottle look very flat and low res in the closeups.
  • Triple-check clipping on high profile NPCs. There are some small adjustments that can make a huge impact.
    • Morrigan's hair clips into her cheek.
    • Flemmeth's headdress clips into her face.
    • Iron Bull's shoulder clips through the chair at the "after party" in Skyhold.
    • Josephine's sleeve and sometimes her fingers clip through her clipboard.

Level Design

  • Use more variety in distinct areas, don't overuse unique geographical features.
    • Giant's Causeway style volcanic columns just aren't that common - it's cool to see them at first, but they lose impact when you put them everywhere. From the Hinterlands to the Storm Coast, there should be more variation in terrain.
  • Include more treasures/points of interest to reward exploration.
    • The Hissing Wastes needed something besides endless sand dunes. TES:Morrowind had endless ash wastes, but there were weird things along the way that told an unwritten story and kept it interesting.

Dialogue and Quests

  • Script NPCs to be at the location where their conversation takes place.
    • Current: Iron Bull sitting indoors, I initiate conversation, then we're magically outside where he's sparring with Crem.
    • Proposed: Iron Bull is outside sparring with Crem when that's the next conversation we'll have. Even if that means they're sparring for a while, it's more immersive than teleporting.
  • Don't automagically teleport the group from a wilderness zone to base. The world is ending, we aren't riding hours back to the castle to chat about your personal problems before I close the rift that was right there.
    • Good: when the companion is upset, they leave (Solas) or wait until we get back to base.
    • Bad: we talk to someone and we're suddenly leagues away having a follow-up conversation (Dorian).
  • Use interactable objects for collection quest chains.
    • Bad: "A Healing Hand" - having the same conversation multiple times with the same NPC was silly.
    • Good: "A Well-Stocked Camp" - reading the ledger and then clicking the chest was more reasonable, although still repetitive.
  • Add more variety for player inquiries - there's more than one way to say the same thing.
    • Current: "I'd like to know more about..." ad nauseum.
    • Alternatives: "Tell me about...", "What do you know of...", "How did you learn about...", "Can you tell me..."
  • Add "tone" indicators to player dialogue selections. DA:2 was pretty good for this. It doesn't have to always be the same personality choices, but it's nice to have an idea if I'm about to be sarcastic or snotty or actually grateful when I say "Thank you."
  • Add more variety to NPC barks, or increase the cooldown.
    • Do you know the soldiers in Exalted Plains are "tired of waiting around"? I sure do.

Cutscenes

  • Ensure we're out of combat before starting a cutscene.
    • At Caer Oswin, I didn't see an archer shooting at me before I looted a body that triggered a cutscene conversation with Cassandra... we spent the entire conversation with the archer shooting at us. Totally killed the moment. "As the Seekers of truth..." *thwack* "... have proven resistant..." *thwack" You get the idea.
  • Camera positions should never be inside NPCs or world objects. Some specific occurrences:
    • Initial conversation with Cassandra at Haven zooms through a target dummy.
    • Conversation with Cullen & Chancellor Roderick after rescuing Mother Giselle can be half inside a nearby NPC.
    • Conversation with Josephine at Val Royeaux at the end of "Of Somewhat Fallen Fortune" is through my character's shield.

Skills and Abilities

  • An experienced character should have more abilities.
    • Cassandra is the Right Hand of the Divine and Hero of Orlais with 20 years combat experience, but all she knows how to do is shield bash and taunt?
    • Varric had 10+ years adventuring with the Champion, but he can only throw some caltrops and make a couple trick shots?
    • Crossing worlds here, but why does N7 Shepard hardly know how to do anything at the start of ME?
  • Lockpicking should be an opt-in skill for any class. My Dalish hunter has no reason to know how to pick locks. My sly human mage probably does, however.
  • Bashing should have analogous skills for other classes. A mage can use stonefist, a rogue can kick. Anyone should be able to destroy that red lyrium or bust a door down.

War Table

  • Allow messenger birds at wilderness camps to manage war table missions.
  • 15+ hour missions are too long. As a weekend gamer, I was overwhelmed with the number of long missions that I couldn't seem to get through.

Crafting

  • Sort materials according to bonuses and tiers. The current seemingly random sorting is a headache.
  • Implement recipe research or purchase instead of random drops. This is a single-player game, so loot farming doesn't create a good dynamic.

Bells & Whistles

  • Time of day! I refuse to believe the sun didn't move during 4 straight hours of gameplay.
  • Travel indicators on the world map. I liked the "footprints" on the DA:O map, it gave me a sense of where I was travelling. Instead of a load screen with a codex entry that's usually too long or too short, show me the route I've taken. (The random encounters were neat, too.)
  • Ladders should be ladders. Make all ladders climbable, or don't put ladders in places you don't want us to climb. Example: Caer Oswin stables have an un-climbable ladder to a loft.
  • Screenshot mode. Gorgeous scenery, no way to capture it - implement a first person view with a UI toggle keybind.
  • Hair colour "variegation" - hair isn't a solid colour, it has highlights and low-lights.
    • Potential solution: paint each hair style in greyscale to give the variation, then apply the different hair colours.
  • Advanced start: in my head, my characters and their companions have more experience in life/combat. I'd like to start them at level 20 to represent their experience.
    • Allow a static level jump, or custom level selection.
    • Include an achievement for starting at level 1.
  • Level scaling: it's so disappointing when everything is 5 levels lower because I did things in the wrong order.
    • Minimum level for a zone allows you to keep higher challenges/reward levelling.
    • Level scaling up from the minimum retains challenge for players as they level.
    • Game difficulty gives a break for less skilled players (they don't have to out-level the hard stuff).

One final ask... please don't ever use the ME:3 banshee screech sound effect as an ambient sound. It's almost like flashbacks, especially in the Storm Coast!  :o

 

If you made it through this - thanks! And please don't take it the wrong way - this is because I really enjoyed playing and want to see the next game be even better. :)


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#2
Dutch's Ghost

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Agree with everything. Ping to loot is a terrible mechanic, I hated it in Witcher 2 and I hate it with this game.
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#3
PhroXenGold

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With the exception of level scaling, a system I absolutely hate, I pretty much agree on all those points.



#4
Ariella

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On time of day:

Bioware has NEVER done a continuous day/night cycle. DA2 had a night version of Kirkwall, but that's as close as they've ever come.

#5
line_genrou

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Agree with everything. Ping to loot is a terrible mechanic, I hated it in Witcher 2 and I hate it with this game.

 

It's awful. The one thing they shouldn't have gotten from the Witcher, they did, not the good things.



#6
Erestory

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I agree with everything you said. I was really disappointed in hair styles. They showed us all these styles and than when it came to creation I was shocked. All the same and they were horrible.

Each race could have had their own specific style. 

  • Dwarves were shown to be either miners, Carta or merchants so they would want their hair of the way. I would think short hair or maybe buns.
  • Humans can have the ponytails, long flowing hair or a braid.
  • The elves would maybe favor all types of braids and ponytails.
  • The qunari hair was just plain laziness. I won't bother to list their options there.

 

The skyhold tan suit was just horrible. It would not have been bad if we could have changed the color to something else. I hated calling the council because everyone is decked out in their uniform and I looked like I crawled out of bed and slipped in my boots. Give me options!

 

Third: What is the point of giving us different races if we all looked the same. Everyone stood the same, posed the same, sat in the throne the same and had the same type of armor. My human and dwarf should not be wearing carbon copies of the same outfit. Each armor should look different depending on who or what race is wearing it.

 

What does my dwarf suddenly double in height when I kiss Blackwall?

Why does my male elf have broken arms?


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#7
ashwind

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Dialogue and Cutscenes

 

Oh yes, it needs to be fixed. Besides to the problems listed by OP, there is one issue that just frustrates the hell out of me - and it just happened to me yesterday - AGAIN!!!

 

The non-cutscene dialogue either has to go or Bioware will have to spend much more time fixing it.

- Pause the NPC, enemies or aggression when I am in the middle of a conversation/dialogue if you want this whole non-cutscene thing. It is infuriating!!!

 

I was greeted by and quest NPC and the NPC is telling me about something. Suddenly I was put into combat mode and the conversation was interrupted! When I took care of that lousy critter and speak to the NPC again, I cant hear what he was trying to tell me again!!!! I only have an investigate option to ask him to elaborate on what he just said BUT I have no freaking idea what was said because conversation was cut. (Just happen again yesterday and god am I @#$@$%@#%$)

 

Again my own stupid fault that my last save was like 40mins ago!!! 

 

More freaking infuriating is twice a story conversation is lost because a stupid critter that I accidentally hit (static discharge) like god knows how long ago keeps running away and circle back to harass me by randomly putting me in combat mode!!!!!!

 

Causing me all these problems!

 

Bioware, stop mixing annoyance with difficulty!! You need to hire someone who actually knows the difference between annoyance and challenge to handle gameplay. Stop harassing me with all these lousy game mechanics - turbo speed critter that circles me and has a trillion HP! The only thing Bioware is capable of challenging me is my patience! 

 

:angry:  :angry:  :angry:  :angry:  :angry:  :angry:


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#8
CDR Aedan Cousland

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Nice and constructive! Great post, OP.

 

It's just a shame Bioware's stopped listening to critique post-game release. Seems these days they only care when our money is still on the line. Now that they have it, it doesn't matter what we think anymore.

 

At least we can still hope they'll keep these things in mind for future installments. Not that I'm optimistic, either way.



#9
Paul E Dangerously

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Agree with everything. Ping to loot is a terrible mechanic, I hated it in Witcher 2 and I hate it with this game.

 

I actually didn't mind it there because:

1) Most loot in W2 is actually big enough to see without the ping's glow. DAI's drops, however, are the size of a friggin' quarter.

2) DAI's ping isn't nearly as useful as W2's. The glow is inconsequential unless you're in a cave or the deep roads, making it useless outside. W2's is both longer lasting AND way the hell brighter.


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#10
Avaraen

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Thanks all for adding your thoughts!

 

On time of day:

Bioware has NEVER done a continuous day/night cycle. DA2 had a night version of Kirkwall, but that's as close as they've ever come.

 

I know they never have, but I think they *should* since we're getting pseudo-open world exploration now. Static time of day is fine for the more single-mission areas (NWN through ME3), because we don't spend as much story time in a specific area. But when a large area encompasses multiple missions, the game needs to indicate passage of time - we aren't freeing the Crossroads, taking out the Mage & Templar bases, marking tower locations, clearing a mercenary fortress, and closing 5 rifts (among other things) in a single afternoon. :)

 

The skyhold tan suit was just horrible. It would not have been bad if we could have changed the color to something else. I hated calling the council because everyone is decked out in their uniform and I looked like I crawled out of bed and slipped in my boots. Give me options!

 

Thanks for calling that out; the tan pyjamas are definitely an eyesore and really don't make sense on non-human characters in particular. I can't fathom why we went from so many casual outfit options in ME3 to zero in DA:I. At least colour variation would be nice!

 

Your other points about variety in race appearance, armour, and posture definitely resonate as well. Although I appreciate all the customisation possible with crafting, I really did get tired of the war horn on every warrior, the book on every mage, etc. I do like having all the hairstyles available to everyone though; it's aggravating not to be able to get the hair/race combo I want, and it makes sense that, for example, a human could copy a dwarf cut.

 

Nice and constructive! Great post, OP.

 

It's just a shame Bioware's stopped listening to critique post-game release. Seems these days they only care when our money is still on the line. Now that they have it, it doesn't matter what we think anymore.

 

At least we can still hope they'll keep these things in mind for future installments. Not that I'm optimistic, either way.

 

Indeed, I don't expect to see any real changes to DA:I at this point. In fairness, most single-player games focus on DLC and bug fixes post-release, and don't implement significant game system changes. But yes, I do hope they'll consider applying our feedback to future games (although it may be too late in development for ME:4, I hope we'll see more in both worlds).


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#11
thewatcheruatu

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  • Add "tone" indicators to player dialogue selections. DA:2 was pretty good for this. It doesn't have to always be the same personality choices, but it's nice to have an idea if I'm about to be sarcastic or snotty or actually grateful when I say "Thank you."

 

Yeah, I loved those. Hawke was about a thousand times more interesting a character for me because of these.



#12
They call me a SpaceCowboy

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The whole ambient conversation thing with its ability to terminate at any time needs to go aay and never darken a game again.

Not just if you move, the npc moves out of range too in some cases.

OK that and a proper PC UI.

#13
Paul E Dangerously

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OK that and a proper PC UI.

 

A proper UI in general. It isn't any better on the consoles. Things took an eternity to load, if they ever decided to, it was clumsy as hell and Bioware changed the entire button layout AGAIN.