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Ideas for the next Dragon Age game.


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#51
The Night Haunter

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- More than 8 slots

- Bring back tactic system.

- More developed side quests.

- Bring back 2 weapon sets

- Bring back the cities and reduce the amount of deserts!

- Remove class restrictions on weapons and armor, if our character has the attributes for them let them hold the weapon/armor.

Don't say that, they will just raise it to 10 slots!

Say unlimited slots! Go back to the DAO radial menu that allowed you to access any of 15+ different spells please!



#52
Mornmagor

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Priest doesn't fit DA lore. There are no Gods that grant divine power like DnD. The priest archetype is filled by a support mage (Probably a KE with Spirit tree maxed, barriers and dispels, sadly DAI lacked in the buffs department). There isn't really room for a priest archetype who doesn't get their power from the fade, and if they do get their power from the fade, well they are mages, and why would two different mages have completely non-intersecting skill choices? It doesn't make sense.

The warrior/rogue distinction is already slim enough.

 

There still needs to be a solution for the combat and class system of DA, which is one of its weak points.

 

3 classes is bad enough as it is, with only 3 specializations per class you can't represent archetypes like Druids, Clerics (aka shapeshifters or spellswords) and all the others with just these. Unless we're back into "Mages are just D&D Wizards", which is just limiting and unfair imo.

 

As for Lore, i can't really respect lore that is there just to limit you.

 

Bioware was bold with Mages as they are, but it will always limit them in how they approach their class system.

 

If they can't escape from it, and bring a fourth archetype, then they need to allow mixes of the existing 3, like it happened in Mass Effect.

 

However, there is a solution for the Priest class. It doesn't have to be thematically like in D&D, only mechanically. They are still Mages, but they are trained in arms and armor as well, and thus have more limiting magic, and not blast type, like the typical Mages.

 

Imagination is the only limit. But i don't see too much of it, to be frank, at least for the class system.

 

You can't expect to represent everything, or at least a lot of things with 3 classes and 3 archetypes each, and Mages that resort to just elemental magic. And i don't think it's fair to ask people to support a game that doesn't offer them their favorite archetype, especially when it's a core archetype of every RPG out there that deals with fantasy.

 

Mechanically, Cleric was the 4rth archetype always, even with the 0 edition D&D.

 

You can ditch it, but will you still represent it some other way? Or will people be forced to play something they don't particularly enjoy? Or just hope what they want to play is in the game? Just for the sake of your "lore".

 

I am not really obsessed with Dragon Age lore, so i can't just enjoy its story only, or its interactions. It is still and RPG, and the RPG elements need to allow for diversity in how you want your character to play.

 

I know there's more to a Bioware game than combat and class mechanics, but the experience suffers a bit.

 

I don't necessarily want the Cleric per se, but gimme the option to make that Warrior Mage, without forcing everyone to lose a specialization slot because of me.

 

Knight Enchanter did the trick somewhat in Inquisition, not perfect, but ok, will we always need to close a specialization slot for melee mages from now on?

 

I think there's a better solution.



#53
Dukemon

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this is very cool. 

I want somthing like that in Dragon Age 4. as a reward in a little cutscene when you achieved the specialization. 

 

in DAI is it a kind of "congratulation. but we should make not a big deal of that you are an assassin" or "you smell like a dragon"



#54
Regan_Cousland

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- If there are on screen approval notices, give us the ability to switch them off. 

 

That's a really good one. I remember that, the first time I ever played the game, I went straight into the options menu to see if there was a way to turn off approval notifications. I don't want the game telling me if my companion approves or disapproves of something I've done. My character isn't supposed to be a mind reader, so the game making me privy to information I shouldn't be capable of perceiving disrupts my immersion.

If a companion disapproves of something I've done, his attitude should be reflected in his speech and in his general behaviour towards me, and in no other way -- as would be in the case in real life.


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#55
Redemption2407

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No immersion at all, all numbers and info on screen. Also turn based combat and stat and skill heavy character progression with 8 races and 48 classes. No voice, at all, not for PC not for NPCs, I can read just fine.



#56
PhroXenGold

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There still needs to be a solution for the combat and class system of DA, which is one of its weak points.

 

3 classes is bad enough as it is, with only 3 specializations per class you can't represent archetypes like Druids, Clerics (aka shapeshifters or spellswords) and all the others with just these. Unless we're back into "Mages are just D&D Wizards", which is just limiting and unfair imo.

 

As for Lore, i can't really respect lore that is there just to limit you.

 

Bioware was bold with Mages as they are, but it will always limit them in how they approach their class system.

 

If they can't escape from it, and bring a fourth archetype, then they need to allow mixes of the existing 3, like it happened in Mass Effect.

 

However, there is a solution for the Priest class. It doesn't have to be thematically like in D&D, only mechanically. They are still Mages, but they are trained in arms and armor as well, and thus have more limiting magic, and not blast type, like the typical Mages.

 

Imagination is the only limit. But i don't see too much of it, to be frank, at least for the class system.

 

You can't expect to represent everything, or at least a lot of things with 3 classes and 3 archetypes each, and Mages that resort to just elemental magic. And i don't think it's fair to ask people to support a game that doesn't offer them their favorite archetype, especially when it's a core archetype of every RPG out there that deals with fantasy.

 

Mechanically, Cleric was the 4rth archetype always, even with the 0 edition D&D.

 

You can ditch it, but will you still represent it some other way? Or will people be forced to play something they don't particularly enjoy? Or just hope what they want to play is in the game? Just for the sake of your "lore".

 

I am not really obsessed with Dragon Age lore, so i can't just enjoy its story only, or its interactions. It is still and RPG, and the RPG elements need to allow for diversity in how you want your character to play.

 

I know there's more to a Bioware game than combat and class mechanics, but the experience suffers a bit.

 

I don't necessarily want the Cleric per se, but gimme the option to make that Warrior Mage, without forcing everyone to lose a specialization slot because of me.

 

Knight Enchanter did the trick somewhat in Inquisition, not perfect, but ok, will we always need to close a specialization slot for melee mages from now on?

 

I think there's a better solution.

 

I tend to agree with the general point of only having three classes being somewhat limiting - though a literal "cleric" in DA would be a more motivational, leader type class (i.e. inspiring those around them) rather than a "armoured magic user" and thus doesn't fit what you want, and brekaing that bit of lore would defeat one of the most fundametal points of the setting: that gods, if indeed they do exist, don't grant power to their followers - but I'm not a huge fan of just shoving in a four archetype system (with the cleric esque-character as the fourth). Instead I would much rather expand into an ME-esque 6 classes: the three base ones (warrior, mage, rogue) and then a hybrid for each pair. Only giving one hybrid (the melee mage) seems rather limiting. In particular, the mage/rogue crossover seems to be often overlooked in RPGs, yet it makes every bit as much sense as a fighter/mage, while something between a fighter and a rogue aligns nicely with the classic "ranger" archetype.



#57
Dukemon

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Do not swap the Development environment again, pls. Use that what you have created for Dragon Age Inquisition and write only new content stuffs. Fix engine and code issues. And add variations.

There are now standard bodies for man and female, humen, elves, dwarfes and qunari, adults and childes. Now Dragon Age needs body variations. higher or smaller bodies for each race. different child heads, teenager bodies. Thin and Thick people and bring back the thick human host from DAO or perhaps a thick Qunari host. :D

 

I think Avvar and Chasind are appearance of humen but they have evolved and adapted in her living space and her way of live. In DAI the Avvar were masked Qunari models. Change this and give them her own models. 



#58
yawnandshrug

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Actual improvements with combat, new weapons, spears, hand crossbows etc, cut the mmo lite mechanics and return to actual tactics, actual differentiation between weapons. 

 

Move away from the formulamatic complete a quest and then approach every companion routine, it's tedious, incorporate important conversations at organic points in the story.

 

An actual impactful story with ambiguous choices that actually matter, dragonage inquisition had vision but failed in execution in that regard. Actually, based on mass effect 3 and DAI, i doubt bioware has the ability to integrate epic leader of a massive organization based narrative with gameplay mechanics, it always comes out as excel sheet manager and really bogs down the flow of gameplay. Stick to something smaller and more intimate.

 

No fetch quests, no busywork, everything should contribute to the narrative (see witcher 3)

 

Stop pandering to the sjw crowd, treat your characters as individuals each with a story to tell, not just ticks on a diversity checklist.



#59
tabulius

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I'm pretty much on the same page with many players here. Here are my thoughts.

 

1) I see how they tried to tie those mundane side quests into a bigger story - help the people, increase Inquisition's influence (influence and power points), gain allies etc. I however agree that many side quests were too unimportant like "I've lost my bull or what ever, place flowers on a grave etc" and like one player posted, many war table missions would have been interesting as side quests to do by the Inquisitior personally. I'm not sure how can they include the war table into a next instalment, but I don't see how it would be required either.

 

2) Interface and game mechanics improvements. Bioware seems to like to simplify the character building, controls and classes on every game. I understand that they build this for consoles as well and from that design standpoint we got BIG LARGE BUTTONS in menus and 8 SKILLS to work with. Still why take away some class options and limit spells and assigning character points? As a PC player it was just clumsy to navigate thru the inventory, crafting and other menus. Would it be an impossible work to make an additional interface that works best on mouse and keyboard? And while at it, a tactical camera that actually is fun and useful to use - I just end up not using it. It worked much better in DA:O. Because 90% of the time we are spending time on battles and menus, this is very important to get right.

 

3) Because of the simplified classes and specializations I found the battles very boring in the end. I restarted the game three times before I found a class I liked to play. Still I was spamming those 5-8 skills over, over and over again. Where is the dual wield warrior, warrior with a bow, blood mages, mage's spell trees from DA:O? Maybe on DA4 they have opportunity to make the classes really interesting and diverse. I know some kids might get confused by the complex options and even a possibility of dual classes, but please Bioware - bring the magic back into character building. I love the class diversity in D&D world.

 

4) Now when we are on a topic of customization, more hair styles that actually look like a hair! Would like to control the body types as well; skinny, muscular, fat, tall, short etc. Other point is improving the animations and facial expressions. As in movies bad actors can destoy the story and mood, in story driven games we should see those subtle expressions and emotions of the characters. Now when compairing with few other games, Dragon Age characters look like (in worst case situations) a rubber dolls who can't act and twitch and turn unnaturally. But soon we can get use to it and enjoy the game, and the voice acting saves a lot of the "bad acting" of the character models. DA4, we'll see it done better, please?

 

5) Main story. Ok, Bioware tells great epic stories and I've been a long time fan. On DA4 they have a great starting point. At the end of Trespasser I thought: "Awesome! Finally a badguy boss who is smart, relatable, thought provoking and very powerful!" Irenicus everyone? And they can go so many different ways with the story. I'm excited about this. But a bit worried too, the darkspawn and the boss dragon in the DA:O was dull and boring for me (Lord of the Ringsish), Corypheus had a cool voice and design but didn't feel a major threat in the end game. With Trespasser I forgave the weak main game villain but still, Corypheus was a bit one-dimensional. It's been a long time when I played DA2 so I don't remember anything from that game. But in recent years many villains have been: "I'm baad, you puny creature, you can't understand my plans, I'm eevil, I'll destroy the world - why? Because I'm bad..." Or the main villains can't even speak like the main boss dragon in DA:O. All we can hear is roar, but don't know who and why and what the motives are -besides that the darkspawn are eeevil and corrupted. Well, that's how I felt anyways. I'm sick and tired of fighting mindless monsters, give me something that has meaning, conflicting morals, ideas etc.

 

6) Choices. Have many of them. Sometimes they might be easy or hard, sometimes you might have to choose a stance. There were some of these in DAI but I felt there could been more. Remember this early gameplay video? https://youtu.be/AAAEUFjq2K4?t=5m52s This was cut from the game. Also we saw how our choice affected a whole village - tragic stuff: https://youtu.be/AAAEUFjq2K4?t=13m39s . Why were these great story elements and hard choices cut from the game I wonder? The Iron Bull was well made, there we had some difficult choices to make and possibly deal with the consequences (without spoiling anything).

 

So in short, epic, personal story with a great villain(s) with a personality, motives and brain, hard choices, fun party, tons of ways to build your character, many more choices for classes and skills to make the battles more interesting. There is a lot of more nitpicking, ideas and needs/wants, but generally these are the main points I'm looking after in next instalment. But I fear that Bioware's and EA's job is to please a wide audience - so they just keep simplifying the gameplay and dumb down the character development. And then the biggest marketing point in this case is "When you push a button and something cool happens" :https://youtu.be/KkkuGb4xk2E?t=2m37sPun intended. I hope to be proven wrong.


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#60
Cobra's_back

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More slots than eight. Access to spells and inventory during battle. That is needed for sure.

 

Keep the lore coming. DAI did a great job giving us plenty of lore.

 

I want answers to some questions:

 

Did elves start the Blight and how?

Need to know more on the Titans, Valta and Renn.

Flemeth\Morrigan where is this going?

Is there an Orb in Tevinter and do we have to stop Solas from getting it?

Will we help Dorian fight the Qunari?

 

I love the lore so I want more information and better combat. I use a guide and have no problems with open world. I like it because I don't like doing all the quests in one playthrough. I typically do different optional quest dependent on my need for approval points which vary with decisions made. I like playing the game several times for a different outcome. 



#61
AnimalBoy

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A female qunari as a love interest.



#62
mgagne

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Like everyone said - choices - CHOICES!  Choices when you craft the character, when you write his story, when he interacts with the world around him.  But choices should have consequences that are visible and perceptible throughout the course of the ongoing story.  The 'replayability' of a game is directly proportional to how much a player invests himself in it.  I quite enjoyed Witcher 3 - but it was Geralt' story - not mine - so after a couple of PT I uninstalled it;

 

 

I want a Novigrad grade Minrathous - large and complex enough that we spend an entire act in and around it;

 

Less companions but better ones - what's the point in having several when you leave most of them behind you most of the time.  And the ability to customize their appearance;

 

Tactics that are actually tactics - *not* small-bite-pre-digested options fit only for retards with zero attention span;

 

Get rid of the anime-style visual bullshiite!  The flashy aniamtions that can induce a seizure, the ballooning weapons larger than the player, the jumping around like overexcited monkeys.  DA games are not a MMO!

 

I'd prefer if the next game was designed without any thoughts for consoles but I'm not holding my breath on that one.  So layered menus instead - below the console with its large and simplistic buttons - above it the real controls;

 

Modding - modding - modding - as in 'the tools for it'.

 

What else?

 

Please don't make it Qunari centric - I can't stand those grey cows!



#63
michiru1234

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Solas goes along with his masterful "plan“ for the other Elf Gods which fails again and backfires (e.g. in a battle, the Gods overwhelm him as they have mastered the powers of the Veil/Fade while they were trapped; Elgar'nan's spirit completely controls Solas's body and willpower) Now you have vengeance inside the body of pride which makes it a very interesting character dynamic. Elgar'nan's goal is to destroy the world completely without compassion or mercy, gain immeasurable power and intend to murder all other panthon members for complete control of the known world including the Fade/Veil for a new Order of "Perfection" 

 

There will be interactions between the heroes with "solas". Without understanding what has transpired, they think Solas has turned completely treacherous with no moral grounds. For example, Solas in DAI would somewhat try to protect his lover/friend(s) from harm but in this new series, he would do things that would hurt his friends/people from the core (e.g. Solas would try to seduce the romanced inquisitor into bed but would try to hurt her saying that she was never good enough for him since she was an inferior Dalish and a Slave...another example, he would taunt of Dorian's identity/and/or relationship with his father, bring back memories of Cole's painful past as a compassionate "spirit", real truth behind Cassandra's brother death, etc) He will also make "alliances" with the various parties before the heroes parties do, including the enemies from DAI and the Dalish army. 

 

Before the real Solas was "displaced”, he sends clues into the Fade, which Cole is able to interpret in fragments throughout the journey/dreams to understand the truth (e.g. Elf history, culture, how it was destroyed, the nature of the Gods, how the new world came to be, and his personal messages). Heroes will need to gain this knowledge in order to defeat Elgar'nan. If Solas was romanced, there would be some specific clues for the inquisitor that he has not forgotten her or their love. Eventually, the heroes will suspect that Solas is not the real deal and they need to gain the alliance of all Known world (Orlais, Tevinter, Ferelden) to defeat this powerful super immortal.  

 

While the other Elf Gods disagree with this decision, they cannot decide among themselves either, and they are unable to challenge this supergod so they go away into own their realms

 

Some desire a peaceful co-existence with the "New world order"  and teach the old ways to the Dalish and city elves - such as Sylaise, June, and Dirthamen 

Some would want to hunt down humans (mages and templars alike) - such as Andruil and Ghaila'nan - and may join Elgar'nan, depending on choices

Some are undecided - and depend on choices made by the players

 

The heroes of this journey will need to defeat/negotiate/convince the pantheon gods to join on their cause to defeat Elgar'nan. 

 

 

 



#64
VivainaDX

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To go forward, you have to go back. Tie up the loose ends with the past. You have Solas and Abelas basically saying your history is wrong, so maybe some facts should come out.

 

When I first started playing Inquisition I felt like I was playing Skyrim and not DragonAge, the world was too big, too many plants to pick(I liked how in DA2 you only needed a max number ingredients and didn't have to constantly be collecting them), some quests felt unnecessary, it took awhile to get used to the new Thedas. Now that I'm more used to it, it's not so bad, but less that really have no purpose would be nice. I did love the Astrariums but could've done without so many shards to find.