Its not that people can't express their dislike for the LI but don't do it in a way where you make it seem as if Bioware purposely gave them everything they didn't like as everyone has been doin. Your not always gonna get people you interested in as a LI an that's just life oh well wait till the next game. But don't go an make it seem as if they gave us the "worst" hetero LI on purpose when they really weren't all that bad to me at least.
Of course you aren't but people being dissatisfied with the choices they can pretend to make isn't them saying their oppressed like how can people even think that that's what people are saying?
Aside from that why is that not allowed, exactly? Why is such a idea forbidden?
I'd have contributed here already, but I knew the list would be too long to be realistic... so I'll try to boil down. (Yeah, right...)
1. Bring back the origins element from DAO. Made for unprecedented identification with and involvement in one's character's story, immersed players in the lore of the gameworld in a way that codexes and head-canon can't, and added arguably the most innovative rpg mechanic any game dev has ever come up with.
2...
No, the list is too long and varied for this thread. I'll leave it there. If they truly invest in developing multiple character origins experiences again, that alone would be enough to "truly amaze" me.
Of course you aren't but people being dissatisfied with the choices they can pretend to make isn't them saying their oppressed like how can people even think that that's what people are saying?
Aside from that why is that not allowed, exactly? Why is such a idea forbidden?
Wtf are you even going on about now?
For one there isn't even any point for u to be arguing this. Not everyone are gonna always like the LI but its not like Broward read the mind of every person an did it purposely.
I'd have contributed here already, but I knew the list would be too long to be realistic... so I'll try to boil down. (Yeah, right...)
1. Bring back the origins element from DAO. Made for unprecedented identification with and involvement in one's character's story, immersed players in the lore of the gameworld in a way that codexes and head-canon can't, and added arguably the most innovative rpg mechanic any game dev has ever come up with.
2...
No, the list is too long and varied for this thread. I'll leave it there. If they truly invest in developing multiple character origins experiences again, that alone would be enough to "truly amaze" me.
Excuse me are you saying my thread isn't good enough for you to list all your ideas? Because I don't want to read the mess anyway so you can just like never come here again.
Excuse me are you saying my thread isn't good enough for you to list all your ideas? Because I don't want to read the mess anyway so you can just like never come here again.
lol... Not sure if that's sarcasm, but... no, it was more of a self-deprecating a comment than you portray it. You have no idea the extensiveness of the list I've already compiled elsewhere of suggestions for improving DA4, and it's still incomplete. Fear not- I won't be adding that huge load here. Good luck with the thread- hope it helps devs sift through what players want... I may never get mine finished...
lol... Not sure if that's sarcasm, but... no, it was more self-deprecating a comment than you portray it. You have no idea the extensiveness of the list I've already compiled elsewhere of suggestions for improving DA4, and it's still incomplete. Fear not- I won't be adding that huge amount load here. Good luck with the thread- hope it helps devs sift through what players want...
So again your saying my thread isn't good enough for your ideas?
If you haven't seen many people have posted their huge list of ideas for the next game an I being the gracious person I am have replied to most of them to help add on to their ideas an discuss them because I am amazing. I don't fear you posting it here its kinda the point of the thread I encourage it.
So again your saying my thread isn't good enough for your ideas?
If you haven't seen many people have posted their huge list of ideas for the next game an I being the gracious person I am have replied to most of them to help add on to their ideas an discuss them because I am amazing. I don't fear you posting it here its kinda the point of the thread I encourage it.
Just so you don't get the wrong idea- I wasn't saying the thread isn't "good enough." I'm very glad it's here, in fact. I just thought a huge post by me would be a bit... well, let's just say I already have a propensity for long-windedness that doesn't suit some readers. Plus it's really hard to compile such a long list in such a way that it accounts for an order of priority- which is why I only listed my top priority above. As a gesture of goodwill, here is my unfinished version thus far, though I would definitely revise the list heavily even as it stands now that I've had more experience with DAI and gotten some more perspective about what is even worth even mentioning in the first place... There will be lots of unfinished thoughts, alas...
Spoiler
As prep for a new DA, these are suggestions for improvement. Much of it will only apply if the same graphics engine is used in DA4, but they’re still potential issues to watch for when using some new and improved engine. In any case, for what it’s worth, I detailed anything I found and thought worth mentioning- some more glaring than others. Obviously they have the stamp of my own preferences on them, but many are straight-up drawn from the input of many other DA players who have posted on the forums. Bringing them all together in a single list seemed helpful. *shrugs*
I’ve categorized them for easier perusal.
Graphics:
Spoiler
1. Add day/night, rain/shine cycles (obviously varying in length of cycles where appropriate- such as the Storm Coast where perhaps it would be 75% rain, 25% shine)
2. Make clouds move (like in DAO's opening screen)
3. Add swimming... at least enough that I don't "die" just because I walk into a deeper pond... but no "obligatory underwater adventure..." or at least avoid the feeling that it's "one of those"
4. Let us fall to our deaths/ drown: no more inexplicable rescues. Make no terrain that cannot be gotten out of somehow.
5. Stop the GTA-like drift after halting your character's movement- and also the drift in the same direction after having made a full stop, turned the camera 180 degrees, and made movement to go the opposite direction direction... If I stop motion, I should stop. If I start up toward another direction- I should go that way. The drift may look OK and somewhat realistic, but it also causes stupid falls off cliffs and ledges that just wouldn't otherwise happen. This is particularly courteous to players if you're going to add those nice jumping puzzles where you have to be fairly precise about character position and movement.
6. Better companion movement AI. Not sure how to advise on this, but the main issues to fix are:
6a. After walking a "tight rope" type of terrain (like that spot in Emerald Graves), companions will all follow out onto the narrow surface, preventing you from going back across without falling unless you take extra steps of possessing the character furthest back. Maybe have them treat such "tight rope" terrain like a ladder- one goes across at a time if you've made it to the other side and if there's terrain there on the other side for them to get to.
6b. If you jump off one platform to another, companions often will be unable to follow- which is most disconcerting when you've jumped into combat. If it's a small ledge you've jumped to they will never follow since the only way to have it work automatically is to walk a long distance from them until they "pop" next to you. Having to make them each jump one by one manually makes combat that much more awkward given that you have to move them in "real" time while the enemy pummels the character already off the one platform.
6c. If you change directions- like backing out of a small alcove- they don't "get it" when you're trying to push through them- at least not for several seconds. This also applies for environmental NPCs. It needs to be easier to move through them than playing Keystone Cops.
6d. Sometimes (rarely but it's happened) when I make a full stop of my character at a cliff edge, a companion will run up and push me off...
6e. “Hold Position” needs to be effective immediately and “permanent-until-released-” regardless of any other conditions, including how far off a possessed character walks. I do like that the “held” characters can still attack at range from their held positions, but they don’t “stay” consistently. Also make the indicator for them obeying “hold position” visible on screen without having to pause. And just make the indicator a simple small symbol (like the one on the button) rather than a huge “HOLD POSITION” text block.
Also, although it is somewhat realistic to make companions shift around if they can’t find a spot somewhat near but not too close. But they continue to fidget for a long time for no apparent reason other than that their proximity sensor is putting ants in their pants. Make them accept being nearer sooner. More importantly though, if we tell them to “Hold Position,” they should not shift positions in that way if we walk a character next to them. Trying to use a single upgraded Regen potion to heal everyone was a constant chore given this shiftiness issue. It is possible that the “shifty” tendency is what disrupts “Hold Position” much of the time given that they suddenly get license to move when we bring another character close to them.
7. Better companion combat AI. Also not sure technically how this would be fixed. Issues:
7a. Mages/Archers do not respond well to proximity to enemies unless they're given Fade Step or Evade (which so sometimes work). Make them back away from melee enemies or even just nearby enemies
7b. Mages/archers pathfind to enemies around corners by a direct route that puts them directly in the enemy's melee range. Add some dynamic whereby, if their line-of-sight is blocked, they should take a more circuitous route- like when varghests try to circle you wolflike before attacking, not coming straight at you.
8. Make the protagonist icon be the character's face, as in DAO/DA2- i.e., rather than a green hand or whatever DA4 cooks up. Those of us who take time to create the morph we want for our character enjoy seeing our characters' faces. Even if it remains a static image while companion images get "bloodied," that is preferable to a generic (and uninteresting) image.
9. Position craft stations intuitively: for ex., armor creation table with armor modification table. Do maintain crafting in some form in DA4, preferably as simple as it is.
10. Economize map size. Large maps are not bad- and, in fact, they add to the sense of Thedas as a physically large world- but the territory needs to be managed so that there is no punishment of players who prefer to explore out all the available space. Saddling areas with large tracts of otherwise uneventful territory does ask players to, well, waste their time wandering about. Be mindful of whether territory to be created will add to the game content or just be "filler," pretty or not.
11. Enable worn item comparison prompts when first picking up an item. This eliminates the need to go to inventory, find the new item, and then make the comparison.
12. CC hair options. Figure out a way to include long hair in the CC. Prefer cool-looking long hair to perfectly unclipping hair. Even if it clips in some instances, yes, we will like it. Stuff clips all the time in DAI’s cutscenes even without long hair options, and we still like it. If possible make it hair that is less static- a la “Tomb Raider.” Get fan feedback on what looks good rather than presume. Make a truly black hair option rather than dark hair that becomes shades of gray or blue (or gray-blue) in most lighting. Make facial hair that has the same quality texture as the skin texture. At present most beards (and some stubble) looks like someone took a realistic photo and then penciled a moustache on it to poke fun.
13. CC eye options. Make it possible to create brown eyes- or make this easier to obtain. It presently is not easy to do anything other than variations on primary colors like blue, red, and yellow. Brown isn’t just orange. Also make a black eye option, so that in brighter lighting the color is still black. No matter how dark a color you choose in DAI’s “eye color” and how dark you tint you give the inner and outer eye, it comes out gray at best in brighter lighting.
14. Maintain consistency with asset allotment. In particular I'm referring to using the same muttering garble sound for Venatori mages as for Jaws of Hakkon mages. It detracts from the one if added to another. Having no JoH mage sound is better than making the Venatori sound less special. Are we to assume Solas sounds like that too? It’s a matter of aesthetics, but so is the question of whether to give Avaar barbarians the same mutter as Tevinter scholars. Mostly in DAI there is a better sense of where to exert creative restraint.
On GUI:
Spoiler
1. Streamline the companion selection screen. Eliminate the radial menu. Whether they stay tarot cards or return to the DAO/DA2 cool-arse full-bodied group around our new protagonist, keep everything available at once on one screen that requires only clicking on the companion(s) we want and then clicking "done." Also eliminate the confirmation prompt for when we attempt to depart without a "full party." Or at least make a setting to prevent that prompt from showing up again.
2. Streamline the inventory screen.
2a. Navigation.
Make all worn items available at all times (that is, the grouping on the right side of the screen), not just when clicking on a particular category like "accessories." Make the big three worn items- armor, weapons, accessories- on a single screen. Make all inventory screens- including valuables, craft items, etc.- available with a single click, such as is already the case with the selection buttons in the upper left to select between, say, "axes" or "swords." If necessary just add a 2nd tier of that menu bar in the upper left, the top being the general categories and the bottom (when needed) changing according to which general category is selected. Eliminate the need for scrolling through menus or using a "BACK" button.
2b. Functionality.
At present items in the inventory list are highlighted in a more or less centered list location, but the highlighting is not decisive because you can also use your cursor to click on list items. This creates a Either eliminate the scrolling highlighter or eliminate the cursor functions. Preferably remove the scrolling highlight, replacing it with highlighting only At present you can click on an item, but only the highlighted item is toggled.
2c. Intuitiveness.
If worn items are going to show up in the item list at all (since they're already available in the worn items featured slots on the right side of the screen), make them always show up at the top (or bottom) of the list rather than being scattered about in the list. Preferably remove them from the list entirely so that the list is only populated by items not worn- i.e., in inventory. List items according to type, even with a horizontal divider line to distinguish them.
3. Streamline the store screen. The suggestions are more or less identical to the Inventory screen (2.) except that I would add the recommendation to enable the player to move things from inventory to worn item slots (or the reverse) while in the store screen. This makes
4. Streamline the spell/ability screens.
4a. Appearance.
Make a single screen for all available spells/abilities for each featured character. Shrink the size so that it is not necessary to navigate down the screen in order to get to the "bottom" spells/abilities- i.e., make sure everything fits on one screen. If it seems too whatever (aesthetically unpleasing?) to go the ultra-convenient DA2 route where truly all available trees and all branches are on the same screen (the best format), then make one screen that features all available trees and requires only one click to get to that tree... and make that click easy by making it a large toggle area. Eliminate the radial menu. Make it easy to navigate. Make any "Back" function large- like clicking anywhere on the left side of the screen rather than having to click a little button in the lower left or right.
4b. Functionality.
Make the toggle to a new character always available on the spell/ability screen and thus require no "Back" function. Also design them on a larger toggle area than DAI's tiny directional arrows. If possible create separate, persistent toggle buttons (even with small icons of the various characters) that remains on, say, the right side of the spell/ability screen, populating as we recruit new ones: this would allow a single click to access any given character rather than multiple clicks. If selections were made on one character they get lost when you click to another character. If you were into one tree on one character, you're back to the main tree screen when you click to another character. Leave no situation in which you may have highlighted one spell/ability, then switched to another screen, then decided on a different spell/ability, and now have to navigate back to deselect that highlighted spell/ability. Or add a "RESET" button to deselect. Or just put everything on one screen- addresses everything.
5. Streamline map screens.
5a. Both World and Local maps.
Fit the entire map on one screen (not essential if it doesn't require a great deal of manipulation). Make the default opening state be the panned-back view rather than panned-in view, so the maximum number of locations are immediately accessible. Eliminate auto-centering when clicking on a location icon. Allow for one-click travel to a location by clicking on the location icon: find the location icon on the map and click it to go there- easy peasy. Eliminate the "Are you sure?" message prompt or at the very least allow for it to be toggled affirmatively with the "Enter" key or clicking anywhere on the screen. This would eliminate the need for the "Travel" button in the lower left.
5b. World map particulars.
Eliminate the half-screen message when you're centered on a location icon- such as when first opening the World Map screen- so that the entire map area is available rather than buried under the (typically superfluous) message. (The same info is already available when hovering the cursor over the location icon.)
6. Craft screens.
6a. Weapon modification.
Eliminate the radial inventory. Eliminate multi-screen navigation. Address the same issue from Inventory I mentioned above (2b) so that only clicking on an item highlights it, letting the scroll bar simply scroll the screen view (if applicable). However if the list expands like a regularKeep the entire process on one screen, perhaps slig
7. Make the codex screen remember your last position. This way, when you leave the Codex entries and then return, you'll be right where you left off. This is particularly helpful during quests like the Parson's Notebook quest which presently requires repeated searches through the Codex to get back to the same Notes entry. Or have some setting to toggle between "Return to last accessed entry when entering Codex screen" and "Return to main Codex menu when entering Codex screen."
8. Stop the Journal from auto-selecting quests to feature in the upper right part of the gameplay screen. Some like myself prefer an open visual space to a persistent arbitrarily-selected quest notification. At least add a toggle option to stop the auto-selection, even if auto-selection itself is the default.
9. Bring back the keybound "Hide GUI" function rather than forcing us to navigate multiple screens to take screenshots without the GUI in it. If it's not possible for consoles, fine, keep it that way for consoles, but for the PC platform make it keybound.
Combat
Spoiler
1. When the player clicks “Stealth” on a character, first clear all other actions from the character’s queue before executing it. Often I will stealth during combat, but find the game has locked my character into another shot or two afterward despite not clicking the “attack” key, immediately removing stealth.
2.
3. When enemies fall to the ground- say, from Sleep after being hit with an upgraded Full Draw- they often become invulnerable to archery despite a clear line of sight. This may be a matter of
4. Tactical Mode
4a. When situated on a rock or some other surface that is not “ground,” if I switch to TM my character will be teleported off the rock to the nearest “ground” surface. This ruins whatever purpose I had (high ground, safety, etc.) for being on the elevated surface. The character should remain in their position.
4b. Seeing up an incline during TM is generally impossible, so one has to “climb” (if possible) with the target symbol to get to where things are visible. Looking up needs to be enabled during TM.
Gameplay Content
Spoiler
1. Bring back traps for rogues- both setting them and disabling them.
2. Remove the acquisition of advanced lockpicking or other rogue skills from any source than character development.
3.
Story Content
Spoiler
1. Make the DA4 villain less "evildoer"/"bad guy", more just a despicable sort with all the usual self-rationalizations like Loghain- or an Anders type of "failed hero" who we actually get the chance to thwart. Maybe get away from Magisters and nobles and such titled folks and just make it some assassin boss or rogue demon in the world somewhat less benevolent-intentioned than Cole. Or, hell, make it Cole gone awry- putting the world out of its misery- making the player chase down someone who they can barely remember (a la Dr. Who Silence monsters). Or expound on the doppleganger theme introduced in DAI, so the antagonist is an identity thief. Or some mage experimenter (a la BG2) not trying to take over or destroy the world but just (a la Alexius) wants to rescue their loved one regardless of serious consequences for everyone else. This isn't a slight to Cory or Archy, just a suggestion to do something different this time, intriguing but not so grandiose as DAO and DAI, yet not so confined as DA2. Long journeys exploring lots of Thedas and Thedosian lore- good. Must stop the world from going completely to squat- not so good, at least this time. (Save it for DA5.)
Perhaps even make the chief antagonist the type to have rubbed a lot of people the wrong way so that every origin has some personal but different connection/ relation/ experience with that antagonist- some reason to want them dead or out of power, some reason to respect them.
2. Keep the protagonist more "down to earth," like in DAO, DA2, or BG1. You start as no one special other than perhaps having some notable edge in your particular upbringing, and this doesn’t change 1/3 through the game as in DA2 or in one fell swoop at the beginning as in DAI. Keep the celebrity status of the protagonist from occurring until much later- even only appreciated for their efforts at the game conclusion or only locally as they complete quests (such as BG1’s town Beregost that would change its tune about you after you free the Nashkell Mines)- and even then have some palpable NPC resentment grounds. Allow for the anti-hero type as DAO did with "evil" choices, or perhaps better just the sarcastic DA2 anti-hero type.
3. Add a race and class-based origin story to play through, as in DAO. Doesn't have to be overlong, but just to set our character in their "normal" environment at game start. When an NPC asks our character later if we wish we could "go home," we as a player should have an experience of "home" to draw on. It's exceptionally immersive to players acclimating to DA's gameworld, just plain fun for anyone, and arguably one of the most innovative game mechanics in any game, not to be left as just “that DAO thing” that not even DA does anymore.
Just a wild suggestion to add: make companions for each origin that extend into the rest of the game- a Leske or Gorim or Merrill who don’t disappear or become NPCs after you get to the main campaign. Make them show up as companions for everyone after but under special circumstances that occur because you didn’t play the origin from which they would otherwise have derived. Like you may have chosen a qunari, but Leske shows up because he escaped from Orzammar despite his “not you” dwarf buddy dying along the way. That sort of thing. Companions from the start can be very endearing, as was Carver even despite his personality. Even make that Leske equivalent a warrior if you’re a rogue, rogue if you’re a warrior.
5. Add dwarf content: include at least one dwarven LI companion (at long last) with a full romance story (short jokes not necessarily a bad thing), create at least one substantive (living) dwarven town or city (underground) to visit and get quests from,
6. Add a black human companion with some sort of explanation for their “race.” Is there a land in Thedas where everyone’s black? Was there some diaspora of black people from somewhere? I mean, they’re already there in Thedas. Bring them into the lore.
7. Make Dalish less irritating, more interesting as people. Unless the general attitude among Bioware devs is that elves are a joke (in which case there’s no point asking for better), stop making every clan or group of Dalish we encounter repeat the same tired pattern of being threatened by xenophobes then reassured by a Keeper or other single person. Give the the “traditional” elves more subtlety, nuance, character.
8. Don’t bring back any companions from earlier DA games as companions- not unless you have some narrative regarding why they’ve been dropped back to Lvl 2 with base equipment. Varric should’ve started DAI as a 25th lvl rogue from my DA2 playthrough. It was as if all my experience with him as a “champion” were nullified. This nullification did not happen with Leliana who very well may still have been the 25th lvl rogue I’d left her in DAO.
9. Include our character’s first name in the content whenever possible. If not in spoken conversations, then in codex entries or something. In DAI our first name was pretty much completely irrelevant and thus not worth choosing. We could have just been called Geralt for that matter. Maybe make a list of names to choose from that do show up in spoken conversations? Even that would at least be something. In any case, make our protagonist be more than a surname.
-Bring Back Origins and also side quest that is unique to your origin having it done wartable was cool but it would be much better if we could have at least played some parts of it.
-Whatever War that will be featured ingame due it justice and make it a interesting story arc. war can tell some interesting tales if done right.
-Allow a good balance in the zones and areas. Tevinter for example small towns and villages should fell as such and be displayed that way while Minrathous should be presented like the a grand capital city with all its features out for us to explore with Dwarven Embassy, Grand Proving Arena, Argent Spire and whatever unique areas accessible. Then areas out in the wild could remain the DA:I route with beautiful landscapes and interesting areas but just make it more full in areas it should be. Also the Imperial Highway is a must if in Tevinter.
-Interesting and Investing Side Quest chains. Not just one direction side quest but side quest that has choices and may or may not play a factor some point later in the game. The dynamic of the game should evolve as we play it and as we decide what choices to make in the main quest that should reflect in game and maybe even effect certain side quest. For example certain charger missions were dependent on the main quest well have at least a few side quest actually be playable like that.
-Overall going into DA4 a focus should be how to make the game replayable as much as possible and still have a good developing story. I don't want any story cut short. If they can find a balance of making literally each multiple stories unique for the player they would replay over and over and still discover something new. Origins had it with the Origins and DA:I kinda did a decent job following suit but overall it could've been better. I also want the races of the origins to give room to branch out as well not being stuck to one archtype or subgroup as it relates to tis origins but whenever we due these origin side quest throughout the game it allows us to RP our own backstory and gives us choices as it relates to that.
Just so you don't get the wrong idea- I wasn't saying the thread isn't "good enough." I'm very glad it's here, in fact. I just thought a huge post by me would be a bit... well, let's just say I already have a propensity for long-windedness that doesn't suit some readers. Plus it's really hard to compile such a long list in such a way that it accounts for an order of priority- which is why I only listed my top priority above. As a gesture of goodwill, here is my unfinished version thus far, though I would definitely revise the list heavily even as it stands now that I've had more experience with DAI and gotten some more perspective about what is even worth even mentioning in the first place... There will be lots of unfinished thoughts, alas...
Spoiler
As prep for a new DA, these are suggestions for improvement. Much of it will only apply if the same graphics engine is used in DA4, but they’re still potential issues to watch for when using some new and improved engine. In any case, for what it’s worth, I detailed anything I found and thought worth mentioning- some more glaring than others. Obviously they have the stamp of my own preferences on them, but many are straight-up drawn from the input of many other DA players who have posted on the forums. Bringing them all together in a single list seemed helpful. *shrugs*
I’ve categorized them for easier perusal.
Graphics:
Spoiler
1. Add day/night, rain/shine cycles (obviously varying in length of cycles where appropriate- such as the Storm Coast where perhaps it would be 75% rain, 25% shine)
2. Make clouds move (like in DAO's opening screen)
3. Add swimming... at least enough that I don't "die" just because I walk into a deeper pond... but no "obligatory underwater adventure..." or at least avoid the feeling that it's "one of those"
4. Let us fall to our deaths/ drown: no more inexplicable rescues. Make no terrain that cannot be gotten out of somehow.
5. Stop the GTA-like drift after halting your character's movement- and also the drift in the same direction after having made a full stop, turned the camera 180 degrees, and made movement to go the opposite direction direction... If I stop motion, I should stop. If I start up toward another direction- I should go that way. The drift may look OK and somewhat realistic, but it also causes stupid falls off cliffs and ledges that just wouldn't otherwise happen. This is particularly courteous to players if you're going to add those nice jumping puzzles where you have to be fairly precise about character position and movement.
6. Better companion movement AI. Not sure how to advise on this, but the main issues to fix are:
6a. After walking a "tight rope" type of terrain (like that spot in Emerald Graves), companions will all follow out onto the narrow surface, preventing you from going back across without falling unless you take extra steps of possessing the character furthest back. Maybe have them treat such "tight rope" terrain like a ladder- one goes across at a time if you've made it to the other side and if there's terrain there on the other side for them to get to.
6b. If you jump off one platform to another, companions often will be unable to follow- which is most disconcerting when you've jumped into combat. If it's a small ledge you've jumped to they will never follow since the only way to have it work automatically is to walk a long distance from them until they "pop" next to you. Having to make them each jump one by one manually makes combat that much more awkward given that you have to move them in "real" time while the enemy pummels the character already off the one platform.
6c. If you change directions- like backing out of a small alcove- they don't "get it" when you're trying to push through them- at least not for several seconds. This also applies for environmental NPCs. It needs to be easier to move through them than playing Keystone Cops.
6d. Sometimes (rarely but it's happened) when I make a full stop of my character at a cliff edge, a companion will run up and push me off...
6e. “Hold Position” needs to be effective immediately and “permanent-until-released-” regardless of any other conditions, including how far off a possessed character walks. I do like that the “held” characters can still attack at range from their held positions, but they don’t “stay” consistently. Also make the indicator for them obeying “hold position” visible on screen without having to pause. And just make the indicator a simple small symbol (like the one on the button) rather than a huge “HOLD POSITION” text block.
Also, although it is somewhat realistic to make companions shift around if they can’t find a spot somewhat near but not too close. But they continue to fidget for a long time for no apparent reason other than that their proximity sensor is putting ants in their pants. Make them accept being nearer sooner. More importantly though, if we tell them to “Hold Position,” they should not shift positions in that way if we walk a character next to them. Trying to use a single upgraded Regen potion to heal everyone was a constant chore given this shiftiness issue. It is possible that the “shifty” tendency is what disrupts “Hold Position” much of the time given that they suddenly get license to move when we bring another character close to them.
7. Better companion combat AI. Also not sure technically how this would be fixed. Issues:
7a. Mages/Archers do not respond well to proximity to enemies unless they're given Fade Step or Evade (which so sometimes work). Make them back away from melee enemies or even just nearby enemies
7b. Mages/archers pathfind to enemies around corners by a direct route that puts them directly in the enemy's melee range. Add some dynamic whereby, if their line-of-sight is blocked, they should take a more circuitous route- like when varghests try to circle you wolflike before attacking, not coming straight at you.
8. Make the protagonist icon be the character's face, as in DAO/DA2- i.e., rather than a green hand or whatever DA4 cooks up. Those of us who take time to create the morph we want for our character enjoy seeing our characters' faces. Even if it remains a static image while companion images get "bloodied," that is preferable to a generic (and uninteresting) image.
9. Position craft stations intuitively: for ex., armor creation table with armor modification table. Do maintain crafting in some form in DA4, preferably as simple as it is.
10. Economize map size. Large maps are not bad- and, in fact, they add to the sense of Thedas as a physically large world- but the territory needs to be managed so that there is no punishment of players who prefer to explore out all the available space. Saddling areas with large tracts of otherwise uneventful territory does ask players to, well, waste their time wandering about. Be mindful of whether territory to be created will add to the game content or just be "filler," pretty or not.
11. Enable worn item comparison prompts when first picking up an item. This eliminates the need to go to inventory, find the new item, and then make the comparison.
12. CC hair options. Figure out a way to include long hair in the CC. Prefer cool-looking long hair to perfectly unclipping hair. Even if it clips in some instances, yes, we will like it. Stuff clips all the time in DAI’s cutscenes even without long hair options, and we still like it. If possible make it hair that is less static- a la “Tomb Raider.” Get fan feedback on what looks good rather than presume. Make a truly black hair option rather than dark hair that becomes shades of gray or blue (or gray-blue) in most lighting. Make facial hair that has the same quality texture as the skin texture. At present most beards (and some stubble) looks like someone took a realistic photo and then penciled a moustache on it to poke fun.
13. CC eye options. Make it possible to create brown eyes- or make this easier to obtain. It presently is not easy to do anything other than variations on primary colors like blue, red, and yellow. Brown isn’t just orange. Also make a black eye option, so that in brighter lighting the color is still black. No matter how dark a color you choose in DAI’s “eye color” and how dark you tint you give the inner and outer eye, it comes out gray at best in brighter lighting.
14. Maintain consistency with asset allotment. In particular I'm referring to using the same muttering garble sound for Venatori mages as for Jaws of Hakkon mages. It detracts from the one if added to another. Having no JoH mage sound is better than making the Venatori sound less special. Are we to assume Solas sounds like that too? It’s a matter of aesthetics, but so is the question of whether to give Avaar barbarians the same mutter as Tevinter scholars. Mostly in DAI there is a better sense of where to exert creative restraint.
On GUI:
Spoiler
1. Streamline the companion selection screen. Eliminate the radial menu. Whether they stay tarot cards or return to the DAO/DA2 cool-arse full-bodied group around our new protagonist, keep everything available at once on one screen that requires only clicking on the companion(s) we want and then clicking "done." Also eliminate the confirmation prompt for when we attempt to depart without a "full party." Or at least make a setting to prevent that prompt from showing up again.
2. Streamline the inventory screen.
2a. Navigation.
Make all worn items available at all times (that is, the grouping on the right side of the screen), not just when clicking on a particular category like "accessories." Make the big three worn items- armor, weapons, accessories- on a single screen. Make all inventory screens- including valuables, craft items, etc.- available with a single click, such as is already the case with the selection buttons in the upper left to select between, say, "axes" or "swords." If necessary just add a 2nd tier of that menu bar in the upper left, the top being the general categories and the bottom (when needed) changing according to which general category is selected. Eliminate the need for scrolling through menus or using a "BACK" button.
2b. Functionality.
At present items in the inventory list are highlighted in a more or less centered list location, but the highlighting is not decisive because you can also use your cursor to click on list items. This creates a Either eliminate the scrolling highlighter or eliminate the cursor functions. Preferably remove the scrolling highlight, replacing it with highlighting only At present you can click on an item, but only the highlighted item is toggled.
2c. Intuitiveness.
If worn items are going to show up in the item list at all (since they're already available in the worn items featured slots on the right side of the screen), make them always show up at the top (or bottom) of the list rather than being scattered about in the list. Preferably remove them from the list entirely so that the list is only populated by items not worn- i.e., in inventory. List items according to type, even with a horizontal divider line to distinguish them.
3. Streamline the store screen. The suggestions are more or less identical to the Inventory screen (2.) except that I would add the recommendation to enable the player to move things from inventory to worn item slots (or the reverse) while in the store screen. This makes
4. Streamline the spell/ability screens.
4a. Appearance.
Make a single screen for all available spells/abilities for each featured character. Shrink the size so that it is not necessary to navigate down the screen in order to get to the "bottom" spells/abilities- i.e., make sure everything fits on one screen. If it seems too whatever (aesthetically unpleasing?) to go the ultra-convenient DA2 route where truly all available trees and all branches are on the same screen (the best format), then make one screen that features all available trees and requires only one click to get to that tree... and make that click easy by making it a large toggle area. Eliminate the radial menu. Make it easy to navigate. Make any "Back" function large- like clicking anywhere on the left side of the screen rather than having to click a little button in the lower left or right.
4b. Functionality.
Make the toggle to a new character always available on the spell/ability screen and thus require no "Back" function. Also design them on a larger toggle area than DAI's tiny directional arrows. If possible create separate, persistent toggle buttons (even with small icons of the various characters) that remains on, say, the right side of the spell/ability screen, populating as we recruit new ones: this would allow a single click to access any given character rather than multiple clicks. If selections were made on one character they get lost when you click to another character. If you were into one tree on one character, you're back to the main tree screen when you click to another character. Leave no situation in which you may have highlighted one spell/ability, then switched to another screen, then decided on a different spell/ability, and now have to navigate back to deselect that highlighted spell/ability. Or add a "RESET" button to deselect. Or just put everything on one screen- addresses everything.
5. Streamline map screens.
5a. Both World and Local maps.
Fit the entire map on one screen (not essential if it doesn't require a great deal of manipulation). Make the default opening state be the panned-back view rather than panned-in view, so the maximum number of locations are immediately accessible. Eliminate auto-centering when clicking on a location icon. Allow for one-click travel to a location by clicking on the location icon: find the location icon on the map and click it to go there- easy peasy. Eliminate the "Are you sure?" message prompt or at the very least allow for it to be toggled affirmatively with the "Enter" key or clicking anywhere on the screen. This would eliminate the need for the "Travel" button in the lower left.
5b. World map particulars.
Eliminate the half-screen message when you're centered on a location icon- such as when first opening the World Map screen- so that the entire map area is available rather than buried under the (typically superfluous) message. (The same info is already available when hovering the cursor over the location icon.)
6. Craft screens.
6a. Weapon modification.
Eliminate the radial inventory. Eliminate multi-screen navigation. Address the same issue from Inventory I mentioned above (2b) so that only clicking on an item highlights it, letting the scroll bar simply scroll the screen view (if applicable). However if the list expands like a regularKeep the entire process on one screen, perhaps slig
7. Make the codex screen remember your last position. This way, when you leave the Codex entries and then return, you'll be right where you left off. This is particularly helpful during quests like the Parson's Notebook quest which presently requires repeated searches through the Codex to get back to the same Notes entry. Or have some setting to toggle between "Return to last accessed entry when entering Codex screen" and "Return to main Codex menu when entering Codex screen."
8. Stop the Journal from auto-selecting quests to feature in the upper right part of the gameplay screen. Some like myself prefer an open visual space to a persistent arbitrarily-selected quest notification. At least add a toggle option to stop the auto-selection, even if auto-selection itself is the default.
9. Bring back the keybound "Hide GUI" function rather than forcing us to navigate multiple screens to take screenshots without the GUI in it. If it's not possible for consoles, fine, keep it that way for consoles, but for the PC platform make it keybound.
Combat
Spoiler
1. When the player clicks “Stealth” on a character, first clear all other actions from the character’s queue before executing it. Often I will stealth during combat, but find the game has locked my character into another shot or two afterward despite not clicking the “attack” key, immediately removing stealth.
2.
3. When enemies fall to the ground- say, from Sleep after being hit with an upgraded Full Draw- they often become invulnerable to archery despite a clear line of sight. This may be a matter of
4. Tactical Mode
4a. When situated on a rock or some other surface that is not “ground,” if I switch to TM my character will be teleported off the rock to the nearest “ground” surface. This ruins whatever purpose I had (high ground, safety, etc.) for being on the elevated surface. The character should remain in their position.
4b. Seeing up an incline during TM is generally impossible, so one has to “climb” (if possible) with the target symbol to get to where things are visible. Looking up needs to be enabled during TM.
Gameplay Content
Spoiler
1. Bring back traps for rogues- both setting them and disabling them.
2. Remove the acquisition of advanced lockpicking or other rogue skills from any source than character development.
3.
Story Content
Spoiler
1. Make the DA4 villain less "evildoer"/"bad guy", more just a despicable sort with all the usual self-rationalizations like Loghain- or an Anders type of "failed hero" who we actually get the chance to thwart. Maybe get away from Magisters and nobles and such titled folks and just make it some assassin boss or rogue demon in the world somewhat less benevolent-intentioned than Cole. Or, hell, make it Cole gone awry- putting the world out of its misery- making the player chase down someone who they can barely remember (a la Dr. Who Silence monsters). Or expound on the doppleganger theme introduced in DAI, so the antagonist is an identity thief. Or some mage experimenter (a la BG2) not trying to take over or destroy the world but just (a la Alexius) wants to rescue their loved one regardless of serious consequences for everyone else. This isn't a slight to Cory or Archy, just a suggestion to do something different this time, intriguing but not so grandiose as DAO and DAI, yet not so confined as DA2. Long journeys exploring lots of Thedas and Thedosian lore- good. Must stop the world from going completely to squat- not so good, at least this time. (Save it for DA5.)
Perhaps even make the chief antagonist the type to have rubbed a lot of people the wrong way so that every origin has some personal but different connection/ relation/ experience with that antagonist- some reason to want them dead or out of power, some reason to respect them.
2. Keep the protagonist more "down to earth," like in DAO, DA2, or BG1. You start as no one special other than perhaps having some notable edge in your particular upbringing, and this doesn’t change 1/3 through the game as in DA2 or in one fell swoop at the beginning as in DAI. Keep the celebrity status of the protagonist from occurring until much later- even only appreciated for their efforts at the game conclusion or only locally as they complete quests (such as BG1’s town Beregost that would change its tune about you after you free the Nashkell Mines)- and even then have some palpable NPC resentment grounds. Allow for the anti-hero type as DAO did with "evil" choices, or perhaps better just the sarcastic DA2 anti-hero type.
3. Add a race and class-based origin story to play through, as in DAO. Doesn't have to be overlong, but just to set our character in their "normal" environment at game start. When an NPC asks our character later if we wish we could "go home," we as a player should have an experience of "home" to draw on. It's exceptionally immersive to players acclimating to DA's gameworld, just plain fun for anyone, and arguably one of the most innovative game mechanics in any game, not to be left as just “that DAO thing” that not even DA does anymore.
Just a wild suggestion to add: make companions for each origin that extend into the rest of the game- a Leske or Gorim or Merrill who don’t disappear or become NPCs after you get to the main campaign. Make them show up as companions for everyone after but under special circumstances that occur because you didn’t play the origin from which they would otherwise have derived. Like you may have chosen a qunari, but Leske shows up because he escaped from Orzammar despite his “not you” dwarf buddy dying along the way. That sort of thing. Companions from the start can be very endearing, as was Carver even despite his personality. Even make that Leske equivalent a warrior if you’re a rogue, rogue if you’re a warrior.
5. Add dwarf content: include at least one dwarven LI companion (at long last) with a full romance story (short jokes not necessarily a bad thing), create at least one substantive (living) dwarven town or city (underground) to visit and get quests from,
6. Add a black human companion with some sort of explanation for their “race.” Is there a land in Thedas where everyone’s black? Was there some diaspora of black people from somewhere? I mean, they’re already there in Thedas. Bring them into the lore.
7. Make Dalish less irritating, more interesting as people. Unless the general attitude among Bioware devs is that elves are a joke (in which case there’s no point asking for better), stop making every clan or group of Dalish we encounter repeat the same tired pattern of being threatened by xenophobes then reassured by a Keeper or other single person. Give the the “traditional” elves more subtlety, nuance, character.
8. Don’t bring back any companions from earlier DA games as companions- not unless you have some narrative regarding why they’ve been dropped back to Lvl 2 with base equipment. Varric should’ve started DAI as a 25th lvl rogue from my DA2 playthrough. It was as if all my experience with him as a “champion” were nullified. This nullification did not happen with Leliana who very well may still have been the 25th lvl rogue I’d left her in DAO.
9. Include our character’s first name in the content whenever possible. If not in spoken conversations, then in codex entries or something. In DAI our first name was pretty much completely irrelevant and thus not worth choosing. We could have just been called Geralt for that matter. Maybe make a list of names to choose from that do show up in spoken conversations? Even that would at least be something. In any case, make our protagonist be more than a surname.
10.
See there ya go. An who cares about other readers. I make no stipulations to how long your post can be about your ideas to make the series better. I will read over this tonight seeing as it is long which is nothing but awesome. Some nightly reading for me. But I have Empire to watch an I can't miss that oh no.
But if you'd like someone to further discuss things like this with I have been looking for people that love talking about this like this in general such as DA lore and just improvements to the series id love to discuss them with you. Your choice of course just tell me.
For one there isn't even any point for u to be arguing this. Not everyone are gonna always like the LI but its not like Broward read the mind of every person an did it purposely.
I wasn't even upset at you it was mostly how the other dude was all "you are not oppressed" as if expressing dissatisfaction was somehow being oppressed. Was mad at people, like the other dude, who seemed to be saying that they weren't allowed to be upset which coincides with how parts of this fandom bully people over characters >.>'''
So again your saying my thread isn't good enough for your ideas?
If you haven't seen many people have posted their huge list of ideas for the next game an I being the gracious person I am have replied to most of them to help add on to their ideas an discuss them because I am amazing. I don't fear you posting it here its kinda the point of the thread I encourage it.
I wasn't even upset at you it was mostly how the other dude was all "you are not oppressed" as if expressing dissatisfaction was somehow being oppressed. Was mad at people, like the other dude, who seemed to be saying that they weren't allowed to be upset which coincides with how parts of this fandom bully people over characters >.>'''
Never replied to my list q.q /hurt
Its not that people can't complain I complain everyone does. Its just how they were complaining as if Broward purposely peeked into their mind to make them the worst possible LI an make all the others so interesting you get what I'm saying?
Some people loved Cassandra and Josie (seeing as people complain about these the most) just because they weren't to your liking doesn't mean Bioware can't make a good LI we know they can.
An sorry some did slip past me I tried to reply to the bigger ones an some of the smaller ones but some got past me. What page is it on?
Its not that people can't complain I complain everyone does. Its just how they were complaining as if Broward purposely peeked into their mind to make them the worst possible LI an make all the others so interesting you get what I'm saying?
Some people loved Cassandra and Josie (seeing as people complain about these the most) just because they weren't to your liking doesn't mean Bioware can't make a good LI we know they can.
An sorry some did slip past me I tried to reply to the bigger ones an some of the smaller ones but some got past me. What page is it on?
Lawl personally I'm too scared to complain. I'd love them to write better gay male LI's but it's hard to be worse than Dorian Walking Talking Stereotype Pauvis and Iron Please Stop Talking About Sex Bull imo >.>'''
It's on page 8
Lawl personally I'm too scared to complain. I'd love them to write better gay male LI's but it's hard to be worse than Dorian Walking Talking Stereotype Pauvis and Iron Please Stop Talking About Sex Bull imo >.>'''
It's on page 8
I like Dorian but if anything wish Solas was a Bi romance omg.
Good CC, elves that actually look badass, limited fetch quests, strong narrative, stronger defined character or a return of origin stories, more dynamic combat as in more moveability (at least for rogues) no more plastik hair or bioware-face.
For me, it needs to take a step back from your character always needing to be finding ancient secrets, learning the true facts about God, deciding the moral direction for how magic is used, or whether the Grey Wardens should exist or whatever. If this world is to feel credible and believable, they need to start letting us live in it without blowing everything up with world ending disasters, and having us be some kind of chosen one who gets to know everything about the higher mysteries of the world etc.
Instead of constantly beating our heads against the monlithic ideas of Tevinter Magisters, the Blight, the Templar Order, Mages and their struggle for rights etc, I just want to see the world. I want to see mages who aren't constantly portrayed as victims or blood mage crazy people. The Mage Origin of DA:O felt like the only time I really saw mages just hanging out and living like normal people. Every other time, I'm being throttled by people demanding to know where I stand on Mage rights or how tragic their situation is etc etc etc. Same with the other factions and ideas I mentioned - you're smothering us with too much 'This is a Unique thing about our fantasy world - Have an Opinion on it!'
Yes, the next game should have a focused narrative, but enough with the world ending threats, enough treating nations and factions in such broad strokes that they have no choice but to view everyone through the prism of what faction etc they belong to. I want to be able to play for long stretches, meet all kinds of Mages, templars, Tevinters, Dwarfs etc and realize that not once has the game bashed over the head with 'Isn't Blood Magic evil, should the caste system exist, are all Tevinter people evil, is every Antivan person ever an assassin or someone working for the Crows etc'.
Less soapbox issues, more substantial characters and stories that don't revolve around such huge issues. No world ending threat, and definately no more of this 'You thought you knew about this, but now we reveal that its all lies and actually *this* is the truth' If you keep doing things like that, then it just encourages people not to care or take seriously, anything that you tell us. If you're just going to retcon it all later.
Expand the story out to new territories like Nevarra, Tevinter, Antiva. Make absolutely sure that the party members have good reasons to be with you and don't feel like they dropped out of orbit, formed up beside you and that was that. Tell intimate, interesting and constantly evolving stories with characters so we can actually care about them. Not just
1) Hey, I'm this guy. I'll fight for you, but we're not friends okay?
2) Alright, I'll tell you a bit. I've got problems, but... none of your business!
3) You remember when I said it was none of your business. Actually...
5) You're the greatest friend/most special lover/most impressive person I've ever met. I'm loyal to you forever! AND EVER!
Every damn time. Surely we can do better than this? Don't let characters have one big moment and then fade away to nothing. Keep everyone involved in the plot, so nobody feels like a fifth wheel. Put in proper time shifts, so the story doesn't feel like it takes place over 2 weeks, and even if you disregard everything else I've said here:
DO NOT KEEP TELLING THE PLAYER THAT THEY ARE THE GREATEST PERSON EVER, EVERY 10 FRICKING SECONDS!!!!!!
Seriously, its just the most lame device ever and over time, it starts to make me actively hate my character, especially when you are piling on 'And today you meet God, then you go to Heaven, then you go to an alternate world - during a volcanic eruption in space, riding a Dragon - that can TRAVEL IN TIIIIIIIIME, and in fact travelled to all the other games, and although we didn;t tell you at the time, made it possible for all the other characters to succeed, because you;re the most important and best person ever. AND and and and
DREADLOCKS. Better hair in general, and by that I don't mean something out of a Pantene commercial. Just more variety. It's so boring.
I'd like to see fancy braided up-dos similar to Josephine or some of the more elaborate ones from the Origins CC. Something that clearly shows long hair without the fuss of actually having to animate long hair. Same with fancy beards, which were sorely lacking in this game.
Aside from what's already been mentioned, it would be nice to have a selection of first names to choose from, like what Fallout 4 is going to implement, rather than have everyone refer to you by your last name / moniker (Warden, Inquisitor, etc)
Well first of all it would be appreciated if BW made DA4 less buggy and glitchy and didn't abandon certain platforms middle of fixing and expanding the game. But I guess these things should be somewhat obvious.
Then what would make it amazing, these all are compared to DAI:
- Party banter that triggered lot easier so half of player or so wouldn't have problem with banter.
- Less MMO guest and more narrative quest with more dialogue, choices and cinematics.
- Cinematic dialogue, no more rolling camera around characters trying to look closest angle.
- Less annoying jumping.
- Better hair, give couple casual/formal outfit options or recolors from the start.
- Strong and complex villain with epic boss fight in the end.
- Otherwise do same as with DAI and it will be good.
@ttrailharder what I meant by my last statement in my post is by example in my my eyes alone, I'm sure alot of people would disagree but first example would be Krem for announcing it to be transgender did not actually add or change anything in the story at all, Krem couldve been a normal female or male and it still wouldve been the same. and with the Tresspasser DLC they actually had scenes of marrying your LI only if your Inquistor was a straight or gay female. The straight/ gay male inquistor had a "implied" impression about it. I.E the "Gamergate" issue. Constantly hearing these real life issures make my head explode lol Games suppose to frustrations away not add to them . BW hands down did a poor job of the Krem piece and with the DLC if its good for one then its good for all. Maybe the "Doctors " need to come back and clean house because alot of other game developers( some examples in earlier in my post) are leaving BW in the wind.
-A story with ups and downs, wins and losses, not just all wins (inquisition) or all losses (ME3). A linear story that is well paced (what do we actually gain by being able to go to hub A before hub B if we choose? It disjoints the story).
-A satisfying resolution to the whole Solas thing that takes the entire game to do. None of this building up a mage/templar war for an entire game and then resolving it in an optional 5 minute sidequest early on in the next game.
-Side quests that are interesting, some that are long and multi-part, that involve talking to people, and choices. They should be fun so that I want to do them and am exited to find a new one, rather than grindy and required in order to farm "power" so that I can progress the story.
-Party banter that works reliably for everyone.
-Zoomed in conversations rather than talking to someone and having the camera hover above and 12 feet away.
-More variety in roleplaying and choice: allow us to make selfish, greedy, or evil choices, allow us to be racist, passionate, punch someone in the face, etc...
@ttrailharder what I meant by my last statement in my post is by example in my my eyes alone, I'm sure alot of people would disagree but first example would be Krem for announcing it to be transgender did not actually add or change anything in the story at all, Krem couldve been a normal female or male and it still wouldve been the same. and with the Tresspasser DLC they actually had scenes of marrying your LI only if your Inquistor was a straight or gay female. The straight/ gay male inquistor had a "implied" impression about it. I.E the "Gamergate" issue. Constantly hearing these real life issures make my head explode lol Games suppose to frustrations away not add to them . BW hands down did a poor job of the Krem piece and with the DLC if its good for one then its good for all. Maybe the "Doctors " need to come back and clean house because alot of other game developers( some examples in earlier in my post) are leaving BW in the wind.
I guess can agree with Krem I mean I honestly didn't care to talk to him most of the time. Lmao it was only when I played the game in front of my mom to show her that she pointed out that Krem looked an Sounded like a Woman trying to be a Man. But even then I was like eh didn't notice. But it wasn't until I read a article about ti that I actually talked to him. I get you in the sense that real world problems shouldn't be in a game like this but this isn't really much of a real world problem seeing as even back in ancient times Women would do things like this to get respect an such.