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No more war tables please in the next DA iteration...or in ME:A for that matter...


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#51
BraveVesperia

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I liked the idea of the war table, though some of those missions I'd prefer to be involved in rather than reading about them. Being able to send the newly acquired Chargers/templars/Wardens somewhere is a good idea. Having advisors involved is good too. But there should be dialogue to reflect choices, especially from the advisors. Picking Leliana gets the Adamant Wardens wiped out? Have her discuss that with you, or you could overhear a conversation between her and Josie about it.

 

It should have more impact. Like arranging a marriage - it leads to an event in Val Royeaux that you can attend and comment on. More of that. Maybe your actions could lead to different nobles coming to Skyhold for an audience. Maybe wiping out the Wardens in the war table quest chain leads to one showing up at Skyhold wanting revenge/help/leadership etc. The judgements could be for more than criminals. Your actions could lead to an assassin trying to kill you when you go to your bedroom!


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#52
Fredward

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Nah, I liked the war table. It definitely sounds like MEA has some version of it in too.



#53
Mikka-chan

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I've come to the conclusion that Bioware wanted an open world but had no idea how to utilize it.

 

Can you just imagine if the Elder Series had a quest to drag ...uh...mammoth back to the Jarl.

 

Don't think Elder fans would be too please with that.

 

Oh gosh that reminds me of seeing those farmers using shovels on the hay piles. Sorry random thought. LOL!

 

...You do know how many Escort quests there are in the Elder Scrolls games, right?

 

I mean, Skyrim has one where you go steal a goat from a giant and drag it back to a farmer.  And, hint: that goat can die and the farmer will yell at you and make you pay him money if you want to continue the quest.  Morrowind and Oblivion were full of escort quests, too.  At least most of Skyrim's the escortee is essential: in Morrowind and Oblivion, the escortee will walk slow as hell (or run like a crazy person), run off at every single mob it sees in order to punch them with their fists (including very angry daedra and people 20 levels higher), and when they inevitably suicide yourself, you can lose the quest.  I believe back in Morrowind, house Readorn has a stupid kid that likes to do that, but if you can't keep him alive and get him back to his dad, the quest giver stops giving you quests and you can get stuck in the house progression.

 

The Elder Scrolls have been doing stupid escort missions much longer then Bioware.  And, you know, people ****** about them a bit, but mostly tolerate them as part of an open world game that gives you a lot of quest choices.  Some people like the fun of keeping suicidal people alive on various trails through hostile territory.



#54
Poledo

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I'd like to see the war table stay, but I'd like them to be mission we could be dispatched on. Or perhaps they are missions we send different parts of our army on and we set their strategies and command them, knock down keep walls while holding sieges, something like that.



#55
daveliam

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Count me as another fan of the idea of the war table, but not necessarily the execution.  I think the idea was great (sans the crazy wait times on some of them).  It did allow some additional characterization for your Inquisitor:  Is s/he the type of leader to take the quickest route to the goal?  Or the one that gives the best reward?  Or the one that aligns most closely with his/her convictions?  It also allowed us to set how the rest of the world viewed the Inquisition.  Was it a military forces?  Espionage?  Diplomacy?  And, frankly, the stories of some of those quests were awesome.  Sutherland and his crew (Voth, Shayd, and Rat) were total standouts. 

 

Of course it could have been much more effectively implemented.  I would love to have had some mechanism where you have numbers of different types of troops/agents that you can distribute across different quests and could influence how effective each one was.  I also think that there should have been some 'fail' states.  No matter what approach you took, it was always successful.  I'd like to have it totally backfire to take one approach over another.  And I also agree that it would have been nice for the advisors to also have approval bars that could be increased or decreased based on the War Table missions.

 

So I'd rather them not scrap the idea altogether.  Just take the basics, which fundamentally could be solid, and make them into something better.


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#56
Dabrikishaw

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I liked the War Table enough, but instead of a timer I wish we could spend Power on each operation to complete them instantly.



#57
daveliam

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I liked the War Table enough, but instead of a timer I wish we could spend Power on each operation to complete them instantly.

 

I'd be okay with that, but my only concern is that EA will show up with dollar signs in their eyes and suddenly all of the quests will have crazy long timelines and we'll see a "Buy more power here" option linked to the PSN and Xbox Stores.........


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#58
darkway1

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I don't know about that, the next game is taking place in Tevinter most likely which is at war with the Qunari who are apparently renewing their assault on it and then there is Solas and his gathering army of elven followers. Having a war table might be 'more' needed in the next game as you might be facing enemies on multiple fronts.

 

In context of managing war,the table works,so if the next game follows your continued war scenario,sure the table mechanic would work fine.

 

I just don't think the table is needed if the next game drops the war aspect and focuses on a smaller group like DAO or DA2,there's just no real need for it.......unless your next character is in charge of some kind of network,like a spy master gathering info and causing chaos,as long as the table is in context,it's all good.


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#59
Cantina

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...You do know how many Escort quests there are in the Elder Scrolls games, right?

 

I mean, Skyrim has one where you go steal a goat from a giant and drag it back to a farmer.  And, hint: that goat can die and the farmer will yell at you and make you pay him money if you want to continue the quest.  Morrowind and Oblivion were full of escort quests, too.  At least most of Skyrim's the escortee is essential: in Morrowind and Oblivion, the escortee will walk slow as hell (or run like a crazy person), run off at every single mob it sees in order to punch them with their fists (including very angry daedra and people 20 levels higher), and when they inevitably suicide yourself, you can lose the quest.  I believe back in Morrowind, house Readorn has a stupid kid that likes to do that, but if you can't keep him alive and get him back to his dad, the quest giver stops giving you quests and you can get stuck in the house progression.

 

The Elder Scrolls have been doing stupid escort missions much longer then Bioware.  And, you know, people ****** about them a bit, but mostly tolerate them as part of an open world game that gives you a lot of quest choices.  Some people like the fun of keeping suicidal people alive on various trails through hostile territory.

 

Um, you just over looked my point but used it in your reply.

 

There essential in those games - most of the time. With consequences etc. Where as in DAI there was no consequence. Just drag X back to whomever. Thus I was saying if Todd Howard chose to add in an escort mission in his games with no consequences I doubt fans would be happy.



#60
Dabrikishaw

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I'd be okay with that, but my only concern is that EA will show up with dollar signs in their eyes and suddenly all of the quests will have crazy long timelines and we'll see a "Buy more power here" option linked to the PSN and Xbox Stores.........

Yeah, which would suck because you already get an infinite amount of Power with Requisitions, so that would probably make the Power costs stupid high on most of the War Table stuff.



#61
myahele

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I liked war tables. They're pretty inconsequential plot-wise, but at the same time great opportunities to add side stories/plots like the cameos of Zevran, Rhys, Mae, and more.



#62
BansheeOwnage

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The War Table was actually one of my favorite things in the game (and would have made sense for Shepard to have in ME3, at least: sending agents to go search Random Location for Stupid Thing Someone in Citadel casually mentioned for you rather then you wandering around random galaxies spamming the search button rather then gathering allies/saving the galaxy would make sense).  Yes, it could use a ton of polish- but I think it was one of the better new ideas tried in DAI.

It could have worked for smaller-scale things, but Shepard is only the captain of a ship. There are other people who handle large-scale war strategy.

 

You state it as if it were an agreed-upon fact.  I loved both the War Table and as for the open world, it was the first open world I never felt lost in, and which I felt my choices mattered.  I loved both aspects of the game, and hope to see more of both in the next games, and I know I'm not the only one.

Uh, they literally said "I may be alone in my opinion"... :huh:

 

I loved it! 

 

Could it be improved? Sure! Let's do that, instead of removing it for the next game!

I didn't love it, but I agree that they should keep it and improve it because it was an interesting idea, if implemented poorly. Bioware has a lot of good ideas that get implemented poorly, but unfortunately also have a terrible habit of completely scrapping them instead of simply improving them <_<


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#63
BansheeOwnage

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Count me as another fan of the idea of the war table, but not necessarily the execution.  I think the idea was great (sans the crazy wait times on some of them).  It did allow some additional characterization for your Inquisitor:  Is s/he the type of leader to take the quickest route to the goal?  Or the one that gives the best reward?  Or the one that aligns most closely with his/her convictions?  It also allowed us to set how the rest of the world viewed the Inquisition.  Was it a military forces?  Espionage?  Diplomacy?  And, frankly, the stories of some of those quests were awesome.  Sutherland and his crew (Voth, Shayd, and Rat) were total standouts. 

 

Of course it could have been much more effectively implemented.  I would love to have had some mechanism where you have numbers of different types of troops/agents that you can distribute across different quests and could influence how effective each one was.  I also think that there should have been some 'fail' states.  No matter what approach you took, it was always successful.  I'd like to have it totally backfire to take one approach over another.  And I also agree that it would have been nice for the advisors to also have approval bars that could be increased or decreased based on the War Table missions.

 

So I'd rather them not scrap the idea altogether.  Just take the basics, which fundamentally could be solid, and make them into something better.

I agree with the rest of your post, and I kind of agree with the bolded part, but it needs to be implemented well. There were fail-states for some operations in DA:I, but they were totally arbitrary and not at all based on strategy.

 

"Oh, you want to pick this option? Well guess what? This ally is actually a spy and betrays you. You lose!"

 

I'd be all for the option of failing as long as it's based on who is the most appropriate to send (with a hopefully more in-depth system) rather than being the current guessing game that it is.