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Identity: DA:O,DA2,DA:I Where do you want DA to go from here?


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#26
Evamitchelle

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What "having to"?

I'd like to ask why would anyone do that, if they don't like it, but I already know the answer: The compulsive nature to do everything.

 

I don't think the shards fit into a cRPG, but I have to confess that I liked it, and the entire point is that they're in hard to reach places.

But I won't be sorry to see them go.

 

Why would anyone do what? Complete the quests that show up in the journal? That's kind of the point of having a journal to track things. And it's not like you can guess which collection quests are going to have lousy rewards. 



#27
Dieb

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I don't complain about fetch quests, if the fetching at least is a vital part of it.

 

Suppose one combined the shards' concept (minus the "a little too specific to be all over Thedas, but, well, something-something-Tevinter" looking glass skulls) of items challenging you to use the environment somewhat cleverly to find them. It would actually add to both discovery and credibility of such quests. I'm saying this because I found myself often enjoy finding out how to get to one of the shards - it's just that they were all the same mechanism and they were everywhere  which was very unimmersive at some point.

 

BioWare does have good level design. The Descent DLC had some really rewarding exploration elements that required some climbing; the Hissing Wastes engaged you to explore landmarks in the distance, which felt very real. Pick up from there, and improve.


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#28
Evamitchelle

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I don't complain about fetch quests, if the fetching at least is a vital part of it.

 

Suppose one combined the shards' concept (minus the "a little too specific to be all over Thedas, but, well, something-something-Tevinter" looking glass skulls) of items challenging you to use the environment somewhat cleverly to find them. It would actually add to both discovery and credibility of such quests. I'm saying this because I found myself often enjoy finding out how to get to one of the shards - it's just that they were all the same mechanism and they were everywhere  which was very unimmersive at some point.

 

BioWare does have good level design. The Descent DLC had some really rewarding exploration elements that required some climbing; the Hissing Wastes engaged you to explore landmarks in the distance, which felt very real. Pick up from there, and improve.

 

My problem with the shards being hard to reach is mostly due to the fact that the mechanics are really clunky. Hold never works properly for one, so there's always a chance that your companions are going to push you off ledges. Getting to some shards was mostly down to luck rather than skill. There's a couple of shards I only managed to get by spamming jump until I stopped sliding down. The shards in JoH didn't have that problem, and I thought they did encourage exploration. Not so much in the base game. 



#29
Thelzar

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At this point I'd like them to build on what they already have (aka DAI) rather than try yet another different approach.

  • Keep the semi open-world structure of the different regions, but include at least one city which isn't just three shops and a bunch of non-interactive NPCs.
  • Longer main story and side-quests with NPC interaction and choices (in the vein of JoH).
  • Get rid of the 8-ability limit, better tactics (ie. if guard -> shield bash). Trials would be nice from day-one. 
  • Better (PC) UI. Don't make me scroll through so many things. 
  • Companion interaction was already an improvement from previous games I felt. It'd be nice if content were more equally distributed though. Some get a lot more content than others. 

 

 

 

This pretty much sums it up.

 

I dug out DA2 after finishing my second DA:I playthough, and I am still amazed how underrated DA2 is. If Bioware are to make any adjustments, I'm hoping for a tiny step back towards DA2. So if I was to add anything:

 

  • More background history choices for the protagonist. The Amell family history was engaging. Combining this with Origins stories would be awesome.
  • Make it personal again. I loved the way Hawke sort of dragged his/her feet through the story. Saving the world is boring.
  • Areas you can go if you just want a quick fight, like the gangs of Kirkwall.
  • Deeper companion stories. Make them story arcs.
  • DA:I was awfully serious, a few laughs would be good.
  • Ambient sound and dialog needs work. Exploring Athkatla remain the high point of the Bioware catalogue. Take notes from that, or play some GTAIV - that is how a city should feel. DA:I is doing it right, it just needs more and better.
  • Proper mass combat scenes. Adamant Fortress came close, but Denerim was better.

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#30
Wozearly

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Agreed, though I think it was more a case of "give the player a reason for their character to want to do this", rather than "every side quest relates directly to the main story".
I hate bringing it up on this forum because it almost invariably derails things, but side quests in the Witcher 3 were done very well. The Witcher contracts were completely tangential to the main story but interesting to do.
Maybe rifts should have spawned around small settlements tha we had to close...bad example, perhaps, but better than...find my husbands ring, please...

I know the feeling about derailment, but I concur that TW3 did open world side quests well in a way that DA:I fell short on.

Partly that was the content of the quests themselves, partly the way they were introduced (very few psychic "I reckon there might be some bandits with a special piece of loot in this cave"), partly the way they were executed ("I have a ring, I'll bet it belongs to a woman I've never met before in a location I've never been to, let me just mark it on my map"), partly that the motivation for the player was often unclear at the start, partly that the ratio of fetch quests to non-fetch quests was a lot less rage-inducing.

Personally, I think the most memorable difference was that TW3 used them as ways to build up the character and motivations of Geralt and encourage a desire for exploration and diversion, whereas DA:I accidentally missed that tonal note and had them feel like filler content to avoid the open world feeling empty, and ended up with players wanting bigger rewards for time spent grinding/wasting on filler as opposed to being curious to see the resolution of the side quest due to personal motivation, irrespective of whether the reward was anything to write home about.

Honestly, I understand why the side quests weren't in any way the priority for DA:I given everything else Bioware was trying to do, but I expect they would benefit from a bit more attention and tic in DA4.
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#31
Pokemario

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Bring back the cinematic camera when you enter a conversation. I found a lot of dialogue in DAI easily forgettable just because I couldn't see the characters' facial expressions, even if the writing was good and the VAs did a great job.


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#32
BansheeOwnage

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Bring back the cinematic camera when you enter a conversation. I found a lot of dialogue in DAI easily forgettable just because I couldn't see the characters' facial expressions, even if the writing was good and the VAs did a great job.

Agreed, and if people preferred DA:I's system, just make it a toggle. That's what FO4 did.



#33
Melbella

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Would like to see the return of nameable saves, as well as separate save folders for each character created. The genius of having them all dumped into one folder is certainly lost on me. Also, ditch the save limit on PC.....I have a giant HD for a reason. :)


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#34
Equalitas

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Gameplay should be a freaking Bayonetta style of spectacle fighter.

I want to play as my Warden again from DAO, her lasts weeks living, hearing the song from the archdemon calling. Killing Dark spawn.

Make this spinoff^^



#35
Guitar-Hero

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Combat is a big one, bringing back companion-tactics and making combat more mobile and responsive.

Less focus on game size and more on what you do in the world.

 

Better implementation of the lore, reading stuff is alright but seing the lore reflected around you builds the world and makes it feel like an actual place the Witcher 3 does this really well like seeking out the peddler and being confronted by soldiers or stopping a random rape in crows perch after the baron leaves, DAO also had some cool moments like becoming the dark wolf or being challenged to a duel.

 

Using music and companion banter better, skyrim was really good with how to use music to highlight moments and banter was waay more consistent and entertaining in previous games. Those are my biggest areas of what i would like to see.


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#36
Qis

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The only identity of DA is DA:O, going back to that then DA get back it's identity.


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#37
Nefla

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Though story, characters, choices, and roleplaying ability(storywise, not assigning points or whatever) are my main concerns, there are some things I would like changed about the combat/gameplay. The style of combat in DA has NEVER been something I enjoy so I don't expect to love it no matter what direction it takes but there are improvements that would make it more tolerable in my eyes:

 

-Give us back the ability to set detailed custom companion tactics. I shouldn't have to manually micromanage each little task in every battle.

-Get rid of any requirements system such as the "war assets" from ME3 or the "power" system from DA:I. If you want players to do side content, make the side content interesting. Don't give them the worst possible ending unless they grind multiplayer that they are not interested in or outright force them to do repetitive and menial tasks to advance the plot.

-Bring back "zoomed in" conversations. I don't need anything cinematic, simple shot/reverse shot is fine but let me see who I'm talking to!

-Make sure the companion AI actually works and does what you tell it. If I manually move Varric away from a dragon (out of dragon melee range) but still within range of his crossbow, he should NOT immediately run back up to the dragon's face and then start shooting it.

-More and greater variety in combat abilities. Upgrades to the same few abilities are all fine and dandy but it felt like that was the majority of what was present in the combat skill trees.

-NO limit to the number of abilities you can use during combat. That 8 ability limit was crap. Even on consoles you could use the radial menu to use any and all learned abilities or carried items in DA:O and DA2. There was no reason for this and it made zero sense.

-Better unique rewards and a greater variety of armor and weapons both in looks and in special enhancements.


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#38
DebatableBubble

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No more mage/Templar/Chantry sjw bs, pls.

#39
Asdrubael Vect

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1)have option to play as non-human, at least as elf and dwarf...and not be orlais or antivan ones=)

 

2)have at least some pieces of heroes origins to feel our heroes, at least something what was in DAO with different heroes beginning in the game and connection to it

 

3)Ability to use a real metal swords(its a lore damn it) and heavy armor for mages and use blood magic(since this is a damn tevinter i hope they would not make us do a choice to use swords or a blood magic)

 

4)Decidions must matters and we must see it, not like we have in DA2 and DAI where it not make any gameplay and almost none story difference if you have templars or mages on your side, they even have mostly the same animation when they close the breach

 

5)Companions and advisors who you have to decide(and "if you have templars you have a templar companion and if mages you have a rebel mage") to be with you, not forced peoples who we are not ask to be with us and who literaly hate us as we them, no more Cullen and Lelianna like guys, no forced advisors and our "friends" Dorian and Maevaris in Tevinter

 

6)No more only rogue can open closed chests and warriors who bash a walls with their legs, no more

 

7)ability to side with villians if it make sense for us



#40
Ashagar

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No more mage/Templar/Chantry sjw bs, pls.

 

The next game is most likely going to be in Tevinter where the chantry and state are run by mages, a number of whom are blood mages and the templars have no magic abilities. I somehow don't think that is going to be a issue not that it ever was.



#41
Helmetto

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Been a long time since I've been here.

 

I wish Dragon Age played more like the epic that it use to be, and should be. 

 

The Hero Warden is treated like a hero worthy of respect, and likewise, so was Hawke. My Inquisitor got told to get off some old man's lawn after all the **** they've been through/pulled, no better than dirt because a follower happened to be an elven god under that bald head of his. And that's how their story "ends".

 

The fourth Hero's job is going to be "be the third hero's puppet" which is not a good feeling or sign of anything good. Also, either the fourth hero's the Inquisitor or a human, because Like Hell we're playing anything else in Magic Land that has been at war with the Qun and since Solas basically started a race war we aren't gonna be seeing elves.

 

I feel like there'll be more DA book shenanigans where everything important that sets up all the context for everything happens in novels, leaving nothing for the games and leading to some awkward-ass decision making, like reuniting two lovers that split because one manipulated the other and also got her entire family killed.


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#42
hoechlbear

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I know the feeling about derailment, but I concur that TW3 did open world side quests well in a way that DA:I fell short on.

Partly that was the content of the quests themselves, partly the way they were introduced (very few psychic "I reckon there might be some bandits with a special piece of loot in this cave"), partly the way they were executed ("I have a ring, I'll bet it belongs to a woman I've never met before in a location I've never been to, let me just mark it on my map"), partly that the motivation for the player was often unclear at the start, partly that the ratio of fetch quests to non-fetch quests was a lot less rage-inducing.

Personally, I think the most memorable difference was that TW3 used them as ways to build up the character and motivations of Geralt and encourage a desire for exploration and diversion, whereas DA:I accidentally missed that tonal note and had them feel like filler content to avoid the open world feeling empty, and ended up with players wanting bigger rewards for time spent grinding/wasting on filler as opposed to being curious to see the resolution of the side quest due to personal motivation, irrespective of whether the reward was anything to write home about.

Honestly, I understand why the side quests weren't in any way the priority for DA:I given everything else Bioware was trying to do, but I expect they would benefit from a bit more attention and tic in DA4.

 

 

Not to mention it makes sense for Geralt to do these sidequests/contracts, because he's a witcher and it's his job to help people and kill things for money. It also makes sense for him to wander alone through the continent and explore ruins and caves for loot. But having the Inquisitor, a person with immense power, a big army and the only one who can save the world, go around storming into places filled with bandits and risking their life to go fetch some widow's ring just doesn't make any sense to me. It would help a bit if these quests actually had a purpose or consequences, but nothing happens if I choose to do or not these quests, they are just there. So what's the point really? All they do is give us power, which is just a boring number that means nothing. These quests could at least contribute to roleplaying and give us the ability to shape our PC's personality, much like TW3 does, but we can't even choose to decline a quest, let alone make other moral choices.
 
One of the biggest mistakes I think Bioware did with DAI was giving so much power to the protagonist, because I feel like that limits things a lot, like the ability to be self-serving or more of a sarcastic jerk, or have our choices have actual consequences. Not to mention it makes the relationship with NPCs seem too professional and makes other things lose sense (like risking their life going after a druffalo, wasting their time by putting some flowers on a grave on the other side of the map, among countless of other silly things).
 
Basically I want DA4 to be a mix of all past 3 games. More DAO and DA2 than DAI though. The only thing I want them to take from DAI is the CC and open world, but both those things need work. (like better hair and less empty maps full of wilderness that aren't in any way connected to the main story.)

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#43
vertigomez

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I'd like a voice pitch slider and fewer incredibly tedious fetch quests. And for multiple races to be integrated better - not just from a story perspective, but things like camera angles and a larger variety of armor.

#44
Darkly Tranquil

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My preference would be for DAI's looks with DAO's everything else, but I'm not holding my breath.
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#45
GoldenGail3

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My preference would be for DAI's looks with DAO's everything else, but I'm not holding my breath.


Omg, my world would be such a happy place if that happened.

#46
bEVEsthda

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There are many factors that contribute to making DA:I combat  an unsatisfying mess, but one thing I think Bioware should consider seriously, is to separate combat system and skills from MP-combat.


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