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In your Heart shall burn feel poor written


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#126
SardaukarElite

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:rolleyes:

 

A flag tells you who an army belongs to. It's the single most important question you could ask about an unknown force advancing on you, that they don't have a flag is ominous because it means the army is concealing its identity. 

 

DA:I has weak points in its writing but that's not one of them. 


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#127
BSpud

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JOESPHNE MUST HAVE ONLY 9/10 ARMY FLAGS COLLECTED FOR SIDE QUEST "COLLECT 10 ARMY FLAGS". THIS FEEL POOR WRITTEN UNLIKE WICTHER 3


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#128
Setitimer

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Well, like pretty much everything else in this game, the pacing is what killed this quest for me.  In particular, the completely broken mechanics of rescuing the villagers just sucked all the satisfaction out of it.  You want to rush to help someone, but suddenly you're running through quicksand because a bad guy appeared and now you're stuck in combat mode.  Or you need to smash your way into a house but, despite being able to throw fireballs, you're unable to remove a box from in front of a door because you're not a warrior.  There are tons of instances in DA:I where the designers misused the engine (platforming for shards being the most frequent offender) but it was really obnoxious in this quest.

 

I don't think I found the writing as such to be particularly awful, though.  It was what it was.  Corypheus is a stereotypical villain, and he makes the stereotypical villain mistake of explaining his plan to the trapped hero, giving said hero time to work out a way to defeat him and escape.  The bit with Roderick was likewise stereotypical -- dying curmudgeon gives his "I was wrong about you cough hack" speech -- but it fit into the scene just fine.



#129
Elhanan

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Well, like pretty much everything else in this game, the pacing is what killed this quest for me.  In particular, the completely broken mechanics of rescuing the villagers just sucked all the satisfaction out of it.  You want to rush to help someone, but suddenly you're running through quicksand because a bad guy appeared and now you're stuck in combat mode.  Or you need to smash your way into a house but, despite being able to throw fireballs, you're unable to remove a box from in front of a door because you're not a warrior.  There are tons of instances in DA:I where the designers misused the engine (platforming for shards being the most frequent offender) but it was really obnoxious in this quest.
 
I don't think I found the writing as such to be particularly awful, though.  It was what it was.  Corypheus is a stereotypical villain, and he makes the stereotypical villain mistake of explaining his plan to the trapped hero, giving said hero time to work out a way to defeat him and escape.  The bit with Roderick was likewise stereotypical -- dying curmudgeon gives his "I was wrong about you cough hack" speech -- but it fit into the scene just fine.


While I agree that the use of Fire spells could be better, it makes complete sense that the opposition would interfere with rescue attempts.

#130
Shizukai

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@Shizukai:  It's not about "something new" - it's about something old written in such a refreshing way that people either 1) ignore other sources of the same material or 2) don't recognize the sources that are similar to it. 

 

So keep writing.

 

Also, while criticism is important and you ignore it at your own peril, allowing critiques to derail your desire to write might suggest it's a vocation not necessarily for you.  Artists of all forms are a self-important lot who love their own opinion more than anything else.  That's a spectacular attribute for making art and a pain in the ass one for making friends out of artists. 

 

Thank you for your advice, I appreciate that more than you may know.



#131
Setitimer

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While I agree that the use of Fire spells could be better, it makes complete sense that the opposition would interfere with rescue attempts.

 

I wouldn't mind if they just interfered.  What I hate is the inability to sheathe your weapon and leave combat mode.



#132
correctamundo

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I wouldn't mind if they just interfered.  What I hate is the inability to sheathe your weapon and leave combat mode.

 

And just how would that even be plausible?



#133
BSpud

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I've rarely used it so don't remember, but doesn't the disengage option in the wheel allow you to leave combat mode?



#134
correctamundo

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You can disengage and run but I think you get immediately engaged again as long as you are in their zoc (or how DAI measures it). Anyway, why should the templars disengage just because you do it? They would more likely relish free, unguarded, stab in the back instead.


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#135
BSpud

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i think it's the slow movement in combat mode that's bugging him.



#136
giveamanafish...

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I used to wonder why Bioware used so many writers in their games. I'm starting to understand now.

 

A videogame is in a visual medium, like tv or film. Unlike written forms of story-telling like books, short stories and even poetry, visual media doesn't usually use narration to tell the story or make use of internal dialogue to make key plot or story points.  At the same time unlike film or tv the main focus of the viewer is not on following the story but in playing the game. It's harder to make key story points in a game situation, and its always tempting to use stereotyped devices to make important points clear to the player. [Did I get the syntax right by the way? I never developed a formal understanding of grammar. I honestly welcome polite critique,]

 

Example of internal dialogue that might be used in a written form:

Cullen thought to himself, "what is this strange child talking about, we're trying to work out what we should do in this terrible situation". He glared at Cole, than gave a start, "Corpyheus is coming for the herald!""

 

This is how this story point is presented in the game:

 

Cullen "I don't care [what the arch demon] looks like... It will kill everyone"
Cole:  "The elder one doesn't care about the village, he only wants the Herald."
Herald: "If it will save the people he can have me." 
Cole [more or less] 'it won't.  He wants to kill you. No one else matters but he'll crush them, kill them anyway. I don't like him.'

Cullen: "You don't like him!". [makes gesture of frustration and after a quick beat, starts discussing plans to use the trebuchet.]

 

Note how Cole in his slightly incoherent way, manages to emphasize the key point that Corypheus is coming for the Herald and  that he will just keep on killing until he reaches him or her. What I like about this scene is the way that the writers flagged this conversation by having Cole make one of his off-beat comments, "I don't like him". Instead of having a longer, more artificial conversation where Cullen might have interjected with an objection to having the Herald risk his or her life, and having the characters explain the issue, they use that bit of funny to flag the story point so the player can pick it out by himself, perhaps later on. The Herald has to be the focus of the counterattack and draw Corypheus' attention, in order to allow the villagers to get away, never-mind that the Herald and his or her team is the best combat unit available. Its a very natural scene and if I had seen it in movie, I would have thought it was well acted and written.

 

People missed this point. At the same time other people have complained about the use of the stereotype of having the villian stop in his tracks to explain his plan; that is where the writers could be accused of using over exposition while reducing the villian to a stereotype. Its a tough balancing act to set out a story in a game. Overall, I think this quest was well-written.


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#137
Arshei

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I used to wonder why Bioware used so many writers in their games. I'm starting to understand now.

 

A videogame is in a visual medium, like tv or film. Unlike written forms of story-telling like books, short stories and even poetry, visual media doesn't usually use narration to tell the story or make use of internal dialogue to make key plot or story points.  At the same time unlike film or tv the main focus of the viewer is not on following the story but in playing the game. It's harder to make key story points in a game situation, and its always tempting to use stereotyped devices to make important points clear to the player. [Did I get the syntax right by the way? I never developed a formal understanding of grammar. I honestly welcome polite critique,]

 

Example of internal dialogue that might be used in a written form:

Cullen thought to himself, "what is this strange child talking about, we're trying to work out what we should do in this terrible situation". He glared at Cole, than gave a start, "Corpyheus is coming for the herald!""

 

This is how this story point is presented in the game:

 

Cullen "I don't care [what the arch demon] looks like... It will kill everyone"
Cole:  "The elder one doesn't care about the village, he only wants the Herald."
Herald: "If it will save the people he can have me." 
Cole [more or less] 'it won't.  He wants to kill you. No one else matters but he'll crush them, kill them anyway. I don't like him.'

Cullen: "You don't like him!". [makes gesture of frustration and after a quick beat, starts discussing plans to use the trebuchet.]

 

Note how Cole in his slightly incoherent way, manages to emphasize the key point that Corypheus is coming for the Herald and  that he will just keep on killing until he reaches him or her. What I like about this scene is the way that the writers flagged this conversation by having Cole make one of his off-beat comments, "I don't like him". Instead of having a longer, more artificial conversation where Cullen might have interjected with an objection to having the Herald risk his or her life, and having the characters explain the issue, they use that bit of funny to flag the story point so the player can pick it out by himself, perhaps later on. The Herald has to be the focus of the counterattack and draw Corypheus' attention, in order to allow the villagers to get away, never-mind that the Herald and his or her team is the best combat unit available. Its a very natural scene and if I had seen it in movie, I would have thought it was well acted and written.

 

People missed this point. At the same time other people have complained about the use of the stereotype of having the villian stop in his tracks to explain his plan; that is where the writers could be accused of using over exposition while reducing the villian to a stereotype. Its a tough balancing act to set out a story in a game. Overall, I think this quest was well-written.

 

Of course the mission have great scenes, I loved the part when you have to save the other people of Heaven, but the rest of the mission could be perfect if the writers take more time on it, I mean, is one of the mission more important of the game, you are going to sacrifice yourself, your base is going to be destroyed, you know the villain. I don't know in what they inverted time... The CC sucks, the breach and magic of the game have really low graphics, the shadows don't show your hair, the nipples are giant red balls.

 

At least I was expecting all the mission to be perfect.



#138
Setitimer

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And just how would that even be plausible?

 

I am in a party of 4 characters.  It's completely plausible that three of them would stay behind and hold off the bad guys while one of the party leaves combat to go rescue someone.  But you can't do that.  Even if you manage to duck-walk your way to the objective, chances are you'll get rubber-banded back into the thick of combat.

 

i think it's the slow movement in combat mode that's bugging him.

 

Yes.



#139
correctamundo

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I am in a party of 4 characters.  It's completely plausible that three of them would stay behind and hold off the bad guys while one of the party leaves combat to go rescue someone.  But you can't do that.  Even if you manage to duck-walk your way to the objective, chances are you'll get rubber-banded back into the thick of combat.

 

 

Yes.

 

If you want to throw all defense to the wind your opponents should get a free attack in your back. The rubber-band I don't understand, you just wasd your way out of there. Nothing is drawing you back unless you do it yourself.



#140
Elhanan

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I am in a party of 4 characters.  It's completely plausible that three of them would stay behind and hold off the bad guys while one of the party leaves combat to go rescue someone.  But you can't do that.  Even if you manage to duck-walk your way to the objective, chances are you'll get rubber-banded back into the thick of combat.
 
 
Yes.


Have not yet done so myself, but one may leave Companions back in a camp site. As for doing scouting while with them, the use of Tac-Cam for Stay commands (ie; double-tap) works a bit longer than other methods. Add the use of Disengage and other party commands to better manage their involvement, and this should help a bit.

#141
Realmzmaster

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I have no problem with a character being able to sheath weapon in combat to run faster  as long as the enemy (or enemies) get free attacks of opportunity and can possibly one shot the character. That the risk one takes by sheathing the weapon. Also remember that a shield is considered a weapon.

 

Or the rescuing character leaves his/her companions to hold off the enemy and possibly comes back to find them unconscious with the character having to fit off the rest of the enemy. There should be consequences.



#142
AFA

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Haven is a big-time defeat... for five minutes. Then the Inquisition is about 100x more powerful. It is like the reverse Ostagar. It is also the only thing Cory does right, it all goes downhill for him after that.


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#143
Arshei

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Haven is a big-time defeat... for five minutes. Then the Inquisition is about 100x more powerful. It is like the reverse Ostagar. It is also the only thing Cory does right, it all goes downhill for him after that.

 

Corypheous is like Doofenshmirtz then, poor thing.



#144
Elhanan

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Corypheous is like Doofenshmirtz then, poor thing.


I don't know; did fairly well for a Darkspawn that was imprisoned for ages.

#145
AlanC9

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I am in a party of 4 characters.  It's completely plausible that three of them would stay behind and hold off the bad guys while one of the party leaves combat to go rescue someone.  But you can't do that.  Even if you manage to duck-walk your way to the objective, chances are you'll get rubber-banded back into the thick of combat.


Is this a console thing? I've let the companions fight stuff plenty of times while I did something with the PC.
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#146
Pressedcat

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Is this a console thing? I've let the companions fight stuff plenty of times while I did something with the PC.


It's not a console thing: I'm on PS4 and I always point the rest of my companions towards the enemy bands before rescuing the villagers. Provided I don't take too long, they are completely capable of holding their own.

#147
Donk

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JOESPHINE SWEETY Y U CARE SO MUCH ABOUT FLAG, I CAN NOT NOT LAUGH SO MUCH, ASKING ABOUT FLAG U CRAZY GRIL


I'm ashamed of how hard I laughed at this.
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#148
Gileadan

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I think the confrontation with Coryphywaffles should be considered as drama for the sake of itself and story advancement. Logic simply does not work well here. If Corypheus had his act together, he wouldn't have bugged out when the Herald fired the trebuchet. He would have grabbed him/her and made sure they died in the avalanche. Sure, Coryphywaffles would have died too...for about a minute or so. A moment of inconvenience in return for a certain victory.

#149
In Exile

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I think the confrontation with Coryphywaffles should be considered as drama for the sake of itself and story advancement. Logic simply does not work well here. If Corypheus had his act together, he wouldn't have bugged out when the Herald fired the trebuchet. He would have grabbed him/her and made sure they died in the avalanche. Sure, Coryphywaffles would have died too...for about a minute or so. A moment of inconvenience in return for a certain victory.

 

If the avalanche killed his dragon, he'd have died for realsies



#150
vbibbi

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If the avalanche killed his dragon, he'd have died for realsies

I mean, the dragon could have flown away while Cory held the Herald as they were both buried...but I do prefer the more dramatic Temple of Mythal scene where we see him literally disintegrate and then reform. If he had stayed in Haven, we would have instead had the cliche "hand bursting up from the ground/snow" scene which wouldn't have been as cool.

 

And because if he had kept the Herald with him, we wouldn't have had an Act 2 of the game.