- Relationships
- Relationship - Provide 8 possible partners for each relationship combo - Male/Male, Female/Male, Female/Female, Human/Nug (
) - Types -Human, Elf, Dwarf, Qunari - 2 of each that differ in style for a total of 8
- Styles - Traditional, Romantic, Conflicted, Playful
- Add some side quests based on the Mate type and Style chosen
- Another option is to allow the main character to start and end a short relationship before entering their final relationship. That would provide some variety
followed by long term stability
.
2. Armor/apparel/weapons
- Keep the basic armor/weapons drops to a few simple styles/colors only
- Rare drops should be unique in style but should have ability to have the colors changed to match an outfit/style
- Crafted armor should have a wide range of styles and colors
- Instead of having clothing supplied in the home keep have it for discovery at vendors out in the areas or craftable in the home keep to many styles/colors
3. Potions - good already - the ability to replenish basic health at camp was a great idea - eliminates the grind
- I rarely used Elixers at all so they seemed rather negligible - when I needed fire resistance I would craft my second best suit with good stats for fire and use it then lose it afterward - same for my crew. I never used the stoneskin or the like, seems like a waste of time.
4. Keep - Some people had great ideas on the Keep. It should seem a bit unfinished but not completely unfinished by the time you close out 80% of content. You need the last 20% to enjoy it.
- Perhaps if Keep upgrades were tied to progression so that after the point of Keep discovery every area/quest line after that has a keep upgrade made available as you close it out so that your Keep is pretty well done by the 80% progress mark
- The trick is to allow choices for utility or appearance oriented Keep perks so that people can get the useful perks when they need them and go for style perks when they have the useful ones they need. Perhaps one of each - function/style for each upgrade time.
5. Combat - Random attacks are better. Rather than force every enemy situation through dialogue I think they should expand on the random attack concept. Your choice of mate should generate random attacks based on their past and as you close out the areas/quest lines in the normal story line it should create enemies for future areas. They did this pretty well already but random is more exciting than predictable. I like getting ambushed
.
6. I like the war table concept. I think it may be confusing to some people and that is why they don't like it. I like the fact that you have inputs from your team and that there may be two equally good choices that are very different in outcome. I also like the fact that some war table actions are resolved without you involved while others require a quest line or area for you. I think the ones done without you should allow you to pick some of the dormant, unused members of your crew to go out on those to represent you on that task. If you are not rolling with Varric, you should be able to assign Varric to a task that may lead to something for you and Varric later.
7. I like the ability to meet people, gear them up and send them out in crews. The guy at the Inn that you gear up and send out was a good idea. If you did that in each area you conquer it would provide reason to go back and follow up. You would be running your main crew and then also these side crews in each area. They could bring back loot or info. Add that to dispatching your unused main crew members through the war table on quests and you would then have a real leadership role where you must coordinate multiple groups in a variety of tasks.
OK, so there are some of my likes and ideas. Speak to these or add in the content areas that I missed and lets keep it rolling.





Retour en haut








