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Is it just me, or did DAI get these things very wrong?


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#1
Vajrajina

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To me, it seems like Dragon Age Inquisition got a few features very-very wrong. I love the game overall, simply because of the characters and the details that makes me feel immersed in this madness. I have not finished the game yet, so I do not have the greatest mysteries of this game revealed yet, I will not be disappointed with the writing even if this Coryphius dude turns out to be nothing more than your usual power-hungry-i-will-destroy-the-world cliché character, I will still regard the game highly enough.

However.

They got the completely wrong side of the gameplay. It feels like they completely abandoned combat altogether. I've been playing on Hard difficulty and nothing gave me any trouble except for high dragons, and even those only gave me trouble until I had them figured out. 

There are very few actual enemy types, and most of them are just over-skinning the 'tanky fighter', 'the mage' etc.

It feels like an absolutely minimal amount of brainpower is enough to fend off most things this game would throw at me.

On the other side, they added a SH*TTON of useless collectibles that I feel no incentive to collect because the rewards they give are next to useless, and most of them are in such obscure places that I will never find them all without a guide, there is just no way. Thus, they put me in the embarassing position wherein I cannot ignore these collectibles because...THEY ARE COLLECTIBLES! I HAVE TO COLLECT THEM! Yet at the same time they not only do next to nothing, are obscurely hidden to make sure no mortal man with a reasonable amount of time on their hands will find them...BUT they are also positioned in hard to reach places!

Because guess what, the map design of this game is ABSOLUTELY ATTROCIOUS! I spent WAY more time trying to figure out 'how the **** am I gonna get up to that cliff' than trying to figure out 'how am I going to beat this boss or this large group of enemies'. Which, in a game where your only means of navigation are riding a horse (which is sped up walking), walking (which is walking) or a modest jump, IS NOT GOING TO FLOAT. I think they accidentally put the guys who were supposed to work on Assassins' Creed instead on this project (is it even the same company? whatever). I don't want to run HUGE circles around the sharp, unnavigable terrain, trying to find out how the hell I am going to pick up that shard or astarium, I WANT SOME INTERESTING ACTION! Hidden bosses, sidequests, challenging missions. Those stupid collectibles put into a ridiculously hard to navigate environment does not make for an entertaining filler of game-time while I'm trying to figure out where the hell the next dragon is.

Tl;dr: Less running around cliffs and more amazing battles next time you spend millions on a game budget. OR make it VERY focused on dialogue and decision making and only make occasional but tough battles, I could live with that.

But trying to make the clumsy inquisitor play Assassins' Creed is not cool at all.

Does anyone else agree with me?

Edit: It just occured to me, is this another 'Reason to hate EA' thing? They intentionally dumbed their game down to try and accomodate for the masses and added a crapton of collectibles because 'that's what commercially successful games do'?


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#2
duckley

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Not really. Combat works well for me personally, and while i have been occasionally frustrated by accessing a location on the map - it has genera;l;y not been a problem. I love the collectables BTW, but many find them annoying.


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#3
Tidus

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After 3 complete games and about 1/2 way on the fourth I find no real issues because I don't judge DA:I by any other game.---If I did compare it to my all time favorite game FF12 the DA:I would suck but, as a stand alone game its a great game...I like it far better then DA:2.



#4
nightscrawl

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All of them are gotten by simply exploring thoroughly. The mount is not needed to access any single mosaic piece** or shard. After the fixed bugs with a couple of mosaic pieces not appearing I have been able to find everything through exploration. That is why these collectibles are there, to encourage you to explore.

 

I will grant that there are some random things, like the Ardent Blossom, that is one of those little mysteries that a player might stumble upon, but all the rest? Nope. Run around the map, fill in everything, and you'll find it all. As for shards, yes, I do think it can be frustrating trying to figure out how to get to some of them, but it IS doable.

 

 

** The sole exception to this is for the one piece in the Exalted Plains for those who don't want to defile the graves to unlock the door. The player can use the mount to cheat and pop in on the other side and still loot the mosaic tile.


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#5
TheKomandorShepard

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Yeah i found combat or at least strategic mode atrocious and that comes from RPG veteran, i have spent almost all time in real time combat.

 

Collectibles were just one of the problems when it comes to extra content, side quests were terrible in general as 90+ % of them were soulless fetch quests.

 

When it comes to locations, i think it is only thing Inquistion did good. as locations are pretty but also rich when it comes to stories and mostly i didn't have problems with navigation.


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#6
Vajrajina

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I have nothing against exploring in games, that's not my issue.

My issue is that the terrain is extremely rough and 'exploration' means running circles around my mission objective on the minimap and trying to figure out how to reach it. This takes a ton of time, and best case scenario, I get rewarded with a purple item that is already obsolete because I can craft better stuff. It's also fairly annoying becuase I have no means of enhancing my mobility. I am especially salty about the Forbidden Oasis (yuck) and the Exalted Planes. Both littered with small groups of annoying enemies that present no challenge at all, no significant reward whatsoever but are simply there to annoy me and slow me down. Screw you hyenas.

Also, I miss situations when I have to FIGHT to get something? Why are there no minibosses or interesting quests with hard encounters? I barely ever had to reload because a fight has gone wrong, I still don't know what the game over screen looks like or if it is a thing at all and that is VERY unusual for an RPG of any significance.

The only thing that keeps me interested in anything but the plot and the characters are high dragons, and even those guys are getting rekt by my reaver. The rest are just meaningless, numberless tiny annoying objectives that give me 0 satisfaction for finding them. They are more like one big annoying to-do list than anything.


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#7
Ash Wind

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While I consider DAI to be a mostly favorable experience, the mindless collectibles were the worst feature. Its the way they get you to explore the big, beautiful world they created.
 
This should have been done through story, not mindless fetch quests.

 

As Far as Cory goes...

 

Spoiler


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#8
ZipZap2000

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This post was cursed please ignore me and move on.

#9
AlanC9

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There are very few actual enemy types, and most of them are just over-skinning the 'tanky fighter', 'the mage' etc.
It feels like an absolutely minimal amount of brainpower is enough to fend off most things this game would throw at me.
On the other side, they added a SH*TTON of useless collectibles that I feel no incentive to collect because the rewards they give are next to useless, and most of them are in such obscure places that I will never find them all without a guide, there is just no way. Thus, they put me in the embarassing position wherein I cannot ignore these collectibles because...THEY ARE COLLECTIBLES! I HAVE TO COLLECT THEM! Yet at the same time they not only do next to nothing, are obscurely hidden to make sure no mortal man with a reasonable amount of time on their hands will find them...BUT they are also positioned in hard to reach places!
Because guess what, the map design of this game is ABSOLUTELY ATTROCIOUS! I spent WAY more time trying to figure out 'how the **** am I gonna get up to that cliff' than trying to figure out 'how am I going to beat this boss or this large group of enemies'. Which, in a game where your only means of navigation are riding a horse (which is sped up walking), walking (which is walking) or a modest jump, IS NOT GOING TO FLOAT. I think they accidentally put the guys who were supposed to work on Assassins' Creed instead on this project (is it even the same company? whatever). I don't want to run HUGE circles around the sharp, unnavigable terrain, trying to find out how the hell I am going to pick up that shard or astarium, I WANT SOME INTERESTING ACTION! Hidden bosses, sidequests, challenging missions. Those stupid collectibles put into a ridiculously hard to navigate environment does not make for an entertaining filler of game-time while I'm trying to figure out where the hell the next dragon is.

You do realize how silly you sound here, right? Yes, it's hard to get to some of the shards and to navigate some of the maps. It's supposed to be. These are terrain puzzles. Should those puzzles be as easy as the combat is? I thought easy was bad.

I agree that combat balance was terrible, FWIW. Bio games often are bad in this regard. HotU, DA:O and KotOR were lousy.)

As for you being unable to just drop an optional mission that you don't enjoy doing and don't need the rewards from.... is that Bio's fault?
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#10
Abyss108

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I had no trouble getting around the map and I liked the combat, which was about the same difficulty as Origins for me.

 

I imagine the collectables get annoying for anyone doing multiple games, but I never had a problem with them, I just picked them up as I explored.


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#11
MiyuEmi

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I enjoy the combat in this game, clearly a spin off of the combat changes made in DA:2.  I honestly don't mind the collectibles at all and just grabbed them, but there are a few things that admittedly I would have done differently.

 

1. The small map that shows up while wandering would have features (it's currently useless other than showing you quest objects), allowing difficult to access areas to be routed properly without losing your mind first.

2. I would drastically improve the platforming.  If you're going to include it, make sure it's not so difficult that a player gets frustrated by being thrown off of a height due to poor platforming, as they try to reach an item.  This was a serious, serious pain with the secret location maps and the shards.

3. Allow for an optional routing indicator to help with 1 above.  Similar to what was done with Fallout 4 recently.  I know it's a small thing, but wandering around a mountain 4 or 5 times before you find the only accessible route is annoying.

 

I think pathing and platforming was my major issue.

 

4. I have to admit that as much as I really enjoyed DAI, the change from being a wandering band of misfits trying to save the world, into a military operation basically was disappointing.  Factions and military atmostpheres are generally something I dislike when it comes to RPG or RPS games.

 

I suppose this is all, hopefully, going to help Bioware design their next outing as I can't see anything being changed here as the Game of the Year version has been released.  So, Bioware, keep with the story, make sure it's engaging and complex companions are always something we love seeing.  You do companions well, which is such a relief as we have to travel far and wide with these people!  Move away from the military themes.  Grey Wardens were an organisation admittedly, but not everyone respected them and no one treated them like royalty (probably because they were capable of conscripting even criminals, into their ranks regardless of what governments wanted to do with them).

 

Overall, I think DAI was enjoyable and any improvements on a basic level would be very small.


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#12
Knight of Dane

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THEY ARE COLLECTIBLES! I HAVE TO COLLECT THEM!

 

I've never understood this. I never bothered to do anything but pick up pass-me-by's while doing other things.

 

Anyway I agree with most of what you put forth, I would say however that combat does have the basics of being fun. Playing as a rogue and zipping unnaturally fast between mooks was quite entertaining to me, but Bioware has suffered from this "unit reskin" for a while, in DA2 as well.

 

In Origins it was largely forgiveable because the enemy units were mostly unit types like your own "Dwarf," "Elf" and so on, so it would have broken immersion for them to be able to do things the PC couldn't. In 2 and Inquisition enemies are their own types, and they have uniforms which bothers me on a visual level as well.

 

It makes sense for the Kirkwall Guard and the Templar order to have the same armors, but the Carta and random bandits? I liked it when they had varied equipment like in the first game, it makes more sense for bands to carry their own equipment, gave them the look of "rabble"


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#13
MiyuEmi

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@KnightofDane   I think the lack of armour styles was generally a complaint for everyone.  Think unless you have DLC or pick up unique armours there are only 3 distinct armours for all mages, though they disappointingly look different on each mage companion.  So an armour that looks great on Vivienne will look basic as heck on my Inquisitor!  I do think I'm going to play DAO and Awakenings again.  I'm missing these games, largely for their stories and my investment in them.



#14
Ieldra

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Thankfully, DAI's combat is not very mentally challenging. If it was, I'd have to spend much more time thinking about combat, which apart from fights against optional bosses like dragons, I do not like.

 

At its core, DAI is a game about exploration and story, not combat. If you're like me, the type who likes to go everywhere just to be able to say you've seen the places and you've found all those notes about little stories, the design works very well. The combat is just there to give you the illusion of resistance. The only fights that matter - the only that *should* matter IMO - are those connected to the main plot and the other side-stories. And even so, since story is more important than combat, the story-related fights are not hard on the standard difficulty settings. Personally, I'm quite glad that no other fight is nearly as difficult as that at the end of the prologue.

 

As for the collectibles, there are a few annoying-to-get ones but most of the time they work well. The problem is that there are too many quests that are designed as such: "collect/gather/find n of x". That gets a little boring after a while, and becomes a chore in replays.

 

Having said that, in the next game I'd like to see primarily city environments. The endless wilderness, as beautiful and occasionally fantastically impressive (Storm Coast) as it was, gets on my nerves. My characters tend to be city people... 


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#15
Ieldra

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@KnightofDane   I think the lack of armour styles was generally a complaint for everyone.  Think unless you have DLC or pick up unique armours there are only 3 distinct armours for all mages, though they disappointingly look different on each mage companion.  So an armour that looks great on Vivienne will look basic as heck on my Inquisitor!  I do think I'm going to play DAO and Awakenings again.  I'm missing these games, largely for their stories and my investment in them.

The selection may have been limited, but I recently found - to my complete astonishment - that I couldn't find a single style of modded armor in the whole world of modded TES:Oblivion and TES:Skyrim with thousands of mods, which I liked nearly as much as my vanilla DAI crafted armors. Limited as the selection was, it had a unique style, an artistic quality that adapted itself extremely well to different NPCs, and featured about the best compromise between armor functionality and aesthetics I've seen so far in a video game. As far as I'm concerned, Bioware did first-class work with their armors. 



#16
Obsidian Gryphon

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I agree movements can be more versatile; GW2 style, since I don't think much of the jumping (not the combat roll, just jumping) makes the PC an ungainly frog.

 

The thing to getting to places in DAI (or games that's open map) is to take the time to study the landscape and not be all in a tearing hurry to get to a certain place marked on map. There's no timer, whatever is the target is not going to go away. I'm currently playing Rise of the Tomb Raider (PC) and this game also requires the player to study the terrain and take notes.

 

Love the beautiful environments in DAI.


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#17
Drakoriz

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Actually, after playing a full new campaign last 2 week, to finish my canon play. I think combat is good, i mean not perfect ofcurse, but good to the point i enjoy it and always trying to find a way to make a combo.  (i dont like to do this, but if i go and compare the combat with other game like Witcher 3 or Mordor, those style of combat that try to copy Batman become super bored, something i didnt find that happen on DAI)

 

I fail to see the "collective and map design issue" that ppl point out. I mean there arent a "tont ****" collectives. LOL this game have less that AC games. And most of the collectives on DA I and lore, like books or scrolls.

 

And the map really i fail to see the issue with it. Is a normal map.

 

And about Cory

Spoiler



#18
Tidus

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I really love the combat and the ability to move from point A to point B without needing to fight every other step. I'm yet to collect bottles or shards.  I really love the map since it makes things easier to find.

 

I do close all the rifts and 90% of the quest. I do the hunger pains, the breathing medication, the widow's wedding  ring, love awaits, open a vein, save a scout and out in the elements as I find camps and close rifts. I kill all baddies I find and pick up any loot they drop.. 



#19
Wulfram

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I quite like the combat, really. I mean, it could stand to be tougher on higher difficulties and crafting breaks it totally and its a bit confused between tactical and action and I don't like Barriers, but its still better than DA:O, DA2, NWN, KotOR and so forth.

As for collectibles, I'm not sure I ever picked up a shard. Maybe once? So they don't bother me, anyway.
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#20
sjsharp2011

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I agree movements can be more versatile; GW2 style, since I don't think much of the jumping (not the combat roll, just jumping) makes the PC an ungainly frog.

 

The thing to getting to places in DAI (or games that's open map) is to take the time to study the landscape and not be all in a tearing hurry to get to a certain place marked on map. There's no timer, whatever is the target is not going to go away. I'm currently playing Rise of the Tomb Raider (PC) and this game also requires the player to study the terrain and take notes.

 

Love the beautiful environments in DAI.

Exactly there is a way to solve every puzzle you just have to be prepared to look for it. I've got the nwe TR as well haven't played it yet but that's moer because I'm working through the 2013 game again first but I am looking forwards to playing it. In these sorts of games it's better not to rush things unless you have to due to a time limit or something.


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#21
Ieldra

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White I'm at it, here's one aspect where I think DAI failed miserably: quest complexity. Apart from collection quests, there's basically one type: go to location, (optional) kill something, collect item(s), go back and give item to person. There's no complexity of interaction, neither with NPCs or with places. No persuasion, no provocation, no investigation, no infiltration, no shadowing, no stealing. There's no resistance to any quest-related action but combat and the occasional pickable door, magically-leverable bridge or bashable wall. If you compare this with the TES games, this is almost unbearably simplistic. Sure, the TES games are quality over quantity, but a game with only simplistic quests is a low-quality game. I'd be content with Bioware's ten to Bethesda's hundred (and of those hundred, 90 are likely simplistic as well), but if Bethesda manages to make a part of their hundred better than Bioware makes any one of their ten, something isn't right.


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#22
AnimalBoy

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The only thing that bothers me is the map/finding locations. Doesn't matter how many times i play this game i still run around forever trying to find the same things.


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#23
Vanilka

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I do think that the maps could use improvement. I didn't realise it until I tried to get the Assassin specialisation that required me to go to specific areas in Crestwood. Places like the Flats, The Black Fens, etc. aren't marked in the map at all. You just run around like a headless chicken until you happen to either stumble into the area or over the sign on the road.

 

Tell me how I'm supposed to find e.g. the Black Fens here:

 

Spoiler

 

I didn't get any markers for that quest, so I couldn't use those for orientation, either.

 

I must say that collecting shards in hard to get locations was rather frustrating to me, as well. I felt that, because they finally allowed our character to jump, they made damn sure we're gonna jump... a lot... and run around... and jump some more. Then again, that's my fault for being stubborn to the point of being stupid and masochistic when the quests are all perfectly optional and skippable, lol. (In my defence, I skip them with my side Inquisitors.) On the other hand, I really can't say I'm a big fan. I'd love to have a better reason to explore the undeniably beautiful and lovingly crafted areas and to actually spend some time there, as well. Just my opinion. (EDIT: I have no problem with collectibles like the mosaic pieces that I usually find as a bonus while doing something else.)


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#24
Heimdall

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I quite like the combat, really. I mean, it could stand to be tougher on higher difficulties and crafting breaks it totally and its a bit confused between tactical and action and I don't like Barriers, but its still better than DA:O, DA2, NWN, KotOR and so forth.

As for collectibles, I'm not sure I ever picked up a shard. Maybe once? So they don't bother me, anyway.

I picked up all the shards once on my completionist run.

#NeverAgain
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#25
Nefla

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My biggest problems with combat were:

 

-Not having access to all your abilities in combat but having to switch around your hotkeys and being limited to only 8 at a time

-Not being able to switch weapons in combat

-Not being able to set custom companion tactics coupled with bad ai

-The battles were uninteresting

 

Something else that I thought was strange is that enemies would grow in size based on their strength. Now this makes sense for monsters and animals(to a point), I would expect the largest wolf to be leading the pack of wolves for example, but the strongest Dwarf mercenary shouldn't be the same size as a human, the strongest human templar shouldn't be bigger than a male Qunari and so on. This isn't something limited to DA:I though, here's a screenshot of my body type 1 trooper next to "Revan" who is body type 2 and should be only a few inches taller:

Spoiler

 

I also agree with you on the terrain being frustrating especially since the game wasn't designed around that kind of thing, the collectibles being pointless, and the sidequests being boring.


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