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IF Andromeda were to use Inquisition as a template, what should it do to make it great?


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#126
slimgrin

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 but even then id put Inquisition on par with Witcher 3, frankly. 

 

******-please-******-what-Nicki-Minaj-Real


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#127
Sylvius the Mad

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And Origins as well (which is currently on sale for only 10 buck, quite a deal if you ask me). In DA:O you could complete the story in many different ways. It was the first time I had played a game like that and I really enjoyed trying to line up the perfect queue of what I wanted to complete in which order.

I'm replaying DAO now, and it only reinforces my opinion that it is an all-time great RPG.

As far as ME series goes, IDK, something about them is just not my style. I tried playing ME1 and I just sorta felt forced into having to play a type of "military personality".

100% correct.

Lastly. I very much agree that ME:A should be much more tactical then action. But that's just me and you and a few other people.. I'm sure most of the ME crowd just love the combat from the previous games. I just want to be able to control every little thing, unless ofc the ai is so good that I don't even need to worry about my companions making mistakes left and right. I'd like to see less stupid ai if nothing else -none of this, "my companions are just attacking in open space getting shot up and using all my medigels.. ARG!!!" I guess that goes to show that the fundamental way combat is done in ME:A is just not my cup of tea.

If they follow the lead of ME3, combat will be some completely unchallenging that it won't matter if the companion AI is poor.

I personally spent most of ME3 controlling just 2 characters - engineer Shepard and EDI - and their powers together could defeat pretty much anything.

I will say this though: I did end up really enjoying the damage mitigation that DA:I implemented. I thought it was a really good system when all was said and done and I would not mind one bit if they went back to that for upcoming games and the next in the series'. Guard mechanic was really pretty cool and I really have no idea why more people don't praise that part of the game. With the implementation of Barrier, where I couldn't keep it up constantly (unless I had 2 or more mages in my party) was also really well thought out. Besided the fact that the AI was not perfect when using Barrier or Guard I found the system to be a very pleasant addition to DA combat and I earnestly hope they go back to that somewhat. All that said, I guess I wouldn't mind seeing some more damage mitigation from BW.

I'd like to see the AI use it better, and remove the action requirement from an ability like Parry, but overall I agree.

But the AI shouldn't be that bad at using abilities. It made DAI such that I would want to choose different abilities based on whether I expected to be controlling the character manually.

#128
LinksOcarina

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******-please-******-what-Nicki-Minaj-Real

 

Yes.

 

Witcher 3 still suffers from stilted combat mechanics, a protagonist that is very gary-stu-esque in terms of writing and presentation and from what I have seen, some annoying quirks regarding pacing and quest design. Plus technical problems plaguing console versions is a major hinderance to my own enjoyment, since I can't run the game on my laptop at all.

 

Inquisition suffered from pacing issues, lack of content in some areas and less than robust combat specializations/talents when compared to Origins and Dragon Age 2.  Both games have flaws to them that make them complementary when compared together. Whichever one is better is a matter of taste, not some objective truth. 


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#129
Sylvius the Mad

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Thats abstract design, it's more or less part and parcel with RPG progression that is not about specific stat increase.

It basically allows a gun like the Mattock, for example, to be useful because you get the same bonuses and different feel than a gun like the Revenant, for example. Over say...the Avenger III and Lancer IV, which are static.

That is a good change, because inventory in the first game was more or less atrocious. Keeping it grounded to say 2-dozen weapons with personalities and playstyle, and keeping upgrades and progression abstract by making it percentage is much more honest and is away from a table-top style of game design, something Mass Effect should avoid.

I want more tabletop in MEA, not less.

#130
LinksOcarina

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I want more tabletop in MEA, not less.

 

Well, prepare to be disappointed then because I doubt Mass Effect will follow any table-top structure.

 

and frankly, I don't think it needs to to be a compelling RPG. 


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#131
The Hierophant

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 some annoying quirks regarding pacing and quest design. 

Pacing i agree but what are you talking about in regards to quest design?



#132
LinksOcarina

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Pacing i agree but what are you talking about in regards to quest design?

 

Many of them felt a bit like busy-work in terms of their progression. The monster hunts in particular suffered from this it seems, mainly doing an arbitrary CSI-style hunting mission which felt like Geralt's day on the job; slow, and kind of breaking the flow in the way the environments can arguably be a detriment to Inquisition. 

 

That is me though. I also think I might have been spoiled by the massive creature fights in Dragon's Dogma or the battles in Shadow of the Colossus. 



#133
The Hierophant

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Many of them felt a bit like busy-work in terms of their progression. The monster hunts in particular suffered from this it seems, mainly doing an arbitrary CSI-style hunting mission which felt like Geralt's day on the job; slow, and kind of breaking the flow in the way the environments can arguably be a detriment to Inquisition. 

 

That is me though. I also think I might have been spoiled by the massive creature fights in Dragon's Dogma or the battles in Shadow of the Colossus. 

Sorry late reply, farming in Bloodborne is ridiculous.

 

Me personally, the monster hunts did feature repetitive gameplay, but are tolerable due to the rewards you can earn from the kills or find in the environment, thanks in part to how the designers layed out the quest routes. The exploring was actually worthwhile and beneficial for TW3's crafting system. It's RNG being more forgiving, and rewarding than DAI's is a plus too. Another pro i have for the monster hunts are the variation in quest length, conclusions like the ancient Leshen, Succubus, Doppler or Letho's cameo, and the amount of detail involved in the lore/story aspects of them too. Also, thankfully there's other types of sidequests to offset the monotony of monster hunts like prize fighting, horse racing, card collecting or world building story quests.

 

One major issue i had with the questing was in Skellige. The sheer amount of repetition when diving for smugglers caches was ridiculous regardless of all the dimetrium ores to be had.

 

Plus Dragon's Dogma, and Shadow of the Collossus' combat systems are just GOATs. If the DA team continues to actionize each installment's combat system then them copypasting Dragon Dogma's would be nice.


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#134
Sylvius the Mad

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Well, prepare to be disappointed then because I doubt Mass Effect will follow any table-top structure.

and frankly, I don't think it needs to to be a compelling RPG.

It doesn't, but following that structure is a good safeguard against a bunch of other possible bad designs.

DAI doesn't follow that structure either, and it's a great RPG.
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#135
Pearl (rip bioware)

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Sorry late reply, farming in Bloodborne is ridiculous.


unless you're farming blood gems, you don't even know the half of it
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#136
Midnight Bliss

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Grow up. This post is typical gamer tinfoil hat conspiracy BS that gamers give when their SUBJECTIVE taste don't match a majority. They manufacturer conspiracies to justify their option base vs evidence based position. Or they claim that they are a real gamer and all those who like the gaem they don't like are a bunch of casuals. It BS.

 

How about you provide EVIDENCE that all these awards and accolades are only awarded because of corruption.

 

Dragon Age: Inquisition has received numerous awards and nominations from gaming publications. The game has received the Game of the Year awards from Game Informer,[107]IGN,[108]Electronic Gaming Monthly,[109]Hardcore Gamer,[110]Gamereactor,[111]SXSW Gaming Awards,[112]Good Game,[101]Game Revolution,[113]Ars Technica,[114]Associated Press,[115]The Escapist,[116]Polygon,[117]Shacknews,[118]The Game Awards,[119] and the DICE Awards.[120] and was nominated Game of the Year by Destructoid[121] and IGN Australia.[122] It was also placed on various lists of the best games of 2014, GamesRadar placed it at 2nd,[123]Joystiq at 2nd,[124]Cheat Code Central at 2nd,[125]USA Today at 2nd,[126]Empire at 9th,[127]GameFront at 3rd,[128]Wired at 8th,[129]Slant Magazine at 17th[130] and The Guardian at 14th[131] and was considered one of the ten best games released in 2014 by Mirror.co.uk.[132] The game also won Role-Playing Game of the Year from GamesRadar,[123]Cheat Code Central,[133]Game Revolution,[134]Hardcore Gamer,[135]Game Informer,[136]IGN,[137]USGamer,[138]The Escapist,[139]The Game Awards[119] and the DICE Awards[120] as well as Best Singleplayer from PC Gamer.[140] Developer BioWare was nominated Best Developer by Game Revolution[141] and won the Developer of the Year Award from Hardcore Gamer.[142]

 

 

 

You don't achieve this many awards and accolades through corruption without some evidence of said corruption surfacing. This isn't one issolated award this is a pattern of awards from DIVERGENT companies for christ sake.  I know of no evidence that EA "bought" a single award let alone all of these. I mean the ASSOCIATED PRESS is a well known to be a hive of scum, villainy and corruption. :rolleyes: hahaha it boggles the mind.

 

So please show me the EVIDENCE of this corruption on Bioware/EA's part. (Why do I get the feeling there will likely be crickets as a response and even less likely to receive evidence with said response?)

 

Every game that Bioware makes has a vocal MINORITY that goes on an fraking on how they don't want the next game to be like the last game Bioware produced. It happens with every title in both of Bioware's IP. It isn't any kind of proof that because people on a forum say Don't make up coming X game anything like like the previous Y game. It is a well established fact that most pleased consumers do not comment about how pleased they are with a product. So it is foolish using the forum traffic as some kind of barometer of how well received a game is. And i am pretty fraking sure you know this, but it doesn't fit your narrative so you just make sh!t up. To try an nullify actual credible indicators of how well received a game is like SALE and awards. 

 

I am not claim that DA:I is flawless or that bioware has no room to grow but this constant BS that DA:I isn't a success in terms of sales and customer enjoyment has to stop. It is a good game it just might not be a game you subjectively like. I can say Guild Wars 2 is a good game I simply can't stand playing it because it bores me to death even though on paper I like the majority of its features. I have no need to tell my friends that play it that is is a crap game just because I don't like it or call it mediocre. I don't need to claim that awards it won are part of some tin foil hat conspiracy because I understand that SUBJECTIVE tastes are not causal to quality. 

Interesting how your post is mostly some melodramatic, poorly written attack against my opinion but at the beginning you tell me to "grow up".

 

Your other post was like this, too. Trying to discount someone else's opinion by trying to imply they're either stupid or a conspiracy theorist, and acting melodramatic and self righteous.

 

I have nothing to prove to you because you offered no proof of your opinion, either. And while I'm all for taking the first step, I have no interest in an exchange with hypocrites who tell me to grow up because they don't agree with something I said, whose posts are laced with self censored swearing in lieu of something substantive, and who don't contribute the same things in their own posts that they demand from others.

 

 

Go have your silly internet fight with somebody else.


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#137
Cyonan

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I would rather not see ME:A use DA:I as a template at all, but if I had to choose

 

Fill the world with more interesting things to do. Most maps ultimately came down to very well rendered beautiful environments that had little more than collection busywork in them.

 

but being that Mass Effect is not a pure RPG and never was, a lot of the same systems won't work terribly well without revamping.


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#138
LinksOcarina

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Sorry late reply, farming in Bloodborne is ridiculous.

 

Me personally, the monster hunts did feature repetitive gameplay, but are tolerable due to the rewards you can earn from the kills or find in the environment, thanks in part to how the designers layed out the quest routes. The exploring was actually worthwhile and beneficial for TW3's crafting system. It's RNG being more forgiving, and rewarding than DAI's is a plus too. Another pro i have for the monster hunts are the variation in quest length, conclusions like the ancient Leshen, Succubus, Doppler or Letho's cameo, and the amount of detail involved in the lore/story aspects of them too. Also, thankfully there's other types of sidequests to offset the monotony of monster hunts like prize fighting, horse racing, card collecting or world building story quests.

 

One major issue i had with the questing was in Skellige. The sheer amount of repetition when diving for smugglers caches was ridiculous regardless of all the dimetrium ores to be had.

 

Plus Dragon's Dogma, and Shadow of the Collossus' combat systems are just GOATs. If the DA team continues to actionize each installment's combat system then them copypasting Dragon Dogma's would be nice.

 

Fair enough, in truth most of this is always subjective of course. One thing Inquisition needed was some gambling games. The card collecting I can do without personally, but then again I feel the same way as the bottles of thedas. 

 

 

It doesn't, but following that structure is a good safeguard against a bunch of other possible bad designs.

DAI doesn't follow that structure either, and it's a great RPG.

 

 

True, but Inquisition is only marginally concrete as well, mostly through DPS and such. 


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#139
In Exile

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Many of them felt a bit like busy-work in terms of their progression. The monster hunts in particular suffered from this it seems, mainly doing an arbitrary CSI-style hunting mission which felt like Geralt's day on the job; slow, and kind of breaking the flow in the way the environments can arguably be a detriment to Inquisition. 

 

That is me though. I also think I might have been spoiled by the massive creature fights in Dragon's Dogma or the battles in Shadow of the Colossus. 

I think the arbitrary CSI-style hunting mission fit the mood quite well, and captured the banality of his existence. These were good quests. TW3 had its filler, but I think this wasn't one of them. 



#140
AlanC9

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The monster hunts in particular suffered from this it seems, mainly doing an arbitrary CSI-style hunting mission which felt like Geralt's day on the job;


Wait a second... what's wrong with a sequence in an RPG that feels like the PC's day on the job? Isn't that kind of the point of an RPG?
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#141
KaiserShep

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I'd love to be a bounty hunter like Zaeed, and aside from the glorious hero mission that takes him/her away from their day job, we actually get to experience that day job firsthand by taking bounties a la Cowboy Bebop or something. 


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#142
o Ventus

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If you want to make Andromeda great (again), I recommend we ban all turians from entering the system and build a huge wall separating Earth from Thessia.


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#143
Hanako Ikezawa

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If you want to make Andromeda great (again), I recommend we ban all turians from entering the system and build a huge wall separating Earth from Thessia.

Will we make Thessia pay for it?



#144
Gya

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I hope they keep the simplified/misleading/inaccurate tooltips.

 

Biotic Charge - You move from here to there. It's like walking, but different.

Incinerate - Does damage and has a chance to freeze enemies. The upgrade changes stuff.

Reave - Whumwhumwhum er there's some damage over time. 100 per second, for 10 seconds. (lol joke's on you, you naive fools, it only ticks every 2 seconds for 4 seconds)

Tech Armour - Detonates combos maybe.

Cryo Blast - Does massive damage. How much is "massive"? That's on a need to know basis.



#145
mindw0rk

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I'm sorry, but I'm assuming people generally find Inquisition mediocre 

 

I dont find it mediocre, I find it utter crap and failed attempt to make offline MMO. If Andromeda becomes next Inquisition it will be a final nail in Bioware's coffin. They have great formula in Mass Effect 2 which is the best game in trilogy (and imo Bioware's best game). This is what they should take as a base and expand on.


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#146
Shechinah

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Besides the dialogue wheel system, I'd like it if Mass Effect: Andromeda has a character creator like Dragon Age: Inquisition since I thought it provided a lovely amount of options such as different complexions including freckles, moveable scars and facial tattoos.



#147
wright1978

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I'd love to be a bounty hunter like Zaeed, and aside from the glorious hero mission that takes him/her away from their day job, we actually get to experience that day job firsthand by taking bounties a la Cowboy Bebop or something. 

 

Zaeed was one of the least interesting characters in Mass Effect imo. Can't say i find the notion of a bounty hunter role interesting either.



#148
MichaelN7

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I thought the multiple voices for the protagonist were neat.

Granted, I'm not asking for that, since I know it's a lot of work to do, but it was a nice feature.

 

The dialogue wheel was good too, a minor critique was that it was hard to discern just EXACTLY which tone was which.

What's the difference between the red exclamations and the purple exclamations?  (turns out it's "anger" and "surprise", respectively)

As much as it sounds like "hand-holding", they wouldn't be amiss with telling the player EXACTLY what each feature is and what it represents.

 

As an example:

Explain that Paragon is taking the peaceful approach, more likely to be diplomatic or friendly, but is also to express disgust or take more aggressive action against morally reprehensible actions.

Explain that Renegade is taking the blunt approach, more likely to rude or violent, but is likely to "let some things slide" for the "greater good" or even be outright evil.

I'm not asking for "spoilers", as it were, but it is frustrating when I *think* I know what Dialogue Option 1 does, only to find that it wasn't, and then I either have to stick with a "false" role-playing experience, or engage in save-scumming.

I get what they were trying to do, and I believe that it's a good system, but there needs to be a way to look at the system it from a meta-perspective so YOU as the player can understand HOW to get the roleplaying experience you are trying to get.

 

What I liked about the dialogue wheel in Dragon Age 2 was that the symbols were simple in design and distinct from each other.

You could identify them at a glance, and as the player you knew what each symbol meant.

So if Hawke would respond diplomatically, you knew to pick the laurel leaf or the angel wings.

If Hawke would respond with a witty remark, you knew to pick the mask or gem.

The symbol matched the feeling, and therein the intuitiveness lies.

With Inquisition, they symbols they selected were pretty, but the amount of colors and shapes present in each one tended to make the message convoluted, and while I know what they mean now that I've played it a few times, it's a bit confusing for a first-time playthrough.

 

-------------

 

I like the companions in Inquisition, they were well-written, had ideas of their own, and you had to earn their respect/admiration/love.

I really liked how my "absolute control" of them extended only to the battlefield, and no further.

I felt like a main character, but I didn't feel like I was sub-consciously controlling everyone else too.

They had thoughts of their own, their own likes and dislikes, and not everything I did sat well with everyone all the time.

 

-------------

 

The War Table was an excellent feature.

I liked how you could send advisors to collect resources while you were out adventuring, but the only issue I had with it was that you had no way of changing what would be gathered.

Most of the time I would do the "Earn Coin" and then buy whatever I needed myself, since there's only so much you can do with 200+ Bloodstone, and it seemed very unlikely that the only source of cloth the entire black market had was Lambswool.

 

A better way would be to have any "Gather Resource" missions be customize-able to an extent.

You send an agent out to "find [X]", where [X] is something YOU select, rather than just picking someone and cross your fingers, hoping they come back with something good.

That way you'll have a way to get something you KNOW you want/need, instead of ending up with a surplus of the same three items every time.

 

Even better, it could factor into your relations with third-parties' territories and what they think of you:

If they like you, you get more [X], if they're wary, you get less [X], and if they hate you, you run the risk of getting nothing at all or worse, losing the agent you sent to gather.

It's an easy way for the developers to add more player choice/consequence without having to implement radical game systems or changes.

 

-------------

 

The item crafting is the best I've seen in a Dragon Age game, I like how you could create entire weapons and then upgrades for those weapons out of materials you've collected.

With Mass Effect, it was essentially you finding pre-made upgrades, and the extend of weapon customization was which two to pick.

Don't get me wrong, there were plenty of options, and it works very well for Mass Effect 3, but being able to fine-tune both your weapon and it's upgrades' capabilities to be just so is very satisfying.

Knowing that you scored that critical hit or broke that impenetrable cover, not by skill alone but also because you took the time to craft a masterpiece...

There's feedback, and then there's feedback, and no feedback is more satisfying then when it's immediate and accompanied with a *CHI-CHUNK* at the end.

 

-------------

 

All together though, the best thing the can learn is to iron out the bugs and glitches, and to make sure that if it's for multiple platforms that it's optimized as such.

I didn't have a problem with the PC version of Inquisition, or it's controls, but I've heard about them; and for many it's a sore point.

 

Basically, don't pull a "Windows 10" (the stupid thing never works right, Microsoft bastards), and odds are they should be fine.


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#149
von uber

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Thinking about it, the combat in DA:I reminded me a lot of Torchlght 2 - I seemed to spend a lot of time just waiting for cooldowns to expire, pressing a button then waiting again.

Whatever criticisms you can have of Mass Effect, one thing that can't be faulted is that by the third one the combat was very enjoyable indeed. I even enjoyed the combat in the first one (more so than I did DA:O).



#150
LinksOcarina

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Wait a second... what's wrong with a sequence in an RPG that feels like the PC's day on the job? Isn't that kind of the point of an RPG?

 

Nothing really. I guess I didn't feel the thrill of the hunt. I will say it was executed better than in the first Witcher at least.