I hope MEA' maps won't be like DAI
#1
Posté 06 février 2016 - 11:09
Also, I hope we have more individuals to interact with and dialogue is not in third person but cinematic like.
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#2
Posté 06 février 2016 - 11:11
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#3
Posté 06 février 2016 - 11:11
Only fog I remember in DA:I was there for the atmosphere. A lot of the rest should not be as much of an issue since the game is focusing on current gen and won't be released for the previous gen like DA:I was (DA:I being made for 5 formats where ME:A is being made for 3, that should help)
Oh and Hi Dutch!.
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#4
Posté 06 février 2016 - 11:12
What about like TW3's?
Yes, something like TW3.
#5
Posté 06 février 2016 - 11:15
Fog of war did not inspire atmosphere or exploration. For me it just meant I had another task to do and made exploring a chore since I'd have to unclear the fog of war by going to every little corner making it annoying. I mean what is the overall purpose? We have the place already scouted.Only fog I remember in DA:I was there for the atmosphere. A lot of the rest should not be as much of an issue since the game is focusing on current gen and won't be released for the previous gen like DA:I was (DA:I being made for 5 formats where ME:A is being made for 3, that should help)
Oh and Hi Dutch!.
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#6
Posté 06 février 2016 - 11:16
What about like TW3's?
Not comparable like DA:I because ME:A will be segregated planet to planet of which there will be many and in more climactic variety just like DA:I whereas Witcher 3 mostly keeps the same climate (save for Skellige) and is much denser and has a bigger scope per map of which it only has really few.
I liked DA:I's map and level design -- for the most part...! Hissing Wastes was terrible and should've been cut. Navigating that place was both boring and frustrating at the same time. Another thing I disliked about DA:I was how cliche and stereotypical each map was. You had "Forest area!" and "Zombie world!" and "Ice level!", but I digress -- my inner Super Mario lovingness really felt nostalgic actually. There was something about the Western Approach that reminded me of Super Mario 64 for some reason and that's NEVER a bad thing.
The level design itself was for the most part quite good in DA:I but I think the big gripe everyone had was how poorly they had spread it out with content because almost not a single side-quest felt intriguing or fun to do. They can keep the mediocre quest objective design for ME:A for all I care -- heck, Witcher 3 has terrible objective design a lot of the time (Go to the place the map shows or follow footprints every time) -- but Witcher 3 had great characters and world-building in its quests and all of it was cinematic which made it immersive and the conversations were often interesting enough in themselves.
The keyword is interesting. Bioware should focus on not making side-questing feel empty.
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#7
Posté 06 février 2016 - 11:18
And for your second point, well, I don't think anyone preferred the questing/dialogue system in DA:I. I'm hoping they learned their lesson.
The problem is that fully cinematic camerawork takes a lot of dev time, but I'd even prefer a simple shot/reverse shot to what we got in DA:I.
#8
Posté 06 février 2016 - 11:20
I hope it isn't all uninhabited worlds.
One of the major things that was missing from DA:I was a proper hub. Skyhold was cool, but it was a no substitute for a major urban center. Val Royeux, one of the game world's greatest and most populous cities, was experienced only though a disappointingly small and largely lifeless marketplace. It was a terrible design decision. Instead of umpteen wilderness maps, a few should have been scrapped and those resources spent instead on doing Val Royeux justice.
On that note I hope some of the Andromeda devs have played The Witcher 3. Novigrad is what Val Royeux should have been.
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#9
Posté 06 février 2016 - 11:21
I think most of DA:I's environments were great honestly they might be some of the greatest in gaming history. Every time I go to the Fallow Mire I can't wait to get through it because the environment is so miserable looking. I feel cold a lot when I'm in the Empirese D'lion and I feel the heat in the deserts. If the idea is immersion the great environments help me and DA:I's environments were some of the best.
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#10
Posté 06 février 2016 - 11:24
That applies to everything.
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#11
Posté 06 février 2016 - 11:26
They were pretty uninspired, I agree. But I like the fog of war mechanic as it encourages more exploration. It wasn't necessary to complete the map, and you were always surprised as to what you found around the corner.
And for your second point, well, I don't think anyone preferred the questing/dialogue system in DA:I. I'm hoping they learned their lesson.
The problem is that fully cinematic camerawork takes a lot of dev time, but I'd even prefer a simple shot/reverse shot to what we got in DA:I.
I kinda doubt it, but only a little bit. Laidlaw said something like "As for the dialogue system, clearly not!." when me or someone asked if it their new experiments had paid off.
But what makes me doubt it, is that in this
Patrick makes it sound like they are happy with how they made a lot of dialogue happen outside of cinematics.
#12
Posté 06 février 2016 - 11:29
I think most of DA:I's environments were great honestly they might be some of the greatest in gaming history. Every time I go to the Fallow Mire I can't wait to get through it because the environment is so miserable looking. I feel cold a lot when I'm in the Empirese D'lion and I feel the heat in the deserts. If the idea is immersion the great environments help me and DA:I's environments were some of the best.
They look great and are atmospheric, but the quests and characters populating them are usually uninteresting. Also after awhile it gets a bit boring to spend the majority of a game starting at trees and mountains and deserts, no matter how beautifully they are rendered.
It's the characters that make a Bioware game interesting, and you're probably not going to be running into too many interesting side characters on an uninhabited moon.
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#13
Posté 06 février 2016 - 11:39
Fog of war did not inspire atmosphere or exploration. For me it just meant I had another task to do and made exploring a chore since I'd have to unclear the fog of war by going to every little corner making it annoying. I mean what is the overall purpose? We have the place already scouted.
Your OCD = Bioware fault.
Only map that sucked was exalted plains.
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#14
Posté 06 février 2016 - 11:40
What about like TW3's?
LOL.
#15
Posté 06 février 2016 - 11:43
Beautiful ≠ Interesting.
That applies to everything.
I counter your argument with bewbs.
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#16
Posté 07 février 2016 - 12:05
LOL.
Get it?
I counter your argument with bewbs.
Still applies, gal may have beautiful bewbs, but she isn't interesting.
fight me irl.
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#17
Posté 07 février 2016 - 12:10
Still applies, gal may have beautiful bewbs, but she isn't interesting.
fight me irl.
*glove slap*
Sah, I deemand satis-faction.
Bewbs are interesting no matter what she looks like.
Arc pistols at dawn!
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#18
Posté 07 février 2016 - 04:33
Fog of war did not inspire atmosphere or exploration. For me it just meant I had another task to do and made exploring a chore since I'd have to unclear the fog of war by going to every little corner making it annoying. I mean what is the overall purpose? We have the place already scouted.
The scouting is why there were any markers on the map at all.
But if you dislike the incongruity of the fog of war under those circumstances, I'd suggest we just remove the scouting. Because I like not knowing what I'm going to find.
The DAI maps also gave us more than one way to approach a problem, which ME rarely if ever does.
#19
Posté 07 février 2016 - 04:34
I kinda doubt it, but only a little bit. Laidlaw said something like "As for the dialogue system, clearly not!." when me or someone asked if it their new experiments had paid off.
But what makes me doubt it, is that in this [video link]
Patrick makes it sound like they are happy with how they made a lot of dialogue happen outside of cinematics.
All the dialogue should happen outside cinematics.
#20
Posté 07 février 2016 - 05:06
Get it?
Get what? I just found the fact that the very first reply in a Dutch thread was a reference to TW3 to be highly amusing.
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#21
Posté 07 février 2016 - 05:14
Get what? I just found the fact that the very first reply in a Dutch thread was a reference to TW3 to be highly amusing.
Ba dum tss.
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#22
Posté 07 février 2016 - 05:20
The sparseness of the maps likely won't matter as much since long, empty distances can be covered more quickly by the Mako. At its worst, exploration is as fun as the traversal mechanics allow, so as long as driving is fun, ME:A won't be such a chore.
Also, I doubt that the cinematic-less dialog will be making its reprise. Not only is Mass Effect more beholden to its cinematic nature, but I suspect that BioWare as a whole have learned their lesson from DA:I. And considering most of Mass Effect's exploration zones are bound to be uncharted and/or uninhabited by intelligent life, there will probably be less "average quest-givers" dotting the landscape, and thus a cheaper camera system would not be necessary.
The DAI maps also gave us more than one way to approach a problem, which ME rarely if ever does.
How? Other than random encounters, most combat took place inside of linear dungeons or walled encampments. Even if that wasn't the case, it's not as if DA:I's combat heavily rewards good positioning or attack vectors.
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#23
Posté 07 février 2016 - 05:51
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#24
Posté 07 février 2016 - 07:24
It wasn't necessary to complete the map,
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And a first time player knows this how?
#25
Posté 07 février 2016 - 07:57
I think they had the right idea with some of the maps, one of my personal favorites was Emprise du Lion, but I think that map was more dynamic then most. The issue I think I had with the game was how the map worked with trying to find crafting materials with the pinging and how a lot of the map was unused except for the secondary quests that didn't have any real story.





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