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What would you like to see in Dragon Age 4


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#201
Patricia08

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I watched some footage of the new zelda game. There were many things that da4 should/could implement

 

Like what can you give us some information ?



#202
dragonagenewbie

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I would like it if NPC's and Companions roamed the capital city like Skyhold or whatever its equivalent will be in DA4.  Have NPCs walk to other NPC's and give them both animations that make it look like they are carrying on a conversations.  Actual spoken dialogue and subtitles is optional, just the appearance of NPCs talking to one another (more so than what we already have) would make me happy.  Maybe get companions to do this too? Instead of Sera staying in her Tavern room all the time she might sometimes go to talk to Varric or go for a walk in the garden or whatever.  Iron Bull instead of sitting in the Tavern chair all the time might go out to talk to Blackwall or Cassandra.  Now some people might think that this would make it a pain in the ass to find companions right? well Cole has this thing where you go to his icon on the map but he wont be there and instead it says "Find Cole".  So while the companions are away from their normal spot would it be possible to put a "Find Sera" or "Find Iron Bull" icon in their normal spots? and when you interact with that "find XXXXXXX" object the cutscene starts out wherever the companion happens to be wandering? that last part will actually be a bit different than the "Find Cole" thing because the cutscene is scripted to start in a specific place.  But with my roaming companions suggestion its a bit more dynamic.

 

Ohh i'm using DAI companions and locations as an example.  But just substitute all characters and locations for whatever DA4 will have.



#203
bEVEsthda

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There's only one thing I truly detest about about DA:I. And that is the combat. It is the worst manure I've ever seen. (Actually, I also hate the Dialogue Wheel, but I won't get rid of that so it's pointless to discuss).

 

Though the poverty of combat isn't actually immediately apparent, when you start to play the game. It's only after a while that the ridiculously flashy, immense meaninglessness start to wear you down. But it is horrible. Every single aspect of it, including the tiresome spawning. I just couldn't be bothered.

 

I turned down to 'EASY' and just let the battles play out automatically. I couldn't even bear to watch the poop, turning my head away. It speaks volumes about the other qualities of DA:I that I actually totally liked the game. But it would be better with sane combat. And it is the very first combat game I've played in my life where the combat ended up not being a significant gameplay element. Something to note here, is how much the multiplayer requirement can ruin gameplay mechanisms.

 

I thought DA2 combat was awful in all its concepts compared to DA:O. But compared to DA:I, DA2 combat is pure genius. - Brilliant! - Wonderful! Go back to that if you can't do anything better. I remember one thing I said as a joke about DA:I during development: "I like everything what the developers tell us, but when they show, it looks like everything I hated about DA2 on steroids."  - How right I was, if we limit ourselves to combat.

 

So one thing I would like to see is completely rethinking combat, what's it for and why it's supposed to be valid gameplay or entertaining.

 

Otherwise, I'm very fine with DA:I and would like to see a game that evolves from that. Though I'm saying that I'm also in favor of having more focus on story. A bit more DA:O & DA2 style, but in an open world.



#204
DuskWanderer

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I would like it if NPC's and Companions roamed the capital city like Skyhold or whatever its equivalent will be in DA4.  Have NPCs walk to other NPC's and give them both animations that make it look like they are carrying on a conversations.  Actual spoken dialogue and subtitles is optional, just the appearance of NPCs talking to one another (more so than what we already have) would make me happy.  Maybe get companions to do this too? Instead of Sera staying in her Tavern room all the time she might sometimes go to talk to Varric or go for a walk in the garden or whatever.  Iron Bull instead of sitting in the Tavern chair all the time might go out to talk to Blackwall or Cassandra.  Now some people might think that this would make it a pain in the ass to find companions right? well Cole has this thing where you go to his icon on the map but he wont be there and instead it says "Find Cole".  So while the companions are away from their normal spot would it be possible to put a "Find Sera" or "Find Iron Bull" icon in their normal spots? and when you interact with that "find XXXXXXX" object the cutscene starts out wherever the companion happens to be wandering? that last part will actually be a bit different than the "Find Cole" thing because the cutscene is scripted to start in a specific place.  But with my roaming companions suggestion its a bit more dynamic.

 

Ohh i'm using DAI companions and locations as an example.  But just substitute all characters and locations for whatever DA4 will have.

 

It's not a horrible idea, but what's to stop people from saying "Oh, I don't see them." And just giving up entirely.



#205
steamcamel

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A crafting system that doesn't deny you of vital materials like cloth and doesn't make you pick flowers till you're blue in the face.



#206
Macha'Anu

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A crafting system that doesn't deny you of vital materials like cloth and doesn't make you pick flowers till you're blue in the face.

That's the point of most crafting systems. To earn or find the materials you need or buy them. Gotta earn that sweet crafted gear ;)



#207
steamcamel

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That's the point of most crafting systems. To earn or find the materials you need or buy them. Gotta earn that sweet crafted gear ;)

Yes. Except Inquisition's crafting system = daft.



#208
Xilizhra

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There's only one thing I truly detest about about DA:I. And that is the combat. It is the worst manure I've ever seen. (Actually, I also hate the Dialogue Wheel, but I won't get rid of that so it's pointless to discuss).

 

Though the poverty of combat isn't actually immediately apparent, when you start to play the game. It's only after a while that the ridiculously flashy, immense meaninglessness start to wear you down. But it is horrible. Every single aspect of it, including the tiresome spawning. I just couldn't be bothered.

 

I turned down to 'EASY' and just let the battles play out automatically. I couldn't even bear to watch the poop, turning my head away. It speaks volumes about the other qualities of DA:I that I actually totally liked the game. But it would be better with sane combat. And it is the very first combat game I've played in my life where the combat ended up not being a significant gameplay element. Something to note here, is how much the multiplayer requirement can ruin gameplay mechanisms.

 

I thought DA2 combat was awful in all its concepts compared to DA:O. But compared to DA:I, DA2 combat is pure genius. - Brilliant! - Wonderful! Go back to that if you can't do anything better. I remember one thing I said as a joke about DA:I during development: "I like everything what the developers tell us, but when they show, it looks like everything I hated about DA2 on steroids."  - How right I was, if we limit ourselves to combat.

 

So one thing I would like to see is completely rethinking combat, what's it for and why it's supposed to be valid gameplay or entertaining.

 

Otherwise, I'm very fine with DA:I and would like to see a game that evolves from that. Though I'm saying that I'm also in favor of having more focus on story. A bit more DA:O & DA2 style, but in an open world.

Why don't you say why DAI combat was so bad?


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#209
dragonagenewbie

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It's not a horrible idea, but what's to stop people from saying "Oh, I don't see them." And just giving up entirely.

 

I addressed that in my other post and my suggestion was to add in something similar to what Cole has.

 

The mechanic exists in game right now but I think only for Cole (i only started playing).  The first time you go to talk to Cole after you've recruited him you will see his head on your minimap but when you go there you see an interaction object that says "Find Cole".  When you click it instead of starting the cutscene at that exact location it starts at the medic tent instead.  So it gives the illusion that you went out looking for him and found him at the medics.  There is also another "Find Cole" thingie the first time you look for him in the Tavern too.

 

So what i'm proposing is add in that mechanic for more companions.  Like you know how Sera is in her Tavern room most of the time? or Blackwall is in the stables? well you go to visit Sera and she isnt there.  Instead you can manually look for her by wandering around OR simply click on the interaction widget in her tavern room that says "Find Sera".  If you see her in the garden you can click on her and talk to her.  If you click the "Find Sera" object the cutscene starts and you will be in the garden.  You look for Blackwall in the stables and he's not there.  You can look for him and find him at lets say the training dummies chatting it up with Cassandra or you click the "Find Blackwall" interaction object inside the stables where he is normally at then the cutscene starts and you are at the training dummies.

 

So in DA4 they can do that "Find Cole" thing for a lot more companions and a lot more cutscenes



#210
Kabraxal

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More quest locks... Ever since ME's first trailer, I had been wanting the options for conflicting quests to lock each other out. DA:I finally did this, the in a limited fashion. I would like more options like that. Also, if a war table like implementation returns, I want a few more of the questlines to open into an actual quest. Doesn't gave to be the finale of the line, but just a point where the player has to intervene or actually go into a dungeon or negotiation.

DA:I set an extremely solid foundation that could definitely be made more robust.

#211
dragonagenewbie

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Also, if a war table like implementation returns, I want a few more of the questlines to open into an actual quest. Doesn't gave to be the finale of the line, but just a point where the player has to intervene or actually go into a dungeon or negotiation.

 

 

Ohhh yah war table improvements would be nice.  I was also thinking that other parts of the war table could be improved upon. 

 

1) first look at other games that have a missioning system and LEARN from their mistakes.  WoW and STO are two games that come to mind.  In WoW even though the garrison missions were optional a lot of people felt compelled to do them.  I cant narrow down the exact reasons because i got into the last expac a bit late.  Improve the war table but just be careful with adding in new features.  A dev might intend for it to be optional but players have this weird way of turning optional into mandatory like if the rewards are *too* good.

 

2) mission durations-its kind of odd that someone knows that it will take them exactly 1h 18m to do a mission...why not 1h19m? or 1h17.5m?  i think for the same of making it easier just have ALL missions have complete times at 15 or 30 minute intervals.  It makes sense if you think about it...hey how long is it going to take you to do this thing at the place that is 50 miles away? well its roughly a 1 hour travel and the task will take me probably 15 minutes so i'll be back in lets say 2h30m.  You dont say well it will take me 2h 27m 49.322sec.  Then it just feels artificial and you remind people that they are playing a game. Missions with instant completion times would be unaffected of course. 

 

3) a slightly cleaner war table UI or maybe add in some filters - I'm actually curious if there is a reason that completed war table missions are left on there.  But anyways filters that let you know if a war table icon will allow you to "venture forth" filters that let you hide/show gathering missions.  Maybe have the icon have some added symbols to show if Josie, Leliana and Cullen can do it.  Like have the main Icon and to the left of it a small box that would fill with Josies face if she can do the mission, a small box above the main icon with Leliana's face if she can do the mission, and a small boxx on the right that fills with Cullens face to show that he can do it.  If the boxes arent there or are empty then you know who cant do it.



#212
Macha'Anu

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Yes. Except Inquisition's crafting system = daft.

Ironically I was in high end gear quite quickly. Just gotta want it and earn it. Although I will say I would like better gear. Some of them were ugly as all get out. But I have many patterns to choose from. There crafting system is decent compared to some. But that's just my opinion. I don't mind grinding for materials. It forces me to explore the world.



#213
Fredward

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The spiritual successor of sarcastic Hawke. I dunno why Bioware seems to handle criticism like a pendulum (Complaint: Kirkwall was too small and the whole game shouldn't have been confined there. Solution: WE'LL CREATE HUGE EMPTY SPACES! Complaint: Hawke's clearly demarcated personality archetypes were lame. Solution: WE'LL MAKE SOMEONE SLIGHTLY MORE BLAND THAN THE ONE THAT DIDN'T EVEN SPEAK!) but they need to stop that.


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#214
vertigomez

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The spiritual successor of sarcastic Hawke. I dunno why Bioware seems to handle criticism like a pendulum (Complaint: Kirkwall was too small and the whole game shouldn't have been confined there. Solution: WE'LL CREATE HUGE EMPTY SPACES! Complaint: Hawke's clearly demarcated personality archetypes were lame. Solution: WE'LL MAKE SOMEONE SLIGHTLY MORE BLAND THAN THE ONE THAT DIDN'T EVEN SPEAK!) but they need to stop that.


I enjoyed the more mellow Inquisitor, fwiw, but I'm one of the few who enjoyed Hawke having a distinct personality. On the other hand, I think snarky!Hawke only worked as well as s/he did because of the tone of the story. You failed constantly, it was intimate, DA2 in general was mostly about survival and keeping your head above rising water. So I think there was more room to have a PC who used humor as a coping mechanism. I think when you have a more "epic" world-in-peril story, you miss that nuance. I think some people missed it anyway.

Or... maybe you just want more quips and I'm thinking about this too hard. :lol:
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#215
Anthreya

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I would like better hair and a mabari  :D .


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#216
dragonagenewbie

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OK so i'm playing my first melee character in DAI and running a melee heavy team.  I think that for DA4 they need to look at melee a lot closer because it seems like they are more of a liability. My previous playthrough was tank, mage and 2 archers and it was relatively easier compared to my current group comp.  Just off the top of my head these are some things that they may want to consider.  I'm not saying that they *must* be changed but someone who has a ton more knowledge of the in's and out's of DA combat can take a look.

 

1) melee gap closers and openers - have these kinds of abilities cost no resource

 

2) allow melee to cast their default attack and move around.  Special attacks? ok they can root you in place as the cast/animation for it plays.  But can we get the default attack be a cast/while move? archers can cast while move and they arent in any more danger than melee are.

 

3) tweak hitbox sizes and melee reach - when i was playing my 2H warrior going against rage demons i would attack from behind and my character would be damn near inside of them.  Big mobs and maybe dangerous mobs (ie anything with a cone aoe or cleave) should have bigger hitboxes.  And anyone attacking that hitbox should stop at the boundary of the hitbox and not attempt to keep advancing forward into it.

 

4) tweak AI movement behavior when attacking - seeing two melee characters attacking each other and constantly having to re-adjust themselves to the other is a bit annoying, more so when the bad guy has a cleave.  I dont know how they would fix this though...give single target melee abilities a 90 degree cone attack? i dont mean make it into a cone AOE attack.  But have it still do single target damage but whoever the target for that attack can be within 45 degrees left or right of the attacker.  That way you wont see the attacker having to constantly readjust before attacking because the attack has such a narrow cone.

 

5) tab targeting, sticky targeting, focus targeting & tactical view - make the tab target system a lot more simplified.  This might be due to me not understanding how targeting works.  But it seems like selecting a target by right clicking it and selecting it by tabbing to it has slightly different targeting behavior? is it possible that we can just have one behavior for both? whether you tab or right click something it locks to that target. Clicking the ground should not unlock that target.  Add in an option into the escape > combat menu that allows you to deselect a target by clicking the ground (if people want that option).  Also it would be nice to have a keybind that allows us to set a target (or limb if a bigger creature) as a focus. 

 

6) find a way to let AI (of either side) recognize ground AOE and avoid them.  Right now AI are really bad at avoiding ground AOE.  Can ground AOE be given a characteristic or attribute that allows AI to sense or detect them? making it an object for example and adding in a line into their script saying if object = X then distance from object must = Y.  I dont know how the scripting works in Frostbite obviously but hopefully you get the idea.



#217
Patricia08

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I would like better hair and a mabari  :D .

 

Only hair and a mabari ?

 

btw why a mabari ?



#218
Anthreya

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I know there are amazing mods on nexsus,but I would like to see better hair in vanilla game.Those sideburns on my Inquisitor really buggs me  :) And I loved mabari in DA:O.My cannon Warden was a HN  :)



#219
Colonelkillabee

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I know what I'd like to see, less fetch quests and more actual non mmo style quests like in Witcher 3, and less Mmo feeling gameplay in general.
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#220
Kaotiqua

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As I play, and replay, and parallel-play, I'm developing a list that just keeps growing, and mostly it's stuff that there's almost no excuse for the lack of.

 

BRING TACTICS BACK!

Bring Weapon-swap back!

Bring back Mubaris.

Bring back gifts.

 

Beyond that, I'd like to see:

-Survival. (Not a "nightmare-survival-mode" thing, just immersive activities like eating sleeping, drinking, camping.)

-A time-scale- and in all or most zones. (Day/night cycle.)

-Swimming. Seriously- I can walk physically in the fade, but water over my head kills me?  Underwater areas would be nice, but I'd settle for surface swimming, ala ESO, if they just can't manage more areas. (But come on- more areas would be awesome.)

-More conversation options. (And LITERAL conversations options, not false text that tricks me into saying things I didn't mean!)

-Better hair. Yes. That. Seriously.

-Modability, so if Bioware can't be arsed to give us this stuff, we can fix it ourselves.

 


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#221
Almostfaceman

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I know what I'd like to see, less fetch quests and more actual non mmo style quests like in Witcher 3, and less Mmo feeling gameplay in general.

 

Which mmo are you talking about? 



#222
mgagne

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Yes. Except Inquisition's crafting system = daft.

 

 

Not quite but there's one thing I found really aggravating about it:

- the fact that armors are tier gated; i.e the higher stats tied to a specific model rather than the mats used. There are very nice looking tier 2 armors that you must discard later on in the game because they're simply too low stats to be helpful.



#223
Robert Cousland

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This, the fangirls want to see this in DA4.

12818994_751570418279428_2002400476_n.jp


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#224
NaclynE

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If they can keep the race choices (human, elf, qunari, dwarf)  for the hero/heroine I think that would be cool. Maybe throw in a new race? also bring back desire demons and have one as a guy in a speedo. Also I think it would be cool to have a darkspawn companion just for once.



#225
QoS_Bilqis

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I want my protagonist to be able to engage in more group chats during cut scenes. Every time when my character enters the room one of the two people chatting originally would walk away, so I feel like I'm always interrupting or disturbing people, or that they just don't want to discuss whatever they were talking about with me in presence.

And also to be pursued in the available romances. I feel tired having to initiate everything in DAI.

Lastly, to be included in party banters, whether as a participant or be the one talked about. I liked how in DAO party members would tease Alistair or whoever about romancing the HoF.