Open world needs npc routine, random encounters and story driven quests, have more towns rather then camps with 2 npcs
What we liked about each DA game and how to implement this into DA4
#51
Posté 25 février 2016 - 11:56
- Nefla, BansheeOwnage et hoechlbear aiment ceci
#52
Posté 26 février 2016 - 12:03
Open world needs npc routine, random encounters and story driven quests, have more towns rather then camps with 2 npcs
Definitely! It would also be cool if NPCs either reacted to danger such as running away/cowering if enemies are nearby or at least kept out of any area where there may be enemies. It would go a long ways in making the world feel more alive ![]()
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#53
Posté 26 février 2016 - 12:45
Definitely! It would also be cool if NPCs either reacted to danger such as running away/cowering if enemies are nearby or at least kept out of any area where there may be enemies. It would go a long ways in making the world feel more alive
Yeah npc's camped by a fire with 2 shade demons nearby fighting me, not giving a damn made me lol
- Nefla aime ceci
#54
Posté 26 février 2016 - 07:17
Yeah npc's camped by a fire with 2 shade demons nearby fighting me, not giving a damn made me lol
Or in the exalted plains a soldier just standing there while you fight undead/demons all around him and not reacting at all ![]()
#55
Posté 26 février 2016 - 11:06
DA:O
Orzammar-Nuff said
Scouring the land for a full set of epic armor
Deep dark feel that DA:O had, it was great dark fantasy. Loved the whole small chance of success the narrative had
Seeing sorrow from my companions; variety of emotions from my companions
More than one specialization
Attribute allocation on level up
Fatigue for armor for immersive value
Traits
DA:2 (didn't play much of it)
Skill trees and how different chars have different skill trees
Protagonist that is edgy
Like the whole Varric is telling the story of Hawk to Cassandra, that was a nice angle
DA:I
Voiced protagonist done well
Beautiful landscapes. So many different lands
Able to be friends with companions in the inner circle
The way skill trees were done with passives and attributes tacked on to passives. Choice between one of two upgrades for skills
Crafting, was a great addition to the DA series. Slots for legs/arms for armor and hilt/staff blade/dagger handle ect. was a nice touch
In depth character creator
The war table
Rise to power
All DA series games had
Compelling characters. In depth stories for companions
Lots of different stories going on in the same location. Great storytelling. Story that all fits in together
In depth combat system. Choice of how you want to allocate spells/skills
Dragon battles
Lots of optional content
Rich world that pulls you into its lore
- vbibbi aime ceci
#56
Posté 26 février 2016 - 03:46
Part of the reason it did was because DA2 brought back all (or nearly all) of DA:O's styles, then added more. This is exactly what every series needs to do. And yeah, it's really sad, especially considering that thirteen of the twenty-eight styles are bald or almost bald! Four of the remaining ones have sideburns or facial hair. That doesn't give much room for anything generally considered "feminine". Not that male characters have much variety either, of course.
The other problem with this laziness is that it affects all of the NPCs (who aren't lucky main characters and have their own styles) and makes a world of NPCs who look not only similar (even more than most RPGs) but also extremely different from anything established in the previous games in terms of looks. Yes, that's right. In addition to lack of good hair being annoying for my character, it's effectively a retconWhile I'm somewhat joking, the consistency of art-style in a franchise is not something to overlook. Anyway, that's probably enough from me for a while
Lol it was a side effect of the Breach. Everyone's hairstyles became awful. Why do you think Solas is bald? He shaves, he knows the nightmares he would unleash if he revealed ancient elf hair.
Definitely! It would also be cool if NPCs either reacted to danger such as running away/cowering if enemies are nearby or at least kept out of any area where there may be enemies. It would go a long ways in making the world feel more alive
The worst example of this for me was when Inquisition troops would be standing by a box of materials they had found for me, but didn't bother helping if I was fighting. Or if I ran back to a camp chased by an enemy, all of the troops there would stand blankly until I won or died. Talk about troop loyalty. This is one of the tell not show aspects of the game. "Oh, we're the leader of this organization and we have troops to command, but really they only do one thing, and that thing is not combat. Even if we're getting trashed by 30 bears and about to die."
- Nefla et BansheeOwnage aiment ceci
#57
Posté 26 février 2016 - 03:51
Especially because if the respawns are endless, it makes traveling through maps less enjoyable, having to stop travel to beat down the mobs which no longer even give me experience. Maybe just have one or two maps with endless respawning for people who really want 800 plaidweave.
#58
Posté 26 février 2016 - 03:56
800 plaidweave, lol, that's great. (that cloth is absolutely hideous)
- vbibbi aime ceci
#59
Posté 26 février 2016 - 09:45
Part of the reason it did was because DA2 brought back all (or nearly all) of DA:O's styles, then added more. This is exactly what every series needs to do. And yeah, it's really sad, especially considering that thirteen of the twenty-eight styles are bald or almost bald! Four of the remaining ones have sideburns or facial hair. That doesn't give much room for anything generally considered "feminine". Not that male characters have much variety either, of course.
This. This right here.
I recently started a new character, and during creation was literally SHOCKED at how many shaved hair "styles" there were. It's like, really? Do you think people who want to make a shaved-head character REALLY care about the exact perfect amount of shave?
- vbibbi aime ceci
#60
Posté 28 février 2016 - 02:07
Lol it was a side effect of the Breach. Everyone's hairstyles became awful. Why do you think Solas is bald? He shaves, he knows the nightmares he would unleash if he revealed ancient elf hair.
Haha, it seems we have similar joking ideas about what caused the hair to change so much ![]()
http://forum.bioware...the-hair-sucks/
Best if read in an over-dramatic, prophetic voice.
On crafting: I like the idea of it if it's an optional feature and someone who isn't too bothered about it can go their merry way with purchased or found equipment. I liked that a few game patches improved the war table rewards with unique items or schematics. But if DA4 is going to be quasi open world again, which I assume it will be, I would rather have some sort of toggle on respawning enemies for crafting materials. Wouldn't it actually be more challenging for crafting fans if they knew their resources were finite so they had to make good decisions on what they made, rather than just endlessly test out multiple versions of a sword pommel?
Apparently, this was the plan at once point. I remember one of the earlier pre-release interviews talking about resources, and how if you hunted too much in a region, or picked too many of the same plant, the region would not regenerate any more (or barely any) of that animal or plant. Presumably, the same applied to metals. I was looking forward to this dynamic until launch, since they never said "Oh, yeah, we cut that feature" at any point. When I figured out that not only does that not happen, but materials respawn every time you travel (basically the exact opposite), I was disappointed.
- vbibbi aime ceci
#61
Posté 28 février 2016 - 06:57
Apparently, this was the plan at once point. I remember one of the earlier pre-release interviews talking about resources, and how if you hunted too much in a region, or picked too many of the same plant, the region would not regenerate any more (or barely any) of that animal or plant. Presumably, the same applied to metals. I was looking forward to this dynamic until launch, since they never said "Oh, yeah, we cut that feature" at any point. When I figured out that not only does that not happen, but materials respawn every time you travel (basically the exact opposite), I was disappointed.
Yes, I remember that too. But instead of just eliminating the things you would gain there, it was supposed to change what you can gain there iirc. That would be a mechanic I would like. If I kill all the rams in an area, maybe another animal will appear, at least, that is how it was advertised.
- BansheeOwnage aime ceci
#62
Posté 28 février 2016 - 07:11
DAO: Race selection, playable origin stories, consistent theme and tone throughout the game, villains we love to hate (particularly Howe and Loghain, although Uldred and Bhelen get an honorable mention), personal background and family/friends impacting major quests, the Landsmeet, and Elfy Stuff.
DA2: Nothing. Go back to Russia!
DAI: Race selection's return, more character's commenting on your race than ever before (and your ability to play the race card more often when you talk to people than in the first game), Solas romance, and ELFY STUFF!!!
(Seriously, tons of explorable areas being the Dales and Elven Ruins, the climax being in the Temple of Mythal, meeting Mythal herself, and the major revelations of the Dread Wolf, Evanuris and Elvhenan in Trespasser.)
DA4: Bring back race selection, implement it from the beginning so it's not obviously tacked on like for DAI, keep having lots of characters comment on it and even have it factor into relationships with companions (for example, good, bad, or indifferent, romancing Seras is a different experience depending on whether you're an Elf or Qunari since she treats both very differently), and let's keep going with the Elfy Stuff!
And let's also make with the Dwarven and Qunari stuff.
- Nefla aime ceci
#63
Posté 29 février 2016 - 06:02
Haha, it seems we have similar joking ideas about what caused the hair to change so much
http://forum.bioware...the-hair-sucks/
Best if read in an over-dramatic, prophetic voice.
Apparently, this was the plan at once point. I remember one of the earlier pre-release interviews talking about resources, and how if you hunted too much in a region, or picked too many of the same plant, the region would not regenerate any more (or barely any) of that animal or plant. Presumably, the same applied to metals. I was looking forward to this dynamic until launch, since they never said "Oh, yeah, we cut that feature" at any point. When I figured out that not only does that not happen, but materials respawn every time you travel (basically the exact opposite), I was disappointed.
That would have been good. After we get through Hafter's Woods, we have to fight angry conservationists who cite us killing hundreds of bears and making them an endangered species.
Side note, I felt so guilty killing nugs, halla, brontos, all of the non-hostile creatures in order to get their creature codex entry. I wish there was another way of getting the entry without having to kill them. Those poor fennecs!
- BansheeOwnage aime ceci
#64
Posté 29 février 2016 - 06:12
DA:I.....If they're going to stick to the current rune crafting system, then it needs refining. I just did a run-through of the main game and closed every Rift. Yet I didn't even have enough pure spirit essence to craft a single superb rune.
What is the point in having such an item in game, if it's impossible to craft and use said item, without farming bloody rift leftovers?!
#65
Posté 29 février 2016 - 06:26
That would have been good. After we get through Hafter's Woods, we have to fight angry conservationists who cite us killing hundreds of bears and making them an endangered species.
Side note, I felt so guilty killing nugs, halla, brontos, all of the non-hostile creatures in order to get their creature codex entry. I wish there was another way of getting the entry without having to kill them. Those poor fennecs!
Or when you're fighting real enemies, and and an animal gets caught in an AoE spell or something. Even if it has 90% health, you have to chase and kill it because you can't properly disengage. Which is tedious and sad
I ended up getting at least most of their codex entries by accident ![]()
- vbibbi et Nefla aiment ceci
#66
Posté 29 février 2016 - 06:29
Or when you're fighting real enemies, and and an animal gets caught in an AoE spell or something. Even if it has 90% health, you have to chase and kill it because you can't properly disengage. Which is tedious and sad
I ended up getting at least most of their codex entries by accident
Yeah IRL wounded animals don't go running in circles five feet from the person/animal that harmed it. It's fight or flight, they either attack, or more likely try to escape and...ya know...actually run away.
- BansheeOwnage aime ceci
#67
Posté 29 février 2016 - 06:52
Yeah IRL wounded animals don't go running in circles five feet from the person/animal that harmed it. It's fight or flight, they either attack, or more likely try to escape and...ya know...actually run away.
But even when they do properly run away, it takes forever to get out of "combat range". The reverse is annoying too. When you accidentally hit a bronto or gurn, they'll charge at you forever, and because of the mechanics, match the speed of your party, whether on foot or on a mount! You can't get away, even if disengaging and running away because you can't beat an enemy is a valid strategy! ![]()
- vbibbi et Nefla aiment ceci
#68
Posté 29 février 2016 - 07:22
As for the hair models, I'm not saying I'm fond them but I guess one reason for so many of them being on the shorter side is due to them bring completely static. A design decision out of technical constraints then; I've tried some modded long hair models, and while not wanting to sound disrespectful to the creators I simply find them unusable due to this. My guess is that it will be fixed "by itself" with newer versions of Frostbite.
I'm not so sure I want the crafting system with the level of detail as in DAI; too close to ME1 for my taste. But I don't want the oversimplified ME2 solution. I don't have any good idea on how to balance it at the moment.
#69
Posté 29 février 2016 - 10:10
I think we all can agree that the AI leaves something to be desired...
As for the hair models, I'm not saying I'm fond them but I guess one reason for so many of them being on the shorter side is due to them bring completely static. A design decision out of technical constraints then; I've tried some modded long hair models, and while not wanting to sound disrespectful to the creators I simply find them unusable due to this. My guess is that it will be fixed "by itself" with newer versions of Frostbite.
The lack of long hair options is only one of the problems when it comes to hair quality and variety in DA:I. I think we can all agree that there are difficulties in implementing longer hair, even if it's nowhere close to impossible. Still, I understand that it would take more work. But there is no excuse not to have more variety of short and medium-length hair that won't clip. It doesn't have to be fifty shades of bald.
For me personally, the only hair style I can tolerate (and I do like it) is the one in both of our avatars. The other shoulder length one would be fine if it didn't have auto-sideburns on it. I mean, they put sideburns on one of the only traditionally-feminine options? I'd use it on PC with the No Sideburns mod, but I'm not on PC. Anyway, there is no reason they couldn't have more styles that length, as well as more up-dos and longer tied-back options.
The other problem is just the texture quality of the hair. While not terrible on its own, it is significantly worse than most other things in the game. And the contrast is made even more clear (on anyone but Solas
) because the quality of the face will be higher than the hair atop it.
Example:
Especially if it's black, because for some reason black is shiny in Bioware games ![]()
Well, that turned out to be a longer post than I intended. Yeah, I'm clearly very passionate about this... sorry
I guess I really want my characters to look nice. You know, vicarious-living and all that ![]()
- Fiskrens et Nefla aiment ceci
#70
Posté 29 février 2016 - 11:32
Maybe she's born with it, maybe it's Cullen ![]()
- vbibbi et BansheeOwnage aiment ceci





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