So do the opposite of DAI? So make it DA2 With Origins combat animations and no companions. Got it.
What can Bioware and ME:A learn from Dragon Age Inquisition?
#101
Posté 22 février 2016 - 04:59
#102
Posté 22 février 2016 - 05:27
Bioware's biggest takeaway should be "Don't show any gameplay footage until you are 100% sure it won't change in the final game, because your fanbase can't handle it and will call it false advertising."
So far, they seem to have learned that lesson.
Oh god, remember that? When there were a bunch of threads on BSN about suing Bioware for "false advertising" over DA: I? Good times..... ![]()
#103
Posté 22 février 2016 - 05:36
Oh god, remember that? When there were a bunch of threads on BSN about suing Bioware for "false advertising" over DA: I? Good times.....
Those people are still around. One replied to me in this thread.
#104
Posté 22 février 2016 - 06:16
Anyone else remember the clown ranting about how that trailer proved that they'd cut all the good stuff from ME3?
#105
Posté 22 février 2016 - 06:27
Oh god, remember that? When there were a bunch of threads on BSN about suing Bioware for "false advertising" over DA: I? Good times.....
I don't know about the suing but people do have at least a little right to be pissed off about the false advertising in DA:I.
Now I get that in the process of developing games some things are going to be cut but if you are going to show the public something and tell them something is in the game you need to be 100% sure that the content is not going to be cut or at the very least if it is cut be honest and upfront about it.
Now I don't remember how long ago they showed the footage but it was perhaps half a year to a year before release? When you show people footage for the purpose of advertising you are kind of promising that those features shown and talked about are making it into the game, however there was no word about the missing content before release and it fell to the gamers who were eagerly awaiting the game to point out that what was promised was not delivered which they only found out after the bought and played the game, to this day I am still not sure the missing content has even been acknowledged by Bioware.
#106
Posté 22 février 2016 - 06:32
Taking a minimalist approach to crafting is really not viable because so many attributes are assigned to the weapons or armor instead of the characters, so it puts you at a disadvantage if you do not craft. In addition, there are no good loot drops for armor, and only occasionally for weapons like Gift of the Mountain God, or something. The good loot drops were in the form of schematics to be crafted.
Is this really a problem, though? It's not like you have to play at Nightmare with Trials on. On Hard you should be fine without crafting if your gameplay is good. And if not, there's always Normal.
Anyway, what are your thoughts on how could this be balanced better? If crafting doesn't give you better equipment, the feature isn't very useful.
#107
Posté 22 février 2016 - 06:46
Honestly, I'll be content if they just learned two things:
1) A larger "headquarters" area with shops, personal quarters, non-combat sidequests, and dialogue scenes = good
2) Huge open worlds that take 5-10 hours to explore even though there's nothing to do but fight enemies, find loot, and read lore entries = not so good
I've been starting to see too much of (2) in Fallout 4 lately as well. I like the idea behind the Railroad and have been working with them for a while, but almost every time they ask me to do something, it just turns into yet another shootout because hostile humans, feral ghouls, or Super Mutants are occupying the location that they need secured for whatever reason and start attacking as soon as they see me. With feral ghouls that's to be expected, but don't any of the Raiders or Gunners have a personality and an agenda besides "kill anything that moves"?
- vbibbi aime ceci
#108
Posté 22 février 2016 - 07:02
I hope they have learned the ins and outs of the Frostbite engine first and foremost. No more 30 FPS forced during cutscenes, and especially no totally weird-ass hitboxes (sometimes multiple ones!) for creatures larger than humans. It did melee gameplay no favors.
Get rid of the super-soulless sidequests of the click letter - run to location - click something else variety.
Fix the frigging AI. My tank charging off over a cliff is funny the first time but it does get old. Also, please, no party members walking circles and bumping into people while I'm trying to talk to someone, or NPCs initiating a conversation, then walking out of range. Ugh.
Also, please have less static and immovable NPCs around. I sometimes felt like I was walking through Mme. Tussaud's where every statue was made of painted lead.
Have well written companions. Give me a home base I enjoy spending time at and let me customize it - not only cosmetically if possible.
Let me customize the Mako. That would be awesome.
And don't think you can trick me with a "Why Mass Effect Andromeda is awesome on PC" video again.
#109
Posté 22 février 2016 - 07:43
Pretty much yeah. I would prefer if it were that way.So do the opposite of DAI? So make it DA2 With Origins combat animations and no companions. Got it.
#110
Posté 22 février 2016 - 08:11
Pretty much yeah. I would prefer if it were that way.
tweak: I like companions
But change up the formula a bit so it's not glaringly similar to the Bioware formula from before.
#111
Posté 22 février 2016 - 08:11
That's my complaint as well. But I feel that with the ME franchise's current trajectory of becoming a straight TPS, it's not going to be radically different than that. Although in FA4, you can retreat and have a lot more space to use in combat. Although you did get that in ME1 at times.Honestly, I'll be content if they just learned two things:
1) A larger "headquarters" area with shops, personal quarters, non-combat sidequests, and dialogue scenes = good
2) Huge open worlds that take 5-10 hours to explore even though there's nothing to do but fight enemies, find loot, and read lore entries = not so good
I've been starting to see too much of (2) in Fallout 4 lately as well. I like the idea behind the Railroad and have been working with them for a while, but almost every time they ask me to do something, it just turns into yet another shootout because hostile humans, feral ghouls, or Super Mutants are occupying the location that they need secured for whatever reason and start attacking as soon as they see me. With feral ghouls that's to be expected, but don't any of the Raiders or Gunners have a personality and an agenda besides "kill anything that moves"?
#112
Posté 22 février 2016 - 08:12
#113
Posté 22 février 2016 - 10:16
Pretty much yeah. I would prefer if it were that way.
So you want a story where the protagonist does nothing and has plot points fall into their lap, doesn't go to anywhere but a single hub space station, and moves like a mocapped Parkinson's patient?
#114
Posté 22 février 2016 - 10:26
It's just... it wasn't a bad game. It was a fine game. But it didn't really resonate with me in the way, say, Mass Effect 2 did.
Varric was good, I guess? Can we have Varric in MEA?
#115
Posté 22 février 2016 - 10:33
Oh wow, I just tried to think of something unique from DAI that I want in MEA, and I'm really struggling.
It's just... it wasn't a bad game. It was a fine game. But it didn't really resonate with me in the way, say, Mass Effect 2 did.
Varric was good, I guess? Can we have Varric in MEA?
I'd rather have Sera. She'd be causing pranks and starting inter-species wars before you know it. Varric will just end up in Omega filming a porno.
#116
Posté 22 février 2016 - 10:38
Many of us did not like the big DAI world that was almost empty, with fetch quests that drove us nearly insane and had no enjoyable outcome and lack of cutscenes. We did love customizing Skyhold though (but they should have completely repaired it imo) and the AI needs to be fixed. Not just in DAI but the previous ME games. Since patch 7 for DAI our companions get stuck and they never fixed it either. If they make patches for MEA, make sure they work and don't leave us hanging. That doesn't help their cause.
#117
Posté 22 février 2016 - 10:50
Is this really a problem, though? It's not like you have to play at Nightmare with Trials on. On Hard you should be fine without crafting if your gameplay is good. And if not, there's always Normal.
Anyway, what are your thoughts on how could this be balanced better? If crafting doesn't give you better equipment, the feature isn't very useful.
No, I find it does put you at a disadvantage. And my gameplay is good.
Drop better loot for those that do not want to be bogged down with crafting for 10 people, and all that entails. It's that simple. Some people would still prefer crafting because they like crafting and to micromanage, or it can provide a certain look that they prefer.
edit: tbh, as far as I'm concerned they don't have to balance anything with the crafting. they can get rid of it completely. i didn't want it. i just wanted to able to equip my companions with whatever good loot we found as opposed to DA2 where you couldn't change anything about their "iconic look".
#118
Posté 22 février 2016 - 11:48
Yeah, I have to say I was disappointed with the customization of Skyhold.
I like the different decorations you can use. They're all really great and surpassed my expectations, even helping with roleplay if you play multiple Inquisitors.
But it was the different gardens, courtyard, and tower uses that were lacklustre.
How the heck it takes finding quarries and logging sites to construct a picket fence for a couple of guys to spa in is beyond me. There I was naively thinking it would remake the courtyard floor and make vast improvements, and I ended up with a joke that I was always having to run around.
So if we can upgrade, make it good. Worthwhile and impressive, or there's little point. I never once went to the tower after I changed that, and the garden was decidedly meh.
- AnhedonicDonkey et Mlady aiment ceci
#119
Posté 23 février 2016 - 12:00
One thing I would like to see BioWare steer clear of in ME:A that DA:I had in spades was the complete 'humanification' of the setting. What I mean is how DA:I practically drained the 'other' element out of Thedas in favor of focusing on the 'feelz' and human issues; and by human issues I am including the Dwarves, Elves and Qunari as well.
Compare DA:O/DA:A to DA:I, in the first game and its expansion we got to see and interact with Sylvan, Werewolves, Golems, Awakened, and various demons and spirits. Even the animals of the first game had a unique spin on them; Mabari possessed near human level intellect, and dragons were incredibly cunning, being capable of even using cultists to protect their nests.
Flash forward to DA:I and all of those elements are missing, Sylvans get a crappy Plants vs. Zombies themed mention in a random letter. Werewolves and Golems are nowhere to be seen. Awakened aren't even mentioned at all, despite the possibilities that they could provide the narrative, and the Spirits/Demons of the game are all (save for two very, very human characters) are just mindless monsters that want to kill everything on sight, like simple Rage Demons. The game doesn't even bring up the fact that Pride demons are on the same levels of humans in terms of their intelligence and scheming; nope just mindless "Rhaw! Smash!" monsters. The animals don't fair much better either; Mabari are reduced to stupid packs of wild dogs that attack anything on sight, and Dragons, the namesake of the series, are transformed from cunning creatures with an alien intellect into a bear with wings and a breath weapon.
I would like to see ME:A stay as far away from this 'humanification' as possible; especially since it is a science fiction setting and has even less excuse for everything being human centric than a medieval fantasy does.
- Bad King, nici2412, Draining Dragon et 3 autres aiment ceci
#120
Posté 23 février 2016 - 12:06
I don't know about the suing but people do have at least a little right to be pissed off about the false advertising in DA:I.
Now I get that in the process of developing games some things are going to be cut but if you are going to show the public something and tell them something is in the game you need to be 100% sure that the content is not going to be cut or at the very least if it is cut be honest and upfront about it.
Now I don't remember how long ago they showed the footage but it was perhaps half a year to a year before release? When you show people footage for the purpose of advertising you are kind of promising that those features shown and talked about are making it into the game, however there was no word about the missing content before release and it fell to the gamers who were eagerly awaiting the game to point out that what was promised was not delivered which they only found out after the bought and played the game, to this day I am still not sure the missing content has even been acknowledged by Bioware.
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#121
Posté 23 février 2016 - 12:29
No, I find it does put you at a disadvantage. And my gameplay is good.
I wasn't clear back there, maybe. Of course not using crafting puts you at a disadvantage. I was asking why being put at a disadvantage was a bad thing.
Drop better loot for those that do not want to be bogged down with crafting for 10 people, and all that entails. It's that simple. Some people would still prefer crafting because they like crafting and to micromanage, or it can provide a certain look that they prefer.
This is tantamount to making crafting worthless, isn't it? I can see why that would work for you since you don't like crafting, but would this work for players who do?
#122
Posté 23 février 2016 - 12:36
I still want to sue them over the false advertising in the ME1 Distress Call trailer.
Anyone else remember the clown ranting about how that trailer proved that they'd cut all the good stuff from ME3?
The real criticism should be of the X06 demo. That had loads of cut content - a whole planet (which was repurposed to be Therum), interruptions, full squad control like KOTOR. The ME1 we see in that demo is in many fundamental ways not like the ME1 we got. It's pretty much exactly like the DAI vertical slice. Bioware had been over promising and under delivering since NWN1.
#123
Posté 23 février 2016 - 12:42
It's hard to say what they will learn from it. A lot of people loved it, a lot of people were disappointed in it. I'm sure they will take some of the feedback on board but when reception of a feature is relatively split down the middle it is hard to know what to do with it. I guess you just trust your gut instincts and try to make a fun game.
#124
Posté 23 février 2016 - 12:44
The animals don't fair much better either; Mabari are reduced to stupid packs of wild dogs that attack anything on sight, and Dragons, the namesake of the series, are transformed from cunning creatures with an alien intellect into a bear with wings and a breath weapon.
Enemy creatures have always been this way in all of the games, Origins included. The sacred ashes high dragon isn't a cunning creature with an alien intellect. It's just a big fiery dinosaur that tries to kill us because we summon it with a gong.
#125
Posté 23 février 2016 - 01:00
I wasn't clear back there, maybe. Of course not using crafting puts you at a disadvantage. I was asking why being put at a disadvantage was a bad thing.
This is tantamount to making crafting worthless, isn't it? I can see why that would work for you since you don't like crafting, but would this work for players who do?
I think it's a bad thing because you have very few other options but to engage in a crafting system that-to me-is overkill.
I like some crafting. But I think players that do like that amount of crafting, will craft, regardless. As I said, because they like it, it gives them a certain control over specific attributes, or provides them with a certain look they prefer.
To tie this back with ME:A, I do not want that type of crafting system in it. I think it's too much and bogs down the game.
And you, Alan? What are your thoughts on it? Do you want ME:A to implement the DAI craft system?





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