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What Did DAI do Right?


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#51
Almostfaceman

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For me Inquisition took Dragon Age out of "ho-hum" land and drop-kicked me into a world of mystery, sadness, intrigue, horror and wonder. The previous games... I was merely on some cheap Disney ride through fake dinosaurs, highly controlled, too narrowly focused, restricted, suffocating.

 

This drop-kick elevation ^_^  can be attributed to interesting characters... delving more into the story/lore/cultures... cinematic feel... an open-world illusion highly detailed and lovingly crafted... fantastic music that really made me experience the age and beauty of Thedas... 

 

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#52
Onewomanarmy

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I've already mentioned most things here but I think I forgot:

 

Big world

Bigger shops

Staffs / weapon design were awesome 



#53
Aulis Vaara

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The first encounter with the Pride Demon in the Temple Of Sacred Ashes. And Trespasser. Only those two things, the bit in between was needlessly padded out and forced you to do menial tasks to be allowed to progress in the game. And at no point did I ever really feel like I was leading an Inquisition. Also, too many bloody dragons.

Also, not enough consistency in lore. Why is no-one fainting on finding a dwarf (of all races) dropping out of the Fade?

#54
Ieldra

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(1) Roleplaying dialogue options. I still rate DAO higher in this, but of Bioware's games with voiced protagonists, DAI did this best. No character-derailing autodialogue or forced characterization, way more options than in ME3 and less extreme options than in DA2, and neutral options for those who didn't like the traits expressed by the more explicit options. If they did away with the paraphrasing and put some more options in here and there in conversations that had only few, roleplaying could be what it was before voiced protagonists became the norm, only with voices. Definitely a big step in the right direction.

(2) Roleplaying perks. A great tool to shape your character. In future games, I wish for this idea to be expanded upon, and attached to the character rather than the organization. I'd like this to be integrated into character generation as background options.

(3) Sitting in judgment. Another great roleplaying tool.

(4) The war table. It made me feel that I was leading a big organization whose leader can't be everywhere and has to delegate. Also, a great way of making small stories that enrich the world without having to spend a lot of resources. To those who say they wished for those plots to have been on-screen: yes, I have that desire, too, here and there, but given the realities of game development, most likely if we didn't have them for the war table we wouldn't have them at all.

(5) Visuals in general. Great landscapes, fantastic dungeons (Descent) and castles (Skyhold), impressive outfit design. Also, the Fade came across as appropriately alien this time. Nice touch: the "down" defined by your own balance and the inverted areas in Trespasser.

(6) Design and writing of important encounters. Well of Sorrows, Solas in Trespasser, Ameridan in Jaws of Hakkon, all favorite moments. Corypheus in Haven was good as well, though not quite on the same level. As opposed to their counterparts in the ME games and DA2, these encounters felt natural *and* intense. More of that, please.

(7) Crafting and coloring. It was fun experimenting with different designs and colors. Getting schematics used to be a chore, but with the Golden Nug it ceased to be.

(8) Open maps, meaning that where we could go on a map was mostly not circumscribed like in previous games. I didn't feel harassed by the map design most of the time. Notable exception: Exalted Plains.

(9) The Avvar in Jaws of Hakkon. Exploring their culture was fun, and Svarah Sun-Hair absolutely compelling with her undogmatic wisdom untainted by ideology.

(10) Some of the characters:
*Cassandra: For all that I didn't share most of her opinions, she's the most complete and real character Bioware ever made.
*Cole: once again, Patrick Weekes managed to make a character with an alien mindset relatable. Excellent writing.
*Solas: such conflicting emotions evoked after Trespasser, especially since I share his mindset, as much as I dislike his plans.
*Dorian: At last, a man with a positive outlook on being mageborn, and a look into different sides of Tevinter. Also his father, who came across as a man who's decent at his core but was corrupted by the system.

(11) More defined sexual orientations. I paid the price for that since I couldn't romance Dorian because of it, but DAI's setup is way more plausible than DA2's, and if that means I occasionally can't romance a favorite character, then so be it.

(12) The character creator. I made my best character faces in DAI, barring no other game, from Bioware or any other developer. Minus the hair, of course.

There's more, but I'll leave it at that for now.
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#55
Z-E-ro

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For me they only got Dorian right. Wish he was real.

#56
Inkvisiittori

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Also, too many bloody dragons.

 

I think there wasn't enough!  :P



#57
Aulis Vaara

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I think there wasn't enough!  :P


There's a save and load feature. If you want to hack at the same enemy over and over again, nothing and nobody is stopping you.

Dragons used to be a highlight for Dragon Age games because you only got to fight one or a few in a game, making them a highlight. In Inquisition they're like in Skyrim: annoying pests.

#58
Almostfaceman

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Few things I DIDN'T like:

 

*redacted*

 

Not the place for this feedback. Wrong thread. All your base now belong to us. 


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#59
Krypplingz

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Being able to leave an area through the map screen instead of having to run all the way to the exit point. 

Being able to tint your armor in different colors without having to settle for lower armor ratings.

Being able to respond and interject in party banters and having less "Talk about the player behind their backs".

Scars and complexions in the character creator and being able to shape the lips width, thickness and having lip presets not bound by your characters face preset. And make up for men. 

Hangout options when speaking to your companions so it's not just : Hi, I've got nothing to say to you, Bye. (Would have loved if all the companions had one of those)

Having trainers for you specialization, although the quests they gave could have been more interesting. 

And the dialog perks. 

 

And the jump button. That was nice. 


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#60
Donquijote and 59 others

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Multiplayer


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#61
KaiserShep

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(1) Roleplaying dialogue options. I still rate DAO higher in this, but of Bioware's games with voiced protagonists, DAI did this best. No character-derailing autodialogue or forced characterization, way more options than in ME3 and less extreme options than in DA2, and neutral options for those who didn't like the traits expressed by the more explicit options. If they did away with the paraphrasing and put some more options in here and there in conversations that had only few, roleplaying could be what it was before voiced protagonists became the norm, only with voices. Definitely a big step in the right direction.(2) Roleplaying perks. A great tool to shape your character. In future games, I wish for this idea to be expanded upon, and attached to the character rather than the organization. I'd like this to be integrated into character generation as background options.(3) Sitting in judgment. Another great roleplaying tool.(4) The war table. It made me feel that I was leading a big organization whose leader can't be everywhere and has to delegate. Also, a great way of making small stories that enrich the world without having to spend a lot of resources. To those who say they wished for those plots to have been on-screen: yes, I have that desire, too, here and there, but given the realities of game development, most likely if we didn't have them for the war table we wouldn't have them at all.(5) Visuals in general. Great landscapes, fantastic dungeons (Descent) and castles (Skyhold), impressive outfit design. Also, the Fade came across as appropriately alien this time. Nice touch: the "down" defined by your own balance and the inverted areas in Trespasser.(6) Design and writing of important encounters. Well of Sorrows, Solas in Trespasser, Ameridan in Jaws of Hakkon, all favorite moments. Corypheus in Haven was good as well, though not quite on the same level. As opposed to their counterparts in the ME games and DA2, these encounters felt natural *and* intense. More of that, please.(7) Crafting and coloring. It was fun experimenting with different designs and colors. Getting schematics used to be a chore, but with the Golden Nug it ceased to be.(8) Open maps, meaning that where we could go on a map was mostly not circumscribed like in previous games. I didn't feel harassed by the map design most of the time. Notable exception: Exalted Plains.(9) The Avvar in Jaws of Hakkon. Exploring their culture was fun, and Svarah Sun-Hair absolutely compelling with her undogmatic wisdom untainted by ideology.(10) Some of the characters:*Cassandra: For all that I didn't share most of her opinions, she's the most complete and real character Bioware ever made.*Cole: once again, Patrick Weekes managed to make a character with an alien mindset relatable. Excellent writing.*Solas: such conflicting emotions evoked after Trespasser, especially since I share his mindset, as much as I dislike his plans.*Dorian: At last, a man with a positive outlook on being mageborn, and a look into different sides of Tevinter. Also his father, who came across as a man who's decent at his core but was corrupted by the system.(11) More defined sexual orientations. I paid the price for that since I couldn't romance Dorian because of it, but DAI's setup is way more plausible than DA2's, and if that means I occasionally can't romance a favorite character, then so be it.(12) The character creator. I made my best character faces in DAI, barring no other game, from Bioware or any other developer. Minus the hair, of course.There's more, but I'll leave it at that for now.


I think this paints a good illustration of why I'm so invested in this game more so than the others, particularly the bit about role playing the PC. Having greater control over characterization and being able to unlock perks for special dialogue did wonders. Its so refreshing having a more educated protagonist, that's for sure.

#62
Pavan

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Not the place for this feedback. Wrong thread. All your base now belong to us. 

What does that mean? "All your base?"



#63
Fiskrens

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What does that mean? "All your base?"

Been a while since I saw that :). https://en.wikipedia...e_belong_to_us.

#64
Iakus

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Been a while since I saw that :). https://en.wikipedia...e_belong_to_us.

Page appears to be deleted


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#65
Ferretinabun

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I believe this is the correct one: https://en.wikipedia...re_belong_to_us


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#66
cJohnOne

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Yeah Tavern songs.  Especially ones that are from DAO music. 

 

The next game should be playable on Personal Computer.



#67
Duelist

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Archery. It sucked in DAO and while more effective in DA2, still wasn't all that much fun to play.

Warriors. Like archers, boring (although nowhere near as crap) in DAO and less so in DA2 but much better this time round.
If any class would benefit from more action oriented gameplay, it would be the melee ones.

Rogue specialisations. Two of them, Assassin and Artificer, are definite contenders for best spec although the other is still decent.

#68
KaiserShep

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I really like Tempest, but I can't avoid assassin. I'll usually have Sera everywhere so if I'm rolling a rogue I want to complement that with assassin. Not an artificer fan myself. But yes, archery is definitely the best in DAI. I love that you're really mobile now. It's practically unkillable as a result.

#69
abaris

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As usual with any Bioware game, this one shines most when it comes to character interaction and dialogues.

 

Also, I like the option of not having to ride the religious train, but can outright refuse to believe in the maker or Andraste favoring you. Without looking modest but strong, that is.


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#70
Erstus

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Uhhhh...

Pretty environments?

#71
Addictress

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(1) Roleplaying dialogue options. I still rate DAO higher in this, but of Bioware's games with voiced protagonists, DAI did this best. No character-derailing autodialogue or forced characterization, way more options than in ME3 and less extreme options than in DA2, and neutral options for those who didn't like the traits expressed by the more explicit options. If they did away with the paraphrasing and put some more options in here and there in conversations that had only few, roleplaying could be what it was before voiced protagonists became the norm, only with voices. Definitely a big step in the right direction.

(2) Roleplaying perks. A great tool to shape your character. In future games, I wish for this idea to be expanded upon, and attached to the character rather than the organization. I'd like this to be integrated into character generation as background options.

(3) Sitting in judgment. Another great roleplaying tool.

(4) The war table. It made me feel that I was leading a big organization whose leader can't be everywhere and has to delegate. Also, a great way of making small stories that enrich the world without having to spend a lot of resources. To those who say they wished for those plots to have been on-screen: yes, I have that desire, too, here and there, but given the realities of game development, most likely if we didn't have them for the war table we wouldn't have them at all.

(5) Visuals in general. Great landscapes, fantastic dungeons (Descent) and castles (Skyhold), impressive outfit design. Also, the Fade came across as appropriately alien this time. Nice touch: the "down" defined by your own balance and the inverted areas in Trespasser.

(6) Design and writing of important encounters. Well of Sorrows, Solas in Trespasser, Ameridan in Jaws of Hakkon, all favorite moments. Corypheus in Haven was good as well, though not quite on the same level. As opposed to their counterparts in the ME games and DA2, these encounters felt natural *and* intense. More of that, please.

(7) Crafting and coloring. It was fun experimenting with different designs and colors. Getting schematics used to be a chore, but with the Golden Nug it ceased to be.

(8) Open maps, meaning that where we could go on a map was mostly not circumscribed like in previous games. I didn't feel harassed by the map design most of the time. Notable exception: Exalted Plains.

(9) The Avvar in Jaws of Hakkon. Exploring their culture was fun, and Svarah Sun-Hair absolutely compelling with her undogmatic wisdom untainted by ideology.

(10) Some of the characters:
*Cassandra: For all that I didn't share most of her opinions, she's the most complete and real character Bioware ever made.
*Cole: once again, Patrick Weekes managed to make a character with an alien mindset relatable. Excellent writing.
*Solas: such conflicting emotions evoked after Trespasser, especially since I share his mindset, as much as I dislike his plans.
*Dorian: At last, a man with a positive outlook on being mageborn, and a look into different sides of Tevinter. Also his father, who came across as a man who's decent at his core but was corrupted by the system.

(11) More defined sexual orientations. I paid the price for that since I couldn't romance Dorian because of it, but DAI's setup is way more plausible than DA2's, and if that means I occasionally can't romance a favorite character, then so be it.

(12) The character creator. I made my best character faces in DAI, barring no other game, from Bioware or any other developer. Minus the hair, of course.

There's more, but I'll leave it at that for now.




-war table broke immersion, converted game into dialogue boxes and reduced interactivity, and ruined the flow of the story.
-Cole was awkwardly written, and even after reading Asunder I feel they didn't write his character correctly. He was just a nonsensical autistic child in expression.
-The writing in dramatic encounters were more cheesy and Disney-like than ever before

#72
Ghost Gal

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Race selection!

 

Solas romance.

 

Elfy locations, quests, and revelations.

 

More dialogue acknowledging your race than in DAO.

 

Combat that lets you just charge in and whale on enemies instead of having to bother with tactics (if you don't want it) like you had to do for DAO.

 

Did I mention race selection?



#73
Addictress

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But sorry, I digress. This is about what went....right. not wrong.

Right. So, Solas <3 very right.

#74
Akrabra

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Playable Races

 

Exclusive dialogue from race and perks picked at the War Table

 

Lore - The reveals was strong in this one.

 

Companions 

 

Gameplay - Loved the Combat system

 

Specializations - The added dialogue to companions and quests to obtain them made them actually feel special.

 

Crafting - Potions and Armour/Weapons

 

Judging people at Skyhold



#75
kimgoold

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Really love the crafting of weapons and armours, would like to have had more variety but on the whole was the best improvement to the game; Now if they expand this to include amulets, rings and belts (next game) I will be a very happy camper.