Specially sadists who enjoy being jailers.I think THEY are bad, for the most part.
They've created a culture of jailers and relegating an entire group of people to be confined. That attracts all the wrong people.
what would you change to make da2 better?
#51
Geschrieben 22 Mai 2016 - 03:19
#52
Geschrieben 22 Mai 2016 - 03:25
I think THEY are bad, for the most part.
They've created a culture of jailers and relegating an entire group of people to be confined. That attracts all the wrong people. Regardless of what you think about magic or it's control, this is way no way to handle it. People can't be trusted like this. Many people get off on that kind of power. And when you've created a job that allows it and excuses it, they'll sign up in droves.
But not as "templar", rather as person.
(Same as Hawke's mother were killed by NOT the "Mages", but a madman who was a mage.)
#53
Geschrieben 22 Mai 2016 - 03:32
But not as "templar", rather as person.
I'm not sure what you mean.
I just don't think the job itself attracts the right people. It's broken by design..imo.
The word "Templar" sounds cool at first, but here, they're definitely not the "Paladin" do gooder types it espouses to be. If you want Paladins, then they'll be wandering the world helping people. Not sitting in a building hovering over mages. The kind of people who would enjoy that would be screwed up.
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#54
Geschrieben 22 Mai 2016 - 03:38
I'm not sure what you mean.
[...]
I just wanted to say: not the "templars" are bad, just some people who working as Templar, are bad. And the system are bad.
#55
Geschrieben 22 Mai 2016 - 03:40
I just wanted to say: not the "templars" are bad, just some people who working as Templar, are bad.
I guess we'll disagree. I think it was a mistake. I think the first Inquisition was well intended though, when they created it.
#56
Geschrieben 22 Mai 2016 - 03:45
I guess we'll disagree. I think it was a mistake. I think the first Inquisition was well intended though, when they created it.
#57
Geschrieben 22 Mai 2016 - 03:47
Ah OK then.. I just misunderstood.
I wish Templars were cooler though... because I generally like "Paladin" types in fantasy. I just think they aren't all that here. And it's because of the Jailer aspect.
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#58
Geschrieben 22 Mai 2016 - 03:52
Ah OK then.. I just misunderstood.
I wish Templars were cooler though... because I generally like "Paladin" types in fantasy. I just think they aren't all that here. And it's because of the Jailer aspect.
Blame my weak english... ![]()
The templars do not fit completely the paladin category. Their armor is not shiny enough: too bloodstained.
#59
Geschrieben 22 Mai 2016 - 03:54
Blame my weak english...
The templars do not fit completely the paladin category.
They don't really. Just their image does.
One thing I like about Temps/Leliana as Divine is they can become that... I think if you Ally with Temps but she becomes Divine, then they become wandering do-gooders, "truly serving the people".
Unfortunately, I don't side with Temps.
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#60
Geschrieben 22 Mai 2016 - 03:55
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#61
Geschrieben 22 Mai 2016 - 05:30
They don't really. Just their image does.
One thing I like about Temps/Leliana as Divine is they can become that... I think if you Ally with Temps but she becomes Divine, then they become wandering do-gooders, "truly serving the people".
Unfortunately, I don't side with Temps.
It's really not different from what they did during the "war." That is, wandering around and murdering anyone they think might be a mage. The culture that created the Templars is toxic, and the Order needs to be abolished.
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#62
Geschrieben 22 Mai 2016 - 05:43
So if I were a Mage in a free Thedas I'd probably go to Tevinter.
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#63
Geschrieben 22 Mai 2016 - 07:44
The problem I see even with the Circles abolished Mages would still get a lot of hate, and the good thing about Mage Towers is that they can act as a relatively safe place, there are Templars but at least no angry mobs with pitchforks.
So if I were a Mage in a free Thedas I'd probably go to Tevinter.
Circles should work as educational centers, as a magic science citadel and library. Where the children, who born with magical talent, can got the necessary knowledge, later evolve their skills, but they would not be in jail. Yes, like in Tevinter.
If someone says that the Magi are too dangerous to freedom: I answer: the desperate and determined mages are more dangerous. Just as in Kirkwall. The prison does not help.
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#64
Geschrieben 22 Mai 2016 - 09:00
Seriously. The problem in Kirkwall wasn't "insane mages", it was a brutal and delusional Knight-Commander (and a legion of thugs all to willing to carry out her orders) making anything preferable to her Circle.
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#65
Geschrieben 22 Mai 2016 - 11:42
The problem I see even with the Circles abolished Mages would still get a lot of hate, and the good thing about Mage Towers is that they can act as a relatively safe place, there are Templars but at least no angry mobs with pitchforks.
So if I were a Mage in a free Thedas I'd probably go to Tevinter.
I think it would help if you keep the Inquisition around. Not disband them. Or even the Seekers (Cass' Seekers, that is).
#66
Geschrieben 23 Mai 2016 - 01:51
be able to flirt with Meredith
have a few scenes with Meredith in Act one
before the orge attacks, Hawke chooses which sibling is killed
if siding with the Templars, Meredith lives though she is stripped of her title
if siding with the mages, Orsiano lives though I'm content he is killed for not revealing the clown that killed Leandra
if Hawke doesn't help Donic and Aveline get together, femHawke can romance Donic
have the choice of selecting a companion to kill Anders
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#67
Geschrieben 23 Mai 2016 - 02:19
A Sarcastic Blood Mage Hawke flirting with Mery would be hilarious LOL.be able to flirt with Meredith
Imagine Anders'/Justice's reaction.
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#68
Geschrieben 23 Mai 2016 - 02:42
The problem I see even with the Circles abolished Mages would still get a lot of hate, and the good thing about Mage Towers is that they can act as a relatively safe place, there are Templars but at least no angry mobs with pitchforks.
It sounds like both the mages and the populace need an education ![]()
Circles should work as educational centers, as a magic science citadel and library. Where the children, who born with magical talent, can got the necessary knowledge, later evolve their skills, but they would not be in jail. Yes, like in Tevinter.
If someone says that the Magi are too dangerous to freedom: I answer: the desperate and determined mages are more dangerous. Just as in Kirkwall. The prison does not help.
I so agree with this. What Thedas really, really needs is education: mages need a proper education on controlling their powers as well as recognising and withstanding demonic temptation, and the common people need to be educated on being humane to mages.
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#69
Geschrieben 23 Mai 2016 - 04:46
Give a sense of time passing between each act
Buildings under construction in Act 1, finished in Act 2, and being repaired in Act 3
City Guard npc's that are slowly replaced by Templars between each Act as Meredith becomes a Tyrant
Mages npc's in the Gallows that are made Tranquil between Acts as the Templars crack down harder on the Ciricle
Maybe even the companions change, they wear different attire between each act, have a new hairstyle, grow a beard or something
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#70
Geschrieben 23 Mai 2016 - 03:30
As the title says - what would you change/add to make Dragon Age 2 as good as Origins? Other than adding more time than 18 months - but that's pretty much a given.
For example, I'd add in more companion conversations and being able to talk to your companions whenever. Also, more quests that referenced Hawke being a mage/Bethany being a mage. Why does nobody notice Hawke's throwing fire and stuff? (I tend to give my Hawkes less obvious spells, like Creation, but then again that's just me.)
Also, more insight into how the templars and mages act/react to Hawke's decisions. And a more concrete reason to support Meredith (while she's right, the majority of mages we see do seem to be blood mages/abominations, if she'd been more sympathetic? I may be using the wrong word, though.) Maybe more quests revolving around the templars and mages in Act 2 and Act 3 would've been nice. Especially showing how templars interact with a mage Hawke who's working with them and on their side. Same with the mages reacting to a non-mage who's sympathetic to their cause. Yes, Bethany is/was a mage, but if she died or is a Grey Warden they might not know that, especially if Hawke doesn't go around shouting that s/he is great friends with a blood mage and an abomination (I sure wouldn't.)
I also would've loved to see a slightly smarter friendship/rivalry system. Anders automatically assumes Hawke hates mages if you rival him, when you may just hate the fact that he has a spirit inside of him. If they'd had more conversations, a pro mage anti demons Hawke might've been able to explain that they aren't siding with the Templars? Plus, if you're befriending, say, Merrill but hate blood mages when you aren't doing her quests (and only choose pro blood magic options when she's in the party), perhaps she could confront you about that. Sure, your character might believe that Merrill can control it, and her goal to restore the Eluvian is a good one... Ahh, ignore that tangent.
I'd also cut down the timeline from, like, seven years to having a year, maybe two, in between each act instead of three. If each Act is one year, with say a year in between, it wouldn't go on for so long that it's weird for the characters to not have aged much. It cuts it down from a decade to four or five years. Which would seem a bit more reasonable IMO, but that's just me.
But, what would you change to make DA2 a better game?
I think there are two categories of ideas for me: those which could have realistically been implemented, and those which are wish fulfillment but unlikely to have been included, even with more development time.
For the first category:
Show more moderate templars and mages. Thrask was a good start, but he was really the only notable person. Don't have Orsino become a harvester even if we side with the templars. Don't have him be connected to the crazy mage, have him actually be an upstanding mage who just doesn't have the power to stop Meredith's schemes and is doing the best he can in a bad situation.
Have our choices reflect better in the game. Following up to the above point, if we helped Grace and the Starkhaven mages escape, don't have her be angry at us and evil in Act 3 regardless. The outcome might have to be the same, but the path to reach it can change. Grace can still be captured and brought to Kirkwall no matter what we do, but at least show her as friendly when we see her in the Gallows. Have a different mage kidnap our sibling in Act 3 and have her try to stop them.
Have a third way in Act 3. Have us be able to join the templar-mage alliance and use it to fight against Meredith. Maybe the group is marching to the Chantry to demand Elthina to act and they are all killed, so we still end up with the dual ending options. But at least there's more of the illusion of moderates trying to work things out. Soften the extremism.
Flesh out the maps, take MotA and Legacy as examples of variation in location.
No more parachuting enemies.
Less demons and blood magic. It became distinctly unbelievable that every mage was a blood mage and every alley hid a demon. Yes the Veil is thin in Kirkwall and Cory's influence contributes to it, but if there were really that many BMs and demons, the entire city would have fallen long before the Arishok's invasion.
For the less likely scenarios to happen:
Have Hawke's specializations be part of a quest, like in DAI but not just fetch quests. Have some narrative relevance to the specialization.
Have Sebastian available in the first act and the siblings available in later acts. Maybe they wouldn't be available the entire time, but have them appear more often than just the end game and the DLCs.
Have a starting origin. Scrap the crappy blight escape, have the game start in Lothering before Ostagar and have the player get to know the Hawke family. We see both siblings for more than a minute and see how the family dynamics work. Then have Ostagar happen and we have to flee, making the sibling's death more meaningful.
Have a storyline about apostate Hawke and how s/he avoided capture. Gaider mentioned that this was their intention but they couldn't get it to work well. I don't know exactly how this could have been done, but I've posted before that mage!Hawke and Bethany should have been given an Apostate specialization that deals more with subtle magic like buffs than overt fireballs. They would fight with their staff, not just use it to cast spells.
Have the differences between acts be more obvious. Have Kirkwall change between the years instead of identical maps. Possibly age some major NPCs including the companions, or have their base outfits update slightly.
Have more zones outside of the city.
Have the companion approval meter be two dimensional. Keep friendship and rivalry, but add another axis: approval and disapproval. So Anders could approve of our actions on mage freedom but still be a rival or a friend if we help him in his personal quests. If a companion reaches total disapproval, regardless of friendship or rivalry, they leave. Have this be the deciding factor of if they fight with us or against us in the final battle. Friendship and rivalry just flavors our relationship with them but doesn't mean they hate us and will leave.
Have the Exalted Marches DLC wrap everything up ![]()
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#71
Geschrieben 23 Mai 2016 - 04:41
You know, I like those moderate changes. Make Meredith and her extremists the (even more) explicit villains of the game, with the real choice being between Templar moderates and more principled mage freedom fighters.
#72
Geschrieben 23 Mai 2016 - 05:04
I want a warrior/rogue to move and fight like her!! I miss playing Heavenly Sword!!
#73
Geschrieben 23 Mai 2016 - 09:45
.New game plus
.Bring back awakening Anders
.Make act 3 longer
.Make Sebastian available from act 1
.If you side with templars Meredith lives
.If you side with mages Orsino lives
.Let us talk to are companions anywhere like origins
.No more reused locations
.Let the player pick who to save in the beginning with carver/bethany
.Add the Exalted March dlc
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#74
Geschrieben 24 Mai 2016 - 07:15
Specially sadists who enjoy being jailers.
In DAO when you talk to Alistair about Templar training he says they take initiates based on their willingness to Follow Orders (and physical ability) not personal faith, so when ordered to kill a child they will do it not have a crisis of conscience and refuse.
#75
Geschrieben 19 Juli 2016 - 08:52
Just few things that come to mind:
- elf, dwarf and (possibly) qunari as playable races.
- better looking elves (I like the one's in DAI best)
- Inquisition graphics
- varied areas/dungeons/maps/whatever
- better loot
- let us decide what armor our companions wear (like in DAO and DAI)
- better combat system
- crafting
- longer game
- companions leave you if certain conditions are met (I think it's ridiculous that Fenris would stay with pro-mage/pro-slavery Hawke or that Anders stays with pro-templar/anti-mage Hawke)
- no player sexual companions
- no DLC companions
- better story
- if you side with mages Orsino doesn't turn into a giant monster and attack you
- make your class more relevant. If you are a mage some random templars will hunt you in Act 1. Once you are influential enough (Act 2 or 3) they are forced to leave you alone but when you pass by one (in gallows or something) they could mutter some threats like "I know where you live, mage" or "I'm watching you." Maybe every class could have one unique sidequest in each Act. For mages it's about troubles with templars, for rogues maybe it could be some thieves guild sort of thing and warriors could hunt mages with the templars (or if you want that your warrior is mage sympathetic they could help them escape, etc. More options the better.)
There are probably many more things that I just don't remember right know. The most important thing to me however is to be able to choose your characters race. At least give me the choice between elf and human. If we imagine that there had been four races available (like in Inquisition) it would have changed the game significantly. Maybe Hawke would have had no family. I would have been fine with that since I found the family thing irritating. I did like Carver/Bethany though. But I would take multiple player races over set character like Hawke any day. That's what makes Dragon Age (DAO and DAI) great. To be able to make your own character and not just play Bioware's character (like Hawke and Shepard). That's how I see it. You could delete the Hawke family, add elf-dwarf-qunari as player races and still have pretty much the same game (story wise). We could still be refugee's seeking shelter from Kirkwall. This little change would be enough to make me like the game and protagonist so much more.





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