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what would you change to make da2 better?


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#76
Catilina

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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

- 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 truly 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. 

This is just a "few things"?

You simple would like an another game...



#77
Inkvisiittori

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This is just a "few things"?

You simple would like an another game...

 

Whoops!

 

Yeah, you're probably right, I would prefer it if DA2 was 100% different. 


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#78
GoldenGail3

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Whoops!

 

Yeah, you're probably right, I would prefer it if DA2 was 100% different. 

I would prefer it if DA2 wasn't a DA game... 



#79
Lazarillo

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I would prefer it if DA2 wasn't a DA game...

See, me, I thought DA2 was, at least in approach (if not perfectly in execution), exactly what a "Dragon Age" game should be...a game about an adventure within the setting. Different strokes for different folks, though, as always. Still, like I said, even if I liked the approach, there are ways I think the execution of it all could've been handled better:

-Tougher single enemies, fewer reinforcement Zerg rushes. The combat is fun, but having to take breaks mid battle and then whittle down weaklings bit by bit isn't as fun.

-More synchronicity between the story and the gameplay. Better excuses for how Hawke (and friends) get away with being Mages in public (maybe make magic less flash, and using staves as polearms, like in the trailer). Incorporate specializations better, rather than being level based, have them worked in as things Hawke learns during the time jumps, maybe, and with little sidequests/stories related to them (like they were in Inquisition). Stuff like that.

-More companions, and more depth to them. When DA2 did companions well (the twins, Varric), it did 'em really well, but the romanceable ones, in particular, are pretty shallow. Anders is doubly frustrating because of how poorly he transitions from Awakening; bring him in later so there's less time-related confusion and go more in depth as to what happened with him and Justice and why he changed (and why he's so different from other Abominations...or make him more like those other Abominations). Also, a couple more wouldn't have hurt, just to keep options open, let at least one of the twins stick around in a usable fashion for more of the game.

-And as a final point, and this goes for every game in the series (and Awakening as well): don't end the game so quickly. In the case of DA2, actually allow us to deal with the repercussions of war breaking out, either as Viscount or as a fugitive. The plot would have to diverge completely at that point, but it would make for a much more interesting finale, and it could actually lead into Hawke "disappearing".
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#80
Catilina

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See, me, I thought DA2 was, at least in approach (if not perfectly in execution), exactly what a "Dragon Age" game should be...a game about an adventure within the setting. Different strokes for different folks, though, as always. Still, like I said, even if I liked the approach, there are ways I think the execution of it all could've been handled better:

-Tougher single enemies, fewer reinforcement Zerg rushes. The combat is fun, but having to take breaks mid battle and then whittle down weaklings bit by bit isn't as fun.

-More synchronicity between the story and the gameplay. Better excuses for how Hawke (and friends) get away with being Mages in public (maybe make magic less flash, and using staves as polearms, like in the trailer). Incorporate specializations better, rather than being level based, have them worked in as things Hawke learns during the time jumps, maybe, and with little sidequests/stories related to them (like they were in Inquisition). Stuff like that.

-More companions, and more depth to them. When DA2 did companions well (the twins, Varric), it did 'em really well, but the romanceable ones, in particular, are pretty shallow. Anders is doubly frustrating because of how poorly he transitions from Awakening; bring him in later so there's less time-related confusion and go more in depth as to what happened with him and Justice and why he changed (and why he's so different from other Abominations...or make him more like those other Abominations). Also, a couple more wouldn't have hurt, just to keep options open, let at least one of the twins stick around in a usable fashion for more of the game.

-And as a final point, and this goes for every game in the series (and Awakening as well): don't end the game so quickly. In the case of DA2, actually allow us to deal with the repercussions of war breaking out, either as Viscount or as a fugitive. The plot would have to diverge completely at that point, but it would make for a much more interesting finale, and it could actually lead into Hawke "disappearing".

Anders one of the best characters in the DA, I think. He is not like the other Abomination because he are in the different relationship with Justice, than another mages with the demons. (My opinion)

I like all companions.

I like also Feris romance (rival and friendship too), this two was better for me, as for example Dorian's romance.

 

You right: the game mechanics was weird with the staffs, but we know: Hawke don't use magic in the Kirkwall's public streets. This is supported by evidences: for example, s/he should show that s/he is a mage, that do not know everyone (remember Feynriel's Father) and the qunari scene, where Hawke beat the qunari with bare hand, instead with magic. And Hawke dont need to use robe. But still true, the game mechanics are lame.

 

And it is also true that the closure was short and weird. Although I liked even it,



#81
Lazarillo

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Anders one of the best characters in the DA, I think. He is not like the other Abomination because he are in the different relationship with Justice, than another mages with the demons. (My opinion)

That's kind of my point, though. He's not like other Abominations in the way he's portrayed, but there's really never any legitimate attempt to explain why. I sort of explain it away to myself in headcanon, but it's mostly making excuses because the plot doesn't really offer anything (and unfortunately, to me, it doesn't really make sense without those excuses).

I like all companions.
I like also Feris romance (rival and friendship too), this two was better for me, as for example Dorian's romance.

I can pretty much draw a line, put the non-romanceable on the "these guys were great" side and the romanceable ones on the "were they even trying?" side. I feel like they tried to substitute the possibility of romance for character development. Fenris as a Friend was at least, well, friendly, and the sort you could see as Hawke's drinking buddy, kinda like Varric, but as a Rival, he existed to do nothing but growl "mmmmmmmmmmmmmmagic". Merrill's motivation was shallow and that's a bad thing when there's nothing to her character beyond "I must repair the magic mirror". Sebastian was DLC, of course, and it's almost comedic how poorly he was shoehorned into the game (even if his Act III mission does add some cool background info, it doesn't mean anything to him, even though it's his mission!). Anders I already mentioned. The one exception is Isabela, who I was neutral about, but for whom, ironically, I felt like the romance was kinda half-butted anyway.

Actually, though, bringing up Fenris is one more thing I think could've been improved:
-Friendship/Rivalry was a great idea, but didn't work too well in practice, I think in part because different writers had different ideas about what it meant. It would've been better to see it more as an axis, with approval/respect on one line, and agreement/camaraderie on another. If they could do something like that in a future DA game (and make the companions feel organic with respect to that), it could be fantastic.

#82
Catilina

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That's kind of my point, though. He's not like other Abominations in the way he's portrayed, but there's really never any legitimate attempt to explain why. I sort of explain it away to myself in headcanon, but it's mostly making excuses because the plot doesn't really offer anything (and unfortunately, to me, it doesn't really make sense without those excuses).

I can pretty much draw a line, put the non-romanceable on the "these guys were great" side and the romanceable ones on the "were they even trying?" side. I feel like they tried to substitute the possibility of romance for character development. Fenris as a Friend was at least, well, friendly, and the sort you could see as Hawke's drinking buddy, kinda like Varric, but as a Rival, he existed to do nothing but growl "mmmmmmmmmmmmmmagic". Merrill's motivation was shallow and that's a bad thing when there's nothing to her character beyond "I must repair the magic mirror". Sebastian was DLC, of course, and it's almost comedic how poorly he was shoehorned into the game (even if his Act III mission does add some cool background info, it doesn't mean anything to him, even though it's his mission!). Anders I already mentioned. The one exception is Isabela, who I was neutral about, but for whom, ironically, I felt like the romance was kinda half-butted anyway.

Actually, though, bringing up Fenris is one more thing I think could've been improved:
-Friendship/Rivalry was a great idea, but didn't work too well in practice, I think in part because different writers had different ideas about what it meant. It would've been better to see it more as an axis, with approval/respect on one line, and agreement/camaraderie on another. If they could do something like that in a future DA game (and make the companions feel organic with respect to that), it could be fantastic.

I roughly can agree with this, but I have not missed the explanation from Anders and Justice; I played with Avakening (my core group was Anders, Justice and Nathaniel), according to this, it was pretty clear for me.

 

At the end of the game rival-Fenris was a friendly, and no anymore hated the mages, such as after Danarius died, he does not blame them anymore, and he understood the stupid jokes as well. (By the way, was more credible the rivalry with pro-mage Hawke, although the friendship was not totally incredible.) Friend-Fenris still blamed mages after Danarius death.

I can not imagine a happy rival romance with Anders, while it working fine with Fenris (but this have for good reason in Anders/Justice/Vengeance).

I never tryed Isabela romance, but she not once run away with Koslun... although I like her.

Merrill's goal was interest because of the dalish Origin. The rival path was good with Merrill; I a bit sorry for her, but then she realized how stupid she was (my Hawkes never destroyed her clan).

 

However, you are right: the system could have been much better. Thus, it was bleeding from a thousand wounds ... 

Unfortunately, not intended for sufficient time for  this game; it could have been much better.



#83
Idun

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  • Companion talks anytime: definitely.
  • Also, no repetitive dungeons.
  • I'd get rid of all the wood in Darktown and make it stone and generally wet and more sewer-like. 
  • keep Arcane Warrior
  • let me equip my goddamn companions. I have no use for the majority of my shiny DLC stuff on any given run.
  • dual wield warrior
  • let us have a fling with the Arishok if we earn his respect (makes the inevitable confrontation sad)
  • give Quentin more screentime so he isn't so out of the blue
  • introduce Meredith and Orsino much earlier and make them regular quest-givers with a lot more dialogue
  • let us personally murderknife Petrice
  • Make Ketojan a companion. Let us save that poor man. Toss out Prince Whiny if needed.
  • let us at least flirt with Varric sometimes
  • make it much clearer how much of a hypocrite Elhina is, because some people fail to notice
  • make Ser Alrik into a bigger character and a personal threat to Hawke and the party mages, to make killing him even more satisfying (kinda like Arl Howe)
  • let us actually see the Circle, the way we did in Origins, with sidequests, and not just the Templar Hall
  • absolutely no Harvester bullshit
  • let us have a post-battle scene, after fleeing Kirkwall (or being crowned) where we can talk to all our companions before they say goodbye.

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#84
Ferretinabun

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Major points:

 

- More maps (obvs).

- Scrap the enemy combat 'three-wave, teleport-in' mechanic. Enemies should fight in different styles and appear in ways that don't totally break immersion.

- Make the city and companions change visually between acts.

- No magic sword for Meredith. Totally unnecessary for her arc.

- Have NPCs react if you start fighting around them.

- Have NPCs acknowledge if you are a mage.

- Either have NPCs react appropriately if you are a blood mage (which would be a lot of extra dialogue) or just drop it altogether. The same with the Templar spec.

- No Harvester (especially if you side with mages).

- Make the Arishok duel strategic rather than a grind.



#85
fdrty

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If I could only change one thing, that would be to set the game among the entirety of the free marches, not just Kirkwall. The lore says that it's an incredibly diverse region, perhaps the most diverse place in Thedas. There is so much history and so many different cultures that I would bring in a level of exploration similar to DAO, so that the player could experience this.

 

To do this, you'd probably have to remove the ten years narrative, and instead make it one which is more like DAO. The focus of the game would be travelling from city to city, trying to stop the region exploding while the Qunari are becoming restless and the circles are at risk of collapsing. Maybe I'd bring back origins, maybe not.

 

I'd also have more of a concrete ending, because it feels like DA2 ends just as the main plot is beginning.



#86
Catilina

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Major points:

 

- More maps (obvs).

- Scrap the enemy combat 'three-wave, teleport-in' mechanic. Enemies should fight in different styles and appear in ways that don't totally break immersion.

- Make the city and companions change visually between acts.

- No magic sword for Meredith. Totally unnecessary for her arc.

- Have NPCs react if you start fighting around them.

- Have NPCs acknowledge if you are a mage.

- Either have NPCs react appropriately if you are a blood mage (which would be a lot of extra dialogue) or just drop it altogether. The same with the Templar spec.

- No Harvester (especially if you side with mages).

- Make the Arishok duel strategic rather than a grind.

1. I agree.

2. I agree.

3. I agree.

4. Hmm... yes, Meredith is able to go crazy also without red lyrium*, but on the other hand needed to demonstrate the red lyrium and the templars relationship, and I think it's an interesting view point of Meredith and the mages. Meredith afraid: the mages are abominations, but with red lyrium she becomes what she feared: an abomination (as the other red templars). It is a strongly confirms those who choose the mage side: the Templars are not suitable to guarding of the mages, because they are no better nor stronger. If Meredith just simple being crazy, it is not shown in the power of temptation. Meredith uses unknown forces to gain more power: as the mages, when they deal with demons.

5. I agree.

6. On the contrary, I think, Hawke must to be able to use the staff as polearm. In order to be credible they do not see s/he is a mage. There is no point that people to know in Act1, s/he mage. Simply because if people know, s/he is a mage, s/he will taken in the Circle, and the game is over, or s/he would be forced to flee, it would be interesting, however this also meant game over.

7. I strongly agree!

8. It's a stupid fate ... but I think not entirely stupid. Its demonstrate Orsino's pent-up anger, frustration and desperation. And on the other hand: it is confirms those who have choose the Templar side.

9. I agree.

 

*Hawke able to blame him/herself because the red lyrium. If Meredith simple going crazy, Hawke can not blame him/herself. The whole story is about a blind fate. If we do not have the "magic sword" in it, it would be logical story. I think that was not the goal. Slightly, but it also applies to the Harvester.