Modifié par Blado123, 15 mars 2010 - 12:14 .
Which aspect(s) of DAO failed to impress you
#276
Posté 15 mars 2010 - 12:14
#277
Posté 15 mars 2010 - 02:27
Bibdy wrote...
Combat mechanics in general were a bit meh. Feels like they didn't have time to flesh out the system too much, were rushed and decided to keep things simple.
Most of the abilities for Rogues and Warriors just aren't interesting and the debuffs they apply just aren't strong enough to warrant their usage. Often better to turn both of those classes into auto-attack, passive/sustained ability bots.
Combining the healing class archetype with the AOE damage and CC archetype was a bit silly. Makes mages feel too essential and downright overpowered if you put several of them in your party.
Sorry and choice wise, it was pretty much top-notch. And I'm certain I've now put more free time into the toolset than the game itself.
Download Combat Tweaks. It fixes most of the combat issues and makes the abiliteis useful for both rogues and warriors. Also overhauls the threat system, fixes archery, and balances mages.
With the optional difficulty levels you can have some raucous, nigh apocalyptic fights.
Back to the topic.
I really despised the One Hit Kill ranks on end game genlocks and hurlocks. felt like the devs were trying to turn it into an action game as opposed to a tactical rpg.
#278
Posté 15 mars 2010 - 02:43
#279
Posté 15 mars 2010 - 02:53
TyroneTasty wrote...
It didn't make my dinner and clean my house.
Or go to work for me, so I could stay home playing it.
#280
Posté 15 mars 2010 - 03:09
MaxQuartiroli wrote...
Too much gifts for change companion's approvation... I would prefer max 3-4 gift for every companion (for example the only gift with clips and dialogues) and more high (or low) approval rating according to your behaviour.. I find very senseless you talk 5 minutes with someone just to have a +/-1 or +/-2 and after, simply giving an amulet or a jewel, you may obtain a +10..
Max, don't you think that's pretty much the way the world works, though? Go have a deep and meaning w/your significant other and see how much more she/he likes you just as it ends. Now go give that person a really nice gift and see what happens. <_<
#281
Posté 15 mars 2010 - 03:16
purplesunset wrote...
MaxQuartiroli wrote...
I find it very senseless you talk 5 minutes with someone just to have a +/-1 or +/-2 and after, simply giving an amulet or a jewel, you may obtain a +10..bio_fan1 wrote...
- I didn't really care for the gift system.
For instance, Leliana can gain very little approval from talking (like
+1) but giving her gifts can get +5 or more much easier. I would like a
better way to gain party member approval through dialogue or non-gift
related actions alone.
How is this different from real life ?![]()
You could say "I love you" to a woman and get a +1 , but if you give her a diamond ring...
Dude, I tried, but you said it so much better.
#282
Posté 15 mars 2010 - 03:24
Kwanzaabot wrote...
Dargar21 wrote...
Because its apart of the lore. In the Dragon Age universe, Dwarves are incompetent at wielding magic.
Again, I'm gonna have to go with "cop-out".
There's absolutely no good reason given for this. Hell, their racial ability only stops magic from affecting them only 10% of the time... why not make it so Dwarves fail at casting spells 10% of the time, too?
I get that it was probably a design descision, but it's an unneccessarily restrictive design descision of DA:O that failed to impress me.
I have no problem with this. It forces you to make a choice. If you want to be a mage, you have many other options. it would be one thing if they left it out and then retconned an explanation. That's not what happened here.
#283
Posté 15 mars 2010 - 03:51
#284
Posté 15 mars 2010 - 04:24
AlanC9 wrote...
Never knew that about KotOR. How is using both mouse buttons better than hitting W, though?
The easy way to move in DA:O is point-and-click, of course. I like that far better, probably because I came in with BG. I never even tried the two-mouse-button thing, though I'll WASD for a second if for some reason I can't see where I'm planning to move.
For one thing, you can move diagonally or turn by slowly moving your mouse to either side as you go forward. For another, I'm very strongly right-handed and WASD is on the left side of my keyboard. With DAO is use the point and click too, but that brings it's own problems when there's someone/thing 'blocking' your way... As I said, this is just an example of how I found the movement/camera control easier to 'mouse with' in KOTOR as opposed to DAO...
#285
Posté 15 mars 2010 - 04:29
And the fact that you can't be an apostate or Dalish mage, though I think a Dalish mage would also kinda technically be apostate, but the fact remains that the Chantry doesn't pursue Dalish mages, so...
And the fact that you have 3 possible origins for elves, but only two for humans and dwarves, and the other for human overlaps with the third option (mage) for elves, barring some dialog options at various points in the game.
And there's the disappointing array of hairstyles. The longest for either gender just isn't long enough for me.
And then there's the whole deal with specializations and standard abilities. I'm not so good with math, but even I know you can only play the game so many ways build-wise before you're re-using the same builds, barring preferred builds.
Other than that, I love DA:O.
Modifié par IDontReallyLikePeople, 15 mars 2010 - 04:36 .
#286
Posté 24 mai 2010 - 10:12
For example, female humans and elves in light armour have tube-sock
bodies, and males or any race in leather armour have their waist
pinched from the front. (Even 'naked', both genders have a large 'small
of their back', which is set too low mesh-wise so their spine inclines
in gradually but their butt sticks out.) I'd normally fix this kind of
thing myself rather than bothering to complain, but I can't get Blender
to work with anything, ever, and therefore have no experience in it.
(That wouldn't stop me trying if I could load it though.)
[2]> Forced combat, little/no hope of withdrawal.
In TES: Oblivion,
a sneaking player could creep past an enemy - or even multiple enemies
- and could in fact pick their pockets! - and get away without ever
being noticed. If one hid for long enough out of sight, a hostile would
eventually give up. (Eventually.) However, in DA:O you are forced to
fight as soon as you come across a hostile, unless you are a rogue with
high stealth rank, there is no way to even catch them by surprise once
you are aware of them.
[3]> Approval system felt a little imbalanced.
That
is to say, characters would react to only a few events, but react
strongly (-13 from Alistair for threatening the Revered Mother, for
example). I would prefer the opposite - approval changes slight, but
frequent.
Say the Mad Hermit asks your Warden if they have ever been
in love, and your Warden is in fact at +100 Love with any romance
option - if you choose 'no, never' or 'not anymore' they will not react
- but shouldn't they...? Nor, if they are at care/adore, will they
react (either positively from the hope you mean them, or negatively
from the assumption it means you're taken - or perhaps taking it too
seriously) if you opt to say 'yes'. If I had the modding skills, and the insane amount of time/patience required, I would make a mod changing this.
Combined
with the gifts, sometimes the approval gets too high, too quickly.
Completing Alistair's/Leliana's personal quests early in the game,
combined with the vast oppurtunities for approval (especially in
Alistair's case) can mean reaching +100 Friendly/Love before you've
scarcely even finished one main task. Since after playing the game
through so many times, I really only play for the
friendships/enemyships, this eventually makes bothering to finish the
game almost a chore..!
[4]> Monotonous fighting
Always with the fighting. I would have appreciate a little bit more thinking... the Gauntlet was one of my favourite parts in the game, and Kitty in the Stone Prisoner DLC, because it required planning and thinking as opposed to RAAAAAHHH WE HAS SUM BADDIES LET US KILL THEM WITH EXPLOSIONS AND SHARP OPJECTS.
#287
Posté 24 mai 2010 - 10:39
While it´s a sacrilege to say I have to admit I´d prefer the game to be a bit shorter - not dumbed-down to an 8-hour campaign of course, but the 25-30 hours campaign like in ME would be better than the current length, I think.
Other than that, the dialogue with companions is great, but a little badly balanced in when it comes. You have to carefully choose when to talk and when not, or you can end up either spending more than a hour talking non-stop or have explored all dialogue options when you´re only halfway through the game, which adds to my first complaint.
My last complaint is the bugginess - both in terms of gameplay bugs (dex bug, e.g.) as well as in the slowdown after a while playing and the heavy lag during huge combats.
To be fair I have to say that the combat lag is at least partly caused by my PC needing an upgrade, but it´s way harder than in other games with similar requirements. Both Mass Effects, for example, work much better.
#288
Posté 24 mai 2010 - 10:44
Silt wrote...
Loot variety: Certainly a lack of "cool" loot in the game, especially for mages and rogues. I prefer finding the best loot while out adventuring instead of buying it from vendors....or being "given" it from a DLC. There were times I went many...many...levels without swapping out gear.
Yea forgot about that. Atm I´m at the point where I use the best modded armor and never change it through the entire game, except for mages when I switch robes for armor.
#289
Posté 24 mai 2010 - 11:06
The fact that Cauthrien would take about ten minutes to swing her sword at me and still have me take damage, along with a ridiculously over-the-top blood spurt, from the opposite side of the room. I admit forthright here to not being a fan of "press button and watch warden swing around and hit things" type combat, which puts me in a bit of a situation amongst you hardcore Rpg-combat types.
Surely there's some compromise that can be made so that it doesn't look like two enemies are just standing infront of each other swinging their swords in an idle direction until a health bar is depleted. Maybe if the animations showed them actually parrying and defending themselves, because at the moment when my warrior does some epic shield bash only to watch the recipient continue some retarded swing until a second after my shield contacted him, at which point he'll dramatcally fly to the ground, I stop believing that I'm a participant of the world, and rather a ****** with a controller.
I'm thinking kind of like the cinematic-style executions, only in active combat between two fellows.
#290
Guest_Magnum Opus_*
Posté 24 mai 2010 - 11:14
Guest_Magnum Opus_*
1. Loot. I'm not entirely sure what it is, but I found loot to be far more unsatisfying than I was hoping for in this game. I suspect it's the degree of abstraction. I keep comparing (perhaps naturally so, but also unfairly) this game to the BG series... now that game had satisfying loot. I could see an object on the ground (the representation of an object on the ground anyway) where I can't in this game. I could pick that object up and it would rattle, clang, *ping!*, or *sshpht* depending on what kind of object it was. Looting was an exercise of picking up things in that game. In DA:O... it's a list. A small, generic picture, a name, a not-so-detailed description of properties, a blurb of history that may or may not be worth reading even once, but a rather nice looking image in the hand of my character (which I often fail to appreciate because there's too much else to look at on that screen, and ogling my sword as it flames in my character's hand is a great way to get me and my group killed)
Whatever the reason, loot just didn't have the same impact. The effects were nice. The stat boosts were good (got a little overkill with some of them, overshadowing the character that wore them at times, but still good). But just not as satisfying as it might have been.
2. Injuries. Kind of became a bit of a joke for me the first time I played. They simply didn't matter. Just for kicks, I didn't even bother healing injuries on Oghren, or head back to camp, but instead just let them pile up. I don't know exactly how many injuries the game actually registered on him, but the display got stuck at around 13, and in terms of overall party effectiveness, I honestly can't say that I noticed anything.
Going down in battle remained very nearly as meaningless as it did in NWN2 and ME. After that first run, I started imposing my own restrictions on how many injuries I'd accept on a character, often going BG-style: main character goes down, it's game over.
But that's about all that comes to mind at present.
#291
Posté 24 mai 2010 - 11:22
#292
Guest_Magnum Opus_*
Posté 24 mai 2010 - 11:30
Guest_Magnum Opus_*
S'pose that means just means it was effective, though, doesn't it?
#293
Posté 24 mai 2010 - 03:03
#294
Posté 24 mai 2010 - 07:13
#295
Posté 24 mai 2010 - 07:14
#296
Posté 25 mai 2010 - 01:32
#297
Posté 25 mai 2010 - 07:36
And no more guys in Alistair's position - someone who completely outranks you and has more job experience but defers to you, only to leap over your head whenever you make a decision they don't like: Case in point: Threatening the Revered Mother in Lothering.
Graphics were also pretty average.
#298
Guest_jsr24_*
Posté 25 mai 2010 - 12:14
Guest_jsr24_*
nightmare needs a buff my 2nd playthrough i was nightmare and i reloaded far less than i did in my first playthrough on normal
id like to see more forced dialogue from companions maybe gifts from them like Alistair asking about your family if you are a human noble and when you kill Rendon Howe next time you are @ camp he gives you maybe your father's knife he found in the estate or your mother's necklace/bracelet i think that would really make you connect with the characters even more(not saying BW did a bad job on this, in terms of character development/interaction this game is incredible), and based on approval they will react to your reaction say Alistair dislikes you he would be like "well it isn't all that special", but lets say you guys are BFF he will have empathy for you and let you grieve or vent to him.
more origins would be cool, but im sure they would make a 100 if they had time/money too, so that is not really a realistic request :/
id like some more finishing moves say you do dual weapon sweep and kill 2 hurlocks standing by each other at same time, after your animation you stick your swords through through them both at same time or decapitate them both in swing animation
this game is great though i still enjoy playing it despite logging about 240hrs total on it
#299
Posté 25 mai 2010 - 04:30
yummysoap wrote...
The fact that Cauthrien would take about ten minutes to swing her sword at me and still have me take damage, along with a ridiculously over-the-top blood spurt, from the opposite side of the room. I admit forthright here to not being a fan of "press button and watch warden swing around and hit things" type combat, which puts me in a bit of a situation amongst you hardcore Rpg-combat types.
Well, regardless of what you think of RPG combat, DA's animations aren't very well integrated with the combat. I'm more bothered by homing arrows, myself.
#300
Posté 25 mai 2010 - 04:37
A wizard did it.AlanC9 wrote...
I'm more bothered by homing arrows, myself.





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