No dynamic weather or day / night cycles and the mere 3 party members that you can have in your party at a time.
Which aspect(s) of DAO failed to impress you
Débuté par
falon-din
, janv. 28 2010 08:20
#76
Posté 29 janvier 2010 - 07:55
#77
Posté 29 janvier 2010 - 07:56
Off the top of my head, there are 3 things I'd like to see improved:
1. You can't save when your party is in combat mode, which is fair. But your party sometimes enters combat mode when nobody's attacking. Equally, your party remains in combat mode if hostiles remain, but no fight is being fought.It forces you to leave the field and reach a far enough distance in order to save your game or transition to another area. The lack of an attack of either you or your adversaries should enable your party to exit combat mode.
2. There should be multiple ways, perhaps feats, to open locks without devaluating the rogue's contribution to a party. Examples: Warriors with enough strength could be able to bash/break the lock; Mages might be able to freeze the lock, and attempt to break it in that condition.
Rogue talents can still be valuable to a party through skills in Stealth, Theft and Traps/Mechanics.
3. The Hold Position feature has some flaws in my opinion. During a battle, the near surroundings provide some tactical advantages, such as narrow doorways or higher platforms. I often tried to shield my more 'fragile' companions by putting up a defensive line with my warriors only to see my enemies slip through it like eels and often in great numbers and simultaneously, surrounding my meatshields in no time. It makes using a defensive line rather pointless.
1. You can't save when your party is in combat mode, which is fair. But your party sometimes enters combat mode when nobody's attacking. Equally, your party remains in combat mode if hostiles remain, but no fight is being fought.It forces you to leave the field and reach a far enough distance in order to save your game or transition to another area. The lack of an attack of either you or your adversaries should enable your party to exit combat mode.
2. There should be multiple ways, perhaps feats, to open locks without devaluating the rogue's contribution to a party. Examples: Warriors with enough strength could be able to bash/break the lock; Mages might be able to freeze the lock, and attempt to break it in that condition.
Rogue talents can still be valuable to a party through skills in Stealth, Theft and Traps/Mechanics.
3. The Hold Position feature has some flaws in my opinion. During a battle, the near surroundings provide some tactical advantages, such as narrow doorways or higher platforms. I often tried to shield my more 'fragile' companions by putting up a defensive line with my warriors only to see my enemies slip through it like eels and often in great numbers and simultaneously, surrounding my meatshields in no time. It makes using a defensive line rather pointless.
Modifié par The Vagabond Vigilante, 29 janvier 2010 - 07:57 .
#78
Posté 29 janvier 2010 - 11:43
Yes in-game day/night cycle would have been great too.
I remember I liked it in The Elder Scrolls.
I remember I liked it in The Elder Scrolls.
#79
Posté 29 janvier 2010 - 11:46
As long as things ar avaliable during night too, I remember in fallout 3 when you have to travel to places and back just to get the night to pass so you could continue your quest. That stunk.
#80
Posté 29 janvier 2010 - 11:48
One thing that does really annoy me is the fast traveling. Why is it that I can fast travel straight into Orzammar, and once I'm there, I can even change my group around, but I can't travel directly to the world map? Why do I have to run out all the way through the entrance and the frostback mountains? Same sort of thing for the Brecilian Forest. There's areas you can travel to, but to leave you have to slowly run all the way through multiple zones.
#81
Posté 29 janvier 2010 - 11:53
Mmm probably the only thing i didn't liked is that you need to have someone for lockpicking in your party. A bash open ability for warriors would have helped (with the chance to lose items).
Day/night and moar weather effects too, as others said.
Day/night and moar weather effects too, as others said.
#82
Posté 29 janvier 2010 - 12:17
I would like the devs to work on the characters' idle animations better. When they're standing, they all look like stiff mannequins, and both sexes stand the same way.
Bioware needs to look at other games and see how characters are modeled with realistic idle animations, and different for the sexes.
Bioware needs to look at other games and see how characters are modeled with realistic idle animations, and different for the sexes.
#83
Posté 29 janvier 2010 - 12:23
The one thing I didn't like about the game the most was the graphics and the limited number of music tracks; also, they really need to design more NPC variety.
Other than that, the best game I've ever played.
Other than that, the best game I've ever played.
#84
Posté 29 janvier 2010 - 12:46
Oh, the sidequests need to be more interesting, sirs!
#85
Posté 29 janvier 2010 - 02:51
I found myself wondering wishing for another female romance option.
It's also a pet peave of mine that I was stuck with Shield Bash as a 2H noble. I read somewhere that they did that to give some CC but Pommel Strike does the same. I don't know.
I love the graphics personally. More consistant death blows would be nice and a few more just to give some randomness to it would be nice. I do have the always Force Deathblow mod on. Ooooh and like others said ranged deathblows and maybe some spell related ones like catchign on fire etc. That's be sweet.
All in all I wouldn't change too much, just a few little things and maybe a younger Wynne-type to get fresh with, she was more my style then the others
Minus being old.
It's also a pet peave of mine that I was stuck with Shield Bash as a 2H noble. I read somewhere that they did that to give some CC but Pommel Strike does the same. I don't know.
I love the graphics personally. More consistant death blows would be nice and a few more just to give some randomness to it would be nice. I do have the always Force Deathblow mod on. Ooooh and like others said ranged deathblows and maybe some spell related ones like catchign on fire etc. That's be sweet.
All in all I wouldn't change too much, just a few little things and maybe a younger Wynne-type to get fresh with, she was more my style then the others
#86
Posté 29 janvier 2010 - 02:55
it is a decent game but not much in the customisation department. armos look bland and not alot of weapon choices. i mean.. the rogue is stuck with daggers only would be great if both weapons and armos where alot more diverse... like in Baldurs gate
#87
Posté 29 janvier 2010 - 03:11
I am unimpressed with the effects on the story of my choices and my origin as of yet.
It is hard to explain more without spoilers but I would really like it if there were huge consequence to what I do, even if whole sections of the game became unavailable to me in certain circumstances.
I probably think like that because I intend on doing many playthroughs making different choices in all of them, I understand why Bioware would not do that because the game could feel short or disappointing to someone who would play it only once. But still, personally, I wish it was so.
It is hard to explain more without spoilers but I would really like it if there were huge consequence to what I do, even if whole sections of the game became unavailable to me in certain circumstances.
I probably think like that because I intend on doing many playthroughs making different choices in all of them, I understand why Bioware would not do that because the game could feel short or disappointing to someone who would play it only once. But still, personally, I wish it was so.
#88
Posté 29 janvier 2010 - 03:21
The three things I want to see improvedare:
1: More of an open world to travel around after the game is beaten and before.
2: More enemies and more battles and dungeons.
3: The way that combat is in general. Not that I wouldn't play it still I'm just kinda sick fo the whole press-one-buttton and the character does some crazy move or something. More action oriented combat. Maybe combos
1: More of an open world to travel around after the game is beaten and before.
2: More enemies and more battles and dungeons.
3: The way that combat is in general. Not that I wouldn't play it still I'm just kinda sick fo the whole press-one-buttton and the character does some crazy move or something. More action oriented combat. Maybe combos
#89
Posté 29 janvier 2010 - 03:22
Three things really disappointed me... or rather... just annoyed me. Disappointed is to strong a word I guess.
1st- The models, especially the heads. So much clipping and other ugly glitches. For example, beards and hair don't mesh perfectly, leaving weird little stuttering tares. I had to remake my elf character three times, because the hair didn't move with the head and would actually impale the face during a few cut scenes.
2nd- The music really didn't do anything for me. I think The Witcher spoiled me
3rd- Archery...
1st- The models, especially the heads. So much clipping and other ugly glitches. For example, beards and hair don't mesh perfectly, leaving weird little stuttering tares. I had to remake my elf character three times, because the hair didn't move with the head and would actually impale the face during a few cut scenes.
2nd- The music really didn't do anything for me. I think The Witcher spoiled me
3rd- Archery...
#90
Posté 29 janvier 2010 - 03:58
The aspect that made me stay up way too late at night playing it totally sucked. Also, that part where my wife got annoyed at how much i was playing could use some tweaking. Perhaps an official mod for that?
Modifié par VanDraegon, 29 janvier 2010 - 03:59 .
#91
Posté 29 janvier 2010 - 04:00
VanDraegon wrote...
Also, that part where my wife got annoyed at how much i was playing could use some tweaking. Perhaps an official mod for that?
It's called a gun.
#92
Posté 29 janvier 2010 - 04:19
The primary source of annoyance: hands down, the American accents. Kate Mulgrew's Flemith and Susan Boyd's Wynne were excellent examples of how terrifically good these can be made to sound. They also suited the dwarves nicely (the male dwarves more so; the females less so--case in point: the irritating young dwarf aspiring to join the mages), but absolutely chafed my ears coming from the elves. Zathrian (Tim Russ) and Varathorn were the only roles I thought to be well done in their execution. The rest sounded more like mediocre university students of classics weighing in with an unremarkably stiff 'Vanilla-American' elocution (underscored when speaking Dalish words--'dareth shiral back at you, man') 'going native' attempting badly to play out roles in an awkwardly performed Sophoclean play. I like to call this phenomenon Serenia syndrome (3:00) after the criminally atrocious performances of the silly new-age t-w-a-t-s who forever destroyed the character of the Myst universe and drove a stake through it. Here for special mention I think especially of Maren the keeper of the Halla and the two elves you had the option of bringing together while being blanketed by the most insufferable musical attempt at evoking sentimentality. With the designers actually giving the lovestruck elf a pouting lip, I was wondering whether all this akwardness was intended as a deliberate joke. Voice casting this way should only make one intone badly along with one poorly voiced elf, "My actions shame me, Master Varathorn". One can be thankful that no such specimen would plague your character throughout his journey as a companion.
Modifié par affandi, 29 janvier 2010 - 04:36 .
#93
Posté 29 janvier 2010 - 04:25
I really hope Bioware don't move towards more "action" oriented combat, JE style...I don't like the idea of RPGs with BeatEmUp combat. I don't think the button mashing style fits particularly well. It's the reason I won't go back to Jade Empire. Twitch gaming is fine in many cases. I just don't think RPGs are one of them
#94
Posté 29 janvier 2010 - 04:37
I'll qualify that by saying that Im meaning Fantasy RPGs...the FPS style in ME worked very well
#95
Posté 29 janvier 2010 - 05:03
It would break quests and even the main plot, but I would love it if EVERY dialog had an [Attack] option.
#96
Posté 29 janvier 2010 - 05:05
This whole "spirital successor to BG" -thing and "party tactical" combat.
It's nowhere near being any kind of successor to BG, one way or other. It might have been the expressed goal, once, a long time ago, but now the need to make an accessible, undemanding and "fun" XBox game have long since obliterated any trace of such ambitions. It's just a KotOR romp in fantasy setting.
Where's the epic? DA:O feature a normal length story with a story End, spelled with capital E. The PC is a throw away, single use. And so seem, ominously, also large parts of Ferelden and Ferelden's history to be.
What party tactical combat? Excuse, me but once the patches were made, I really didn't notice any difference in feel from NWN, KotOR or ME. Just rush forward and watch the win. (Yawn) There seem (drily, now) to be an inordinate amount of admirers for Diablo and Dungeon Siege amongst Bioware developers. And only 3 members, with ready switchouts, NWN style, make for a rather poor party tactical game anyway.
The game was still an awesome experience. I absolutely LOVED it! And I'm still playing it. And that´s the main thing. But that's mostly due to the artwork, story concepts and emotional aspects of the story. Not gameplay mechanics.
It's nowhere near being any kind of successor to BG, one way or other. It might have been the expressed goal, once, a long time ago, but now the need to make an accessible, undemanding and "fun" XBox game have long since obliterated any trace of such ambitions. It's just a KotOR romp in fantasy setting.
Where's the epic? DA:O feature a normal length story with a story End, spelled with capital E. The PC is a throw away, single use. And so seem, ominously, also large parts of Ferelden and Ferelden's history to be.
What party tactical combat? Excuse, me but once the patches were made, I really didn't notice any difference in feel from NWN, KotOR or ME. Just rush forward and watch the win. (Yawn) There seem (drily, now) to be an inordinate amount of admirers for Diablo and Dungeon Siege amongst Bioware developers. And only 3 members, with ready switchouts, NWN style, make for a rather poor party tactical game anyway.
The game was still an awesome experience. I absolutely LOVED it! And I'm still playing it. And that´s the main thing. But that's mostly due to the artwork, story concepts and emotional aspects of the story. Not gameplay mechanics.
#97
Posté 29 janvier 2010 - 05:13
1. No night/ day cycles or any effect on time at all
2. Too small spaces to wonder about.
3. Sidequests? Sidetasks more like.
4. Apaling non-importan character voice acting (take example from your very own games Bioware, you can do it) and not really interesting main characters apart Morrigan.
5. Main plot for 5 year olds. OMG ITS A BIG BAD DRAGON LETS KILL IT...../yawn.
6. Too few classes.
7. Too few skills and badly judged in terms of power as well as absolutely linear skill development.
8. Outcomes of choices only show in the end in small written boxes and dont really have an impact in gameplay.
I have more of course but this list is my personal "favourite".
2. Too small spaces to wonder about.
3. Sidequests? Sidetasks more like.
4. Apaling non-importan character voice acting (take example from your very own games Bioware, you can do it) and not really interesting main characters apart Morrigan.
5. Main plot for 5 year olds. OMG ITS A BIG BAD DRAGON LETS KILL IT...../yawn.
6. Too few classes.
7. Too few skills and badly judged in terms of power as well as absolutely linear skill development.
8. Outcomes of choices only show in the end in small written boxes and dont really have an impact in gameplay.
I have more of course but this list is my personal "favourite".
#98
Posté 29 janvier 2010 - 05:42
I disliked that the PC had to be the party's spokesperson all the time. I'd like to be able to use the other party members for that if they're more charismatic (Leliana is the obvious candidate - perhaps Wynne is specific circumstances).
But primarily, I'm disappointed by the lack of documentation. Even without a printed manual (I understand why there can't be a detailed one of those), it would still be hugely valuable to give us a PDF manual with full mechanical information - spell descriptions with numbers, calculations for how ranks affect spell duration - that sort of thing.
But primarily, I'm disappointed by the lack of documentation. Even without a printed manual (I understand why there can't be a detailed one of those), it would still be hugely valuable to give us a PDF manual with full mechanical information - spell descriptions with numbers, calculations for how ranks affect spell duration - that sort of thing.
#99
Posté 29 janvier 2010 - 06:26
DA is undoubtably one of the better games I've played as of late. To be quite honest I'm hard pressed to find any glaring problems. The only thing I can think of off hand is the lack or armor/weapon models, especially for mages. One of the joys I get out of playing games like this is acquiring new/better and unique looking gear. That's not to say that the weapon/armor models that do exist are bad, most are quite good. Just saying that a bit more variety in the models would have been a boon.
#100
Posté 29 janvier 2010 - 06:29
ericsa wrote...
I remember in fallout 3 when you have to travel to places and back just to get the night to pass so you could continue your quest. That stunk.
Fallout3 had a "wait" button dude





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