Which aspect(s) of DAO failed to impress you
#101
Posté 29 janvier 2010 - 07:29
The side quests are weak and they are a big part of the game and do detract from my enjoyment over all. But most other things that bother me are small and don't detract from my enjoyment of the game. I can list those in a bit though I expect I won't have anything too new from what must already be in this thread.
But I do wonder about the Skills. Couldn't they just be talents/spells? I have no problem with the idea that the game favors a weakening/breakdown of "classes" in general in favor of specializations. But really, a warrior in massive armor is a pickpocket? Any/every character can use poison? Or disarm traps? I wonder if skills could just be lumped in with talents/spells, specializations expanded, and the number of points you get to distribute tinkered with? No biggie it just seems awkward.
Otherwise:
More mage clothes and better hats.
Camp chest (mods for this I know).
Bodies remaining in places like the Circle.
Another choice or 2 for mage NPCs. (I like Morg and Wynn both)
Team all bunched up and scrambling after a cut scene but before a fight.
No ability to stop auto-movement on a single character.
Ditch backpacks; go with 125 slots by default.
And finally, being the non-joiner that I am, I don't like having to be a Warden. Of course that is not a fault of the game. It's part of the story.
#102
Posté 29 janvier 2010 - 07:38
soteria wrote...
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.
I think it was the game Oblivion where when you sleep you have to watch a fillbar fill up while you slept. Regarding that a friend said, "I hate that! How is that fun? Who would add that into the game?"
I've adopted his catchphrase. Running through multiple zones to get to the world map? Or Camp? Even when you're already outside? In a forrest no less! "How is that fun?"
#103
Posté 29 janvier 2010 - 07:39
Auto regen and MMO style cooldown timers flatten out encounter design, ie: you confront every fight with a fresh party, no post-battle or pre-battle strategy is needed, saving abilities for tougher fights is a non-issue. -
"Rude" cut-scenes that teleport your party into unfavorable positions prior to an attack -
No day/night cycle or calender system -
4 character party limit -
Origin stories are a nice touch and required a lot of thought, but ultimately one wonders if the limits the stories place on race/class variety and combinations is worth it -
Modifié par Szegedin, 29 janvier 2010 - 07:40 .
#104
Posté 29 janvier 2010 - 08:00
- NPC at camp trying to sell DLC. Please leave shameless in-game OOC marketing to the free MMOs
- No way to flee from combat (that I've found anyway)
- Cutscenes that force-move your whole group to stand right in front of an enemy and forcing you to start the fight right there.
- No matter how much time you spend travelling around doing side quests the darkspawn don't move/attack more villages until you're at a certain plot point
- Not feeling that time is passing (no night/day cycle, most of the 'flavour' npcs stays glued to their spot or have a very limited patrol path to follow)
-The same light armour set or robe look like different designs on male and female models. I know this is done a lot in fantasy rpgs but come on... ><
-The light armours looks meh at best and the robes and hoods/hats look horrible.
-Males and females have the same (male) walk/move animations
#105
Posté 29 janvier 2010 - 08:03
#106
Posté 29 janvier 2010 - 08:04
My #2 issue was that the 4 man party was too limiting in terms of NPC interaction. OK, I need Alistar for Redcliffe’s story, Wynne for healing the militia, Lia or Zev as a rogue … Oh well I guess that I’ll take nearly the same party to that part of the story just about every time I play through I guess.
#107
Posté 29 janvier 2010 - 08:08
Szegedin wrote...
Auto regen and MMO style cooldown timers flatten out encounter design, ie: you confront every fight with a fresh party, no post-battle or pre-battle strategy is needed, saving abilities for tougher fights is a non-issue. -
"Rude" cut-scenes that teleport your party into unfavorable positions prior to an attack -
No day/night cycle or calender system -
4 character party limit -
^^^ These
The lack of day/night/weather cycle is inexcusible for a game like this, with the dev cycle it had.
#108
Posté 29 janvier 2010 - 08:09
#109
Posté 29 janvier 2010 - 08:48
-Not being able to change party members in all areas. Sometimes when you have random encounters and your PC isn't a rogue or you don't have Leliana or Zevran with, you can't open the chests or disarm traps. I know it's more "realistic" but it's still a bummer.
-Pause/pick talent or spell/play battle system is a little annoying. Sometimes you can't get a talent or spell off in time and an enemy already just took half your hp away.
-Mages need more willpower as well as rogue and warrior. Even if you max it out, I feel there's still not enough.
-Obtaining more gold.After completing all quests and ransacking corpses, we need more gold. Or, the merchants need to lower their prices.
- Not enough slots for talents/spells on the battle-menu shortcut. I know theres not enough buttons to select them. Maybe do away with it and assign them to the D-pad? Like Oblivion.
- More hat varieties for the mages. lol
- Can't see the boots on the mages when you equip them. All you see is the shoes that come with the ensembles.
- More armor and weapon varieties.
- Party chest at camp.
- Why can't we wear earrings so we can look cool like Duncan? :happy:
- Bigger necks and body types for both sexes. If my PC is a two-handed weapon-wielding-wench, she needs to look like she can handle that bad boy and not have a neck that looks like it can snap in two when the wind blows.
-Better tattoo choices.
-Better hair choices.Longer hair.The hair doesn't move it lays flat. And what is up with that female hairstyle with the bangs and braid? It looks like a hairpiece taped to their head.
-Ability to change the way your PC looks again and change your job one last time when you start off in the background story.
-A better way for tanks to keep hate.Sometimes the enemies will still attack another party member even if you use Taunt etc.
-More beard choices for the male PC's and the beards and stubble doesn't blend in with the hair.Where are the regular sideburns instead of the mutton chops? When you pick a beard, the chin and jaw settings get put back to default.That should be fixed.
-Male PC's should have the choice to wear makeup.What if your guy doesn't get alot of sleep? Being a Grey Warden, I would suspect he doesn't.He would have dark circles.Not dark circles with big wrinkles that looks like hes rounding out to about age 60.Or what if he got a touch of sunburn,has a scar or naturally has rosey cheeks or likes to wear lipstick? That would help customize your PC more.
I agree with most of the posts.
This is a good game all around. It just needs little tweaks and the battle system needs to be fixed.
Modifié par Alyka, 29 janvier 2010 - 08:50 .
#110
Posté 29 janvier 2010 - 08:50
the story/character intereactions were terrific, so I definitely agree here is that the downfall is that characters hardly initiated conversations with me. I bed Alistair, dump Leliana AND Zethran for him, and then he doesn't talk to me ? Meanwhile he's chatting up Morrigan and Leli as we wonder around.... SHEESH,
Also, if you play on easy mode you dont have friendly fire .... At least, when I was blasting with my mage I never killed my group
#111
Posté 29 janvier 2010 - 08:57
Some other minor quibbles:
a) People have been complaining about the "PC gets ported to front and center" pre fight dialog since I don't how long across various games. It sucks and I can't understand how this feature keeps creeping into games when it's so well documented that people hate it.
c) I like resistance potions. Those are great. I hate resistance gear. Resistance gear makes combat trivial if you know you're encountering that type of creature. Once I got my PC into Knight Commander armor and the rest of the spell resist gear mages were basically a non-isssue.
d) Enemy A.I. One guy out of a room shouldn't be the only one to come looking when he takes an arrow to the chest.
e) Customizable weapons and armor. There should be an NPC smith in the game that can change the appearance of each piece of gear in the game while retaining it's stat values.
f) Said this in the other thread but I think longswords should be able to draw from dex for damage since they can be thrusting weapons as well. Daggers would still hold attraction due to the increased speed (more posion procs etc...). Or bring back some form or rapier. I kept wishing as a rogue I could main hand a long blade without having to keep my dex at a min.
#112
Posté 29 janvier 2010 - 09:02
I'm with soteria. Completely. But I don't think it's such a big deal, the game being good. But one thing I really miss in these newfangled "fun" action/semi-action console rpgs, is really the sense and feel of journeying.booke63 wrote...
soteria wrote...
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.
I think it was the game Oblivion where when you sleep you have to watch a fillbar fill up while you slept. Regarding that a friend said, "I hate that! How is that fun? Who would add that into the game?"
I've adopted his catchphrase. Running through multiple zones to get to the world map? Or Camp? Even when you're already outside? In a forrest no less! "How is that fun?"
As for "how is that fun", I think as a criticizm of Oblivion it's silly. If that bar isn't done in seconds, as it is in my Oblivion on my PC, then something is going on in the background, changing the environment, whatever, and it serves the purpose of showing the passage of time.
Also I think you have no reason to believe that you can judge whether traveling would be fun or not. You haven't seen any implementation or experienced any justification for it.
Personally, I'm so fed up with stupid teleportations from action spot to action spot, to the degree that I seriously question what "fun" is the action spots? It's always the same, early or late in the game, regardless of level and experience, just rush forward and watch the win. Tiresome anyone? It feels like it's aimed for 14y olds. If there is anything recent RPGs need to reconsider, it's that. I'd start with abolishing the holy level scaling. Let the player beware of where he goes, at what level of strength.
#113
Posté 29 janvier 2010 - 09:14
Solica wrote...
I'm with soteria. Completely. But I don't think it's such a big deal, the game being good. But one thing I really miss in these newfangled "fun" action/semi-action console rpgs, is really the sense and feel of journeying.booke63 wrote...
soteria wrote...
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.
I think it was the game Oblivion where when you sleep you have to watch a fillbar fill up while you slept. Regarding that a friend said, "I hate that! How is that fun? Who would add that into the game?"
I've adopted his catchphrase. Running through multiple zones to get to the world map? Or Camp? Even when you're already outside? In a forrest no less! "How is that fun?"
As for "how is that fun", I think as a criticizm of Oblivion it's silly. If that bar isn't done in seconds, as it is in my Oblivion on my PC, then something is going on in the background, changing the environment, whatever, and it serves the purpose of showing the passage of time.
Heh, you won't catch me putting Oblivion down; I played the heck out of it. My friend's voice is just stuck in my head, and It's funny to me. I mention it in the forum just to suggest/remind us that fun really is the essential point to playing games like Obivion or DAO. And with the exception of the weak side quests, I have no criticisms of DAO that impinge in any appreciable way on the fun factor of the game.
#114
Posté 29 janvier 2010 - 10:38
Goldbrand + a good shield, max blade and block skills, also get a high archery score, use your melee special moves, always be in stealth mode, ... and there are also the spells!!
It was very diverse and amusing especially at the highest levels when you master your weapon skills and all. It was unlike any game I've ever seen!
The pause/play style and turn-based strategy of DAO is an entirely different story. It doesn't compare to Oblivion of course but it has its charms.
#115
Posté 29 janvier 2010 - 11:07
Oh and falon there's nothing turn-based about DA.....
#116
Posté 29 janvier 2010 - 11:11
I expected dragon age origins being a 'dark' fantasy to have a far darker ending. I admit, it was a good story, but it felt far too gentle, far to happy.
Choices and consequences were good, but just not brutally unforgiving enough. I wanted to make a choice where my char would actually turn on me, or have a consequence where I am forced to kill someone innocent for the sake of the future.
There was a fun choice towards the ending (no spoiler given here) but equally... It felt too typical, it wasnt evil enough.
I propose that development of the awakening expansion needs to consider that a dark fantasy needs to be "dark". Things rarley end happily in dark fantasies, especially ones that start a genre.
The choices in the Awakening need to be "alot" harsher on the player, and give them a full taste of just what it is to be part of a 'dark' fantasy where betrayal, brutality and general cruelty lurk at every corner.
This isnt Dragon Age: Rainbows, its Dragon Age, the dark fantasy rpg.
#117
Posté 29 janvier 2010 - 11:13
Modifié par falon-din, 29 janvier 2010 - 11:16 .
#118
Posté 29 janvier 2010 - 11:20
Wrath of Doom wrote...
My biggest disappointment with DA:O is the fact the main character remains a mute in conversations. I got spoiled after ME.
I agree, the main character seemed much less a character then the other companions. Of course, all the other companions seemed so "Alive" that's not much of a knock.
I know it's not feasible, but it would have been nice to have the voice you picked in the dialog.
#119
Posté 29 janvier 2010 - 11:54
If the world was open i.e. so you could leave Redcliff (or where ever) ride/walk across Ferelden to Denerim gates then load screen into Denerim. Basically sandbox....think 'Legend of Zelda: Ocarina of time'
Mounts (Horses... hopefully Griffins in future) to get around
Better design of mage robes, light and medium armor, what happened to the SA armor and concept armor designs?
Better design of weapons, where are all the beautiful elven weapons and what not? they're really out of proportion also.
The limited Origins you can choose, why can't I be a poor Human, an apostate mage, a chantry preist, a wandering Quanari?
The game being shutdown after you complete it, why can't I go and finish all the side quests?
That being said I really liked the story and characters, it does annoy me though that it is so close to being perfect but fails on these parts.
Modifié par Faz432, 30 janvier 2010 - 12:02 .
#120
Posté 30 janvier 2010 - 12:07
falon-din wrote...
I'm not b****ing here. I just believe that feedback matters.
The story had its flaws and its clichéd tone.
The game needed a few more background music tracks.
All the costumes of non-warrior NPC's were basically rubbish with too little variety. Maybe chantry robes looked nice but the rest spoke of a serious lack of creativity/effort. There was also that nonsensical gloss making it all the uglier.
Also the lack of "save replay" function annoyed many of the people who would have loved to see all the action pause-free.
Now your turn.
I just started reading jordan's Wheel of time series, and I was dissappointed as to how close the DA:O story resembles the first book. Not everything, of course, but an awful lot.
Other than that, I knew there wouldn't be much in the way of exploring in this game, but there was even less then I would have imagined. I thought the character advancement system and the combat system seemed very MMO like and rather simplistic. Everything seems scripted, and, to me anyway, there is very little replay value.
#121
Posté 30 janvier 2010 - 06:37
Lower difficulties disable direct damage from friendly fire.GregorLightbringer wrote...
For me, some of what you guys are saying and 2 more things: For one, not being able to go back to all the places you had been after you beat the game. Though I suppose by how the game ends that is kind of logical. For two, no disable setting for the "friendly fire". I don't mind difficult, but I have a hard enough time playing the game without the threat of killing myself and my companions, than-you very much.
They don't disable secondary effects of spells, and non-party allies are still affected, though. Both of which are things they need to fix...
#122
Posté 30 janvier 2010 - 08:05
Well, if it's genetic (which it could be, with every dwarf without the immunity having been bred out long ago) then the dwarves will probably continue to be immune unless there's a mutation or they crossbreed with humans and/or elves.Kwanzaabot wrote...
Secondly, they are handwaving the reasoning, by saying "oh by the way, Dwarves don't enter the fade when they dream". Why exactly don't they enter the fade? I think Dagna says something along the lines of that it's all the lyrium in the caverns, which has somehow given them a natural resistance to its effects (which for whatever reason must include going to another dimension when they dream)... but what about surface Dwarves? What's their excuse?
Seconded.Sylvius the Mad wrote...
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).
What I'd actually like to see is Coercion actually being an option for companions as well as the main character, with the option every so often to turn the talking over to a companion (once you've established the subject of the discussion). The problem would be, of course, is that the companion would then be attempting to resolve the situation to their satisfaction, which may not always be aligned with yours.
#123
Posté 30 janvier 2010 - 08:16
Combat System felt sort of incomplete, at least for the melee classes. Not enough Talents compared to Mages.(Minor Gripe)
Light Armor bland and very little variation, same goes for medium armors.The best mage robes looked like rubbish(Minor Gripe, i wear Warden Commander set as a Rogue because it looks 1000x better than any light armor)
#124
Posté 30 janvier 2010 - 08:48
There's not nearly enough variety in the game's visual inventory. I've only seen a handful of skins for each armor classification (mainly disappointed with the robes) and more palette swaps than should be permitted now-a-days...
My biggest disappointment, however, is the primary campaign... It's too short! Luckily enough there's a remedy in the works to solve that complaint!
#125
Posté 30 janvier 2010 - 09:09





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