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Post by Zemgus on Aug 16, 2016 12:19:24 GMT
TES games has guilds - like mages guild, thieves guild, assassins guild, etc - the player can join. I would like to see something like that in DA. Problem with this in TES games is that you can join them all and it's quite ridiculous when at the same time you can be the leader of all those guilds... I would like to see system be more restricted - if you join the thieves guild you can't also be member of assassins guild, or something like that. I liked to help the Antivan Crows and the Mage Collective in DAO and would like to see more things like that in the future.
I also agree with what someone said about different age groups... if there are no children or old people then it makes the world feel much less alive.
One thing I really liked about SWTOR and would like to see added in DA & ME games: mini-romances with non-companion NPC's. I wouldn't also mind if some of those mini-romances evolved into something more serious (often those NPC's were much more interesting than the actual companions you could romance - especially for female protagonists - so...)
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Post by Fen'Harel Faceman on Aug 16, 2016 18:50:06 GMT
Clothing that doesn't clip clip bloody long hair. You can't imagine how much that annoys me. If the game was a 1st person view, it wouldn't be a problem, I wouldn't see it. Since its a 3rd person view, I see the imperfection. That's something that really needs to be worked on in general... clipping. The sooner they eradicate that the better, imho.
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Post by House Targaryen on Aug 17, 2016 3:48:39 GMT
It kills my immersion in 3rd person.
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Post by Hrungr on Aug 28, 2016 17:29:43 GMT
SofaJockey posted a number of old DA videos in another thread, and there's one fantastic scene in the Warden's Calling video where the Warden is staring down a darkspawn army. Going back to the topic of Crowd Tech, I'd love to be able wage a battle on a similar scale someday...
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Post by saberchic on Aug 30, 2016 13:30:12 GMT
One of the things I'd like to see is a return of the companion behavior tactics. And I LOVE the idea of bringing the chakrams from KoA to DA. I loved that playstyle.
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Post by melbella on Aug 31, 2016 2:09:12 GMT
Not sure if this was mentioned already but a "grab all" loot option. I remember having this in Diablo II and it was great. Hit a key and all the loot from everything you just killed is moved to your inventory (assuming you have space). It saves sooooo much time!
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Post by colfoley on Sept 2, 2016 10:46:34 GMT
Not sure if this has been mentioned or the specifics but maybe looking into upgrading the stealth aspects of the game from just the dissapearing act rogues seem to run. Something like Assassin's Creed system (but better) or XCOMs system of concealment might be nice. Where Rogues don't neccessarily rely on dissapearing, but getting out of the range of the enemy. And with the bonus of enemies not doing the stupid Skyrim or Fallout 'where did they just go' thing but they will then have to worry about the warriors and mages.
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Post by wickedcool on Sept 2, 2016 14:28:10 GMT
Anyone seen the new zelda game gameplay . Theres lots of things that i would love to see in da4
Cold weather gear Flying down from top of mountain Stealth Using the environment such as pushing rocks and fire Spears!!!
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Post by Deleted on Sept 2, 2016 21:58:15 GMT
My criticism is mostly related to combat. Combat in DA:I only shines with a coordinated group in multiplayer, but sucks elsewhere. In other words, in any other scenario, it becomes your typical MMO-ish combat where gear/stats/grind trumps player skill. With this philosophy, the content is locked until you invest time grinding the required gear or stats to overcome difficult fights, and this is especially true in multiplayer where the hardest difficulty is absolutely out of reach for the casual player, yet the most hardcore player will be able to solo it with ease.
I love the build diversity that this games offers, but it's not enough. To take Dark Souls as an example, you can reach the end of the storyline without getting hit, because DaS offers the most skilled player tools to overcome fights even when underpowered, whether it's evasion, parry, stealth, sprinting during fights, etc. It is my belief that the two aren't mutually exclusive.
I'm not saying the combat should look flashier. I love grounded combat that DA:I offers, but it needs something more. Maybe just a tiny bit of mobility, so that my mage doesn't get stuck in animations when all I get is to spam her four abilities. Maybe add a sprint option during combat? Maybe add some sort of stamina management? I don't know.
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Post by LukeBarrett on Sept 2, 2016 22:07:50 GMT
My criticism is mostly related to combat. Combat in DA:I only shines with a coordinated group in multiplayer, but sucks elsewhere. In other words, in any other scenario, it becomes your typical MMO-ish combat where gear/stats/grind trumps player skill. With this philosophy, the content is locked until you invest time grinding the required gear or stats to overcome difficult fights, and this is especially true in multiplayer where the hardest difficulty is absolutely out of reach for the casual player, yet the most hardcore player will be able to solo it with ease. I love the build diversity that this games offers, but it's not enough. To take Dark Souls as an example, you can reach the end of the storyline without getting hit, because DaS offers the most skilled player tools to overcome fights even when underpowered, whether it's evasion, parry, stealth, sprinting during fights, etc. It is my belief that the two aren't mutually exclusive. I'm not saying the combat should look flashier. I love grounded combat that DA:I offers, but it needs something more. Maybe just a tiny bit of mobility, so that my mage doesn't get stuck in animations when all I get is to spam her four abilities. Maybe add a sprint option during combat? Maybe add some sort of stamina management? I don't know. I'm not really at liberty to delve into exactly what my opinions on DAI combat were or what one might do to change it if one were in such a position... But I can say this is certainly an opinion that I've seen echoed elsewhere.
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Post by DragonKingReborn on Sept 2, 2016 22:22:47 GMT
Interesting.
Tell me more...
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Post by Hrungr on Sept 2, 2016 22:50:48 GMT
My criticism is mostly related to combat. Combat in DA:I only shines with a coordinated group in multiplayer, but sucks elsewhere. In other words, in any other scenario, it becomes your typical MMO-ish combat where gear/stats/grind trumps player skill. With this philosophy, the content is locked until you invest time grinding the required gear or stats to overcome difficult fights, and this is especially true in multiplayer where the hardest difficulty is absolutely out of reach for the casual player, yet the most hardcore player will be able to solo it with ease. I love the build diversity that this games offers, but it's not enough. To take Dark Souls as an example, you can reach the end of the storyline without getting hit, because DaS offers the most skilled player tools to overcome fights even when underpowered, whether it's evasion, parry, stealth, sprinting during fights, etc. It is my belief that the two aren't mutually exclusive. I'm not saying the combat should look flashier. I love grounded combat that DA:I offers, but it needs something more. Maybe just a tiny bit of mobility, so that my mage doesn't get stuck in animations when all I get is to spam her four abilities. Maybe add a sprint option during combat? Maybe add some sort of stamina management? I don't know. I'm not really at liberty to delve into exactly what my opinions on DAI combat were or what one might do to change it if one were in such a position... But I can say this is certainly an opinion that I've seen echoed elsewhere. Player skill vs Character skill is an interesting topic. I wonder though how you go about striking the right balance in a game where on the MP side, you're controlling one character, but the main campaign side, you're (potentially) controlling four. If you start incorporating elements that rely on precise player timing - evasion, parries, stealth, sprinting during fights, and so on into the "core, base combat", that's great (and sounds like a lot of fun) if you're just controlling one character. But if you have to rely on those abilities to thrive, it might be problematic when controlling an entire team. It would be an interesting balancing act. Possible issues I see - If the game isn't too reliant on those precise-timed abilities, then skilled players might find the game even less a challenge. If it's highly reliant, it might be a lot to juggle with a group of four. I'm not advocating one way or the other myself. I personally enjoy both styles. If the game can incorporate a little more player skill into the mix, and still be fun/balanced/etc. on both the campaign and MP side - I'm all for it.
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Post by Ondine on Sept 2, 2016 22:56:00 GMT
- FFXIV has a journal (it's a desk with a book and a lantern that you can find at each city inn or buy/craft one for your own house) that you can watch all of your game cutscenes there. DA:I is so time consuming that if I would make another playthrough, I would like to test a new romance or a new character. But I can't because I always want to see my character doing the same thing over and over again. I wouldn't like to replay just so I can see the Haven attack again, or Solas first kiss, etc. We could revive these moments without sacrificing fps recording it (and space).
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Post by Deleted on Sept 3, 2016 0:12:09 GMT
Player skill vs Character skill is an interesting topic. I wonder though how you go about striking the right balance in a game where on the MP side, you're controlling one character, but the main campaign side, you're (potentially) controlling four. If you start incorporating elements that rely on precise player timing - evasion, parries, stealth, sprinting during fights, and so on into the "core, base combat", that's great (and sounds like a lot of fun) if you're just controlling one character. But if you have to rely on those abilities to thrive, it might be problematic when controlling an entire team. It would be an interesting balancing act. Possible issues I see - If the game isn't too reliant on those precise-timed abilities, then skilled players might find the game even less a challenge. If it's highly reliant, it might be a lot to juggle with a group of four. I'm not advocating one way or the other myself. I personally enjoy both styles. If the game can incorporate a little more player skill into the mix, and still be fun/balanced/etc. on both the campaign and MP side - I'm all for it. Of course, my idea is very vague in terms of how you would implement it. I just view it as a general direction combat could improve on if it was to become more like an actual action RPG. IMO, you definitely don't want those 'timing' mechanics in the "core, base combat". It should be a matter of gameplay decision; do you want to choose more precise, timing-based abilities over more reliable abilities, the same way they've implemented combat roll, evade, flash step, parry, etc. as abilities in DA:I, which IMO was the right way to do it. The only acceptable mechanic in that list that I could see make its way into the game is sprinting during fights, with some sort of stamina management. There are so many ways other than a simple 'combat roll' mechanic ala DaS roll to implement a coherent way to dodge attacks. Since DA:I is rooted in a fantasy world, you have tons of choices when it comes to this sort of stuff. You could create dodge abilities per class, like they did in DA:I, and it doesn't necessarily need to look like an actual dodge. E.G. A mage could create a short duration field that slows projectiles and enemies around his self for a very short duration, just enough to get some mobility back. Of course they'd need to iterate a ton over this kind of stuff to find something that works well enough, but with DA:I it just didn't feel right at all. As for "base combat", I think a tiny bit more mobility (when you rotate your character in DA:I, you need slow down then bounce off in another direction), maybe tighter animation delays, less priority to animations, ... could probably solve some issues.
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Post by melbella on Sept 3, 2016 1:05:27 GMT
I much prefer char skill over *my* skill any day. But for the love of the Maker, please get rid of the char slowing down in combat. I should be able to move faster, not be limited to slo mo!
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Post by Hrungr on Sept 3, 2016 2:26:45 GMT
Player skill vs Character skill is an interesting topic. I wonder though how you go about striking the right balance in a game where on the MP side, you're controlling one character, but the main campaign side, you're (potentially) controlling four. If you start incorporating elements that rely on precise player timing - evasion, parries, stealth, sprinting during fights, and so on into the "core, base combat", that's great (and sounds like a lot of fun) if you're just controlling one character. But if you have to rely on those abilities to thrive, it might be problematic when controlling an entire team. It would be an interesting balancing act. Possible issues I see - If the game isn't too reliant on those precise-timed abilities, then skilled players might find the game even less a challenge. If it's highly reliant, it might be a lot to juggle with a group of four. I'm not advocating one way or the other myself. I personally enjoy both styles. If the game can incorporate a little more player skill into the mix, and still be fun/balanced/etc. on both the campaign and MP side - I'm all for it. Of course, my idea is very vague in terms of how you would implement it. I just view it as a general direction combat could improve on if it was to become more like an actual action RPG. IMO, you definitely don't want those 'timing' mechanics in the "core, base combat". It should be a matter of gameplay decision; do you want to choose more precise, timing-based abilities over more reliable abilities, the same way they've implemented combat roll, evade, flash step, parry, etc. as abilities in DA:I, which IMO was the right way to do it. The only acceptable mechanic in that list that I could see make its way into the game is sprinting during fights, with some sort of stamina management. There are so many ways other than a simple 'combat roll' mechanic ala DaS roll to implement a coherent way to dodge attacks. Since DA:I is rooted in a fantasy world, you have tons of choices when it comes to this sort of stuff. You could create dodge abilities per class, like they did in DA:I, and it doesn't necessarily need to look like an actual dodge. E.G. A mage could create a short duration field that slows projectiles and enemies around his self for a very short duration, just enough to get some mobility back. Of course they'd need to iterate a ton over this kind of stuff to find something that works well enough, but with DA:I it just didn't feel right at all. As for "base combat", I think a tiny bit more mobility (when you rotate your character in DA:I, you need slow down then bounce off in another direction), maybe tighter animation delays, less priority to animations, ... could probably solve some issues. I agree that keeping the precise-timing based abilities a choice is probably the best the way to go (short of a better idea were not seeing). And you made an interesting point about the animations. Something to think about for sure. I did have a ton of fun with Ciri's abilities in W3, which were essentially DA abilities with a twist. Short-range fade stepping with no cooldown, a fade step + charging bull ability, Awakenings-style "flicker", etc. which made for a highly mobile, fun experience. But naturally, very micromanage-y to play effectively. It's an interesting quandary for sure!
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Post by Hrungr on Sept 3, 2016 2:39:48 GMT
I much prefer char skill over *my* skill any day. But for the love of the Maker, please get rid of the char slowing down in combat. I should be able to move faster, not be limited to slo mo! I imagine the slower speed is just so you can more easily manage your team in combat. That said, I wouldn't mind seeing it being a little faster... Devs - All we need a Speed toggle/slider! Problem solved! (Sorry... sorry... I couldn't help myself.)
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Post by melbella on Sept 3, 2016 2:46:40 GMT
I much prefer char skill over *my* skill any day. But for the love of the Maker, please get rid of the char slowing down in combat. I should be able to move faster, not be limited to slo mo! I imagine the slower speed is just so you can more easily manage your team in combat. That said, I wouldn't mind seeing it being a little faster... Devs - All we need a Speed toggle/slider! Problem solved! (Sorry... sorry... I couldn't help myself.)
Maybe, but that's kinda what the overused pause button is for. If there was a "normal speed combat mode" toggle, that would be perfect. Also, no auto start combat mode just because I'm in the vicinity of an enemy. I am using stealth for a reason!
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Post by Hrungr on Sept 3, 2016 23:24:07 GMT
Another thread got me thinking about Companion Banter.
With the games being longer now, the banter is spread out rather thinly and I feel because of that, we're not getting that "bonding" feeling with our companions as we did in the earlier (and more condensed) games.
And I wondered if it might not help to have cinematic conversational moments involving all (or varying larger groups) of your companions at regular intervals throughout the game. That way you can get a sense of how they all feel about one another and how those relationships change over time.
Ideally, you'd also vary up the locations and reasons for them being together. Official strategy/big decision meetings, kickin' back at the local pub/brothel, hitting the road together, shopping at the market, birthday party, holiday fair, and so on...
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Post by Hrungr on Sept 4, 2016 0:09:26 GMT
And while on the subject of banter, I wanted to briefly talk about Conversations.
Right now, conversations between NPCs play out with one person speaking, then a pause, then another speaks, then another pause, and so on.
I'm not sure if there are technical hurdles to this, but it would be great if we could have more naturally flowing dialogue among the NPCs. Allow them to talk over one another once in a while, interrupt conversations in mid-stream, make silly noises while someone else is talking, and so on.
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Post by Deleted on Sept 4, 2016 0:18:40 GMT
Hrungr what do you think of the idea of a future DA game getting the Playstation VR treatment? Sounds like a slim chance of this happening, because I see VR fits in more with Mass Effect. But just throwing the idea out there.
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Post by Deleted on Sept 4, 2016 0:37:31 GMT
This thread should be 'what would you like see improved in DA:I'
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem
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Post by Hrungr on Sept 4, 2016 0:40:16 GMT
Hrungr what do you think of the idea of a future DA game getting the Playstation VR treatment? Sounds like a slim chance of this happening, because I see VR fits in more with Mass Effect. But just throwing the idea out there. It's funny you should say that, because a few months back someone brought to my attention they had hacked DAI so that it would work on the Oculus. The experience is quite amazing apparently, but there are hurtles to overcome still - UI for one. Also the processing power required to run the game at a min. 90 fps so you don't wind up with a migraine or vomiting all over the place after playing for an hour... I think we're still a generation or two away on the console side before they'll have enough processing power for AAA RPGs with high-end graphics in VR. I suppose if you're settings are low enough you might be able to have an acceptable experience in PS VR... maybe. But I'm pretty doubtful MEA will make it over to PS VR. We'll get there eventually, and I definitely want to give it a try when they do!
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Hrungr
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Hrungr
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hrungr
Hrungr
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem
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Post by Hrungr on Sept 4, 2016 0:46:14 GMT
This thread should be 'what would you like see improved in DA:I' Yeah... I guess it's drifted away from the OT enough that maybe a title change is in order.
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Post by Deleted on Sept 4, 2016 1:39:46 GMT
Hrungr what do you think of the idea of a future DA game getting the Playstation VR treatment? Sounds like a slim chance of this happening, because I see VR fits in more with Mass Effect. But just throwing the idea out there. It's funny you should say that, because a few months back someone brought to my attention they had hacked DAI so that it would work on the Oculus. <snip> The experience is quite amazing apparently, but there are hurtles to overcome still - UI for one. Also the processing power required to run the game at a min. 90 fps so you don't wind up with a migraine or vomiting all over the place after playing for an hour... I think we're still a generation or two away on the console side before they'll have enough processing power for AAA RPGs with high-end graphics in VR. I suppose if you're settings are low enough you might be able to have an acceptable experience in PS VR... maybe. But I'm pretty doubtful MEA will make it over to PS VR. We'll get there eventually, and I definitely want to give it a try when they do! It looks cool on Oculus and shows there's potential. The way I picture the VR experience is like what Sony showed with Resident Evil at E3. Resident Evil looks scary in VR, because it really feels like you're in the environment. Roaming the dark creepy halls with just a flashlight, the ambient sounds and the anxious feeling something's going to jump out at you. Yeah, I doubt ME:A will get the VR treatment, because the game is almost done and set for release next spring. Maybe in a future game after Andromeda or the new IP BioWare's been working on?
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