DarkSnow
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire
Posts: 84 Likes: 266
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darksnow
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire
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Post by DarkSnow on May 16, 2019 14:06:24 GMT
The combat. Pretty much all aspects of it. - Complete mess with fucked up hitboxes that didn't match the size or shape of the model they were attached to - Sabotaged the setting where magic is often heavily sanctioned by giving warriors and rogues magic-like abilities - Implemented a "tactical camera" by merely attaching the camera to an invisible character which prevented it from passing through or over obstacles - Healing spells replaced with barrier spam. Yay, progress. - Lack of a tactics system from DAO / DA2. The fewer aspects of that shitshow return the better. The null-effort "side quests": click a world item to get a text popup that tells you to go elsewhere to click another world item for another text popup and congrats, you completed a "quest". NPCs initiating dialogue when you got close enough, then said NPC wandering off, interrupting the conversation. Like in all recent BioWare titles: terribly convoluted UI. You said it all for me. I'd underline "Lack of tactics" several times over. I hate having to play against my party while I'm trying to confront enemies and the companions AI in this game were the dumbest I've ever come across. I'd also like to add I deeply disliked having to choose only eight among the talents/skills or whatever they were called for the main character and companions. At least give me an in-game excuse for it, I don't know, like you can memorize only a set number of spells per day (though it kind of goes against the DA lore) or this character hurt his elbow in the last skirmish so can't perform talents depending on arm strength for at least two missions. If a character has that talent he should be able to use it not forget it for a while because there's no space for it.
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cribbian
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
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cribbian
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Post by cribbian on May 16, 2019 15:26:38 GMT
The combat. Pretty much all aspects of it. - Complete mess with fucked up hitboxes that didn't match the size or shape of the model they were attached to - Sabotaged the setting where magic is often heavily sanctioned by giving warriors and rogues magic-like abilities - Implemented a "tactical camera" by merely attaching the camera to an invisible character which prevented it from passing through or over obstacles - Healing spells replaced with barrier spam. Yay, progress. - Lack of a tactics system from DAO / DA2. The fewer aspects of that shitshow return the better. The null-effort "side quests": click a world item to get a text popup that tells you to go elsewhere to click another world item for another text popup and congrats, you completed a "quest". NPCs initiating dialogue when you got close enough, then said NPC wandering off, interrupting the conversation. Like in all recent BioWare titles: terribly convoluted UI. I agree with all of this
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boxofscreaming
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Andromeda
Posts: 943 Likes: 1,658
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Post by boxofscreaming on May 16, 2019 17:58:23 GMT
The hair. Dear God, the hair. I realise it can be tricky, but the first two games had better hair than this. Honestly, there are no good hairdos at all - you'd think you'd be safe with a crew cut, but no, you look like one of those foam tennis balls.
Also the combat and camera controls are deeply unintuitive, especially if you've played the earlier games. Tactical camera mode was a nightmare.
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Post by phoray on May 16, 2019 18:22:09 GMT
I'd also like to add I deeply disliked having to choose only eight among the talents/skills or whatever they were called for the main character and companions. Oh ya. This. This probably contributed a lot to the bad tactics for me. You end up being forced to choose the 8 abilities that are the most useful for a variety of encounters rather than changing your tactics midway in response to what is happening and how the bad guys are reacting. I'm never going to memorize the bad guys weaknesses online, reequip my skills to customize the fight, change my armor to block everything they're good at, and head out for battle. Just no.
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Post by PapaCharlie9 on May 16, 2019 19:47:44 GMT
How do people feel about leveling and the ability to access new regions? DA:I had level requirements for certain regions, and while the topic of level grinding wasn't as prevalent back then, with games like AC:Odyssey and Origins bringing this topic to the forefront do you think they should just give up on enemy leveling entirely? I'm meh about that. Neither loved it nor hated it. I *understood* it's purpose, but it didn't bother as much as it seems to bother other people. Plus, I had Power points coming out of my ears, the way I play, so it was never really the progress throttle it was meant to be. Later, when I started to do my alternative runs (different victory conditions, like kill every dragon and end up with the lowest possible experience level), I mapped out the ideal minimal path through the Hinterlands that gave me enough Power points to unlock the next part. Great if you are doing speedruns. It's here: dragonageinquisition.wiki.fextralife.com/Quick+Walkthru+HinterlandsWRT enemy level, I'm also meh. I've played open world games that do it both ways, no leveling, so you can go farm level 1 critters as a level 100 hero, and with enemy leveling, so you get surprised when some level 101 level mobs clobber your level 100 hero. They both have advantages and disadvantages. I think it's hard to decide in a vacuum. For a game where grinding is important and leveling is fast, enemy leveling is basically a requirement. In games where grinding isn't important or leveling is slow, it doesn't matter as much.
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Finished Dissertation long ago lol. Now happily employed :D
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Post by biggydx on May 16, 2019 20:22:00 GMT
Lack of a tactics system from DAO / DA2. With BioWare going all in on combos being in every game, its removal didn't make any sense to me in DA:I. If I could program the AI to capitalize off of targets I've primed, it would lead to more efficient combat.
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Post by river82 on May 16, 2019 22:37:40 GMT
The combat. Pretty much all aspects of it. - Complete mess with fucked up hitboxes that didn't match the size or shape of the model they were attached to - Sabotaged the setting where magic is often heavily sanctioned by giving warriors and rogues magic-like abilities - Implemented a "tactical camera" by merely attaching the camera to an invisible character which prevented it from passing through or over obstacles - Healing spells replaced with barrier spam. Yay, progress. - Lack of a tactics system from DAO / DA2. The fewer aspects of that shitshow return the better. The null-effort "side quests": click a world item to get a text popup that tells you to go elsewhere to click another world item for another text popup and congrats, you completed a "quest". NPCs initiating dialogue when you got close enough, then said NPC wandering off, interrupting the conversation. Like in all recent BioWare titles: terribly convoluted UI. This 100%
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mattjamho
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Andromeda
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Post by mattjamho on May 16, 2019 22:56:17 GMT
Limiting talents down to 8 slots in combat also ment that you often never used spells that are circumstantial. For example, Icewall was a neat idea, but those 8 slots were precious and swapping our skills was cumbersome, so those 'sometimes' abilities barely got used.
Let us access all talents in combat.
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Post by duskwanderer on May 17, 2019 0:09:17 GMT
The Tactical Camera. I used it once in the tutorial when I had to. After that, never touched it.
The designs for the female characters. They look completely mannish. Women are not men with boobs. They have different bone structures, facial features, and styles. Use it.
The Warrior Bash/Mage Levitate/Lockpick option. However, there is a simple fix: If I am a Mage with a Warrior in my party, and I click Bash, have the warrior go up and do it. Don't make me switch characters, it was annoying.
Fetch quest style sidequests. You can give me a few, in the beginning, as a tutorial. After that, though, give me fewer, but larger, sidequests. Or, if you must do small ones, give them a choice with some gravitas. Example: I'm collecting meat. Make some of the animals diseased, so that I need to be choosy and/or careful with my selections, or I could give tainted meat. Make the choice have a consequence.
The War Table. I should not be waiting to play the game if I've purchased it. Besides, a lot of those quests would've been great sidequests.
Identity politics quests. If a plotline revolves around race, gender, sexuality, or something like that, do us all a favor and skip it.
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Polka Dot
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
Posts: 679 Likes: 1,207
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by Polka Dot on May 17, 2019 20:12:57 GMT
I wholeheartedly agree with the complaints about DAI's combat. I found it a boring slogfest. A few other notes: -- I'd like a return of lore-based healing magic. -- I'd like to be able to change gear in the field. Otherwise, some of the crafting stats are pretty pointless since I'm inclined to equip generic (all-purpose) gear. Example: that dragon with a sliver of health left just regenerated full guard again, and I can't swap to the weapons I'm carrying with guard damage bonus...
I really hated the female walk/run animation. It's one of the reasons I didn't buy the game on release.
I don't appreciate their insistence on maintaining party balance. Barriers (and quest objectives) that require a specific class to solve can FOAD.
Some of the problems in the maps being so large were the banters being so stretched out and background soundtrack coming and going.
The mounts were a nice addition, but having to stop and fight every hostile animal I came across - not so much. If mounts return, I'd like them to be able to run past hostilities.
I'm not a fan of "iconic" appearances, and found their insistence on making armor items look different on each character a complete nuisance for several reasons: -- It makes the world feel like it lacks any sort of internal consistency. It's one thing for an item to be equippable on different body models, quite another when it changes appearance to the degree that they do. -- It complicates the armor crafting process. I needed to check the appearance of each schematic for each character before crafting any gear, since they looked so different depending on who was wearing it. -- Although tinting helped to some small degree, the variety in armor appearance made it difficult for me to find fallen allies on large battlefields. I wasted quite a bit of time (especially in dragon battles) hunting for them so I could rezz them. It would have been so much easier if I could have equipped them all in some Inquisition armor in a color that would stand out against the ground texture palette...
I'm also not especially keen on armor being class restricted. In DAO, I sometimes give rogues enough strength to wear medium armors... and I'm generally not a fan of mage robes, period.
RE level scaling and content gating - I don't like either. I'd like to have been able to explore and quest in more map areas while still in Haven, because things feel more urgent once Corywhatshisbuckle has been revealed. I know they like to use content gating to enforce story pacing, but the more control I'm allowed over pacing, the better it flows for me.
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Post by AnDromedary on May 17, 2019 20:26:37 GMT
Most of th stuff that I care about has already been said. My biggest emphasis would be:
- No shards and over all less filler content and text based "side quests". - No more dialogue without cutscenes, facial expressions and a camera that remains 10 meters away (at the very least, if cutscenes are too hard/nuch, do an over-the-shoulder perspective like ME:A). - Tone down on the crafting, it destroys balance and enforces boring material harvesting. - Make an immersive UI, not this ist based atrocity.
Gleadan's points on the combat system are good but I don't care about it that much tbh. I never found the combat in DA that engaging in the first place, so it's not super high priority for me.
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...lives for biotic explosions. And cheesecake!
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Post by Kappa Neko on May 17, 2019 21:43:50 GMT
We're just listing actual features not stuff that was broken like the banter bug (that I partially had too), right? Then: 1. Combat: Worst aspect of the game. Granted, I played on Normal which was so easy my face fell asleep. But I didn't want to spend more time with it than necessary so I didn't bump up the difficulty. As a mage it boiled down spamming the awesome buttons and waiting for the cooldown of the awesome buttons. Very very boring... 2. Insane enemy respawn rate: You couldn't pick elfroot in peace because literally 2 minutes after you cleared an area and started gathering stuff, the enemies would already respawn. It felt like being stuck in combat hell. Godawful. 3. Side quests: Don't need to go into detail. They just sucked. 4. Open world: It just sucked. Go back to how you did things before or step up your game, Bioware. 5. Inquisitor: Please give us a new protagonist who isn't a total doormat, thank you. That's actually my second biggest concern after combat. 6. Shards and bottles: I don't care for collectibles. And inane jumping "puzzles" make a tedious unnecessary feature so much worse. 7. Zoomed out conversations: Don't save money this way again. Bring back proper close-up conversations. 8. Cartoon villain: Please write a better main story villain or just make Solas the main baddie, he was fine. Coryfish on the other hand was embarrassing. 9. Power gating: Yes, I disliked it too. Not that big a deal but in the beginning it was annoying.
10. Little atmospheric music: That wasn't actually a bug, right? There just was no music when exploring, right??
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https://images4.alphacoders.com/101/thumb-1920-1010967.png
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Post by warden on May 17, 2019 22:53:55 GMT
8. Cartoon villain: Please write a better main story villain or just make Solas the main baddie, he was fine. Coryfish on the other hand was embarrassing.
Solas it's just Corypheus 2.0 but with a bit more character development because he got more screen time but that's about it.
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Post by pessimistpanda on May 17, 2019 23:15:43 GMT
The stock-standard fantasy story and the cast of over-privileged twats fighting to preserve a terrible status quo.
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yogsothoth
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
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Post by yogsothoth on May 18, 2019 0:32:57 GMT
This is for my story/companion complaints, I might do one for gameplay later. - Returning Companion:
The returning companion has never been handled well. Oghren was reverted back to a drunk and had to go through the same character arc again, Anders became a totally different character to the point where it was obvious that Velanna should've been used instead, and Varric was only used to say "Red Lyrium bad/Cassandra mean/Hawke good/Bianca Mary Sue." I don't want a returning companion. - Advisers:
I liked the idea of a group of the advisers, but they were handled terribly. Cullen was always a joke, Leliana was constantly out-spymastered, and Josephine never had any hurdles and everything always worked out perfectly for her. If they do another group of advisers, they should be more balanced in terms of accomplishments. - Disparity in Companion Importance/Relevance:
This is particularly relevant for Vivienne and Sera. Vivienne had relevance to three different plot threads in Inquisition (Chantry/New Divine, Mage-Templar War, Orlesian Civil War) yet had the least amount of content of all of the companions. Sera, the least plot-relevant companion, had at least three times as much content as her. How did this happen? - Growing Divide between Gameplay and Story:
It's getting pretty ridiculous how some companions can believably be involved in fights without getting seriously injured or killed, or are capable of doing anything towards the enemy they are fighting. This started in Origins were it's made consistently clear how dangerous it is to fight Darkspawn or be in blighted areas if you're not a Grey Warden because of how easily it spreads, yet only two party members (one being the protagonist) are Grey Wardens. The rest never have any consequences for fighting through a literal horde of Darkspawn during a Blight. The same happens again in Inquisition, where not only is Red Lyrium everywhere, but the player is going up against a person/group that is capable of causing an explosion that rips holes in the Fade, yet is bringing along some random Elf and Dwarf archers. What can they do? They provide support with their networks sure, but what can they do against a villain capable of literally creating demon-spawning holes in the sky? The mages, Cassandra, and Cole all make sense to be in the party, and even Iron Bull has access to pseudo-Blood Magic through his Reaver abilities, but Sera, Varric, and Blackwall have no business being on the front lines with the Inquisitor. (Blackwall ironically became more justifiable when a potential Archdemon appears, but is made irrelevant again when both the dragon is revealed to not be an Archdemon and he is revealed to not be a Grey Warden.) This is probably going to be worse with DA4, since we have seen what Solas can do, yet I imagine the party is going to have at least a few people who have no conceivable means of doing anything remotely useful to stop him in a fight. - Victory by Deus Ex MacGuffin:
I am not happy how reliant Bioware has become on Deus Ex MacGuffins. I am willing to bet that once again there's being to some convenient MacGuffin that just so happens to stop ancient elf instant-petrification and will be needed to stop Solas. For once, I want a group that is capable of going up against the villain and can stop them on their own without the need of some ancient device that solves all of their problems.
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Iakus
N7
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Iakus on May 18, 2019 1:17:28 GMT
What I hope DOESN'T return:
RNG for schematics. You would not BELIEVE how many trips I had to make to that stupid dog merchant to get a schematic I PAID A PERK TO UNLOCK to actually show up in the inventory!!!
No healing magic. Barrier was a cr*ppy substitute. And didn't make mages any less vital for the party. It just made barrier a "must have" power.
Limited usable powers no matter how many you actually learn. Limiting player like this is just plain dumb.
Mages schools being dumbed down to frost, fire, and lightning. If I wanted to play this kind of character, I'd just play an archer rogue. And they're actually more versatile.
Returning companions. Seriously, ditch the baggage of previous games and let this one stand on its own.
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melbella
N6
Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: melbella
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Post by melbella on May 18, 2019 1:55:43 GMT
Limited skill slots (already mentioned).
Not mentioned: crappy indoor lighting.
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Post by PapaCharlie9 on May 18, 2019 14:46:15 GMT
RNG for schematics. You would not BELIEVE how many trips I had to make to that stupid dog merchant to get a schematic I PAID A PERK TO UNLOCK to actually show up in the inventory!!! This reminds me of something I need to add to the LIKED list: the addition of the NG+ feature, The Golden Nug. The RNG schematics were only a problem on your first run, as a result of the addition of the Golden Nug.
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melbella
N6
Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: melbella
Prime Posts: 2186
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Post by melbella on May 18, 2019 16:15:11 GMT
Also disliked the artificial level ceiling. If there's enough content for me to max level before end game, the max level is too low. Raise it high enough that no one can get there in a single PT but don't make it so low that late game quests are basically worthless.
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Post by PapaCharlie9 on May 18, 2019 19:11:19 GMT
Also disliked the artificial level ceiling. If there's enough content for me to max level before end game, the max level is too low. Raise it high enough that no one can get there in a single PT but don't make it so low that late game quests are basically worthless. It would depend on what else is uncapped. No cap on skill points won't work, since there's only a limited number of skills (barring DLC) to spend them on. If enemies scale to your level, and level is factored into combat somehow, that makes combat damage open-ended, which won't work. But if just XP level was uncapped and nothing else, sure, that would be fine. Alternatively, add "prestige" levels above the cap. They get you some kind of special perks or unlock special content, but otherwise, don't impact anything else (same effect as capping skill points and combat).
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Post by dagless on May 18, 2019 21:03:11 GMT
The main issue for me was just the overall balance of role playing, choices, side quests, etc.
There was so much in skyhold area, with 30 odd characters to chat to, pick up missions from, romance etc. but not really a lot in the main world, where there were precious few settlements and characters. They really needed more towns and villages in the actual game with interesting quest lines to pick up. Not everything needs to be about your party.
Then there was the whole war table thing, which in principle I actually quite liked, but was often too separated from the main game. A lot of political decisions here seemed really quite intriguing, but were relegated to a couple of lines of text (fine for a strategy game, not so good for an action RPG). Making decisions on the war table, then playing out the consequences in the main game or vince versa would have been ace, but very rarely happened.
Too many collect lots of the things quests is obvious, but I feel it was more the overall structure than seemed a bit off to me.
Don’t get me wrong. It certainly wasn’t a bad game, and I liked a lot of things they did with it, but it just didn’t quite gel together enough for me compared with Origins.
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Post by Vall on May 19, 2019 10:43:29 GMT
Also disliked the artificial level ceiling. If there's enough content for me to max level before end game, the max level is too low. Raise it high enough that no one can get there in a single PT but don't make it so low that late game quests are basically worthless. I'm personally of the exact opposite opinion. Level cap gives devs fairly constant power level to count on when crafting late game content instead of having to deal with forever increasing player power that eventually trivializes everything but one hit kill mechanics (and even those can often be bypassed, lessened in danger, or skipped with enough power). And I think skill points are most interesting when you don't get everything eventually. Side effect of having ever increasing player power is that newly added content runs the risk of either being trivial for those who have been using the same save for a while, or requiring those who haven't to grind to be able to enjoy it without feeling like hitting their head against a concrete wall. Enemy scaling still helps somewhat, but it's not a foolproof way to combat this. And if you cap both skill points and power, why keep levelling up, it doesn't really get you anything anymore. If quests are not worth doing once you hit level cap, I think it's the quest design (both narrative and rewards) that should be questioned, not the level cap.
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Post by themikefest on May 19, 2019 13:48:37 GMT
I do agree that the leveling wasn't the greatest since I was able to reach max level before reaching the end of the game without doing everything in the game including dlc. If anything, just make the requirement for each level higher. If a level requires 10,000 experience points, make it 15,000 or double it to 20,000.
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Aug 30, 2023 16:01:17 GMT
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PapaCharlie9
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papacharlie9
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
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Post by PapaCharlie9 on May 19, 2019 15:41:01 GMT
I do agree that the leveling wasn't the greatest since I was able to reach max level before reaching the end of the game without doing everything in the game including dlc. If anything, just make the requirement for each level higher. If a level requires 10,000 experience points, make it 15,000 or double it to 20,000. Battlefield did it this way. The jump from officer to general was an insane number of experience points. It typically would take an ordinary player several months to achieve the jump in rank. A A no-lifer who played every day could do it in 3 or 4 weeks, but that's still several orders of magnitude longer than the lower rank jumps. You could jump a rank or two in a single day. EDIT: Lol, I just refreshed my memory, and the reason the jump to general took so long was because it no longer relied solely on XP, it relied on hours played, 1080 hours in BF2.
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melbella
N6
Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: melbella
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Apr 24, 2024 19:14:16 GMT
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Trouble-shooting Space Diva
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
melbella
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Post by melbella on May 19, 2019 16:03:57 GMT
If quests are not worth doing once you hit level cap, I think it's the quest design (both narrative and rewards) that should be questioned, not the level cap. Let me put it this way: playing DAI with the "Take It Slow" (half XP earned) trial turned on, so that I didn't max my level/XP until late in Trespasser, was way more enjoyable than playing without it and maxing my level/XP in Arbor Wilds with the end of the main game + 3 DLC's left to play.
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