LittleBigFrank
N2
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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
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Post by LittleBigFrank on Jan 29, 2017 9:06:18 GMT
I hope for more Maps, more Craftings and better Career opportunities.
So not so great increase for Damage, but it must be needed to Play Rouges over 200 promotions.
But the most important Thing is the have to bann Cheaters!
Thats possible in other Multiplayer, it can be for the first Time they Cheat they are banned for a month, perhaps the second time to, and then forever!
And a protect for cheating.
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Post by 3y3vr3 on Jan 29, 2017 13:04:02 GMT
1) More outdoor maps with elevation gains and maybe even weather effects if possible, which could be utilized tactically in battle. So far FC is the only map you can reliably kill enemies with fall damage. Need higher stairs in the other three 2) More varieties regarding top-tier gears. Now the choices for the most powerful weapons are only Hakkons/crescent no matter which agent or what build you use. It would be interesting to have more weapons that have sepecial damage bonus/unique ability procs if you build and play an agent in a certain way. (Like bosun's blade) 3) No unlimited promotion system that eventually renders character builds irrelevant. 4) No region lock. 5) Challenges/achievements which encourage teamwork, creative play and/or specially designed for each agent, instead of mere grinders. Something like successfully knocking down X number of enemies with one charging bull, or having Y kinds of different status efffects going on at the same time would be fun, no? 6) Themed weapons like ham/spoon for mages and rogue. Perhaps a broom for the mages?
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Post by Gilli on Jan 29, 2017 15:05:47 GMT
1) More outdoor maps with elevation gains and maybe even weather effects if possible, which could be utilized tactically in battle. So far FC is the only map you can reliably kill enemies with fall damage. Need higher stairs in the other three 2) More varieties regarding top-tier gears. Now the choices for the most powerful weapons are only Hakkons/crescent no matter which agent or what build you use. It would be interesting to have more weapons that have sepecial damage bonus/unique ability procs if you build and play an agent in a certain way. (Like bosun's blade) 3) No unlimited promotion system that eventually renders character builds irrelevant. 4) No region lock. 5) Challenges/achievements which encourage teamwork, creative play and/or specially designed for each agent, instead of mere grinders. Something like successfully knocking down X number of enemies with one charging bull, or having Y kinds of different status efffects going on at the same time would be fun, no? 6) Themed weapons like ham/spoon for mages and rogue. Perhaps a broom for the mages? 1) Aww yes! 2) Agree too, I'm already using different weapons on some charas (Andruil's Gift on Archer, Tezpadam's Bane on Hunter, Silencer on most DW Rogues) just because I want some difference. 3) Also agree. 4) YES! 5) MORE YES! I love challenges where you have to do different things! 6) Can you read my mind? I sent this tweet to @dragonage
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Minuos
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Post by Minuos on Jan 29, 2017 15:33:56 GMT
This is difficult because there's no knowing how the next Dragon Age would be set up, and I'd still overhaul DAMP something fierce if I had the chance. Lots of opinions in here, and chance is I've missed things, but... First and foremost: more resources and freedoms for the developers. I have a feeling executive decisions were behind most shortcomings. Regarding actual content, it's easier to mention what could have been in this one and hope the next one comes closer to living up to its potential: MapsThis was the first mistake. Instead of additional maps like the first ones, we got rehashes of the ones we already had, but on fire. The assets were there to double the number of standard maps, at the very least. Just to list some possibilities for locations or "tilesets": Deep Roads/Subterranian Woodlands/Exterior Ruins Dungeons/Castle Interiors Marshlands/Flooded Caves/Sunken Castles Coastal/Forts/Caverns Desert/Oasis/Ruins Wilderness/Mountain Paths
This doesn't touch on DLC assets (or the fade), or the SP locations that could have been used as defence objectives if there was a horde mode. FactionsThere was a lack of variety here for far too long. Again, there were a number of assets that could have been utilised for this since the beginning: Darkspawn Raiders Avvar Undead Carta
Also radical splinter groups of allied/neutral factions, at a stretch. Rogue Wardens, Blood Mages, Angry Elves, etc. CharactersThis is twofold. First of all, we waited too long to see any additions. But they made it hard on themselves due to the way characters were designed. New ones had to be voiced and worked into existing roster because they are characters, not just classes. Waiting to release three alongside a needless map simply took too long. People got bored and moved on. Some came back. Some didn't. Looking back, I'd have preferred standard classes without the personality (Inquisition Archer, Inquisition Hunter, etc.), not that I didn't like the characters. It just added undeniable difficulty to making new ones. Can't really make a list here... Too much potential. GeneralAll gear should have started low and levelled up when found/crafted more than once, up to a cap, at which point remove them from the goddamn pool. There's no solid progression in DAMP beyond endlessly promoting. That should have been addressed, but I'll never change my opinion that it's like that because someone thought it'd mean more money if loot was forever random. Just meant fewer people were willing to spend instead. Promotion gains should have been hard-capped. Gear should have been designed better to account for the endgame. Armour customisation should have been a thing. Not completely separate just for the sake of different colours. DLC should have been regular and consistent. If it were up to me, +1 character, faction and map per release. My oldest example is Warden, Darkspawn, Deep Roads. Dragons didn't need their own map. Making an open version of zone 5 for each map and having dragons be a rare boss with guaranteed loot would have been enough. I mean... I don't know every detail, all the hows and whys, but DAMP is an absolutely huge waste of potential. Hopefully the next one isn't.
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Post by fmp2013 on Jan 29, 2017 15:35:52 GMT
1-Less bugs 2-Less bugs 3-Less bugs 4-Better netcode 5-More maps 6-Option to use controller + keyboard and mouse on PC 7-(consequence)More players
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SassaMFG
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Post by SassaMFG on Jan 29, 2017 23:51:55 GMT
This is difficult because there's no knowing how the next Dragon Age would be set up, and I'd still overhaul DAMP something fierce if I had the chance. Lots of opinions in here, and chance is I've missed things, but... First and foremost: more resources and freedoms for the developers. I have a feeling executive decisions were behind most shortcomings. Regarding actual content, it's easier to mention what could have been in this one and hope the next one comes closer to living up to its potential: MapsThis was the first mistake. Instead of additional maps like the first ones, we got rehashes of the ones we already had, but on fire. The assets were there to double the number of standard maps, at the very least. Just to list some possibilities for locations or "tilesets": Deep Roads/Subterranian Woodlands/Exterior Ruins Dungeons/Castle Interiors Marshlands/Flooded Caves/Sunken Castles Coastal/Forts/Caverns Desert/Oasis/Ruins Wilderness/Mountain Paths
This doesn't touch on DLC assets (or the fade), or the SP locations that could have been used as defence objectives if there was a horde mode. FactionsThere was a lack of variety here for far too long. Again, there were a number of assets that could have been utilised for this since the beginning: Darkspawn Raiders Avvar Undead Carta
Also radical splinter groups of allied/neutral factions, at a stretch. Rogue Wardens, Blood Mages, Angry Elves, etc. CharactersThis is twofold. First of all, we waited too long to see any additions. But they made it hard on themselves due to the way characters were designed. New ones had to be voiced and worked into existing roster because they are characters, not just classes. Waiting to release three alongside a needless map simply took too long. People got bored and moved on. Some came back. Some didn't. Looking back, I'd have preferred standard classes without the personality (Inquisition Archer, Inquisition Hunter, etc.), not that I didn't like the characters. It just added undeniable difficulty to making new ones. Can't really make a list here... Too much potential. GeneralAll gear should have started low and levelled up when found/crafted more than once, up to a cap, at which point remove them from the goddamn pool. There's no solid progression in DAMP beyond endlessly promoting. That should have been addressed, but I'll never change my opinion that it's like that because someone thought it'd mean more money if loot was forever random. Just meant fewer people were willing to spend instead. Promotion gains should have been hard-capped. Gear should have been designed better to account for the endgame. Armour customisation should have been a thing. Not completely separate just for the sake of different colours. DLC should have been regular and consistent. If it were up to me, +1 character, faction and map per release. My oldest example is Warden, Darkspawn, Deep Roads. Dragons didn't need their own map. Making an open version of zone 5 for each map and having dragons be a rare boss with guaranteed loot would have been enough. I mean... I don't know every detail, all the hows and whys, but DAMP is an absolutely huge waste of potential. Hopefully the next one isn't. You described ME3 MP...
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Silversmurf
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Post by Silversmurf on Jan 30, 2017 0:28:15 GMT
2 weeks off work to play it on launch day
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Post by spacev3gan on Jan 30, 2017 0:48:54 GMT
- More Maps; - Dedicated servers; - Proper netcoding + Lag compensation; - Meaningful loot progression; - Promotion bonuses capped, preferably at an attainable level for the casual player (initially at 60, then increasing overtime as DLCs and new difficulty settings are released, though the I believed the end-game cap should be something like 120 tops).
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HunterKipling
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Post by HunterKipling on Jan 30, 2017 2:17:32 GMT
For devs to listen to the entire community
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3y3vr3
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Post by 3y3vr3 on Jan 30, 2017 2:42:29 GMT
2 weeks off work to play it on launch day Invitation code for the open/close beta.
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mmoblitz
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Post by mmoblitz on Jan 30, 2017 13:05:42 GMT
Use of separate resources for SP/MP games so if you want to mod your single player game you can and it won't effect the MP game. I have no interest in pointless MP play so it was no big deal to me in DAI, but there are many who like to mod the SP game and play MP as well. If you did, you had to keep two different installations, one modded and one not so you could play both.
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Proto
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Post by Proto on Jan 30, 2017 14:04:32 GMT
Promotions need to be capped. 80% resistance and 100% critical chance is stupid. Impossible to balance. But, there still needs to be progression once the cap has been achieved. I think adding cosmetic bonuses such as unlocking new craftable armors would be cool. For example, once you've reached 50 promotions of a certain character you can craft a new badass looking armor exclusive to that character. Then again at 100...ect.
Rework the damage formula. Ability damage should not be dependent on weapon damage.
Rework the loot system. M3MP's would be an improvement. Never lock loot behind one map/boss. The whole gold system sucked in this game. Breaking pots to collect gold was painful. Just put a chest at the end of the zone or reward the gold automatically when you open the door to the next zone. The path to the next zone should force you to face the room bosses, instead of them being voluntary side rooms.
Improve the way enemies spawn. Spawn everything at once. Tricle spawns and blocking spawns accidentally is stupid. You shouldn't be rewarded or punished because of the range of the character you are playing.
More maps, items and characters would be great too.
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Post by Gilli on Jan 30, 2017 15:39:22 GMT
Use of separate resources for SP/MP games so if you want to mod your single player game you can and it won't effect the MP game. I have no interest in pointless MP play so it was no big deal to me in DAI, but there are many who like to mod the SP game and play MP as well. If you did, you had to keep two different installations, one modded and one not so you could play both. Huh? I have SP mods and play MP and never had any problems with DAMP. I don't have different installations for them and never heard about having to have that.
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mmoblitz
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Post by mmoblitz on Jan 30, 2017 16:03:49 GMT
I guess we play different games then. I few times I have tried to play MP with my game modded, it crashed when the MP loaded or it wouldn't load at all until I removed the mods. They do share resources. Some appearance mods may work, not sure, but mods that change the mechanics, Which I had, did not.
Just tested it and MP crashed immediately upon loading.
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Minuos
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Post by Minuos on Jan 30, 2017 17:10:21 GMT
I guess we play different games then. I few times I have tried to play MP with my game modded, it crashed when the MP loaded or it wouldn't load at all until I removed the mods. They do share resources. Some appearance mods may work, not sure, but mods that change the mechanics, Which I had, did not. Just tested it and MP crashed immediately upon loading. Probably depends on the mods, specifically. I've used a bunch of edits to test different aspects of MP (mostly items and abilities) and never had a crash unless I did something very wrong. The only SP mods I usually have active that affect MP are the ones that allow spirit runes on melee weapons and any tonic/potion on any class. No issues with those.
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LukeBarrett
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Post by LukeBarrett on Jan 30, 2017 17:15:17 GMT
CharactersThis is twofold. First of all, we waited too long to see any additions. But they made it hard on themselves due to the way characters were designed. New ones had to be voiced and worked into existing roster because they are characters, not just classes. Waiting to release three alongside a needless map simply took too long. People got bored and moved on. Some came back. Some didn't. Looking back, I'd have preferred standard classes without the personality (Inquisition Archer, Inquisition Hunter, etc.), not that I didn't like the characters. It just added undeniable difficulty to making new ones. As the person who made a lot of these I completely agree. It was really difficult to get things out quickly - eventually I just pitched them without VO and unique needs (ZITHER! and Isabela had a lot of tech that had to be made) and that got the last two out much quicker (SilentSister/Saarebas). If one were to be making something like this in the future, one would be wise to plan for an easier turn around so the live community could be supported at a reasonable rate . Personally though, as someone who has been on both sides of the fence for waiting for features, I can say that a month feels very fast as a dev and VERY slow as a player. The trick, I think, is to design things that have longer/stronger replay value to allow us, on the dev side, more time to build new things.
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SassaMFG
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Post by SassaMFG on Jan 30, 2017 19:15:23 GMT
CharactersThis is twofold. First of all, we waited too long to see any additions. But they made it hard on themselves due to the way characters were designed. New ones had to be voiced and worked into existing roster because they are characters, not just classes. Waiting to release three alongside a needless map simply took too long. People got bored and moved on. Some came back. Some didn't. Looking back, I'd have preferred standard classes without the personality (Inquisition Archer, Inquisition Hunter, etc.), not that I didn't like the characters. It just added undeniable difficulty to making new ones. As the person who made a lot of these I completely agree. It was really difficult to get things out quickly - eventually I just pitched them without VO and unique needs (ZITHER! and Isabela had a lot of tech that had to be made) and that got the last two out much quicker (SilentSister/Saarebas). If one were to be making something like this in the future, one would be wise to plan for an easier turn around so the live community could be supported at a reasonable rate . Personally though, as someone who has been on both sides of the fence for waiting for features, I can say that a month feels very fast as a dev and VERY slow as a player. The trick, I think, is to design things that have longer/stronger replay value to allow us, on the dev side, more time to build new things. As someone who have over 2.5k hours of MP behind him, I can say that you all did good job. I still enjoy playing. Setting new goals and challanges, like prevent newbies from fading, makes game still interesting.
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Post by Deleted on Jan 30, 2017 19:35:22 GMT
Promotions need to be capped. 80% resistance and 100% critical chance is stupid. Impossible to balance. But, there still needs to be progression once the cap has been achieved. I think adding cosmetic bonuses such as unlocking new craftable armors would be cool. For example, once you've reached 50 promotions of a certain character you can craft a new badass looking armor exclusive to that character. Then again at 100...ect. Rework the damage formula. Ability damage should not be dependent on weapon damage. Rework the loot system. M3MP's would be an improvement. Never lock loot behind one map/boss. The whole gold system sucked in this game. Breaking pots to collect gold was painful. Just put a chest at the end of the zone or reward the gold automatically when you open the door to the next zone. The path to the next zone should force you to face the room bosses, instead of them being voluntary side rooms. Improve the way enemies spawn. Spawn everything at once. Tricle spawns and blocking spawns accidentally is stupid. You shouldn't be rewarded or punished because of the range of the character you are playing. More maps, items and characters would be great too. This. I'm on the side where I think promotions shouldn't affect stats. They should only be used to unlock banners/titles and that kind of stuff. Also have some criticism towards the (very) repetitive 5 waves system. Would be awesome to get actual raids / other game modes.
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Post by Hrungr on Jan 30, 2017 20:17:06 GMT
As for pie-in-the-sky dreams, I’d love to see more interactivity with the maps as well as more teamwork. We had a taste of it in DAI, with interactive trebuchets, a few destructible elements (gates/crates), and knocking supports under bridges to topple down those on them. I’d like to see the next game go all-in on this. For example: - Enemy archers on a lengthy scaffolding? Knock out one side’s support and they slide down that side. Send 2 players to knock out the supports on either side and it topples down away from the wall, potentially crushing other enemies on the ground. - Weakened wall? Have 1 player aggro a group of enemies to the area and have another topple it over onto them. - Suspended crates of alcohol on a hoist? Position like a trebuchet over enemies (or aggro into position) and cut the line. 2nd player sets on fire. Break out the marshmallows. - Roll boulders or topple statues onto foes. Pendulum swinging or sweeping traps (set by both enemies and allies) - 1 player aggros enemies into an area, 2 others roll barrels out in front and behind trapping them. Set on fire. - And then have options that are very challenging, but pure spectacle if you can pull them off. Have a level similar to FC where it’s laid out in a continual upward spiral. You could fight your way up normally or YOLO your way to the very top, aggroing everything, then 4 players must simultaneously destroy the supports of a bell tower, and watch the bell slowly roll down the entire level crushing all its path with the players mopping up the stragglers in its wake. And bonus XP is handed out to the group any time you perform these coordinated efforts. And perhaps these interactive elements could be used to open up secret areas in the maps (eg. swing a platform of crates into a particular section of wall, opening that area up).
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Post by Deleted on Jan 30, 2017 22:01:15 GMT
As for pie-in-the-sky dreams, I’d love to see more interactivity with the maps as well as more teamwork. We had a taste of it in DAI, with interactive trebuchets, a few destructible elements (gates/crates), and knocking supports under bridges to topple down those on them. I’d like to see the next game go all-in on this. For example: - Enemy archers on a lengthy scaffolding? Knock out one side’s support and they slide down that side. Send 2 players to knock out the supports on either side and it topples down away from the wall, potentially crushing other enemies on the ground. - Weakened wall? Have 1 player aggro a group of enemies to the area and have another topple it over onto them. - Suspended crates of alcohol on a hoist? Position like a trebuchet over enemies (or aggro into position) and cut the line. 2nd player sets on fire. Break out the marshmallows. - Roll boulders or topple statues onto foes. Pendulum swinging or sweeping traps (set by both enemies and allies) - 1 player aggros enemies into an area, 2 others roll barrels out in front and behind trapping them. Set on fire. - And then have options that are very challenging, but pure spectacle if you can pull them off. Have a level similar to FC where it’s laid out in a continual upward spiral. You could fight your way up normally or YOLO your way to the very top, aggroing everything, then 4 players must simultaneously destroy the supports of a bell tower, and watch the bell slowly roll down the entire level crushing all its path with the players mopping up the stragglers in its wake. And bonus XP is handed out to the group any time you perform these coordinated efforts. And perhaps these interactive elements could be used to open up secret areas in the maps (eg. swing a platform of crates into a particular section of wall, opening that area up). were you drunk when you wrote that. lol. destructible walls would be neat though.
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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 Jan 30, 2017 22:17:57 GMT
were you drunk when you wrote that. lol. destructible walls would be neat though. The good kind of drunk! I suppose a broader question to ask here would be - What would you do to bring in more people to play MP?
DAMP has never had more than a modest number of players, even at it's height. My feeling is it needs to be shaken up in a fairly significant way (however that's done) if it's going to draw in a larger pool of players.
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Post by Gekrakel (Mark) on Jan 31, 2017 16:57:24 GMT
As the person who made a lot of these I completely agree. It was really difficult to get things out quickly - eventually I just pitched them without VO and unique needs (ZITHER! and Isabela had a lot of tech that had to be made) and that got the last two out much quicker (SilentSister/Saarebas). If one were to be making something like this in the future, one would be wise to plan for an easier turn around so the live community could be supported at a reasonable rate . Personally though, as someone who has been on both sides of the fence for waiting for features, I can say that a month feels very fast as a dev and VERY slow as a player. The trick, I think, is to design things that have longer/stronger replay value to allow us, on the dev side, more time to build new things. Yeah, I always kinda assumed that SS/Saarebas were good choices for that reason. A better random would be good. I have gotten 6.5 million in gold, and still don't have the Dancer Axe or the Crescent (obviously). I know.. for each one of me there are thousands of others, due to the nature of random, that already got that everything by 2 million. ( I especially know since I play with them regularly.. Grr... ) Honestly, the pacing wasn't terrible to me.. But I hopped on eleven months later. No software is released without bugs anymore so I usually wait several months. ( Yes, yes.. I understand all the pressures related to releases, as a developer myself. ) But a longer support cycle would be better. But, I did want to give you (and Bioware) credit on the creativity of some of the added characters. I like to believe that the DAMP was a sand-box for ideas you might explore later. Avvar, Isabela, and Saarebas are very interesting additions to the mechanics. WITHOUT A DOUBT THOUGH, Zither is the best representation of a bard that I have ever seen in gameplay. I personally don't like to play him since I can't hold the button and have him strum, or have him auto-strum.. BUT.. really cool realization and mechanics. P.S. What are you doing here.. shouldn't you be off coding the towers of Minrathous?
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Silversmurf
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PSN: Silversmurf
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Post by Silversmurf on Jan 31, 2017 17:24:02 GMT
I like the promotion system.
I would have stopped playing a long time ago if I couldn't make my character any stronger.
Leaderboard position doesn't interest me but promoting to get stronger does.
Don't listen to these peasants.
Other points about maps/characters you can listen to 😊
Gold and bosses handed to you at end of each zone? Lazy or what.... Optional is fine as it is.
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SassaMFG
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N7 Beagle
Enemies Everywhere!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Enemies Everywhere!
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Post by SassaMFG on Jan 31, 2017 18:00:43 GMT
I like the promotion system. I would have stopped playing a long time ago if I couldn't make my character any stronger. Leaderboard position doesn't interest me but promoting to get stronger does. Don't listen to these peasants. Other points about maps/characters you can listen to 😊 Gold and bosses handed to you at end of each zone? Lazy or what.... Optional is fine as it is.
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LittleBigFrank
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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frank64ger
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by LittleBigFrank on Jan 31, 2017 19:09:24 GMT
Ist a Motivation when the chars getting stronger with promotions. Without this many Players would have stopped the game.
A good alternative to a cap is a new difficult. Perhaps one where the Mobs Level up to. Possible for not so strong Players and a challenge for the better promoted Players.
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