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Post by Walter Black on Jan 31, 2018 2:44:51 GMT
Most of my DA4 desires remain the same from an earlier thread: What I would like to see from Dragon Age 4: GraphicsI suppose I'm showing my age, but I never understood the current generation's obsession with uber-realistic animation. Didn't Andromeda show the danger of ignoring the forest for the trees? I don't need to see every pore and freckle, every water ripple or every individual blade of grass blowing in the wind. As long as I can play the game, tell who's who and understand what's going on, they can make it 8 bit for all I care. Character CustomizationLong hair would be nice, but I'd rather have a body slider, even if we only get two builds per character. It could be slim or robust within the context of each race, but I would like at least one lithe qunari or muscular elf. Gameplay OptionsGive us New Game Plus where we can continue leveling our characters. Money, resources and gear would nice, but I would rather it focus on carrying over stats and dialogue perks, maybe unlocked fast travel maps. If this makes the game too easy for some, they can *gasp!* not use those options. Environments I guess I'm in the minority here, but I never cared for open worlds with vast, empty areas with nothing to actually do. If they can give us unique areas with specific and varied objectives, fine. But I would rather see concentrated maps that change over time from story actions. ClassesMore important than anything, bring back stat customization and the ability to use any armor and weapons. I don't care if my mage has to take huge mana penalties, if I want to put them in heavy armor I should be able to. Same thing with warriors, let them dual wield and used ranged weapons again. I realize certain classes need to be better at one thing or another (tanking, CC), but making our characters so narrowed takes away player choice and gameplay opportunities. Not to mention that it makes zero sense in universe that no one would try to diversify their skill sets. For the classes themselves, make the base class broad enough to support several styles (tanking, damage, support and utility) while leaving more specific abilities to Specializations. Also, bring back the ability to have more than one. Companions would have one personal Specialization with unique abilities, and the option to add a second one of the player's choosing later. For the Specializations, I hope they synthesize old ones into new ones. For example, merge the Berserker and DAMP Silent Sister into The Gladiator, or the mechanics of the Spirit Healer and Shapeshifter into a Spirit Channeler. On the hand, they could introduce a Summoner that uses spirits to heal allies and debuff enemies. If one of our Companions is another Templar, make them a Rogue who uses technology and spec op tactics. ToneLike so many have said before, show don't tell. I want to see the Magisters' decadence and opulence, magic being flaunted and abused, mundanes in constant fear of angry mages and their duels and demons, the true horror and apathy of slavery, revolutionaries who can be just as monstrous, the might of the Qunari in all their glory and terror, what the Evanaris really were, all of it. It doesn't have to GRIMDARK all the time, but I don't want Tevinter whitewashed, for the writers lie to us and insult or intelligence. AgencyI want to be able to play many different types of personalities: good, evil, ambitious, pragmatic, fun loving, dickish troll, well meaning but in over my head, and everything in between. What I DO NOT WANT is being stupid and passive for plot railroading, or writers with an agenda second guessing my motives. For example, a couple of my characters would refuse an alliance with Maevaris Tilani because they view the Lucerni as a threat to their personal power, they want their revolution to overthrow ALL Magisters, they view her as dangerously niave, or they simply don't like "sassy" people. I don't want the writers forcing me to work with Mae because in their minds transphobia is the only reason anyone would ever reject her That said, I do not want our protagonist to be able warp reality and fix everything for their Mega Happy Ending. It always yanks me out of the story when PCs can override centuries of conflict and break in universe physical laws just for player entitlement. I want dilemmas with hard choices, where we actually have to sacrifice actual people and resources. I want scenarios where doing the traditionally "right" thing makes everything far worse. I want a world that I can look and say, "Yep, that's what would ACTUALLY happen". QuestsMost of can agree, the less Twenty Bear Asses fetch types, the better. I want meaningful, story driven missions with believable motivations. Quests where the mechanics of it (combat, stealth, detective work, etc.) are just as important as the characters involved. Though I do wish Bioware would take a few pages from Obsidian and give their quests multiple ways of solving as well as outcomes, specially non-violent routes. This doesn't mean I equate the Pacifist Run with being a Goody Two-Shoes, as you can still lie, bribe, blackmail or get someone else to do your fighting after all . Companions, Advisors and AlliesPast DA games have deconstructed traditional heroic archetypes: The Knight in Shining Armor, the Plucky Rogue, the Wise Mentor, etc. Given how Tevinter is an examination of the standard fantasy Evil Empire, I hope DA4 deconstructs villain archetypes: The Black Knight, the Femme Fatale, the Dark Priest, the Psycho Gladiator, the Bound Demon, and so on. Instead of the Hero with a Dark Secret, give us the So-Called Monster, someone who still has their humanity that you only find out later. In retrospect, I've become weary of Advisor types since I don't believe any characters or alliances should be mandatory. It's especially when they had no Approval and would stay with you no matter what. Who the player allies with should be their choice. Consequently, if the player pisses off to many people, they should cut ties and the player should have to look for alternate resources. Mandatory Advisors just strike me as patronizing dev handholding to railroad the player and keep them from screwing up to bad. To me, sometimes the story of failure can be just as interesting as success. ApprovalI would like to see an updated Friendship or Rivalry system return. DAI's Approval system made it so that if the player wanted all Companions, they became either a manipulative sociopath or spinelessly desperate for friends. With FvR, you can roleplay a consistent character and have meaningfully divergent paths, as long as the writers remember Friendship can equally be enabling their worst behaviors, and Rival can challenge them to be better people. Maybe they could take inspiration from Obsidian's Tyranny, where Loyalty and Fear are not mutually exclusive. RomanceWhen it comes to Love Interests, I prefer set sexualities to playersexual, as it gives more variety, a greater number of romances, and specific representation that an all bi cast cannot. Probably more anything, I want romance types that have never been done in a DA game, like some detailed here: bsn.boards.net/thread/10818/romance-types. Apart from that, I wouldn't mind the occasional fling and/or friends with benefits. One that I am not as enthusiastic about in DA4 however, is the Gay Knight In Shining Armor. I know how popular the tropes is for some, and LGBTQ players deserve that kind of character. But I just can't see how anyone, regardless of orientation, could stay noble and just in Tevinter without being compromised, broken or killed. That some one could so warp reality to remain morally pure in one the most cutthroat civilizations in all Thedas just destroys the story's creditability to me. Fantasy wish fulfillment and idealization is one thing, but the core narrative of Dragon Age is a dark and brutal world with complex characters and no easy answers.
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Post by Hrungr on Jan 31, 2018 3:20:01 GMT
Well, I've created threads already for most of the major things on my wishlist. So I'll use this one for some of the more offbeat things on my list.
Treasure
While opening chests can be fun for the mystery random loot, I'd love to see more of the loot on display in the environment itself. (No idea how feasible that would be though.)
For example: Having armor, weapons, rings, amulets, books, scrolls, etc. on display stands, open cases, haphazardly scattered around, or nestled in treasure piles, instead of just chests. Show off the wealth more. There's nothing quite like the joy of running around a room looting, um... loot.
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Post by melbella on Jan 31, 2018 3:23:25 GMT
Loot that scales with the player. I don't need a bunch of level 5 weapons when I'm level 15. Give me level 15 (or higher) gear instead!
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Post by vertigomez on Jan 31, 2018 3:32:04 GMT
Loot that scales with the player. I don't need a bunch of level 5 weapons when I'm level 15. Give me level 15 (or higher) gear instead! YYEEEEEEESS! I hate sorting through useless junk.
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Post by Hrungr on Jan 31, 2018 3:43:23 GMT
Loot that scales with the player. I don't need a bunch of level 5 weapons when I'm level 15. Give me level 15 (or higher) gear instead! I always thought that LL gear was really just weapon-shaped gold. I can see reasons to still encounter LL gear loot at high levels just because it's more believable that way. But I agree that with major encounters, especially with Bosses, gear should scale appropriately. And on that note, it would be nice if we could have some better ways of managing our inventory (you could have a whole thread on that though). Should we be allowed to break down gear for crafting components/schematics/??? so that LL gear has more use that just selling it?
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Post by melbella on Jan 31, 2018 3:52:05 GMT
Loot that scales with the player. I don't need a bunch of level 5 weapons when I'm level 15. Give me level 15 (or higher) gear instead! I always thought that LL gear was really just weapon-shaped gold. I can see reasons to still encounter LL gear loot at high levels just because it's more believable that way. But I agree that with major encounters, especially with Bosses, gear should scale appropriately. And on that note, it would be nice if we could have some better ways of managing our inventory (you could have a whole thread on that though). Should we be allowed to break down gear for crafting components/schematics/??? so that LL gear has more use that just selling it? If I can do it in the field and not have to find a "craft table" - sure! And as long as components don't take up inventory space.
Oh, and since this IS the wishlist thread - I want a HUGE INVENTORY so I can pick up everything on a dungeon crawl and not have no space left by the time I finally get to the good stuff!
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Post by Tittus on Jan 31, 2018 3:53:59 GMT
The only thing that I want that is different from what other people are asking:
Make mage enemies more challenging. Other than bosses and arcane horrors, I don't remember a dangerous mage in DA2 or DAI. And it's not even because those two games have less variations than DAO. I don't see why no one ever used a static cage on my party, for example.
Other than that, I'll just join the chorus: - Try new types of romance. Make the serious companions bi or gay for once, specially the humans. Alistair, Morrigan, Cassandra, Cora, Ashley were all straight. -Better hairstyles and eyebrows -Return to introductions like origins. If you're making qunari protagonists, they're in need of a proper origin. I hated playing as a qunari inquisitor because I couldn't even headcannon that I knew everything about the qun. It felt like just a big human with horns.
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Post by phoray on Jan 31, 2018 4:18:25 GMT
-Real open world like the Witcher and Skyrim I nupe to Skyrim. So many things wrong with that open world. Dragons eating my friggen horses every other minute. An dif it wasn't dragons, it was bandits killing them. Witcher was an acceptable open world. -A hybrid/classless system to create my own build Absolutely not. Anything that reduces the importance of classes narratively will just straight up ruin the world for me. Have the ability to enter and travel to the Fade The Fade is a special place. being able to enter it at will makes it far less special. - Teleport towards enemies Teleportation is against lore. did you mean fly/hover towards?
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Post by melbella on Jan 31, 2018 4:31:28 GMT
We have Fade Step in DAI - close enough. I rarely use it though.
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Post by phoray on Jan 31, 2018 4:35:31 GMT
We have Fade Step in DAI - close enough. I rarely use it though. I actually used it a lot. It helped my mages run away. And even though it probably wasn't true, it made me feel like I was going faster across the huge maps.
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Post by phoray on Jan 31, 2018 6:49:41 GMT
Maintain: Race Selection (Four) with a return to at least more than a paragraph of origin. Strong Single Player Experience with party based combat Varied sexualities of LIs The classy fade-to-black sex scenes The sex optional options of romantic relationships for nearly all LIs, it's up to you to head canon your sex life or lack thereof- No more Cole bleating out your sex life or Iron Bull Announcements. The ability to outfit our companions in Rainbow Bikinis. Repeatable kiss scenes! (although modify the follow up kisses to be different from the "first" kisses. I think my quiz shouldn't be surprised with crazy arms by Cully's kiss on the 20th time) The CC, just add a bit more to it. Hair, dimples, freckles etc. do NOT GO TOWARDS ANDROMEDA, PLEASE MAKER, DON'T DO IT. Great memorable musical numbers (Lel Song, Dawn will come) The golden nug (or equivalent New Game +) The ability to jump with the hopeful addition of climb. Return of a pet. Cameos and heavy references that support the world I've created. I know moving to Tevinter wipes the slate clean for the most part, I'm okay with it, but I still want Empress Celene and King Alistair to be mentioned, and cameos of people who make sense in being there to be there. Faction complexities- this fades in and out over the series but I'l like it to hit us full force come DA4. In DA2, there were Templar OR Mage quests you would get based on decisions you'd made over the acts. I'd rather it not be as straightforward as the either or Templar/Mage decision in DAI. Complex like the point system with the NExt Divine. But I'd like that feedback to be in the base game, not have the consequences delayed until a DLC release. Like Reznore said: I'd like to have proper factions, with whom you can interact and something more deep than a chain of quests that ends in a binary choices fueled by clumsy drama and obvious villains with their obvious villains faces. Camera Zooming into faces for conversations. A closer camera in general, I felt very very detached from pretty much everything going on in DAI battle wise. Banter that triggers based on a location again. Shiny sparkly orbs with names on them I have to click are immersion breaking. Andromeda's triggered too fast and I ran out of dialogue just as quickly. And this was in two out of three games: you could actually be more than rude in DAO and DA2, you could be evil and multiple people would chew you out for it. In DAI, all there is is.. "I'm disappointed in you. Maybe try a bit harder or I'll quit." I want betrayal, I want Sten attacking me for climbing a stupid mountain for some stupid ashes, I want telling your companions they are an idiot and cracking a joke before you knife someone with your own hands. Saint, Asshole, in between. You've done it before, you can do it again. NEW or semi new:A more complex relationship system . They experimented in DA2 and I enjoyed it immensely, but they brought it back to simple straight forward in DAI. Loyalty, Respect, Fear, approve, disapprove. I'm thinking four categories rather than one bar. Really unique companions from places we've not been yet. Such as Tal Vashoth Kossith, non military, a Kal Sharok Dwarf, Fog Warrior, a real nevarran (unless Cassandra really does represet her country well, and then I take it back. Other than their weird mage necromancy, they got nothing to differentiate them from any other place, seemingly.) Fewer more in depth companions. Customizable mobile base of operations. I'm thinking boat. Black Emporium is cool and all, but I think that you should just break immersion on this one thing and let us have a mirror from the get go, possibly even in our pocket. maybe make the pocket version have limited changes allowed if you want to try immersion. Like, makeup and hair in the mobile pocket mirror, but everything else like noses and ears require the BE. And make sure it's in our pocket from the get go. Resolution to Solas. Resolution to Morrigan/Flemeth Dragons/Griffons to fly on or at least a horse that is as good as the Witcher Horse. Return to Blood Magic as a mage specialzation but make sure it has STRONG narrative support where people recognize you are one. Return Healing Mages. And no because I think healing works better than barrier, but because it's RP worthy. Return to a bigger ability bar. I just don't get how we have computers capable of more and yet you want to restrict us to less. I don't care if I only use it it 1% of the time. New Classes. Classes only some PCs and companions have access to to support their personal stories. Class quests in general! I was so disappointed with the Trainers in DAI, no training montages even. This -> - Finding letters sometimes is fine. Finding letters all over the wilderness to explain people might have been there once upon a time but vanished doesn't really hide the lack of npcs and quests. I know the Storm coast was supposed to get axed, but finding letters that explain wardens were here and interacted with locals and now all that left are bears is not great.
ALL characters get a DODGE ability or equivalent. I want to MOVE. Crowded amazing dirty Minrathous covered in slaves and badness but also beauty and ridiculous opulence. I want to gasp in amazement on one street then gasp in disgust on another. Schematics should not be random. Return to better combat animations such as a Mage hitting a bad guy in the face with their staff if they get close. Complete nonsense amount of inventory space. It's always going to defy reality, let's embrace it and move on. All these things below No in medias res opening. [li]Return of tactics menu and strategic combat [/li][li]Weapon switching - and give warriors a ranged weapon[/li][/quote] Consequences of actions. What they did with Iron Bull was great. More cases of choices you made earlier in the game having effects later in the same game. - Don't have ALL the elves siding with Solas. There should be elves not getting involved or actively opposing him. I do not want a pc vs elves story.
If we once again get placed into a conflict between two factions, I want the explicit option to remain neutral. a "hold position" command that actually works - any command that actually works better looking armor for females - I get that they wanted to get away from the titty armor thing, but they went too far. There are a lot of ways to make it look both pretty and practical. asking too much again but less connection with books, comics and what have you. I'm sick of being left out of some plot-relevant lore bits just because I don't have extra money to waste on Bioware. I actually do have money to waste on Bioware, as it were, but DAI actually made not much sense without reading the novels and I think that's poor...writing? although that doesn't seem the right word. bring back stat customization and the ability to use any armor and weapons. And Stat checks to allow for lying, persuasion...
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Post by Fredward on Jan 31, 2018 7:30:41 GMT
- +1 on a NG+, preferably with levels too - a skill tree dedicated to dialogue checks would be cool but I don't expect to see it, it's not something Bioware has done siiince Origins? I would like to see effort in exploration or doing quests rewarded with information you can use in dialogue (or elsewhere) that puts you ahead of your enemies. - a better organized Codex, it was extremely difficult to find specific entries - a few svelte looking armors amidst all the pointy armors - if there are going to be decor options I'm gonna need a few that don't imply affiliation - Lemme show you why mages are feared:
If there's ever a setting where magical extraness is called for it's Tevinter.
- I want some meaty insight into exactly what Dreamers are capable of and how they work
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Post by Gileadan on Jan 31, 2018 9:07:10 GMT
I have two more things.
I would like that gameplay and storyline complement each other. If we play in a setting where magic is often viewed with fear and distrust and is sometimes outright persecuted, I get the feeling that something's off if warriors and rogues get abilities that essentially look like magic too. By all means, make rogues a whirlwind of acrobatics and sharp blades and crossbow bolts - but don't let them go *poof* in plain sight. Let warriors be a bastion of steel and fury, but don't let them hit the ground hard enough to cause a minor local earthquake. Give them interesting things to do in and out of combat that do not look like magic.
And cross class combos... here's probably where lots will disagree. I don't like them the way they are in DAI. It makes no sense at all that a class can inflict a certain status on the enemy but then can't exploit it themselves. Which serious combat style would ever teach such a thing? For example, if a warrior can stagger the enemy, he should also be able to take advantage of the stagger by causing more damage or maybe knocking that enemy down with his next strike. I have no problem if, say, a rogue could do something even devastating to a staggered opponent, but it makes no sense that the warrior can't exploit the opening he just created by himself. The same goes for a mage's Brittle status and what have you.
I always imagined something like the following dialogue going on during a warrior's training: Armsmaster: "Practice this next strike well, it can outright stagger your opponent and make him vulnerable." Warrior recruit: "Ah, I get it! And after that, I can finish him off with..." Armsmaster: "Sorry, but no, I can't teach you such a thing. That would require a person with far fewer scruples." Warrior recruit: "Wait, what?" Armsmaster: "Maybe you can make a friend among the local gangs? Or recruit a thief at the market?" Warrior recruit: "..."
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Post by Iakus on Jan 31, 2018 16:13:13 GMT
The only thing that I want that is different from what other people are asking: Make mage enemies more challenging. Other than bosses and arcane horrors, I don't remember a dangerous mage in DA2 or DAI. And it's not even because those two games have less variations than DAO. I don't see why no one ever used a static cage on my party, for example. I'd go a step further and say make Abominations a truly dangerous threat. They combine the most powerful aspects of mages and demons. Yet they have generally been nothing more than cannon fodder in past DA games. I want to have to take them seriously as a threat. I want to see them as a reason why Templars lock up mages.
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Post by Deleted on Jan 31, 2018 18:46:42 GMT
- coloured fire after your magic/fire damage stat (whichever is actually present) reaches a certain threshold Just to make sure I'm clear on this: When I hit max Fire Magic proficiency (whatever form that takes) the visual effect of the fire for my spells changes to show off how powerful of a caster I am? This is something that I've heard come up a lot on several projects, but it usually gets scoped out eventually. Here's to hoping it manages to make the cut eventually
As for anyone talking about side-quests/fetch quests, this has been an extremely prevalent level design topic over the last couple years on the project. Not my department so I couldn't speak to it much other than it's something the LDs are very passionate about. Cool Beans, I look forward to seeing if it makes it into the next game.
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Post by Walter Black on Feb 1, 2018 3:34:24 GMT
Most of my DA4 desires remain the same from an earlier thread: What I would like to see from Dragon Age 4: GraphicsI suppose I'm showing my age, but I never understood the current generation's obsession with uber-realistic animation. Didn't Andromeda show the danger of ignoring the forest for the trees? I don't need to see every pore and freckle, every water ripple or every individual blade of grass blowing in the wind. As long as I can play the game, tell who's who and understand what's going on, they can make it 8 bit for all I care. Character CustomizationLong hair would be nice, but I'd rather have a body slider, even if we only get two builds per character. It could be slim or robust within the context of each race, but I would like at least one lithe qunari or muscular elf. Gameplay OptionsGive us New Game Plus where we can continue leveling our characters. Money, resources and gear would nice, but I would rather it focus on carrying over stats and dialogue perks, maybe unlocked fast travel maps. If this makes the game too easy for some, they can *gasp!* not use those options. Environments I guess I'm in the minority here, but I never cared for open worlds with vast, empty areas with nothing to actually do. If they can give us unique areas with specific and varied objectives, fine. But I would rather see concentrated maps that change over time from story actions. ClassesMore important than anything, bring back stat customization and the ability to use any armor and weapons. I don't care if my mage has to take huge mana penalties, if I want to put them in heavy armor I should be able to. Same thing with warriors, let them dual wield and used ranged weapons again. I realize certain classes need to be better at one thing or another (tanking, CC), but making our characters so narrowed takes away player choice and gameplay opportunities. Not to mention that it makes zero sense in universe that no one would try to diversify their skill sets. For the classes themselves, make the base class broad enough to support several styles (tanking, damage, support and utility) while leaving more specific abilities to Specializations. Also, bring back the ability to have more than one. Companions would have one personal Specialization with unique abilities, and the option to add a second one of the player's choosing later. For the Specializations, I hope they synthesize old ones into new ones. For example, merge the Berserker and DAMP Silent Sister into The Gladiator, or the mechanics of the Spirit Healer and Shapeshifter into a Spirit Channeler. On the hand, they could introduce a Summoner that uses spirits to heal allies and debuff enemies. If one of our Companions is another Templar, make them a Rogue who uses technology and spec op tactics. ToneLike so many have said before, show don't tell. I want to see the Magisters' decadence and opulence, magic being flaunted and abused, mundanes in constant fear of angry mages and their duels and demons, the true horror and apathy of slavery, revolutionaries who can be just as monstrous, the might of the Qunari in all their glory and terror, what the Evanaris really were, all of it. It doesn't have to GRIMDARK all the time, but I don't want Tevinter whitewashed, for the writers lie to us and insult or intelligence. AgencyI want to be able to play many different types of personalities: good, evil, ambitious, pragmatic, fun loving, dickish troll, well meaning but in over my head, and everything in between. What I DO NOT WANT is being stupid and passive for plot railroading, or writers with an agenda second guessing my motives. For example, a couple of my characters would refuse an alliance with Maevaris Tilani because they view the Lucerni as a threat to their personal power, they want their revolution to overthrow ALL Magisters, they view her as dangerously niave, or they simply don't like "sassy" people. I don't want the writers forcing me to work with Mae because in their minds transphobia is the only reason anyone would ever reject her That said, I do not want our protagonist to be able warp reality and fix everything for their Mega Happy Ending. It always yanks me out of the story when PCs can override centuries of conflict and break in universe physical laws just for player entitlement. I want dilemmas with hard choices, where we actually have to sacrifice actual people and resources. I want scenarios where doing the traditionally "right" thing makes everything far worse. I want a world that I can look and say, "Yep, that's what would ACTUALLY happen". QuestsMost of can agree, the less Twenty Bear Asses fetch types, the better. I want meaningful, story driven missions with believable motivations. Quests where the mechanics of it (combat, stealth, detective work, etc.) are just as important as the characters involved. Though I do wish Bioware would take a few pages from Obsidian and give their quests multiple ways of solving as well as outcomes, specially non-violent routes. This doesn't mean I equate the Pacifist Run with being a Goody Two-Shoes, as you can still lie, bribe, blackmail or get someone else to do your fighting after all . Companions, Advisors and AlliesPast DA games have deconstructed traditional heroic archetypes: The Knight in Shining Armor, the Plucky Rogue, the Wise Mentor, etc. Given how Tevinter is an examination of the standard fantasy Evil Empire, I hope DA4 deconstructs villain archetypes: The Black Knight, the Femme Fatale, the Dark Priest, the Psycho Gladiator, the Bound Demon, and so on. Instead of the Hero with a Dark Secret, give us the So-Called Monster, someone who still has their humanity that you only find out later. In retrospect, I've become weary of Advisor types since I don't believe any characters or alliances should be mandatory. It's especially when they had no Approval and would stay with you no matter what. Who the player allies with should be their choice. Consequently, if the player pisses off to many people, they should cut ties and the player should have to look for alternate resources. Mandatory Advisors just strike me as patronizing dev handholding to railroad the player and keep them from screwing up to bad. To me, sometimes the story of failure can be just as interesting as success. ApprovalI would like to see an updated Friendship or Rivalry system return. DAI's Approval system made it so that if the player wanted all Companions, they became either a manipulative sociopath or spinelessly desperate for friends. With FvR, you can roleplay a consistent character and have meaningfully divergent paths, as long as the writers remember Friendship can equally be enabling their worst behaviors, and Rival can challenge them to be better people. Maybe they could take inspiration from Obsidian's Tyranny, where Loyalty and Fear are not mutually exclusive. RomanceWhen it comes to Love Interests, I prefer set sexualities to playersexual, as it gives more variety, a greater number of romances, and specific representation that an all bi cast cannot. Probably more anything, I want romance types that have never been done in a DA game, like some detailed here: bsn.boards.net/thread/10818/romance-types. Apart from that, I wouldn't mind the occasional fling and/or friends with benefits. One that I am not as enthusiastic about in DA4 however, is the Gay Knight In Shining Armor. I know how popular the tropes is for some, and LGBTQ players deserve that kind of character. But I just can't see how anyone, regardless of orientation, could stay noble and just in Tevinter without being compromised, broken or killed. That some one could so warp reality to remain morally pure in one the most cutthroat civilizations in all Thedas just destroys the story's creditability to me. Fantasy wish fulfillment and idealization is one thing, but the core narrative of Dragon Age is a dark and brutal world with complex characters and no easy answers. A few other things that come to mind; while so many here want the DA4 team to take inspiration from Bethesda and CD Project Red, I hope they also learn from Obsidian and InExile. Specifically:
Perks as rewards. If we get critical hits on and/or kill X amount of a certain enemy, we should get bonus damage and/or higher resistances to those mobs. If we consistently survive against encounters higher than our current level, we should get health and defense bonuses. Players who extensively explore would locations revealed on the map and/or better loot drops. From a roleplaying standpoint, players who often make Diplomatic choices should get extra Charm dialogue, Aggressive players receive better Intimidation, and Sarcastic ones have a high chance of causing people to facepalm and just leave . Ok, maybe not the last one, but you get the idea .
Companion Perks. To make individual Companions more unique and encourage players to experiment with them, give them Perks that improve specific combat styles and dialogue choices. For example, an Imperial Reaver could give the party higher damage and Intimidation checks, a Blood Mage could give higher health and Persuasion, a Fog Warrior could lower detection and threat level and improve Bluff. Also, if the player character doesn't have a particular Knowledge Perk, they can use the appropriate Companion, like having Maevaris make a Nobility or Magical check.
Give Companions' Personal and Class Quests the right themes Both from a combat and narrative perspective, Class and Personal Quests should distill what it means to be that person and role. If you are training to be a Templar, you should be tested against rogue mages, demons and Abominations. If your Companion is a politician of nobility, you should have to navigate deadly court intrigue (looking at you, Vivienne ). Reavers should have to battle through a gauntlet of increasingly difficult enemies, or at least Bluff and Intimidate them. Assassins should have to navigate various areas and people to get their marks, with tense music in the background. Summoners should have to know the right combination of sigils and spells to properly control or banish their targets, and risk actual possession. If there isn't enough time and resources for individual class quests, merge them with main story quests; for example, all the rallying, ordering and protection of troops in Redcliffe was pretty much what a Champion does.
Codex checks in dialogue Obsidian introduced a system in Tyranny and carried over to Pillars of Eternity II: Deadfire where you could highlight specific, lore heavy words to get a short explanation. Thus, you could properly RP someone who should reasonably already know all this stuff (looking at you Lavellan ). It might be a little difficult to implement in cutscenes, but it would aid character development and pacing.
Create our own Companions Both Pillars of Eternity and Wastelands 2 had options to create party members along with your PC. You could completely customize their appearance, skills, and personal histories from the available options. In Wastelands 2 you could write extensive backstories for your player made Desert Rangers in the Codex. In Pillars , you could actually give your hired Adventurers an Approval meter, choosing which Disposition choices (Aggressive, Benevolent, Clever, Cruel, Deceptive, Diplomatic, Honest, Passionate, Rational, or Stoic) they would react positively and negatively to. Obviously, such characters have no story value beyond player headcanon, but they can be a fun option if you don't like a particular character and what to switch their class out with a player made one.
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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, Mass Effect Legendary Edition
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Post by melbella on Feb 1, 2018 3:42:27 GMT
I have trouble making one character. I don't want to have to make any more! Trying to recreate Hawke was a nightmare, not just because it was impossible but it was immersion breaking to do it in the middle of the friggin' game. This is why I don't bother anymore and just use the default to get on with it.
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Post by cloud9 on Feb 1, 2018 18:30:13 GMT
-Real open world like the Witcher and Skyrim I nupe to Skyrim. So many things wrong with that open world. Dragons eating my friggen horses every other minute. An dif it wasn't dragons, it was bandits killing them. Witcher was an acceptable open world. -A hybrid/classless system to create my own build Absolutely not. Anything that reduces the importance of classes narratively will just straight up ruin the world for me. Have the ability to enter and travel to the Fade The Fade is a special place. being able to enter it at will makes it far less special. - Teleport towards enemies Teleportation is against lore. did you mean fly/hover towards? And this is why Dragon Age will be a bore if they don't improve or try something new, and I'm sure you heard of Google, right? You can look up teleportation for yourself. 😏😑🤓
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Post by shechinah on Feb 1, 2018 18:48:12 GMT
You can look up teleportation for yourself. I did. I could not find any evidence that teleportion is really a thing in the Dragon Age universe. In fact, I found more indicating the opposite: - A codex entry stating it's against the cardinal rules of magic and that no one has found any method of travelling over greater distances or smaller distances beyond putting one foot before the other.
- An example of what seems to be teleportation in actuality being an illusion. In Dragon Age Origins, the Mad Hermit disappears but Morrigan reveals he used illusions to give the impression of teleportation.
- David Gaider stating that what seemed to be people teleporting at will in Dragon Age II can be explained as, for example, bursts of speed.
Source: dragonage.wikia.com/wiki/Codex_entry:_The_Cardinal_Rules_of_Magic
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Post by Deleted on Feb 1, 2018 20:32:37 GMT
I would like a spell for mages called "Bear Plague," where the mage can summon three to six Great Bears to attack a foe. If not this, then I would like "Mana Clash" to come back. I'm a big fan of crushing my enemies.
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Post by cloud9 on Feb 1, 2018 20:42:52 GMT
You can look up teleportation for yourself. I did. I could not find any evidence that teleportion is really a thing in the Dragon Age universe. In fact, I found more indicating the opposite: - A codex entry stating it's against the cardinal rules of magic and that no one has found any method of travelling over greater distances or smaller distances beyond putting one foot before the other.
- An example of what seems to be teleportation in actuality being an illusion. In Dragon Age Origins, the Mad Hermit disappears but Morrigan reveals he used illusions to give the impression of teleportation.
- David Gaider stating that what seemed to be people teleporting at will in Dragon Age II can be explained as, for example, bursts of speed.
Source: dragonage.wikia.com/wiki/Codex_entry:_The_Cardinal_Rules_of_Magic
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Post by shechinah on Feb 1, 2018 20:48:04 GMT
No wonder Dragon Age was so boring because of writers lack imagination and creativity when it comes to gaming. Pitiful. Eh, I like that there are rules and limits to the magic in a setting. I supposed it's more accurate to say that I like when there is a rhyme and reason to the magic in a setting. It does not necessarily have to be all orderly and true to common fantasy rules concerning magic.
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Post by themikefest on Feb 1, 2018 21:12:47 GMT
I'm currently playing Skyrim. I'm doing quests for Neloth, the dark elf who lives in the giant mushroom. I like to have a character like him in the next da game. Maybe even voiced by the same VA, Dwight Schultz.
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Post by Deleted on Feb 1, 2018 21:27:22 GMT
I've been playing AC:O and I would love it if they had something like Phylake bounty hunters in the next DA game. Super powerful, so much so you have to avoid them at lower levels, as in they can kill you with one shot. There is such a sense of accomplishment when you get to a skill level where you can take them on and win.
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Post by Iakus on Feb 2, 2018 2:41:52 GMT
I'm currently playing Skyrim. I'm doing quests for Neloth, the dark elf who lives in the giant mushroom. I like to have a character like him in the next da game. Maybe even voiced by the same VA, Dwight Schultz. Bodhan returns?
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