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Post by romice on Jun 1, 2019 18:27:04 GMT
I'm generally a fan of unlimited space, since forcing me to find a vendor every time I full up on the inventory and before every mission (no vendors during) is absolutely infuriating and causes a lot of backtracking and/or loading screens, so lots of artificial game time If there has to be a limit, then at least, please disable it during story missions. There is nothing worse than finding new great gear and having to decide what to throw out right before/after an awesome story moment. Totally ruins any tension
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Post by vertigomez on Jun 1, 2019 21:51:46 GMT
Top of my wishlist: not another mages vs. templars quest. Please, for the love of every god, this horse is dead and cannot be beaten anymore. Broken Circle in DAO. 90% of DA2. 'We want to hammer this in eeeven more, so go recruit the MIA templars/rebel mages because we need the other to attack you' in DAI. And I don't mean that the issue itself shouldn't be explored - but, I dunno, use Tevinter and the Qun this go around instead of YET ANOTHER quest where you have to side with the mages or the templars. Other conflicts exist in this setting! Let's do literally any of those instead. Let's choose between nugs as pets and nugs as food. Leliana and Oghren can go to war over it.
(I'm less worried that this will be an issue if we go up north because southern templars aren't really.... there..... but three games in a row have me preparing for it anyhow.)
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Post by colfoley on Jun 1, 2019 22:42:52 GMT
Top of my wishlist: not another mages vs. templars quest. Please, for the love of every god, this horse is dead and cannot be beaten anymore. Broken Circle in DAO. 90% of DA2. 'We want to hammer this in eeeven more, so go recruit the MIA templars/rebel mages because we need the other to attack you' in DAI. And I don't mean that the issue itself shouldn't be explored - but, I dunno, use Tevinter and the Qun this go around instead of YET ANOTHER quest where you have to side with the mages or the templars. Other conflicts exist in this setting! Let's do literally any of those instead. Let's choose between nugs as pets and nugs as food. Leliana and Oghren can go to war over it. (I'm less worried that this will be an issue if we go up north because southern templars aren't really.... there..... but three games in a row have me preparing for it anyhow.) I don't think you'll have to worry.
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Post by AlleluiaElizabeth on Jun 2, 2019 22:33:08 GMT
Mages vs templars could be interesting this time in a side quest or two, though. I mean, the templars in Tevinter are essentially templars in name only, apparently having had their claws clipped long ago. Its the same name, but a very different setup for them in Tevinter than in the rest of Thedas. Correct me if I'm wrong, but the Tevinter templars do report to the Tevinter chantry right? The chantry whose leadership is a bunch of mages? I think exploring that dynamic a bit could be very cool. Maybe show us how the templars could work as magic cops vs the magic prison guards we've seen in the past. Cus they can't be the latter in Tevinter, since Tevinter society just doesn't work like that.
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TabithaTH
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by TabithaTH on Jun 3, 2019 15:26:04 GMT
Well, there is the sell all junk button, though. Though I would prefer a tab you can move things to and then have a sell all button for that tab. (And maybe have that tab be unlimited?) That way you can also sort unwanted weaponry and gear into it and sell EVERYTHING in one shot. Alternatively, they could also just not have junk items anymore. Either give us an actual use for them, or just remove them and replace with coin. In DAI, there actually is a "Move to Valuables" button so you can do this . Suffice to say, I ended up using it quite often .
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Post by AlleluiaElizabeth on Jun 4, 2019 1:51:30 GMT
TabithaTH I had forgotten about that. Was that a vanilla feature or something added as a quality of life item, like the walk toggle on pc?
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Post by vertigomez on Jun 4, 2019 2:40:10 GMT
Mages vs templars could be interesting this time in a side quest or two, though. I mean, the templars in Tevinter are essentially templars in name only, apparently having had their claws clipped long ago. Its the same name, but a very different setup for them in Tevinter than in the rest of Thedas. Correct me if I'm wrong, but the Tevinter templars do report to the Tevinter chantry right? The chantry whose leadership is a bunch of mages? I think exploring that dynamic a bit could be very cool. Maybe show us how the templars could work as magic cops vs the magic prison guards we've seen in the past. Cus they can't be the latter in Tevinter, since Tevinter society just doesn't work like that. I'm fine exploring the dynamic - especially since it's different up north - I just meant I don't want a "choose to recruit/defend the mages or templars" quest again.
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Post by AlleluiaElizabeth on Jun 4, 2019 3:44:38 GMT
Mages vs templars could be interesting this time in a side quest or two, though. I mean, the templars in Tevinter are essentially templars in name only, apparently having had their claws clipped long ago. Its the same name, but a very different setup for them in Tevinter than in the rest of Thedas. Correct me if I'm wrong, but the Tevinter templars do report to the Tevinter chantry right? The chantry whose leadership is a bunch of mages? I think exploring that dynamic a bit could be very cool. Maybe show us how the templars could work as magic cops vs the magic prison guards we've seen in the past. Cus they can't be the latter in Tevinter, since Tevinter society just doesn't work like that. I'm fine exploring the dynamic - especially since it's different up north - I just meant I don't want a "choose to recruit/defend the mages or templars" quest again. Ah. Then yeah, I'm with you. lol
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Post by TabithaTH on Jun 4, 2019 5:43:41 GMT
TabithaTH I had forgotten about that. Was that a vanilla feature or something added as a quality of life item, like the walk toggle on pc? I actually don't know. I didn't play any of the games until about a year ago, so any features added after vanilla where already there for me .
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People are too forgiving when it comes to video games, and their focus is malplaced.
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Post by cankiie on Jun 9, 2019 13:21:32 GMT
Remove junk items.
Add in old diablo-esque, resident evil 2-esque inventory style for weaponry and armour.
Add a secondary inventory style for crafting ingredients only, limited of course.
Better open world, make it fully open world, even CD Project Red managed to make a fairly decent open world, you can do so too, Bioware... I... kinda... believe in you.
Quests and selling weapons/armour/equipable magical objects should be the way to get gold.
Making deals, making the proper dialogue choices (Not skillchecks, actual choices... listen and choose choices in dialogues) should open possibilities for passive gold income, do not make that a part of a war-table like mini game.
Recruitment should work similarily to above, pick the right dialogues options to recruit certain people depending on likes, dislikes, kinks and fetishes... no need to include the latter two.
I want improve on the whole approval and disapproval system, not a removal, improval... not sure how to better improve it, perhaps more consequences.
Dynamic difficulty, hear me out. Based on what I have said above, the difficulty of the game changes after how much attention you pay to the game itself. If you pay no attention at all and just play it as if it was an interactive book, then it becomes harder. If you play it as an actual RPG, then it'll become slightly easier. Your choices here can matter, how much do you manage to recruit? How many dialogues do you pass for better passive income for more gold? Etc etc.
My suggestion is basically.
Make a proper RPG.
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Post by AlleluiaElizabeth on Jun 9, 2019 15:54:13 GMT
cankiie Disagree on the dynamic difficulty bit (I think people who suck at playing and are just there for story shouldn't get a harder game), but other than that, have a like. As for improving the approval system, I have an idea. I'd still like to see the Rivalry/Friendship system of DA2 make a comeback. Could merge it with the rep system of ME3, where you got general rep points as you did things in the game. Then you could do paragon or renegade things in specific instances and it increased their proportion of your rep gauge. For DA4, have Approval garnered by your actions, and then its type ("friend" or "rival") based on exactly what you did/what your current path is with that individual character. And the dominant type of their approval of you determines their dialogue tone towards you, and maybe the way their story branches, ala DA2. And keep Disapproval in the game too, as a separate meter. They could interact like this: As long as Approval is above a certain threshold, and Disapproval is not too high, the character is fine with you and interacts based on whether they are predominantly friend or rival. But if Disapproval hits a certain threshold (or one of multiple thresholds, maybe?) then they yell at you/leave/turn on you etc, regardless of the separate Approval rating. This would allow big events to still be deal breakers for the NPCs, regardless of how nice you are to them otherwise. But if could also allow you to screw up somewhat with someone, and have them react to that, and still feel like you've managed to salvage the relationship.
I think, anyway. lol It would take a lot of testing to get right, probably.
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Post by cankiie on Jun 9, 2019 17:53:33 GMT
cankiie Disagree on the dynamic difficulty bit (I think people who suck at playing and are just there for story shouldn't get a harder game), but other than that, have a like. As for improving the approval system, I have an idea. I'd still like to see the Rivalry/Friendship system of DA2 make a comeback. Could merge it with the rep system of ME3, where you got general rep points as you did things in the game. Then you could do paragon or renegade things in specific instances and it increased their proportion of your rep gauge. For DA4, have Approval garnered by your actions, and then its type ("friend" or "rival") based on exactly what you did/what your current path is with that individual character. And the dominant type of their approval of you determines their dialogue tone towards you, and maybe the way their story branches, ala DA2. And keep Disapproval in the game too, as a separate meter. They could interact like this: As long as Approval is above a certain threshold, and Disapproval is not too high, the character is fine with you and interacts based on whether they are predominantly friend or rival. But if Disapproval hits a certain threshold (or one of multiple thresholds, maybe?) then they yell at you/leave/turn on you etc, regardless of the separate Approval rating. This would allow big events to still be deal breakers for the NPCs, regardless of how nice you are to them otherwise. But if could also allow you to screw up somewhat with someone, and have them react to that, and still feel like you've managed to salvage the relationship.
I think, anyway. lol It would take a lot of testing to get right, probably.
Yeah, I was not entirely sure about that dynamic difficulty kind of thing. Although I do believe that with my suggestions to systems then gold could become far more valueable than it is in Inquisition, and if you do not make the proper choices and pay more attention to NPC personalities and what not then you might just end up with less gold over time and thus it might be a little harder. Then again, that does depend on Bioware.. if there is actually something valueable to buy for gold. If we have a little camp or something... hmm, considering we might be in control of a little secret group there might be a small hub that we get to decorate... gold can be spent there, perhaps actually sell proper weaponry too for gold and all that. I want crafting as well as just buying to both be options for upgrades, not just one or the other. In regards to companions, adding to the approval, rep, etc etc system, perhaps have specific events that a companion remembers... take some inspiration from the telltale games, just... with some actual consequences and only specific events, doing it for every single choice would not only end up being a lot of work but probably also completely meaningless, due to it being a lot of extra work.
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Post by colfoley on Jun 9, 2019 18:13:46 GMT
Remove junk items. Add in old diablo-esque, resident evil 2-esque inventory style for weaponry and armour. Add a secondary inventory style for crafting ingredients only, limited of course. Better open world, make it fully open world, even CD Project Red managed to make a fairly decent open world, you can do so too, Bioware... I... kinda... believe in you. Quests and selling weapons/armour/equipable magical objects should be the way to get gold. Making deals, making the proper dialogue choices (Not skillchecks, actual choices... listen and choose choices in dialogues) should open possibilities for passive gold income, do not make that a part of a war-table like mini game. Recruitment should work similarily to above, pick the right dialogues options to recruit certain people depending on likes, dislikes, kinks and fetishes... no need to include the latter two. I want improve on the whole approval and disapproval system, not a removal, improval... not sure how to better improve it, perhaps more consequences. Dynamic difficulty, hear me out. Based on what I have said above, the difficulty of the game changes after how much attention you pay to the game itself. If you pay no attention at all and just play it as if it was an interactive book, then it becomes harder. If you play it as an actual RPG, then it'll become slightly easier. Your choices here can matter, how much do you manage to recruit? How many dialogues do you pass for better passive income for more gold? Etc etc. My suggestion is basically. Make a proper RPG. maker no on the dynamic difficulty. I don't think its wise to punish your players if they don't play the game in a certain way. Also TW3 wasn't Open World.
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Post by cankiie on Jun 10, 2019 0:55:40 GMT
maker no on the dynamic difficulty. I don't think its wise to punish your players if they don't play the game in a certain way. Also TW3 wasn't Open World. Yeah thinking back to The Witcher 3, I believe it had a system somewhat familiar to Inquisition. It has been some time ago, I only played Inqusition again recently to remember certain things. Regardless, I would not mind Dragon Age becoming an open world... I am also afraid of the idea because it'll likely end in a very vast, empty world, or a very small and boring world. I do not like how it is done DA:O, DA:2 and DA:I
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Post by Hrungr on Jun 10, 2019 3:17:57 GMT
The only problem with going open-world is that all the cool places in the north are so spread out, you'd be very limited in what you could see. Minrathous, Weisshaupt, Kal-Sharok, Arlathan Forest, Ventus, The White Spire, The Hundred Pillars, The Silent Plains... you'd have to pick one. You wouldn't be able visit any 2 of those places in an OW game. This is one reason why I prefer the DA:I "variety-pack" approach...
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Post by colfoley on Jun 10, 2019 3:30:36 GMT
The only problem with going open-world is that all the cool places in the north are so spread out, you'd be very limited in what you could see. Minrathous, Weisshaupt, Kal-Sharok, Arlathan Forest, Ventus, The White Spire, The Hundred Pillars, The Silent Plains... you'd have to pick one. You wouldn't be able visit any 2 of those places in an OW game. This is one reason why I prefer the DA:I "variety-pack" approach... Me too. And I was thinking this could limit things like dynamic weather and time of day...but it really wouldn't. Witcher 3...who did the same thing as DAI did...have full night/ day cycles and dynamic weather. So yes BioWare, do that please. Another thing I DONT want...at the risk of having mentioned this before...Odyssey has three different damage types for their playstyles. This is unneccessarily complicated and I prefer the way DAI did it. AT THE MOST there should be two. Either Melee/ Ranged or Magic/'normal'...but not three.
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Post by Hrungr on Jun 10, 2019 3:38:14 GMT
Me too. And I was thinking this could limit things like dynamic weather and time of day...but it really wouldn't. Witcher 3...who did the same thing as DAI did...have full night/ day cycles and dynamic weather. So yes BioWare, do that please. This. And since we tend to revisit regions more than once, seasonal changes would be a nice touch too. We know BW been experimenting with that tech as far back as the beginning of Anthem.
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Post by colfoley on Jun 10, 2019 3:44:19 GMT
Me too. And I was thinking this could limit things like dynamic weather and time of day...but it really wouldn't. Witcher 3...who did the same thing as DAI did...have full night/ day cycles and dynamic weather. So yes BioWare, do that please. This. And since we tend to revisit regions more than once, seasonal changes would be a nice touch too. We know BW been experimenting with that tech as far back as the beginning of Anthem. I would really like that too because the implication was, at least before Tresspasser, that BioWare said that DAI basically took place over a year...but it would make a lot MORE sense had DAI taken place over like 3 years. So yeah if DA 4 takes place over multiple years in Thedas time (and it probably should) then it would be really nice if the world reflected that. Even if it were scripted. After chapter 4 you'd be in spring then chapter 5 it'd be summer...something like that...could be really cool.
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People are too forgiving when it comes to video games, and their focus is malplaced.
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Post by cankiie on Jun 10, 2019 12:28:51 GMT
This. And since we tend to revisit regions more than once, seasonal changes would be a nice touch too. We know BW been experimenting with that tech as far back as the beginning of Anthem. I would really like that too because the implication was, at least before Tresspasser, that BioWare said that DAI basically took place over a year...but it would make a lot MORE sense had DAI taken place over like 3 years. So yeah if DA 4 takes place over multiple years in Thedas time (and it probably should) then it would be really nice if the world reflected that. Even if it were scripted. After chapter 4 you'd be in spring then chapter 5 it'd be summer...something like that...could be really cool. It indeed is a good way to add a nice, refreshing touch to an old zone you might have to go back and explore in a later chapter, aye.
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Post by themikefest on Jun 16, 2019 20:36:04 GMT
What if there's two critical paths in the game depending on your choice at the start of the game? When choosing your character, you can choose if you support Solas. Doing that will take the main character on a different path from one who doesn't support Solas.
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Post by AlleluiaElizabeth on Jun 18, 2019 1:03:17 GMT
Could be fun. I'd be afraid of it limiting the overall length of the campaign, possibly, to make sure the two paths are relatively even. Though I suppose it wouldn't have to do that. If all the main story beats are between the pro- and anti-solas factions, they'd both be present for them, regardless of which side you were on. Might limit some side questing, but I suppose they could also provide exclusive quests on each side in that vein. Kinda like the split that happens in Witcher 2 when you choose btwn... er, the two sides you can choose between. (To not spoil it for ppl who haven't played.)
Though hopefully the results of this split are recorded and carried thru a bit better than the Witcher 2->Witcher 3 did it. Witcher 3 kinda, imo, favored one world state over another.
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Post by cloud9 on Jun 18, 2019 11:42:25 GMT
Unlock and activate an ability similar to Ultra Instinct.
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Post by AlleluiaElizabeth on Jun 19, 2019 3:55:25 GMT
The particle effects reaching Super Saiyajin levels in DA4 could be cool, I guess? lol Trespasser was already pretty good.
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Post by Hrungr on Jun 19, 2019 5:02:37 GMT
The particle effects reaching Super Saiyajin levels in DA4 could be cool, I guess? lol Trespasser was already pretty good. Heh... that reminds me, there's a power in AC: Odyssey that is essentially "going Super Saiyan", with all the cool particle fx you could want.
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Post by themikefest on Jun 19, 2019 15:29:35 GMT
Could be fun. I'd be afraid of it limiting the overall length of the campaign, possibly, to make sure the two paths are relatively even. Though I suppose it wouldn't have to do that. If all the main story beats are between the pro- and anti-solas factions, they'd both be present for them, regardless of which side you were on. Might limit some side questing, but I suppose they could also provide exclusive quests on each side in that vein.
I would guess the critical paths would have about 10 main quests. I would make one quest, possibly a quest late in the game where the main character has a change of heart before proceeding with the path of no return. It could be that he/she realizes that what they've been doing won't benefit anyone except Solas. At that point, the main character decides to work against Solas. His/her path now changes to the path of going against Solas instead of supporting him. Same going the other way around. The final quest could have the same result for both paths. If the main character has a good enough power of the voice, might be able to convince Solas to stand down realizing what he's doing won't work or whatever excuse is used. If by chance, the power of the voice isn't available, it could lead to fighting him.
Not sure how many side quests would fit in. Some could be done regardless which path you chose. Maybe what is done to resolve a side quest could count in your favor when facing Solas or against.
Lastly would be the companions. Depending on the side the player chooses, a companion may step up and say this is wrong. At some point in the game, the companion leaves. That companion may even give a heads up to the side that the main character is not helping. If a companion doesn't leave, it could have some interesting dialogue between that character and the main character. Of course if the main character doesn't like the companions attitude, he/she can tell the companion to leave. Something else is that choosing a side might prevent the main character from recruiting a possible companion.
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