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Post by x19dude95 on Feb 14, 2021 20:03:18 GMT
If we must. We MUST That's right I'm behind you and have a gun point at you to type it out what you would want to see.
Me my list is pretty short.
1 climbing
2 swimming
3 day/night cycle
4 music toggle
5 more NPCs and towns to find
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Post by DragonKingReborn on Feb 14, 2021 21:11:17 GMT
With the music toggle, can't you just turn off the music volume? Or do you want to be able to change songs manually?
Anyway - other than that - good list.
I'd add;
Random scripted encounters in the world; meaning, they don't always happen and can happen in many different locations, but they have dialogue and - usually - an option or two with regards to handling them. Rockstar Games do this with both GTA and RDR and in both instances they provide a sense of realism to the world. Sure, there are always Templars and Mages fighting in between the ruined fort and the farm houses in the Hinterlands, but what if, every now and then, there was a broken down cart on the nearby bridge with someone who was - very late in - fleeing the fighting that you could help? Don't have to, of course, but it's 'something to do' that isn't there every time. I just found out last night that GTA V has at least one of these encounters which gives you a new agent for heists. So if some of them are just, do this because you'll feel good about yourself and others are; do this to get a meaningful in-game benefit, that'd be great.
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Post by colfoley on Feb 14, 2021 23:16:10 GMT
With the music toggle, can't you just turn off the music volume? Or do you want to be able to change songs manually? Anyway - other than that - good list. I'd add; Random scripted encounters in the world; meaning, they don't always happen and can happen in many different locations, but they have dialogue and - usually - an option or two with regards to handling them. Rockstar Games do this with both GTA and RDR and in both instances they provide a sense of realism to the world. Sure, there are always Templars and Mages fighting in between the ruined fort and the farm houses in the Hinterlands, but what if, every now and then, there was a broken down cart on the nearby bridge with someone who was - very late in - fleeing the fighting that you could help? Don't have to, of course, but it's 'something to do' that isn't there every time. I just found out last night that GTA V has at least one of these encounters which gives you a new agent for heists. So if some of them are just, do this because you'll feel good about yourself and others are; do this to get a meaningful in-game benefit, that'd be great. My concern is any benefit you get from them should be minimal otherwise one might feel cheated.
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Post by themikefest on Feb 14, 2021 23:17:07 GMT
More dragons
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Post by DragonKingReborn on Feb 14, 2021 23:22:11 GMT
With the music toggle, can't you just turn off the music volume? Or do you want to be able to change songs manually? Anyway - other than that - good list. I'd add; Random scripted encounters in the world; meaning, they don't always happen and can happen in many different locations, but they have dialogue and - usually - an option or two with regards to handling them. Rockstar Games do this with both GTA and RDR and in both instances they provide a sense of realism to the world. Sure, there are always Templars and Mages fighting in between the ruined fort and the farm houses in the Hinterlands, but what if, every now and then, there was a broken down cart on the nearby bridge with someone who was - very late in - fleeing the fighting that you could help? Don't have to, of course, but it's 'something to do' that isn't there every time. I just found out last night that GTA V has at least one of these encounters which gives you a new agent for heists. So if some of them are just, do this because you'll feel good about yourself and others are; do this to get a meaningful in-game benefit, that'd be great. My concern is any benefit you get from them should be minimal otherwise one might feel cheated. Fair enough. In defence of the idea; the GTA one I mentioned is the first one in either game I've found that lead to an ongoing, meaningful benefit (new heist member). The others, across both games had all been just loot or honour (in RDR2).
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Post by colfoley on Feb 14, 2021 23:25:06 GMT
My concern is any benefit you get from them should be minimal otherwise one might feel cheated. Fair enough. In defence of the idea; the GTA one I mentioned is the first one in either game I've found that lead to an ongoing, meaningful benefit (new heist member). The others, across both games had all been just loot or honour (in RDR2). Oh don't get me wrong the idea does have a certain merit to it and can certainly serve to spice things up just that if its the only way to get that very neat sword I could see it being an issue. Also given how BioWare has gone for more curated story experiences I could see that being an issue to. Balancing just how much story you shove in there.
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Post by Black Magic Ritual on Feb 15, 2021 1:48:26 GMT
NOT Fetch Quests
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Post by DragonKingReborn on Feb 15, 2021 2:42:45 GMT
I hear you, but I wouldn't hold out much - or, frankly, any - hope of that. Even "Gold Standard" open world games have fetch quests. GTA, RDR, TW3 - all of them. You won't get any argument from me that the fetch quests of Inquisition were particularly egregious, but that presents opportunity for improvement at most. Removing them entirely is something I'd be willing to bet non-trivial amounts of money against.
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Post by Black Magic Ritual on Feb 15, 2021 3:07:15 GMT
I hear you, but I wouldn't hold out much - or, frankly, any - hope of that. Even "Gold Standard" open world games have fetch quests. GTA, RDR, TW3 - all of them. You won't get any argument from me that the fetch quests of Inquisition were particularly egregious, but that presents opportunity for improvement at most. Removing them entirely is something I'd be willing to bet non-trivial amounts of money against. I get it, but Jesus fetch quests were out the ass in Inquisition. If there were any more you could have circled around the world 10 times with them as stepping stones. To answer the question though, a lot more cut scenes when dealing with people starting quests. Well they don't necessarily need be cut scenes, but at least talking face to face with a NPC, which they did do in Origins and DA2. It always made doing the quests in Inquisition a lot more impersonal and made me care less for them because of that.
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Post by roselavellan on Feb 15, 2021 4:19:19 GMT
I'm happy with fetch quests that are interesting. Say, resolving a problem with an actual item/person of importance, and with an interesting story to go with it. That was why people liked TW3 side quests, wasn't it? I think what many people disliked in DAI was the tedium of having to collect, incessantly, what felt like an infinite number of little items: rams' whatever-they-were; mosaics; shards; journal entries...
I like open world designs that give you a reason to go back to any and all regions, that's what makes a world feel big, continuous and realistic to me. Skyrim does that with their random world interactions and radiant quests that take place in any randomly assigned location or wherever you ported to. It's even better if the region you returned to had changed in some way after a quest.
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Post by DragonKingReborn on Feb 15, 2021 4:29:50 GMT
I'm happy with fetch quests that are interesting. Say, resolving a problem with an actual item/person of importance, and with an interesting story to go with it. That was why people liked TW3 side quests, wasn't it? I think what many people disliked in DAI was the tedium of having to collect, incessantly, what felt like an infinite number of little items: rams' whatever-they-were; mosaics; shards; journal entries... I like open world designs that give you a reason to go back to any and all regions, that's what makes a world feel big, continuous and realistic to me. Skyrim does that with their random world interactions and radiant quests that take place in any randomly assigned location or wherever you ported to. It's even better if the region you returned to had changed in some way after a quest. The praise TW3 sidequests received was - in my opinion - due to two main things; one was presentation. There was a "cinematic" conversation (or two, or three) with each one and that - like it or not - imparts a sense of importance to the task, no matter how menial (like herding someone's goat with a bell). The other was that many of the "fetch quest" level ones fell in to one of two categories; things that greatly benefited Geralt (new armour or weapons) and/or ones that are exactly something a professional monster hunter would do. Some of them also provided entries into extended quest chains (though those were significantly more rare).
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Post by DragonKingReborn on Feb 15, 2021 4:33:31 GMT
I hear you, but I wouldn't hold out much - or, frankly, any - hope of that. Even "Gold Standard" open world games have fetch quests. GTA, RDR, TW3 - all of them. You won't get any argument from me that the fetch quests of Inquisition were particularly egregious, but that presents opportunity for improvement at most. Removing them entirely is something I'd be willing to bet non-trivial amounts of money against. I get it, but Jesus fetch quests were out the ass in Inquisition. If there were any more you could have circled around the world 10 times with them as stepping stones. To answer the question though, a lot more cut scenes when dealing with people starting quests. Well they don't necessarily need be cut scenes, but at least talking face to face with a NPC, which they did do in Origins and DA2. It always made doing the quests in Inquisition a lot more impersonal and made me care less for them because of that. Yep...can't disagree with any of this, really. For what it is worth, they have previously admitted that "side" content, including the fetch quests, weren't "done well" in Inquisition. So it is - or was, at least - on their radar. What that will mean for the finished DA4? Who knows.
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Post by roselavellan on Feb 15, 2021 6:17:40 GMT
I'm happy with fetch quests that are interesting. Say, resolving a problem with an actual item/person of importance, and with an interesting story to go with it. That was why people liked TW3 side quests, wasn't it? I think what many people disliked in DAI was the tedium of having to collect, incessantly, what felt like an infinite number of little items: rams' whatever-they-were; mosaics; shards; journal entries... I like open world designs that give you a reason to go back to any and all regions, that's what makes a world feel big, continuous and realistic to me. Skyrim does that with their random world interactions and radiant quests that take place in any randomly assigned location or wherever you ported to. It's even better if the region you returned to had changed in some way after a quest. The praise TW3 sidequests received was - in my opinion - due to two main things; one was presentation. There was a "cinematic" conversation (or two, or three) with each one and that - like it or not - imparts a sense of importance to the task, no matter how menial (like herding someone's goat with a bell). The other was that many of the "fetch quest" level ones fell in to one of two categories; things that greatly benefited Geralt (new armour or weapons) and/or ones that are exactly something a professional monster hunter would do. Some of them also provided entries into extended quest chains (though those were significantly more rare). Yes, I think a good balance of cinematic scenes and voiced dialogue would be great if resources allowed. It could be a matter of personal preference, because I'd be happy if, in the absence of cinematic scenes (edit: not total absence, of course. We definitely need them.), the stories were just well-written and interesting. Cinematics can go a long way to set a scene and create an atmosphere, but I don't know if it's always essential. Chateau d'Onterre in DAI managed to be a great side quest without any cinematics. And you're right about having quests befitting their position/role. In DAI I enjoyed the fetch quests that involved recruiting agents; they came voiced, with unique stories and introduced minor characters of interest.
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Post by Rascoth on Feb 15, 2021 20:16:46 GMT
I'll name three things: - Definitely climbing. Games spoiled me with it and now I'll feel like a child without it's favourite toy in every open world game without it. - Better enemy respawning. You know, at least respawn where I don't see you *looks at bandit camp in Hafter's Wood that spawns on top of my head every time I close one particular rift* - Roaming encounters. They don't have to be quest related (maybe even better if they're not quest related) or in every map, but they'd make zone feel like one connected place, not just bunch of separate areas.
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Post by catcher on Feb 15, 2021 22:03:30 GMT
If we must. We MUST That's right I'm behind you and have a gun point at you to type it out what you would want to see. Me my list is pretty short. 1 climbing 2 swimming 3 day/night cycle 4 music toggle 5 more NPCs and towns to find I'll bite, though I'm more of the camp that actually enjoyed the open setting (I don't call it open world for reasons of my own). First, if you don't mind me checking some of your requests be cause I'm always curious. 1: Climbing - I'm assuming you don't mean ladders and fallen logs that you could climb in DA:I. There's the rub for any RPG designer: what does being able to climb surfaces that the designers/level builders didn't intend to be climbed add to the experience? Is that worth all the time testing climbing in those places to be sure it doesn't break the game? I don't personally see any advantage to storytelling over appropriately placed transitions that mimic that ability, but I'm open to examples. 2: Swimming - Pretty much the same as above; what do you get from a storytelling/game perspective simulating an activity that has to be closely regulated and heavily tested that you don't get from simpler implementations, like getting on a boat transition in Jaws of Hakkon? You can't really engage in combat or other activities while swimming in a game like DA. To me, it's just walking/running with a far trickier animation and implementation. Again, my experience is not broad so if there are games this has really added to, please give me some examples. I would love to hear about them. 3: Day/Night Cycle. This is an oldie and maybe notso goodie. I remember day/night cycles and what they basically did in BG2, but, in my memory, that largely had only two effects of any impact (vampires only came out at night and there were a few merchants who only appeared at night while most others were unavailable). That offers some realism but it's still a little lightweight in terms of punch to implementation issues. Again, what would be the big storytelling opportunities this would open up? 4: Music toggle: I'll reiterate what DragonKing asked: how is this different from just turning music off in the sound settings? 5: I thought there were plenty of NPCs to interact with in the Hinterlands (which I think is what Bioware was shooting for as an adventure area before the time crunch came down). We'd all like more NPCs, but that can be expensive in models and VA. Maybe its better to have somewhat deeper NPCs that actually have more function then dispense quest, accept quest end and give reward, generic praise of conquering hero? I know I got a kick out of the groups of refugees that would spawn in the Hinterlands that would comment on various things as well. As for more towns, again, I would prefer quality over quantity. I'm pretty sure we can all agree Val Royeux was just a mistake. Haven had more life and things going on than the jewel of the Orleasean Empire. Maybe I'm rambling a bit here. Now, for my own suggestion: have solid themes through each adventure area that link to each other and to either the Main Quest or another theme in another area. By link , I mean having a real impact on the related theme or the Main Quest. For example: in my Alternate Reality DA:I, you could pick to side with the templars, the mages, or quash them both. Siding with one side or the other would lead into Hushed Whispers or Champions or a third quest centered on bringing them both back under the Chantry. The second theme then would be the line from the east Road Bandits through the Smugglers Fortress to Valamarr with that completion weakening the Red Templars in some way for later. (Side note: how many dang Red Lyrium mines/sources did they have? Even if they were eating the stuff, there's so many quests that strike at Red Lyrium sources that have zero impact on the plot. But I digress ). Weaving a good story is like a web: it only works when the strands are linked together to support each other. thanks for the thoughts and the time.
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Post by pessimistpanda on Feb 16, 2021 12:11:32 GMT
Use/exploration of vertical space, a jump that actually fucking works, for movement in general to look less fucking stupid, secret areas and passages, Castlevania-style interconnected-ness of areas so I can open up shortcuts that make returning to areas easier, active cities that feel full, worthwhile content/rewards for bothering to go to far-flung, out-of-the-way areas, eg exp for finding new locations/landmarks, unique/high-tier equipment that won't be outclassed by the very next thing I craft or find, etc.
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is wanting to have some fun!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
XBL Gamertag: cyberstrike nTo
PSN: cyberstrike-nTo
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Post by Cyberstrike on Feb 16, 2021 22:13:11 GMT
Better mounts. IMHO Oblivion still has the best horses of any video game. Some were slow and some were fast. Some had high HP and others had low HP. Some were scared of their own shadow, others were basically a companion. Also they were fun to ride. In Skyrim the horses all looked the same and ran at the same speed (and I'm sure there is a mod out there that fixes that but I'm talking base vanilla game here). In DAI you had all these different mounts and they all ran the same speed and didn't do much in a fight.
And they didn't get you anywhere faster at least in both Oblivion and Skyrim the mounts got you from point a to point b faster (maybe not as much in Skyrim but they helped at least) while in DAI the mounts were about as fast as traveling on foot, the only part where I found the mounts in DAI to get around faster was the Hissing Wastes because it was the most boring place in the game. DAI makes a big deal out of the mounts one of the reasons why the damn Hinterlands is such a long quest is recruiting the Horsemaster and getting his horses and services, you have to waste up to 3-5 hours at the damn War Table finding the dracolisks and spend 10,000 gold and lose more time on those damn giant nugs. Not to mention buying mounts at the stables in Haven and Skyhold. The mounts could have been so awesome with some being better suited to different environments and moving at different speeds, maybe even a few that were combat animals.
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Post by Giant Ambush Beetle on Feb 17, 2021 1:41:29 GMT
Off the top of my head:
* Proper wildlife - Animals that prey upon each other, graze, hide, predators that only attack in packs and flee as single individuals etc. Some depth to fauna to make the places feel more realistic and ''alive''.
* Day night cycle - And make nights properly dark, in most games nights are so bright its mostly cosmetic, besides some stealth bonuses maybe. A properly dark night can amplify horror and scary elements a great deal, and it can be used to augment gameplay by decreasing visibility of enemies etc. There are games that properly implemented nights and darkness in general (The Thief series of Looking Glass for example), and it has a dramatic effect on atmosphere.
* Weather - Random special weather effects, sandstorms, heavy rain, fog, snow, thunderstorms, blizzards, maybe even some phenomenon. Again, makes the world more feel more ''alive''.
* Natural sounds - One thing that is sadly often overlooked is an extensive background soundscape, that does WONDERS to make everything feel more alive. A sudden gust of wind every now and then, distant thunder, animal sounds, a rock falling from a cliff, glaciers cracking etc. Sadly most games have a very limited soundscape which loops and repeats quickly as it often seems that the developers only care about the music.
* Secret areas - I really like rewarding exploration in games, finding a hidden cave with some unique loot in it or finding a secret tomb beyond the edges of the map with a little story incorporated is always super awesome. That's like finding extra candy. All Dragon Age games had those but never to a truly satisfying degree.
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Post by xerrai on Feb 17, 2021 2:24:32 GMT
Better mounts. IMHO Oblivion still has the best horses of any video game. Some were slow and some were fast. Some had high HP and others had low HP. Some were scared of their own shadow, others were basically a companion. Also they were fun to ride. In Skyrim the horses all looked the same and ran at the same speed (and I'm sure there is a mod out there that fixes that but I'm talking base vanilla game here). In DAI you had all these different mounts and they all ran the same speed and didn't do much in a fight.
And they didn't get you anywhere faster at least in both Oblivion and Skyrim the mounts got you from point a to point b faster (maybe not as much in Skyrim but they helped at least) while in DAI the mounts were about as fast as traveling on foot, the only part where I found the mounts in DAI to get around faster was the Hissing Wastes because it was the most boring place in the game. DAI makes a big deal out of the mounts one of the reasons why the damn Hinterlands is such a long quest is recruiting the Horsemaster and getting his horses and services, you have to waste up to 3-5 hours at the damn War Table finding the dracolisks and spend 10,000 gold and lose more time on those damn giant nugs. Not to mention buying mounts at the stables in Haven and Skyhold. The mounts could have been so awesome with some being better suited to different environments and moving at different speeds, maybe even a few that were combat animals.
Hey hey now, Skyrim horses were the goat. How else could you climb vertical cliff faces and defy the laws of physics? I skipped entire quest sections with those horses I'll have you know! But I agree with you on the DAI mounts. Despite thier variety I can't say I ever really used them just due to how slow they were. But the biggest issue wasn't even their speed, it was the fact they made our companions become virtually nonexistent. Which meant they somehow made traveling on a mount more boring than traveling on foot. If mounts come back in the next game, they better be allowed to continue party banter (preferably while on a mount of their own).
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Post by colfoley on Feb 17, 2021 2:30:21 GMT
Off the top of my head: * Proper wildlife - Animals that prey upon each other, graze, hide, predators that only attack in packs and flee as single individuals etc. Some depth to fauna to make the places feel more realistic and ''alive''. * Day night cycle - And make nights properly dark, in most games nights are so bright its mostly cosmetic, besides some stealth bonuses maybe. A properly dark night can amplify horror and scary elements a great deal, and it can be used to augment gameplay by decreasing visibility of enemies etc. There are games that properly implemented nights and darkness in general (The Thief series of Looking Glass for example), and it has a dramatic effect on atmosphere. * Weather - Random special weather effects, sandstorms, heavy rain, fog, snow, thunderstorms, blizzards, maybe even some phenomenon. Again, makes the world more feel more ''alive''. * Natural sounds - One thing that is sadly often overlooked is an extensive background soundscape, that does WONDERS to make everything feel more alive. A sudden gust of wind every now and then, distant thunder, animal sounds, a rock falling from a cliff, glaciers cracking etc. Sadly most games have a very limited soundscape which loops and repeats quickly as it often seems that the developers only care about the music. * Secret areas - I really like rewarding exploration in games, finding a hidden cave with some unique loot in it or finding a secret tomb beyond the edges of the map with a little story incorporated is always super awesome. That's like finding extra candy. All Dragon Age games had those but never to a truly satisfying degree. Its still rather mind boggling that Witcher 3 had at least most of this. Not so sure about the 'proper wildlife'.
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Post by biggydx on Feb 17, 2021 4:21:18 GMT
When we say open world, what kind are we talking about?
- Contiguous open worlds like Skyrim, GTA, or BotW? - Large, hub worlds like Inquisition - Or intertwined regions with non-linear level design similar to the modern Deus Ex games
I think what is "ideal" is largely dependent on how they intend to do open world design.
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Cyberstrike
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Post by Cyberstrike on Feb 17, 2021 13:12:00 GMT
Better mounts. IMHO Oblivion still has the best horses of any video game. Some were slow and some were fast. Some had high HP and others had low HP. Some were scared of their own shadow, others were basically a companion. Also they were fun to ride. In Skyrim the horses all looked the same and ran at the same speed (and I'm sure there is a mod out there that fixes that but I'm talking base vanilla game here). In DAI you had all these different mounts and they all ran the same speed and didn't do much in a fight.
And they didn't get you anywhere faster at least in both Oblivion and Skyrim the mounts got you from point a to point b faster (maybe not as much in Skyrim but they helped at least) while in DAI the mounts were about as fast as traveling on foot, the only part where I found the mounts in DAI to get around faster was the Hissing Wastes because it was the most boring place in the game. DAI makes a big deal out of the mounts one of the reasons why the damn Hinterlands is such a long quest is recruiting the Horsemaster and getting his horses and services, you have to waste up to 3-5 hours at the damn War Table finding the dracolisks and spend 10,000 gold and lose more time on those damn giant nugs. Not to mention buying mounts at the stables in Haven and Skyhold. The mounts could have been so awesome with some being better suited to different environments and moving at different speeds, maybe even a few that were combat animals.
Hey hey now, Skyrim horses were the goat. How else could you climb vertical cliff faces and defy the laws of physics? I skipped entire quest sections with those horses I'll have you know! But I agree with you on the DAI mounts. Despite thier variety I can't say I ever really used them just due to how slow they were. But the biggest issue wasn't even their speed, it was the fact they made our companions become virtually nonexistent. Which meant they somehow made traveling on a mount more boring than traveling on foot. If mounts come back in the next game, they better be allowed to continue party banter (preferably while on a mount of their own).
I think BioWare saw and heard about all the games with horses that were out or coming out and decided to have them in DAI so I guess they thought since Oblivion, Skyrim, The Last of Us Part 1, RDR, and others that were in development like MGS5, The Last of Us Part II and RDR2 had horses or were going to have in them so they had better have horses and mounts in DAI too. Without any thought on how to make the mounts interesting, useful, or cool.
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An unknown possibly hostile flotilla detected at eight hundred astronomical units from the sun!
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legendcncd
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Post by Unicephalon 40-D on Feb 17, 2021 14:07:55 GMT
I think BioWare saw and heard about all the games with horses that were out or coming out and decided to have them in DAI so I guess they thought since Oblivion, Skyrim, The Last of Us Part 1, RDR, and others that were in development like MGS5, The Last of Us Part II and RDR2 had horses or were going to have in them so they had better have horses and mounts in DAI too. Without any thought on how to make the mounts interesting, useful, or cool.
I think actually... there might be a reason why the mounts didnt go faster: Streaming speed on the old consoles was not enough for the content. Not sure if this was the case but ... it could be. On Anthem the walking speed was originally slow in the fortress, and I seem to remember them saying this is the reason and they did some stuff to get it a bit faster though. Of course Anthem is on newer hardware etc. but they have their limits too especially how slow the HDD's are in those..
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lk13
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Post by lk13 on Feb 18, 2021 9:32:27 GMT
- Day\Night and weather cycles - More wildlife, not necessarily all hostile - More music & party banter (though it was a bug in Inquisition that didn't trigger banter properly, if I remember correctly?) - Random encounters, bonus if they also react to your choices in the story (e.g.: you complete a mission where you go against Qunari? -> You get attacked by them; go against a magister? -> get attacked by his lackeys instead) - Less fetch quests, fleshing the existing ones out more - A bit more villages on the map, definitely bigger cities than Val Royeaux - DWARVEN CRAFTS, FINE DWARVEN CRAFTS
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coldsteelblue
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Post by coldsteelblue on Feb 18, 2021 13:14:10 GMT
1: Continuing party banter after a fight, especially if random creature trips over a stone & aggro's the whole party 2: Better pathfinding for wild animals so they don't trip over stones & instantly aggro the whole party 3: Weather systems, including having them affect the player, like lighting strikes (still remember how it scared the shit out of me in BG), heavy wind & rain affecting movement & actions 4: Camps, yes I know we had the, but a chance to actually rest at them & talk with party members, save having to go back to the main base every tie 5: Actual reasons to explore, having a cool looking ruin in the distance be occupied by a single chest of RNG loot quickly kills the exploration itch 6: Swimming, I know there's an argument against swimming in armour, so have the character strip down to their pants...ok this would only mean swimming in set locations, but it would still be nice to do.
That's all I can think of off the top of my head.
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