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theycallmebunny
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Post by QuizzyBunny on Jan 2, 2022 2:27:58 GMT
So it's late and I'm bored without being able to sleep, so let's make a long ass DA thread until the Sandman (or John Blund as we call him in Sweden) finds me. And something I've been thinking about recently as I've slowly started to replay all the games is, what parts of of the games we've already gotten would I like for them to continue with (and perhaps even expand upon). Here are my thoughts:
Features existing in all three games: - Romances obviously, the games would definitely feel a bit empty without them as they add a lot of replay value and an additional spice and emotional investment in your playthrough. I'm not sure they need to increase them more than they did in DAI, although evening the options between the different orientations and what-not would probably be a good idea.
- Character customization, I think I preferred DAI the most but it doesn't have to be quite as elaborate if it creates issues, but yes I'd like some more realistic hairs (if clipping is an issue make more updos instead).
Dragon Age: Origins - First thing I'm thinking is the tactics. For sure we had them in all games, but it's Origins that did them the best and I'd like for the devs to look back to DAO and how it was done for the future. The feeling when you managed to perfect the tactics to the point where the AI would always perform the actions you wanted without micro managing them was amazing! - The Origins, it's such a nice way to establish your character and the world! We need them back!
- I miss the approval bar and want it back, even if it's just a toggle. I get that it can ruin the immersion a bit, but it's so good for knowing where you stand. You don't have to openly number the value of every interaction, just give me a clearer view how me and the companion are getting along.
- The level design was great, you always felt like you had the freedom to explore even when you were always kinda guided towards the end goal. You can't really get lost in DAO like you can in the Hinterlands in DAI, and I prefer that myself as it seems easier to create a coherent story this way.
- DAO was very mod friendly, can we please have that back? - Can we also have the red health potions back again? The green in DAI was a bit weird... - Showing the travel on the map and adding mini-encounters made it feel like you were actually moving about, and they are way more fun than load screens. - Amount of available races to play was probably perfect in DAO - one felt a bit stale and four may have been a bit too much for the game to reasonably account for (resulting in more non-specific dialogue). I'd say three, maybe even just two, is perfect.
Dragon Age: Exodus (yes, that's the real title for me damn it!) - First thing I think of is the primary attacks in general - they felt so satisfying to use, especially as a mage. For sure they were fast and very action oriented, but they made me feel like a goddess (especially compared to the crappy basic mage attack in DAO).
- I really liked the intimate and more personal story, we don't always have to be saving the world, we can have more localized stories. - Having your dog as a summon was great, maybe continue that but with a greater pick of animals? - I really liked playing purple sarcastic Hawke, so maybe add a bit more of that back in again as a dialogue option? - The day and nigh cycles were pretty nice, it would be fun adding it back but maybe in a more organic way rather than toggling between map versions? I also liked how it was a natural option to grind for experience that made sense.
- I loved the specializations in this one the most, especially Force Mage, so if any is to be reused I'd suggest primarily looking at DA2.
Dragon Age: Inquisition - I like that the world became more colorful (literally). Yes, the brown of DAO was a mood that we all love, but in the end I think the splash of color is the way to go in the future.
- I liked that the dialogue wheel got better at explaining the mood and consequences of your voice lines - keep on doing that and improve it! - If it will make sense to the story I liked having the companions in the same place but in their own separate spheres, and I do like that they actually leave these and move around at times - it makes them feel alive.
- Controller support for PC is a big YES, make it if possible so you can virtually play the console version on PC please (yes I'm a console scrub slowly migrating to PC and I really love my controller).
- DAI had the best style for the elves, keep with this one - they look more distinctive from humans without looking like aliens.
- Verticality and jumping, it was nice finally having some vertical movement and being able to explore more that way (that being said, no more long ass jumping puzzles please).
- I liked that we could customize our keep, would be lovely if this was expanded on and we could add things we've defeated to the walls! - The addition of an "ultimate" ability was nice, would like to see that expanded upon. I especially liked how it was made story relevant in Trespasser.
I'll leave it like this for now, but might update it as I remember more things. Please share other features we've already had and we would like to see return!
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Post by gervaise21 on Jan 2, 2022 10:15:19 GMT
Features existing in all three games: Romance/Friendship: Whilst I would agree that we need to keep the romances, I'd rather like expanding on the idea of developing a close friendship that didn't involve sex. What I found rather annoying with the companions in DAI was how the conversation dried up if you weren't in a romance with them. For example, with Dorian, after we had covered his knowledge of Tevinter and completed his personal quest, when I returned to speak with him I just got a hi and goodbye until the next major plot point on which he might comment. Yet, the sort of things he was doing when we were in a romance, aside from kissing, seemed to me to be something he could equally have done with my female Lavellan because to me "hanging out together" can equally be done with a friend. This was also true of the others.
Now I may be remembering this wrong but it seemed to me in DAO there was still scope for developing the relationship with a companion even if you weren't in a romance. May be it is because they did divide out the dialogue options between general and romance, so not only could you avoid the latter if you didn't want to get into a romance but there seemed to be more assigned to the general than in later games. I found it silly that certain dialogue was hidden behind heart icons in later games, such as teaching Fenris to read but also having to pursue the heart icon in the Solas romance, or have it fail to trigger, actively meant losing out on other dialogue options that were not romance related. I'm pretty sure that would not have happened in DAO because the other options would be on the general tree and so I could come back to them.
The other thing I liked about DAO was that you didn't always have to return to the main camp in order to talk with your companions. It seemed to me to be only natural that after a difficult battle out in the wilds or the Deep Roads, we would take a pause and may be have a short chat to ease the tension whilst we recovered. Some important stuff was still left for the camp alone, which was also appropriate. Also, I liked the touch with Alistair at least, that if he got knocked out in the fight I was able to give him a quick kiss just to reassure both of us he was okay. It was little touches like that which made it work for me.
Character Creation: I think they have done a pretty good job with this in the past but I do agree that I would like a return to the greater variety of hairstyles we had with DAO and DA2. If we could have genuinely long hair in the future that would be a bonus but I'd settle for less examples of buzz cut/bald in favour of other options for hair.
Approval Bar: I would rather have an approval bar and not the constant flagging of disapproval on scene. Also, rather than having to guess why the companion disapproves, let's at least hear some sort of comment and have them broach the subject with us latter. Again, I seem to recall that was the case in DAO. Morrigan definitely made her opinion known, often before you made a decision but you definitely knew why you had lost approval with her. Zevran voiced his disapproval about doing any sort of deal with the slaver and Alistair would chew you out if you didn't take the "good" option over Connor. There also seemed to be greater chance of a companion turning on you if they disapproved "greatly" with what you did, even if you had previously been on good terms. Whereas in later games, if your approval rating was high enough then no matter what you do, it never affects their loyalty. I realise that in the context of the story, it made sense that people would stick with you because the priority was dealing with Corypheus but wasn't that also true of the Arch-demon?
Races/Background: There is not a problem with playing any of the races provided they can justify it in terms of the setting and the background they assign you makes sense. I struggled a bit with the justification for a Dalish elf or Carta dwarf even being at the Conclave and certainly being allowed free access to areas that should have been restricted. At least the Vashoth was a mercenary hired to be part of security at the event whilst the human had a family connection to the Chantry. I would like a return to the origin backgrounds of DAO but I doubt they will do that again. More likely would be either separate races with a background you have no control over, like DAI, or possibly choices about family history and early career like we had in Mass Effect with Shepherd but this would mean them opting for choices that would fit any race, which would be tricky but not impossible. Whatever they decide to do, I hope we do get some reference to it in game and not just in a single conversation tree (as with Josephine) or a War Table mission but relevant even to the extent of having separate customised side quests relating to your choice.
Day/Night Cycles: This is something I have long been arguing for. I found it daft that some area are continually night and other everlasting day. Crestwood was an improvement on this but was still tied to completing a particular quest. Why on earth can't they return to something they had even back in the days of Baldurs Gate? That was over 20 years ago and yet we had more realistic day/night cycles than we do now.
Magic Schools/Spells: Whole threads have been dedicated to this. I would definitely like to see a return to greater variety of general and specialist spell trees. With regard to the specialism they do seem to have chopped and changed aspects from previous ones to create the specialisms for DAI. I wouldn't mind having back the ones from DA2, particularly Force Mage (as Rift Magic would be somewhat difficult not there is no Breach) and Spirit Healer but Blood Mage should make a return if only among our enemies (we are heading to Tevinter for goodness sake). However, it was possible to argue in the DAO and DA2 for an ethical use of blood magic, which seemed to be ruled out by Hawke's enforced comments in DAI but I wouldn't mind bringing back that idea in the future. Also, a definite explanation of where it derives its power from. I'd also like a return of the Arcane Warrior as it was in DAO, although I did find the Knight Enchanter was great in DAI with its light sabre.
Warrior Specialisations: I'd like some more varied ones in the future. In particular I would like them to bring back and develop the Spirit Warrior spec from DAA. We never got to see it enough in that game and it could be interesting if they did it right. To some extent that is what a Seeker was really, someone who was given special powers through their relationship with a spirit, but then they just gave Cassandra regular Templar powers. It would be interesting to know how the relationship might differ according to the spirit you formed the bond with. There is so much they could do with this.
Rogue Specialisms: I would like a return of the Shadow rogue from DAA and DA2. I am also hoping for an Arcane Archer based off some of the concept art although it is possible that could be a mage specialism rather than a rogue.
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wright1978
N4
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR
Prime Posts: 8,116
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Post by wright1978 on Jan 2, 2022 16:48:19 GMT
1) Romances: obviously keep. I find them a very vital part of the character building/journey. I'd like to see more that invert the romance/sex paradigm like Issy's where sex comes earlier and then deeper love commitment later. I'd prefer romances to be open(playersexual) but that isn't going to happen.
2) Hardening/Softening: One of my favourite companion things in DAO and beyond. in particular it added to Leliana's story. I'd like to see it or something similar continued in future installments.
3) Friendship/Rivalry from da2: I'd love to see it return or something similar. It was fantastic to help create different types of companion/MC relationships rather than the simplistic approval meter.
4) As far as dialogue choice(if we're going down the route of emotions) i vastly prefer the broader tones of DA2. DAI felt very samey. I like having the choice to in one situation be saracastic, another aggressive or in another neutral.
5) Largely happy with character customisation but i would like longer hair.
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midnightwolf
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
Origin: BlackSassyWolf
XBL Gamertag: BlackSassyWolf
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Post by midnightwolf on Jan 2, 2022 16:48:27 GMT
I'd love a return of combat tactics from DAO. I'd also like to see the Rival/friendship from DA2 again. It made romance and friendships much more interesting, at least for me. Night and day, and weather cycles are now a must. There's no excuse for Bioware to not be doing this in their games, when Bethesda and Ubisoft and other game developers have been doing it for years.
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GalentheYounger
N2
The Midnight Ryder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
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Post by GalentheYounger on Jan 2, 2022 18:17:11 GMT
We need to keep a hot templar boy as a romance option as per tradition. E.g. Alistair, and Cullen. We cannot have a dragon age game without being able to bang a templar.
No, but in all seriousness, I would like to bring back some of the way the dialogue was structured for DA2. DA2 is close to being my favorite simply because of its humor. You can't really be funny in DAI at all. I want the series to bring back some of its old humor and not take itself too seriously. There were funny moments in DAI and Origins, but Alistair carried all the funny in Origins and everyone was super uptight in Inquisition. I really want options for the protag to bring that humor like Hawke did, especially because it seems like they will be a little more roguish (from the Varric trailer of you're a nobody, you're unexpected, blah blah)
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midnightwolf
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
Origin: BlackSassyWolf
XBL Gamertag: BlackSassyWolf
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Post by midnightwolf on Jan 2, 2022 18:31:38 GMT
We need to keep a hot templar boy as a romance option as per tradition. E.g. Alistair, Anders, and Cullen. We cannot have a dragon age game without being able to bang a templar. No, but in all seriousness, I would like to bring back some of the way the dialogue was structured for DA2. DA2 is close to being my favorite simply because of its humor. You can't really be funny in DAI at all. I want the series to bring back some of its old humor and not take itself too seriously. There were funny moments in DAI and Origins, but Alistair carried all the funny in Origins and everyone was super uptight in Inquisition. I really want options for the protag to bring that humor like Hawke did, especially because it seems like they will be a little more roguish (from the Varric trailer of you're a nobody, you're unexpected, blah blah) Anders wasn't a Templar. Or is there another character named Anders that I don't know about?
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Post by gervaise21 on Jan 2, 2022 19:09:35 GMT
Anders wasn't a Templar. Or is there another character named Anders that I don't know about? I think what they are thinking of is having a Grey Warden romance each game. That did apply to Alistair and Anders, also Blackwall as even if technically he wasn't a proper Grey Warden, he certainly had wanted to be one. We need to keep a hot templar boy as a romance option as per tradition. E.g. Alistair, Anders, and Cullen. We cannot have a dragon age game without being able to bang a templar. Alistair was an ex-Templar and even if he did have Templar abilities, he didn't have their prejudices and had been only too glad to get out of the Order. Anders was definitely not a Templar; he hated them. Well, except the lady Templar they regularly used to send after him in the old Kinloch Hold days before the Blight. I seem to recall he rather enjoyed giving her teasing looks and making her squirm. Tevinter doesn't have proper Templars like down south, so even if they do give you a Tevinter Templar to bang, it won't be the same.
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GalentheYounger
N2
The Midnight Ryder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
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Post by GalentheYounger on Jan 2, 2022 19:19:35 GMT
We need to keep a hot templar boy as a romance option as per tradition. E.g. Alistair, Anders, and Cullen. We cannot have a dragon age game without being able to bang a templar. No, but in all seriousness, I would like to bring back some of the way the dialogue was structured for DA2. DA2 is close to being my favorite simply because of its humor. You can't really be funny in DAI at all. I want the series to bring back some of its old humor and not take itself too seriously. There were funny moments in DAI and Origins, but Alistair carried all the funny in Origins and everyone was super uptight in Inquisition. I really want options for the protag to bring that humor like Hawke did, especially because it seems like they will be a little more roguish (from the Varric trailer of you're a nobody, you're unexpected, blah blah) Anders wasn't a Templar. Or is there another character named Anders that I don't know about? Let me edit that out.... embarassing. that's why we don't work 2 am hospital shifts and then post without sleeping lol
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midnightwolf
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
Origin: BlackSassyWolf
XBL Gamertag: BlackSassyWolf
Posts: 954 Likes: 1,235
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Post by midnightwolf on Jan 2, 2022 19:40:24 GMT
Anders wasn't a Templar. Or is there another character named Anders that I don't know about? Let me edit that out.... embarassing. that's why we don't work 2 am hospital shifts and then post without sleeping lol Don’t be embarrassed. We all make mistakes. ☺️
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ebonydragon
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by ebonydragon on Jan 3, 2022 0:06:53 GMT
DAO: Tactics are a must! But I also really liked swapping between weapon sets, especially as a warrior so I could use a crossbow when needed. I get that crossbows are Varric's thing now - maybe warriors could throw spears or something like the Qunari have in the past? Also this is such a little thing but I loved how, when you went to look at the map for an area, it was all...parchmenty? Like your character has pulled out a real map.
DAE (yes I love the Exodus name too!): Every companion having a 'home' of sorts. It was nice to see where they lived and how the made the space their own. And also how your gifts sometimes turned up there! Like the Halla statue for Merrill and...actually that's the only example of that I can think of. But it was a nice touch! Or being able to gift companions special weapons that they would then use, like Sebastian's family bow or the Blade of Mercy for Fenris.
DAI: Jumping was handy for exploration purposes, although if we are exploring all over cities in the next game maybe being able to grab ledges and climb up would be a good next step. Camps for healing, stocking up and fast travel will also be good if we have large areas to explore. Being able to make armour should also stay, it was really fun mixing and matching pieces to get the looks I wanted. Would love a morph feature like some of the recent Assassins Creed games have had though!
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Post by QuizzyBunny on Jan 3, 2022 1:56:04 GMT
Being able to make armour should also stay, it was really fun mixing and matching pieces to get the looks I wanted. How did I forget this, this is a must! Loved customizing my own armor, and I loved that all companions has their own "styles" they maintained even while you still got some say in how they looked.
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Post by Absafraginlootly on Jan 3, 2022 2:16:35 GMT
- Companion relationships and quests Dragon Age has never had a companion I didn't enjoy, I don't like all of them, but i don't need to to enjoy their character arc and contribution to the story. I've enjoyed the companion quests becoming a bigger part of the game since dao.
- Decision consequences I really liked how the decision made during iron bulls personal quest had consequences in trespasser in a way that makes sense. I liked how who Hawke chooses to take into the deep roads has different results. That whether my city elf killed Vaughan affected whose in the dungeon in Denerim later, that you fought with different armies in the final battle depending on whom you recruited. I love it when we have logical consequences of our actions in the same game (or its dlc) instead of in the epilogue. More please
- Visuals (dai) The environments in dai looked great, whatever the size and number of the maps in da4 i hope they look similarly beautiful. The visuals is dai were generally great save for the hair, so hopefully they'll build on that.
- Side quest options I like it when side quests involve choice, whether in how you complete them or what the results are. They are more memorable and engaging than linear fetch/kill quests.
- the Pause button Even if they implement the dreaded active dodging, blocking and attacking - there's no excuse for not having a pause button. Greedfall has these things but it also has a pause button so you can activate them from a menu instead of relying on your physical and mental reaction times. Since pausing can affect how often and how long I can play a game, and make a big difference in whether combat is fun and enjoyable on hard difficulty or something to be endured for the story on easy difficulty, I really want the first franchise whose combat i genuinely enjoyed in of itself to keep the pause button.
- Fully controllable companions in combat Andromeda removed the pause button and control of companions abilities and it's why it's the worse combat in mass effect and dragon age for me personally. With no pause button i didn't even have time to use the limited squad control it had much of the time. Felt like i may as well be playing solo instead of with a party but for squad banter. I want them to keep squad based tactical combat and i believe that is at its best when you fully control your companions.
- Tactical/overhead camera (Dao's version) This allows me to see the battlefield for planning and aim area of affects correctly. Dai didn't work so great but dao's was really enjoyable.
- Large amount of ability action bar slots (dao, da2) DAI didn't have enough space for all my powers, even less space if you slot focus powers that can't be used often. Andromeda's 'i can only access 3 powers at a time' thing was particularly annoying.
- Weapon switching in combat (dao) This was just nice, being able to switch between melee and ranged weapons to suit the situation was great. I think all classes should have access to melee and ranged abilities, even if it favours one over the other.
- More types of ability/talent trees for mages (dao and da2 to a lesser extent) There are different ways to play mages in previous games. Turning primal into 3 trees and only having one tree that wasn't elemental damage was boring. And two of the specialisations having regular spells from prev games instead of their own unique abilities like most specialisations was disappointing.
- Custom companion specialisations (da2) Hawke and his companions never had exactly the same abilities even when she picked the spec that's similar to theirs. I really liked that.
- Mages switch auto attacks to bashing people when they come into Melee Range (da2) This felt good and made more sense than continuing to shoot ranged blasts at the guy whose in your face.
- More weapon style trees for fighters and rogues (dao) I like martial characters having more options for builds/fighting styles. I wouldn't necessarily pick the same ones from dao though, i have some other ideas i like.
- Programmable tactics/companion behaviours so i can control how my companions act. (Dao, da2) Dai's wasn't up to snuff, I think it tried to incorporate common tactics set ups into the default ai, but I couldn't reliably make ranged characters stay out of melee, the hold command didn't work properly and the ai's choices for when/how it used the abilities you marked for use didn't always match what i would have chosen with programmable. Better to pause and fully control the party than rely on dai's ai outside of the simple, easy and quick fights. It would be great if da4 could bring back choosing default companion behaviour at least. (passive, aggressive, defensive, Ranged etc)
- Verticality (dai) Being able to jump and climb ladders was good, made for fun things to do with maps. I'd like them to keep this and improve on it. Warriors could use the chain/grappling hook they use for pulling enemies towards them to instead pull themselves up ledges and across chasms, Mages could have a short range levitate ability (a bit like mea's jet pack/biotic levitate, mea did movement and Verticality in maps well), and Rogues could straight up parkour around the map. I think this would be fun and work well for breaking into buildings and traversing old ruins.
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Sanunes
N6
Just a flip of the coin.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Just a flip of the coin.
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Post by Sanunes on Jan 3, 2022 3:08:53 GMT
I think the biggest thing I would want BioWare too go back and look at from their earlier games is that less is more. It seems ever since they got EA budgets the phrase "bigger is better" seems to fit the way they are describing the games. To me that is where a lot of my issues lay is in the situation of they have to complete so many other things that everything feels like an afterthought.
A lot of the ideas here are nice, but to me having everything feel like it fits with in the game and instead of being designed to keep checklists happy is what would make a game I would enjoy.
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Post by NotN7 on Jan 3, 2022 3:49:22 GMT
I think the biggest thing I would want BioWare too go back and look at from their earlier games is that less is more. It seems ever since they got EA budgets the phrase "bigger is better" seems to fit the way they are describing the games. To me that is where a lot of my issues lay is in the situation of they have to complete so many other things that everything feels like an afterthought. A lot of the ideas here are nice, but to me having everything feel like it fits with in the game and instead of being designed to keep checklists happy is what would make a game I would enjoy. If I read it right I concur too much is too much I play BIo games for the 1. story and 2. immersion and not to waste my time for on hours for what I believe is nothing more than filler and time wasters.
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Sanunes
N6
Just a flip of the coin.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Just a flip of the coin.
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Post by Sanunes on Jan 3, 2022 4:55:58 GMT
I think the biggest thing I would want BioWare too go back and look at from their earlier games is that less is more. It seems ever since they got EA budgets the phrase "bigger is better" seems to fit the way they are describing the games. To me that is where a lot of my issues lay is in the situation of they have to complete so many other things that everything feels like an afterthought. A lot of the ideas here are nice, but to me having everything feel like it fits with in the game and instead of being designed to keep checklists happy is what would make a game I would enjoy. If I read it right I concur too much is too much I play BIo games for the 1. story and 2. immersion and not to waste my time for on hours for what I believe is nothing more than filler and time wasters. Pretty much. Its also knowing what is needed to do those things as well. Feel free to try new things, but also be ready to drop them if there are any problems. I think the procedural content articles from Andromeda demonstrate when that can go wrong. I have worked on projects where elements need to be cut because there will be a trickle down catastrophe because of delays and diverted resources. I think that is what needed to be happening there, but since it has come across as a leadership pet project or something they didn't want to remove in the articles it became a sink for precious developer hours. Now would it have been additional interesting content to have procedural content in the game of course, but playing it right now it doesn't feel like its missing either unlike elements of the story feel half finished.
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Post by gervaise21 on Jan 3, 2022 7:56:12 GMT
DAO: Tactics are a must! But I also really liked swapping between weapon sets, especially as a warrior so I could use a crossbow when needed. I get that crossbows are Varric's thing now - maybe warriors could throw spears or something like the Qunari have in the past? I'd forgotten to mention this one. I found it really disappointing when they dropped the ability to toggle between ranged and melee weapons on screen. At least in DA2 I was able to swap by pausing and going to the inventory but then in DAI I couldn't even do that during the battle. In DAO, if you were predominantly a melee warrior then you could only use as simple bow or crossbow but at least you could use something instead of having to stand around doing nothing whilst we fired on the enemy from a distance and then could drop it in favour of your melee weapon if the enemy closed on you. I agree that since they introduced Qunari throwing spears, that could be the default ranged weapon for a warrior if they wanted something other than a crossbow. The repeating crossbow is Varric's thing since Bianca is a one off improvement on the standard crossbow but other people can still use them. Whilst on the subject of weapons, I'd also like a return to warriors being able to train as dual wielders and rogues being able to dual wield something other than daggers. The reason I'd like the Arcane Warrior spec back as it was in DAO is that, whilst the light sabre was cool, you are able to use weapons other than a staff if you wish.
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Post by colfoley on Jan 4, 2022 8:40:37 GMT
Dragon Age Orgins
Origin Stories- Bit of a low hanging fruit and I know in the past they said they would not do this...but Cyberpunk had them so maybe they will revisit it. Or maybe that was just a reason that game stunk...but I'm certainly pulling for them to put in Origin Stories and especially faction based.
Melee/ range options for all classes- (thank you Gervaise) definitley agree and want them to have all classes have the same options to equip ranged and up close weapons. Just the Origins way was still very clunky to where I found I still stuck to one a good deal of the time. Make it easier to switch. Bonus points if we start seeing a wider variety of weapons.
Dragon Age 2:
Dialogue System- Maybe call the options something different but I still think DA2s is BioWare's best system they have done. Give me a sarcastic option then either some kind of more peaceful option or an aggressive one. Something like that.
Companion storylines: Andomeda did this and Inquisition did a watered down version but I really did like how the characters in DA 2 got a full arc with multiple missions within each act rather then just a single loyalty mission like in ME 2. Feels a lot more complete and makes them a lot more involved. Bonus if it can actually relate back to the plot.
Dragon Age Inquisition:
Crafting System- By far and away my favorite crafting system in a video game ever. Still even all these years later the only one I ever really liked. Gives you pretty full control of your gear and lets you customize it how you want to fit your play style. Just A. less collecting individual resources and B. Add more different type of resources to use. Bows aren't made out of metal, typically, they are made of wood. Maybe bird featers for arrow tails, that sort of thing.
Combat (sort of)- I think Inquisition still has the best balance in a lot of ways between the three games and the three...I guess 'pillars' of combat between action, tactical, and strategic. But this is also the area which needs more refinement. First off though the one thing that it should REALLY stick to from Inquisition was in the two areas where the first two games failed. First of all they didn't have too meaty enemies like in Origins, they were fairly easier to defeat, most of them, or well 'faster'. And in DA 2 you had way too large mobs which Inquisition's mobs were nice and felt realistic on the squad level, nice manageable chunks of somewhat fairly realistic opponents...unless you were under leveled of course. But the issue is I kind of hope they go with more.
More moment to moment action. Active blocking and dodging instead of abilities. More action.
More tactical options. Give us a tactical camera that actually works and lets us set up proper ambushes, counter attacks, maybe even full paths for the entire squad.
More strategic options: yes, yes, 'but this is DAO' just that those games were way too cumbersome and complicated...but Inquisition may have been just a little too watered down. As I have said before I guess I do want priorities because the problem here was that if you set up the wrong tactics, you could have your companions...just standing there...should make it a little bit more intuitive.
DAO/DA2:
Assignable Attribute points- I would like them to bring this back if they can find a way to make it more consistant...and more weighty. Having these attributes and options unlock different ways of doing things...like dialogue choices based on if you have high cunning or instead of having the knock down walls in Inquisition be tied to classes have it tied to your strength score, so a high strength rogue can bash them down, or a high cunning rogue can figure out how to do something else. Also it would be nice if you could tie it into weapon effectiveness. Like I do not approve of DA 2 and it making it so you couldn't use weapons if you didn't invest x points into Dex,this made builds feel way too linear, but instead have different stats for different weapon types get effected by different attributes like have Dex affect arrow shooting speed whereas strength effects bow damage or piercing damage.
But if they don't make them weighty somewhow, at this point it might be better just to get rid of them entirely.
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"Abso-fraggin-lutely!" ~ Captain John Sheridan and Satai Delenn
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Post by Absafraginlootly on Jan 6, 2022 1:11:54 GMT
Some more that I forgot in the first post, but was reminded of by other people's posts I want character customisation such as there is in dao and dai. Playable origins would be ideal but I'm not getting my hopes up for that. Regardless of the whether the backgrounds are playable or not, I would like multiple backgrounds to choose from, rather than race choice with one background. And I would like in game dialogue and quests reflecting it. In the likely event of background not being playable I would like more dialogue that lets us define our past then that one convo with Josephine we got in dai. And I think the ability to customise a significant event in our character history like mass effects CC does would be cool. Also I too enjoyed the armour and weapons crafting systems in dai, being able to pick my materials/equipment bonuses instead of being stuck with whatever an item comes with was good. Additionally choosing which schematic and what dyes to customise my characters appearance with was also good. The only thing I'd change would be making the stats entirely dependent on the materials and their tier, rather than having tiers for the schematics aswell. And of all the voiced dialogue systems that bioware has done so far that I have played (i don't know what anthems dialogue system even is) I've found Dragon Age Inquisitions to be the best. It's paraphrases and emotion icons combo caused less reloads because I didn't correctly guess what the paraphrases meant than other bioware games and less then the Witcher 3. It of course still suffered from the problem of all voiced crpgs: wanting to pick the dialogue that's closest to what your character thinks/would say. But not being able to tell which paraphrase that is with more complicated responses, so having to reload repeatedly to hear each option. But it happened less with inquisition. (I don't care how boring and pace ruining they THINK an option to click on a paraphrase to see the full line would be, reloading over and over is worse)
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Spectr61
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Games: Mass Effect Trilogy, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Anthem
Origin: Spectr61
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Post by Spectr61 on Jan 6, 2022 1:38:38 GMT
As I’ve said before, bring back the programmable companion tactics that DA2 had.
Combine effective companions, doing what you want them to do instead of relying on a here-to-for questionable game ai, with zero pausing, leads to great, fast, fluid gameplay. Well, at least in combat anyway.
The pause is a crutch, pure and simple. Covering for poor game design, poor game capabilities, or poor player ability. Or all three.
Unless of course you have a time-stiopping-and-starting-machine in the pocket of your Thedas-era jerkin.
One of the reasons why I like MP, especially with a good team. No, “all-you-bad-guys-stop-doing-what-you’re-doing-while-I-get-my-shit-together” mechanic. When SP combat is fast and fluid, like MP with a good team, it’s great. At least to me.
But, to each their own. Pause praisers carry on!
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Post by QuizzyBunny on Jan 6, 2022 1:41:19 GMT
I want to add, as someone else mentioned her earlier, that I love that the companions had more quests in DAE and I'd really like to see that in DA4 as well - I'm currently replaying DAE and really enjoying that the companions are very much in the center of the whole story and not just "helpers" to get to a certain goal (defeat the Archdemon/defeat Cory-face). Would like to see the same type of camaraderie in DA4!
I wonder if any Bio-dev will ever stumble in here and take notes, wishful thinking I know, but if all of these things mysteriously end up in DA4 we know who to thank/blame!
If you see this Bio-dev it can be our secret, just put a bunny in whatever homestead we will have and I'll know you visited.
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Iakus
N7
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by Iakus on Jan 8, 2022 0:44:40 GMT
DAO:
-FOR THE LOVE OF THE MAKER GIVE US BACK A REAL TACTICS MENU!!! - Stealth that can be used out of combat -Companion "barks" that reflect their state in the game; relationship level with the PC, whether in a romance, personality changes, etc. -The ability to equip any armor or weapon provided you met the stat requirements, regardless of class. No more of this "light armor is for mages only, medium armor for rogues, etc -The ability to assign attribute points as we see fit. - Spell schools beyond Primal. mages should be more than elemental pew-pewers
DA2: -Talent trees DAO and DAI were too linear. DA2's actually felt like we had real choices. -Friendship and Rivalry. Not as it was done as such, but the ability to have different conversations and different bonuses for companions based on the relationship they have with the PC
DAO and DA2:
-HEALING SPELLS!
-THE ABILITY TO HAVE MORE THAN EIGHT ACTIVE SKILLS AT ONCE AND NOT HAVE TO PERMANENTLY BLOCK ONE OUT FOR A PLOT-NEEDED ABILITY!!!
DAI: - The ability to decorate or redecorate whatever "home base" ends up being (but having some more options would be nice) - Mutually exclusive content. Mages vs Templars questline was a nice start, but could and should be developed more. -Customizable armor designs. I don't want to be stuck with fugly or ineffective looking armor just because "it's the character's look" No more pantless pirates or shirtless Qunari unless I WANT that!
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superslyngel
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: superslyngel
Posts: 9 Likes: 3
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Post by superslyngel on Jan 8, 2022 20:32:17 GMT
From Dragon Age Origins: Tactical and rpg-heavy gameplay. From Dragon Age 2: A story that plays out over a longer timeframe than usual in modern rpg's From Dragon Age Inquisition: A diverse cast of companions. Obviously there are many more things that I would like to see return, but those are the important ones to me
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theycallmebunny
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by QuizzyBunny on Jan 10, 2022 19:02:24 GMT
Oh, and I like the resurrection mechanic from DAI, I'd like that back too.
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catcher
N2
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Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
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Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by catcher on Jan 11, 2022 2:16:49 GMT
The bunny is cute so I'll bite. Some less common wishes than what you see here typically. DA:O - Resource and money scarcity. Playing DA:I again, I'm struck on just how easy it is to get top level gear without spending much of anything in gold. A good chunk of that is the broken crafting system, but I've played the game intentionally avoiding crafting and its still not hard to keep the whole party well outfitted while still piling up gold like a dragon on a bender. In DA:O, your hoarded every bit of copper you could scrape together so you could get one top-end item. Those top end items (at whatever level) were rarities even as quest rewards much less in shops. Scarcity made quests more rewarding and monetary rewards for morally questionable end smore enticing. (remember that lyrium smuggler to Kinloch Hold?) Seeing a return of more scarcity (which would also fit the DA4 vibe that you're more of a shoestring hero) would make it more tempting to gather rewards for more questionable tasks and make rewards even for 'good' tasks that much more satisfying. DA:E (I'm with the lepus on this one ) - Single discovery resource nodes. I actually played Exodus after Inquisition and this was one item I really wish the Inquisition team would have kept. Having resources that you can mark once and they are constantly in your inventory eliminates the worst elements of farming while still rewarding the Player for exploring the area for that hidden node. Simple but it's something that doesn't get the notice it should. DA:I - The little side stories. My current playthrough, I'm concentrating on picking up all the little 'overheard' conversations in Haven, the Summer Market, Skyhold, various inhabited areas as I can. There's some obvious, jokey stuff (Overheard in Griffin Wing Keep. Sergant: "What are the chief weapons of the Inquisition?!" Troop 1: "Surprise and Fear!" Troop 2: "Surprise, fear, and ruthless efficiency!" What can I say, I'm an old geek ). There's also some serious one offs (like the Chantry sisters debating the impact that Corypheus' existence has on their own theology) and real stories there too (Chantry sisters next to the Haven Chantry door can go from serious, to thoughtful, to a hoot over the course of your first several levels. I liked that in addition to the usual repeated walla, you had real work. that stuff should be more part of and in quests of course, but our everyperson hero in DA4 should have lots of little stories that will sometimes bring her/him in and sometimes remain just someone else's problem.
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Post by colfoley on Jan 12, 2022 3:10:09 GMT
The bunny is cute so I'll bite. Some less common wishes than what you see here typically. DA:O - Resource and money scarcity. Playing DA:I again, I'm struck on just how easy it is to get top level gear without spending much of anything in gold. A good chunk of that is the broken crafting system, but I've played the game intentionally avoiding crafting and its still not hard to keep the whole party well outfitted while still piling up gold like a dragon on a bender. In DA:O, your hoarded every bit of copper you could scrape together so you could get one top-end item. Those top end items (at whatever level) were rarities even as quest rewards much less in shops. Scarcity made quests more rewarding and monetary rewards for morally questionable end smore enticing. (remember that lyrium smuggler to Kinloch Hold?) Seeing a return of more scarcity (which would also fit the DA4 vibe that you're more of a shoestring hero) would make it more tempting to gather rewards for more questionable tasks and make rewards even for 'good' tasks that much more satisfying. DA:E (I'm with the lepus on this one ) - Single discovery resource nodes. I actually played Exodus after Inquisition and this was one item I really wish the Inquisition team would have kept. Having resources that you can mark once and they are constantly in your inventory eliminates the worst elements of farming while still rewarding the Player for exploring the area for that hidden node. Simple but it's something that doesn't get the notice it should. DA:I - The little side stories. My current playthrough, I'm concentrating on picking up all the little 'overheard' conversations in Haven, the Summer Market, Skyhold, various inhabited areas as I can. There's some obvious, jokey stuff (Overheard in Griffin Wing Keep. Sergant: "What are the chief weapons of the Inquisition?!" Troop 1: "Surprise and Fear!" Troop 2: "Surprise, fear, and ruthless efficiency!" What can I say, I'm an old geek ). There's also some serious one offs (like the Chantry sisters debating the impact that Corypheus' existence has on their own theology) and real stories there too (Chantry sisters next to the Haven Chantry door can go from serious, to thoughtful, to a hoot over the course of your first several levels. I liked that in addition to the usual repeated walla, you had real work. that stuff should be more part of and in quests of course, but our everyperson hero in DA4 should have lots of little stories that will sometimes bring her/him in and sometimes remain just someone else's problem. I have wondered if the resource collection from 2 wouldn't fix the issue with DAIs crafting. Of course like you pointed out the DAIs crafted weapons were pretty...erm...powerful and that was the best way to get the best gear. Which would mean that the resource collection, while being grindy, also served the purpose of making you work for the best gear. Other thing I would suggest would just making it where you would only have to worry about equipping the main player character and the others would have their own stuff like Andromeda or 2.
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