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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by biggydx on May 6, 2022 16:19:59 GMT
I know for some, it's likely inventory management and the UI. For others, it might be the one and done nature of romances post-coitus. I think for me, it's how the companion AI manages itself; particularly at higher difficulties. Normally a TACTICS SYSTEM (lookin at you BioWare ) would help to address these issues to some extent, but I find it to be the biggest problem with party management sometimes.
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Post by Iddy on May 6, 2022 23:51:38 GMT
Nothing comes to mind. I'm mostly bummed that we can't change weapons mid fight anymore.
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"Abso-fraggin-lutely!" ~ Captain John Sheridan and Satai Delenn
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Andromeda, SWTOR
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Post by Absafraginlootly on May 7, 2022 0:28:41 GMT
Nothing comes to mind. I'm mostly bummed that we can't change weapons mid fight anymore. I also miss this.
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Post by colfoley on May 8, 2022 0:30:07 GMT
I have been trying to rack my brain to answer this question because I think it is one that is worth answering but it felt pretty pathetic to answer 'the stealth mechanics' being what they are...but then I realized that in general it is overall symptomatic of the overall issue with the game play. Lack of player reactivity. Lack of player skill in determining outcomes. Even though Inquisition was far more forgiving and a much bigger improvement on the formula which started in Origins Archers still 'locked on' to their targets and you could just hold down the button and engage them. Now this was fun in its own way so I'm not sure I will mind if they don't go full action...but I do prefer the combat systems which give the player more to do. Give them the ability to aim or miss on their own. Give us the ability instead of lore breakingly dissapear in a puff of smoke just have us use shadows and subterfuge. Instead of having abilities let us be able to dodge or block as a baseline. Yes melee will probably remain untoched and I could see magic users being more guided but in general still, I want you to feel more involved in the gameplay. Which, following on from Vahalla, the more you give the player to do and keep track of the funner it is.
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ewigDunkelheit
N3
Exalt the Dwarf Age!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
Posts: 458 Likes: 904
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ewigDunkelheit
Exalt the Dwarf Age!
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Post by ewigDunkelheit on May 8, 2022 2:06:23 GMT
I will second the motion for returning a combat tactics scripting system for companions. I don't know if I can claim this as a series issue, since I found the existing systems in Origins and 2 worthwhile, but the lack of it in Inquisition is painful.
My other issue is not entirely gameplay-focused, but I really would like Bioware to broaden the equipment and attribute system. If they don't want to return all the way back to what we had in Origins, I hope they will at least consider going halfway. There are four unique builds that the protagonist can no longer achieve, and a fifth which received a variation in Inquisition: rogues using two-handed weapons or one-handed weapons paired with a shield (focusing on rogue and specialization talents), archer warriors, dual-wield warriors, Arcane Warriors (which were reimagined as Knight Enchanters), and the jack/jill-of-all-trades which I am playing on an alternate right now (mage choosing the Arcane Warrior specialization, building enough dexterity to wield tier 7-9 daggers, either dual-wielding a full-size weapon, or pairing the dagger with a shield, wearing a mix of armor types such as light armor, cloth boots, and plate helmet, and taking the Stealing and Poison-Making skills; taking the equipment from Lily's stock, I was able to wield a dagger and shield during the origin). I became quite attached to my dwarf archer rogue wielding a longbow twice her height, but if I had known that these options were going to disappear forever, I probably would have chosen my canon as one of the above (I quite like my Dwarf Noble, so probably a longsword paired with the Aeducan Shield Ranger/Duelist/Legionairre Scout, but this axe/dagger pickpocket mage I am playing now is also pretty tempting).
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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
Prime Posts: 4392
Prime Likes: 882
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Just a flip of the coin.
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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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Post by Sanunes on May 8, 2022 12:15:49 GMT
I know for some, it's likely inventory management and the UI. For others, it might be the one and done nature of romances post-coitus. I think for me, it's how the companion AI manages itself; particularly at higher difficulties. Normally a TACTICS SYSTEM (lookin at you BioWare ) would help to address these issues to some extent, but I find it to be the biggest problem with party management sometimes. The way I see it is if a tactics system is required to fix something in the game it is still broken even if they put a tactics system in. Not everyone was able to get the tactics systems in Origins to work the way they wanted which would mean the problem would still be there for them. I am of the opinion if you need to go to the internet to figure out how to work a system then that system was poorly implemented and would be a gameplay system problem on its own. My problem is the skills and skill trees which is something I have never liked in any Dragon Age game including Origins. It feels clunky and with Inquisition out of date for what is currently happening. It might have been something in Inquisition that was a lower priority and done later in development, but so much of it didn't work for me and when it came to abilities a lot of them felt like the same ability with a different color. I got that feeling in Andromeda as well when they had overlap skills between the Biotic and Tech skills. Now I am not sure if this would be a gameplay issue so I am adding it here as well for this is a problem for me across all BioWare games. I really don't like the menus of the games, they feel bloated and nested. I find menus are something that should be simple and having multiple smaller ones are preferable to one that does everything.
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N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by Ravenfeeder on May 8, 2022 12:50:45 GMT
I have been trying to rack my brain to answer this question because I think it is one that is worth answering but it felt pretty pathetic to answer 'the stealth mechanics' being what they are...but then I realized that in general it is overall symptomatic of the overall issue with the game play. Lack of player reactivity. Lack of player skill in determining outcomes. Even though Inquisition was far more forgiving and a much bigger improvement on the formula which started in Origins Archers still 'locked on' to their targets and you could just hold down the button and engage them. Now this was fun in its own way so I'm not sure I will mind if they don't go full action...but I do prefer the combat systems which give the player more to do. Give them the ability to aim or miss on their own. Give us the ability instead of lore breakingly dissapear in a puff of smoke just have us use shadows and subterfuge. Instead of having abilities let us be able to dodge or block as a baseline. Yes melee will probably remain untoched and I could see magic users being more guided but in general still, I want you to feel more involved in the gameplay. Which, following on from Vahalla, the more you give the player to do and keep track of the funner it is. Whereas this would kill the game for me. I don't want an 'action' RPG. Pause and auto-attack are key parts of the game for me.
For me a return to a lot of the things that made Origins great (on PC) would be good. Tactics, huge numbers of available powers, Warriors able to use bows and 2 weapons. Plus more enemies on screen and active. Swirling combats with 20-30 enemies would be great.
Basically the biggest gameplay issue is the combat, which was fun in Origins and not in either of the sequels.
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Post by biggydx on May 8, 2022 13:04:19 GMT
I know for some, it's likely inventory management and the UI. For others, it might be the one and done nature of romances post-coitus. I think for me, it's how the companion AI manages itself; particularly at higher difficulties. Normally a TACTICS SYSTEM (lookin at you BioWare ) would help to address these issues to some extent, but I find it to be the biggest problem with party management sometimes. The way I see it is if a tactics system is required to fix something in the game it is still broken even if they put a tactics system in. Not everyone was able to get the tactics systems in Origins to work the way they wanted which would mean the problem would still be there for them. I am of the opinion if you need to go to the internet to figure out how to work a system then that system was poorly implemented and would be a gameplay system problem on its own. My problem is the skills and skill trees which is something I have never liked in any Dragon Age game including Origins. It feels clunky and with Inquisition out of date for what is currently happening. It might have been something in Inquisition that was a lower priority and done later in development, but so much of it didn't work for me and when it came to abilities a lot of them felt like the same ability with a different color. I got that feeling in Andromeda as well when they had overlap skills between the Biotic and Tech skills. Now I am not sure if this would be a gameplay issue so I am adding it here as well for this is a problem for me across all BioWare games. I really don't like the menus of the games, they feel bloated and nested. I find menus are something that should be simple and having multiple smaller ones are preferable to one that does everything. So is your issue with how you access skills, or the design of the skills themselves?
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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
Prime Posts: 4392
Prime Likes: 882
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Just a flip of the coin.
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Post by Sanunes on May 8, 2022 13:58:50 GMT
The way I see it is if a tactics system is required to fix something in the game it is still broken even if they put a tactics system in. Not everyone was able to get the tactics systems in Origins to work the way they wanted which would mean the problem would still be there for them. I am of the opinion if you need to go to the internet to figure out how to work a system then that system was poorly implemented and would be a gameplay system problem on its own. My problem is the skills and skill trees which is something I have never liked in any Dragon Age game including Origins. It feels clunky and with Inquisition out of date for what is currently happening. It might have been something in Inquisition that was a lower priority and done later in development, but so much of it didn't work for me and when it came to abilities a lot of them felt like the same ability with a different color. I got that feeling in Andromeda as well when they had overlap skills between the Biotic and Tech skills. Now I am not sure if this would be a gameplay issue so I am adding it here as well for this is a problem for me across all BioWare games. I really don't like the menus of the games, they feel bloated and nested. I find menus are something that should be simple and having multiple smaller ones are preferable to one that does everything. So is your issue with how you access skills, or the design of the skills themselves? Mostly design of skills being how similar so many are, but I will admit that could be just a mage issue for that is my class of choice. At the same time the menus aren't the greatest either with as an example the cycling through Inquisition. It just felt outdated.
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Post by Gilli on May 8, 2022 17:21:38 GMT
While I prefer the (imo) more fluid combat in DAI, one thing that annoyed me about it, was that you had to tell every single chara to stay in place (Hold) when you didn't want them to move away from where they were standing. Which by itself wouldn't be that bad, but you'd click H, go to the next chara to tell them to stand still and the chara you just were on would walk to you, completely ignoring that Hold command.
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Post by colfoley on May 8, 2022 18:10:43 GMT
I have been trying to rack my brain to answer this question because I think it is one that is worth answering but it felt pretty pathetic to answer 'the stealth mechanics' being what they are...but then I realized that in general it is overall symptomatic of the overall issue with the game play. Lack of player reactivity. Lack of player skill in determining outcomes. Even though Inquisition was far more forgiving and a much bigger improvement on the formula which started in Origins Archers still 'locked on' to their targets and you could just hold down the button and engage them. Now this was fun in its own way so I'm not sure I will mind if they don't go full action...but I do prefer the combat systems which give the player more to do. Give them the ability to aim or miss on their own. Give us the ability instead of lore breakingly dissapear in a puff of smoke just have us use shadows and subterfuge. Instead of having abilities let us be able to dodge or block as a baseline. Yes melee will probably remain untoched and I could see magic users being more guided but in general still, I want you to feel more involved in the gameplay. Which, following on from Vahalla, the more you give the player to do and keep track of the funner it is. Whereas this would kill the game for me. I don't want an 'action' RPG. Pause and auto-attack are key parts of the game for me.
For me a return to a lot of the things that made Origins great (on PC) would be good. Tactics, huge numbers of available powers, Warriors able to use bows and 2 weapons. Plus more enemies on screen and active. Swirling combats with 20-30 enemies would be great.
Basically the biggest gameplay issue is the combat, which was fun in Origins and not in either of the sequels.
I didn't say anything about getting rid of the pause feature.
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Hrungr
Twitter Guru
ღ N-Special
More coffee...? More coffee.
Staff Mini-Profile Theme: Hrungr
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Origin: Hrungr
Prime Posts: 18,258
Prime Likes: 65,767
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More coffee...? More coffee.
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Hrungr
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by Hrungr on May 8, 2022 18:41:30 GMT
I have been trying to rack my brain to answer this question because I think it is one that is worth answering but it felt pretty pathetic to answer 'the stealth mechanics' being what they are...but then I realized that in general it is overall symptomatic of the overall issue with the game play. Lack of player reactivity. Lack of player skill in determining outcomes. Even though Inquisition was far more forgiving and a much bigger improvement on the formula which started in Origins Archers still 'locked on' to their targets and you could just hold down the button and engage them. Now this was fun in its own way so I'm not sure I will mind if they don't go full action...but I do prefer the combat systems which give the player more to do. Give them the ability to aim or miss on their own. Give us the ability instead of lore breakingly dissapear in a puff of smoke just have us use shadows and subterfuge. Instead of having abilities let us be able to dodge or block as a baseline. Yes melee will probably remain untoched and I could see magic users being more guided but in general still, I want you to feel more involved in the gameplay. Which, following on from Vahalla, the more you give the player to do and keep track of the funner it is. It's a tricky balancing act, and I'm curious to see how they manage it. From their BTS video, we've seen beam-balancing, dodge-rolling, and shield-blocks. Before that, we'd heard combat is getting an overhaul, and becoming a more action-oriented game. The combat in Valhalla/GoW/Etc. is great, but with DA being a party-based game it's a bit trickier. The more time you have to spend managing your PC with timing-sensitive actions, the less time and focus you'll have to manage the rest of the party. Which means the more you'll have to rely on good party AI. And then there's managing the tactical aspect, coordinating attacks with your party, combos, and so on. Like I said, it'll be a tricky balancing act.
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Post by colfoley on May 8, 2022 19:21:28 GMT
I have been trying to rack my brain to answer this question because I think it is one that is worth answering but it felt pretty pathetic to answer 'the stealth mechanics' being what they are...but then I realized that in general it is overall symptomatic of the overall issue with the game play. Lack of player reactivity. Lack of player skill in determining outcomes. Even though Inquisition was far more forgiving and a much bigger improvement on the formula which started in Origins Archers still 'locked on' to their targets and you could just hold down the button and engage them. Now this was fun in its own way so I'm not sure I will mind if they don't go full action...but I do prefer the combat systems which give the player more to do. Give them the ability to aim or miss on their own. Give us the ability instead of lore breakingly dissapear in a puff of smoke just have us use shadows and subterfuge. Instead of having abilities let us be able to dodge or block as a baseline. Yes melee will probably remain untoched and I could see magic users being more guided but in general still, I want you to feel more involved in the gameplay. Which, following on from Vahalla, the more you give the player to do and keep track of the funner it is. It's a tricky balancing act, and I'm curious to see how they manage it. From their BTS video, we've seen beam-balancing, dodge-rolling, and shield-blocks. Before that, we'd heard combat is getting an overhaul, and becoming a more action-oriented game. The combat in Valhalla/GoW/Etc. is great, but with DA being a party-based game it's a bit trickier. The more time you have to spend managing your PC with timing-sensitive actions, the less time and focus you'll have to manage the rest of the party. Which means the more you'll have to rely on good party AI. And then there's managing the tactical aspect, coordinating attacks with your party, combos, and so on. Like I said, it'll be a tricky balancing act. its a fair point though I think ME did a good job as did Ghost Recon even if the party weren't that good characters. I rarely switch to play anyone else so switching I could easily do without. But maybe the solution to this is to have more robust tactical or strategic options.
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Fortifying everything.
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Post by Son of Dorn on May 8, 2022 23:51:59 GMT
Tankie enemies, the ones that take a long time to kill (including the high dragons in DAI).
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Post by witchcocktor on May 9, 2022 16:52:14 GMT
The class system isn't really immersive or fun. Something needs to change honestly.
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Post by biggydx on May 10, 2022 21:25:35 GMT
The class system isn't really immersive or fun. Something needs to change honestly. Looking back on it, they really did have a pretty restrictive class system. There was certainly much more leeway given in the Mass Effect series, as you at least had 6 classes to choose from. Having it be much more open-ended would certainly help the game out in terms of build variety; which the series doesn't truly have. This makes me wonder though. Do you guys think Dragon Age Multiplayer might serve as a precursor for more class/build variety in DA4?
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Post by Pounce de León on May 11, 2022 7:54:34 GMT
AI running past fighters unpunished to get at mage in melee. Maybe it was BG where that was severely punished, dont member. It was a bit better in DA 4 when mages could use dodge but that was a slot gone. Overall it developed to more action - less tactic and that worked but isnt everyones music.
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Post by Iddy on May 11, 2022 22:33:26 GMT
I just remembered something, though it is more of a DAI issue: I hate the melee attack animation for both warriors and rogues. It is very slow, very boring and all they do is swing left and right.
I also wish that shields could be used to actually block.
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Polka Dot
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
Posts: 679 Likes: 1,207
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Post by Polka Dot on May 11, 2022 23:02:56 GMT
The combat in Valhalla/GoW/Etc. is great, but with DA being a party-based game it's a bit trickier. The more time you have to spend managing your PC with timing-sensitive actions, the less time and focus you'll have to manage the rest of the party. Which means the more you'll have to rely on good party AI. And then there's managing the tactical aspect, coordinating attacks with your party, combos, and so on. I'm having a fair bit o trouble imagining how the same game could provide both time sensitive action combat and party tactics management. There are a lot of games that offer great action combat, and very few that have any semblance of managing party tactics. I prefer DA focus on the latter, and would love the programmable tactics restored. I can satisfy my desire for action combat with a lot of other games. The class system isn't really immersive or fun. Something needs to change honestly. That aspect was a lot better in DAO. You could build a high-dex warrior to dual wield swords, and switch to a bow whenever you please. Rogues, too, could switch between melee and ranged weapons. Starting with DA2, they've curtailed that build flexibility and locked-in characters/classes to specific weapon/combat styles, apparently to make them more definitive. For my part, all they ever needed to do was tweak and refine DAO's combat mechanics, and we'd have a winner.
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kali073
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by kali073 on May 12, 2022 6:46:12 GMT
For me it isn't something that spans all 3 games but mostly changes that came with Inquisition. I usually play mage in DA because I liked all the spells and abilities and being able to chose whichever when I fancied - aka being able to have all my spells on the bar at once. I hated the whole "you can only have X amount of spells at a time" thing. I think the point was to make game balancing easier and the make people play "strategically" but all it did was kill my enjoyment. Changing out those spells was convoluted and, once you found a combo of spells that could take you through most fights, not worth the effort and it wasn't something you could do in combat anyway. Because you could have only a few spells I stopped caring about levelling up because it didn't feel as fun.
Second issue, though it might not count as gameplay issue. Was the conversations. I didn't like how the camera work was for non-cutscene conversations, it made me feel disconnected from the characters I was talking to.
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catcher
N2
Casts Wall of Text
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by catcher on May 13, 2022 0:29:33 GMT
Isn't it funny how the title is 'throughout the series" and "lingering gameplay issues" but most of the asks are to retread Origins? There's nothing necessarily wrong with that (though I plan on playing a little devil's advocate) but it seems strange that out of three games a good chunk of the discussion is about going back to one and doing it again. So, here's some thoughts. Player programmable tactics scripts. Does anyone here have a reliable measurement for how many Players actually used these? I mean really utilized them extensively, much less tweaking and shifting with multiple battles? For me, it sounded great until I had to try to do anything and found out I wasn't as great a scripter as I thought I was. Mostly wound up just turning some things off in a default script. I really think this was an overly complex mechanic that wasn't used all that often and took the Player out of the game for too long to utilize well. I also think this ran afoul of balancing issues with those who utilized the expansive tactics scripts making it harder to balance encounter difficulty. Inquisition may have been too simplistic, but it was a step in the right direction in giving a one click way to keep your caster from hitting flaming demons with fire spells, for example. There has to be a better way to manage our party members than a menu of 250+ possibilities. (Yup, fired up an Origins game with a low level character and counted all the options for a blank slot). Surely someone's seen a better system between these two extremes. Number of spells, talents, powers, whatever. I'll just be a voice of caution here. There are a number of powers in Origins that are either only marginally useful, busted, or unintentionally more powerful than higher level talents/spells because of the need to fill slots and the difficulty of testing the number of different powers and combinations across many different scenarios. Again, while Inquisition went too far, it would be much better for there to be a smaller set of well-tested, balanced, capabilities than to simply fill in a bunch of slots. My own take, expand the combinations beyond simply inflict a condition then allow a special with a follow up. For example, there's a passive spell in Inquisition that freezes opponents when the Barrier goes down. That was incredibly useful even if the opponents were cold resistant to slow down a mob and build other combo patterns. Including a few more active combos like that would be far better to me than more stand alone spells/powers. Classes: witchcocktor, you can't drop a statement like that and not add at least some analysis or suggestions. Not that I disagree with you, but that's a pretty broad statement that begs for something more. in my own analysis, the current class structure pushes a couple of possible roles on each class with some spice added by specializations later. What is it you would prefer? Classes that start more as deepened specializations (i.e. start as a Templar with a bigger skill tree)? Or are you more in favor of a more classless system where many powers/abilities can be chosen to fit the role (for example a rogue that can pickup some particular spells that might be handy in stealth)? Or maybe something completely different? I care less about what weapons they can and cannot use and more about expanding the choices of roles so warrior types could slot into support, or mages could DPS, or rogues could tank, but all with a sensible build structure. Player Skill: Yeah, no. I'm just not that kind of Player and never have been. I have no hate on for anyone who does want to see something more like that in a game but then there needs to be a way to 'opt out' of that and I don't know any good way to do that. Love to hear one though. Melee attack animations: I thought Exodus did a better job with this unless you were a sword-and-board with Shield Defense engaged and that was a feedback mechanism. I did miss the shield attack routines from Origins and Exodus in Inquisition. I thought Inquisition did a fair job with its animations but if you would give some details, I would appreciate it. One thing to remember is animation as a feedback mechanism. If someone is fighting defensively (like a tank) then they shouldn't be too flashy on offense. Also, what's this about shields not blocking? I'm not sure I understand that as something DA has not done in the past. kali: I'd like to hear more about the camera angles as well. I may not pay as close an attention to that as I should. Was it just in Inquisition or in the other games of the series as well? Thanks all for the thoughts even (especially) those I don't agree with.
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Post by Buckeldemon on May 13, 2022 1:35:55 GMT
Regarding the classes thing, there was a sort of idea which makes rounds in my head now and then. A complete classless system with everyone getting access to everything is probably not lore-compliant (and would most certainly... blow up the entire mage debate ). Instead, a character's magic would be a yes-or-no option. If the the character has access to magic, they will have access to the "spell tab" as well as everything else (like melee styles or archery), while non-mages only have access to non-magical abilities. However, while a non-mage will receive X number of generic skill points which can be invested anywhere, a magic character will have the same total number of points, but one part of of them are generic and the other part will be magic-only and can only be invested in things on the spell tab. As in "mages must master their powers to some extent".
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Post by biggydx on May 13, 2022 15:00:05 GMT
I'm curious. Would people be pissed if your character being magic inclined was just a character customization choice, as opposed to picking the mage class? I mean, to some degree we already have it whenever you pick a Dwarf character.
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Post by Polka Dot on May 13, 2022 15:34:46 GMT
Player programmable tactics scripts. Does anyone here have a reliable measurement for how many Players actually used these? I'm gonna go out on a limb and say pretty much everyone - except maybe a handful who turned off tactics and instead chose to manage everything manually. This is because the game automatically used presets that would update as followers leveled up and gained new skills. Players could fiddle with them - or not.
Note that this ability was present in both DAO and DA2. It wasn't stripped until DAI.
You always had the option of just using the presets. Here's the thing: Someone, somewhere has to program AI for non-controlled party members. The only real question is whether to allow players any role in that, or leave it entirely to developers. Simply using the presets is equivalent to having the developers program everything for you. It's no different than balancing encounter difficulty for players who strategize well versus those who do not. Yeah, I think there are a lot of DA fans who play primarily for story, characters, world lore and aren't into fast-twitch reflex gameplay. Role-playing traditionally involves character skill (dice rolls) to determine outcomes rather than the skill of the player. I'm imagining players accustomed to pressing a button to fire an arrow at or shield bash the auto-targeted hostile suddenly being required to aim and reposition themselves, and I'm seeing a lot of loyal DA fans walking away in frustration.
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Post by Cyberstrike on May 13, 2022 16:43:37 GMT
A sense of the passage of time. That the events in all of DA games takes years for the characters to get through yet it never feels like it take years it feels like a few weeks.
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