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Post by neocodex and 23 others on Feb 27, 2017 17:22:10 GMT
Thanks, neocodex and 23 others I actually like the landscapes, just don't like th character art. I am playing Qunari however, so don't need the hair mods. But if I am going to put on a couple of the mods you recommended, I might have to add eyelash retexturing because it is a bit irritating in the close-ups. Sure, I just started nitpicking since we got into modding but it was really mostly about using the double influence mods for reduced perk grind and removing loot animations which I really wanted you to give a try to make your playtrough a bit less tedious. Btw all of these are really easy to install, just use the mod manager as ussual and merge them. And yes, removing the mustache mod was impossible for me too, that was way before mod manager was a thing and it never got updated. My Dorian has a mustache too. Rip.
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Post by neocodex and 23 others on Feb 27, 2017 17:27:14 GMT
Please do note: even when using only Trespasser compatible companion mods each and one of them completely crashed Trespasser for me, but the game was fine with running 50 other mods but no companion mods, so I had to completely turn them off for the Trespasser, everything else was fine, actually. Possible problems with any hair mods as well. Gameplay mods on the other hand, no problem. Even complete skill tree revamps I'm using in the new playtrough work fine even in Trespasser. It's just the DLCs. Oh, also same for Descent - Disaster in the Deep Roads, disable companion mods and the like when loading in the DLC for the first time, and enable back again. Black Emporium also won't load with them, rest of the game is fine. Thank you! I guess Blackwall will grow out the beard for Tresspasser, ha-ha.., Just as mine did, but you can still give it a try if it works for you, maybe you'll be more lucky than me just remember if it doesn't work it really is the companion mods first or any hair/texture mods second, I spent quite a few hours of trial and error figuring this out in my case but got it nailed down and confirmed what works for me at least. And don't forget to try conversation camera zoom mod. Why didn't Bioware make all conversations face-to-face? Having any side conversation in vanilla was extremely irritating to me, this mod fixes it quite a bit, at least.
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Post by Deleted on Feb 27, 2017 17:29:57 GMT
Thanks, neocodex and 23 others I actually like the landscapes, just don't like th character art. I am playing Qunari however, so don't need the hair mods. But if I am going to put on a couple of the mods you recommended, I might have to add eyelash retexturing because it is a bit irritating in the close-ups. Sure, I just started nitpicking since we got into modding but it was really mostly about using the double influence mods for reduced perk grind and removing loot animations which I really wanted you to give a try to make your playtrough a bit less tedious. Btw all of these are really easy to install, just use the mod manager as ussual and merge them. And yes, removing the mustache mod was impossible for me too, that was way before mod manager was a thing and it never got updated. My Dorian has a mustache too. Rip. Yep, I wish that Elvici just did a Dorian-in-the-rough version without his anachronistic upper lip growth, instead of relying on a not maintained mod for it. Oh, well. Yes, I will merge on the autoloot and the Inquisition perks relaxants.
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Pokemario
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First of the Dalish
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
XBL Gamertag: Pokemario
Posts: 311 Likes: 540
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Post by Pokemario on Feb 27, 2017 17:31:54 GMT
Don't do side quests then. They're really not that important (except companions')
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Post by phoray on Feb 27, 2017 18:11:45 GMT
@domi
The war Table is a new thing for Dragon Age. There is a whole thread about how it could be better, because it...Mostly failed from my POV.
You're using mods, so just get the autocomplete mod. I adjusted my time clock to auto complete myself.
Notable "missions" for me that I would always do are ones related to:
Sutherland and Company series The Crows seies Kal Sharok The Peace Treaty The HoF The Grey Wardens series The agent you get from Winter Palace if she survives. You're not an elf, but there is a single or series of missions related to each background.
The rest Of have no memory of, so they must have been boring. There is one that is like a logic puzzle about figuring out who the spy is, that reminds me of finding the Shadow Broker's contact for Liara in ME2. Except harder, because you don't get all info at once and a dialogue option doesn't auto appear when your character figures it out. You, the player, have to know.
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Post by deadlydwarf on Feb 27, 2017 21:47:48 GMT
@domi The war Table is a new thing for Dragon Age. There is a whole thread about how it could be better, because it...Mostly failed from my POV. You're using mods, so just get the autocomplete mod. I adjusted my time clock to auto complete myself. Notable "missions" for me that I would always do are ones related to: Sutherland and Company series The Crows seies Kal Sharok The Peace Treaty The HoF The Grey Wardens series The agent you get from Winter Palace if she survives. You're not an elf, but there is a single or series of missions related to each background. The rest Of have no memory of, so they must have been boring. There is one that is like a logic puzzle about figuring out who the spy is, that reminds me of finding the Shadow Broker's contact for Liara in ME2. Except harder, because you don't get all info at once and a dialogue option doesn't auto appear when your character figures it out. You, the player, have to know.The "Belles of Hunter Fell" missions! Nice little puzzle; perhaps they need to do that more often in the war table?
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Post by capn233 on Feb 27, 2017 23:36:57 GMT
IMO the game is a little more interesting if you try to stick close to the minimum power required for the main quests, which is basically the same as saying to do them each as soon as you can. Collect some power from side quests, then go on to the next main quest when you have enough. You don't even have to unlock all of the areas on the map. And in fact if you don't and play again, you can choose to go to different areas than you did in the previous run for a relatively different route through the campaign. I imagine this is more in line with how the devs thought people would play the game, given how much power is available in the game. Put me in the camp that wishes there was a way to convert power into influence when doing a more completionist run.
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Post by neocodex and 23 others on Feb 28, 2017 8:00:08 GMT
IMO the game is a little more interesting if you try to stick close to the minimum power required for the main quests, which is basically the same as saying to do them each as soon as you can. Collect some power from side quests, then go on to the next main quest when you have enough. You don't even have to unlock all of the areas on the map. And in fact if you don't and play again, you can choose to go to different areas than you did in the previous run for a relatively different route through the campaign. I imagine this is more in line with how the devs thought people would play the game, given how much power is available in the game. Put me in the camp that wishes there was a way to convert power into influence when doing a more completionist run. Having a use for power would be really nice, and completely skipping some areas is viable too. But that is the problem of the game. Why would you want to skip content? What is it about the quest structure and exploration that makes it tedious to complete? Shouldn't we be enjoying this content? Does this mean that installing DLC like Jaws of Hakon is just adding more of the same chores for you to complete? Altough it's a very cool area to explore, it's just as any other part of the game and it literally feels cut out from the game just like Javik was. And here's the thing with DAI - it has story and content. And it seems that what the players like best about Bioware RPGs was the story and character interactions. We love talking to people and making impactful decisions. The open world content was never something that the fans really wanted more of, or was the series known to be good for. It was always well narrative driven. DAO didn't really have much of an open world. Sure, you could travel around the world however you wanted to but the maps were small and pathways limited, and most of it was narrative driven and most quests were well paced and linear. DA2 had a similiar gameplay as well, but it already started adding some of the similiar fetch quests with the markers on the world map like we see in DAI - I never really liked that. DAO didn't have that. Whathever content was put outside of the main story narrative in DAO and DA2 was not overwhelming and daunting as open world sandbox tasks are in DAI. We never wanted a sandbox, Bioware. We wanted a good story with a strong and memorable protagonist like Hawke. I replayed DA2 several times just because of how fun it was trying different interactions and decisions with Hawke, and most of the game was still somehow well put together to keep it interesting. I can't force myself to do so in DAI because doing anything outside of talking to your companions and doing the main quests can be tedious. And I am really afraid that Andromeda will suffer from the same problem. Sure, the first game had planet exploration too but nobody like that anyway (but we still did it). In terms of gameplay structure, narrative and linear missions, the perfect game was Mass Effect 2. It just proves even more that linear choices = good, sandbox is not. At least, it's not something what Bioware fans enjoyed or wanted in the past. I posted a video before why Gothic was one of the best example of a true open world game, not limited by any invisible walls or loading screens - whole world was open to you, and the only obstacles were natural. You did not go where it was too dangerous, nor did you have much reason to go there either. The places you went to and the surrounding areas you risked exploring, you had very specific reasons to do so. The game was narrated and led you trough an open world seamlessly, without any quest markers or GPS maps. Each and every quest or npc or monster was there for a reason. Loot was rare, valuable and hard to come by, armor and gear were very expensive, most of the times you had to make do with what you could scavenge, find or learn to make yourself. The world and quests not only just felt alive, but also real and meaningful. It's what made exploring the game outside the main quest so very exciting. It was world design. Not area design - how it looked, but how everything was put together to be played and experienced. DAI areas look very beautiful and are wonderful to explore. But that's just it. It looks very nice. But there's little reason to do so. Moving and traveling is not fun. Mounting is akward. And often you also don't want to mount because you want to pick up stuff and most of the time it's not worth transitioning between mounting and walking. And then there are all those god damn things on the map that force you to do them (landmarks, collections and so on) with always present quest tracker "X out of X unlocked" to remind you that you still have work to do in this area. Why? Why do we need this? It really breaks any immersion and changes the game into a list of completionist things to do - chores. I know they didn't want to leave the world empty, but this is not the way to do it. This was stupid. The reason we're not enjoying DAI as much as the previous games, might be because of lack of a strong linear narrative with an impactful protagonist and conversations, and instead being force feed with the sandbox and stupidifying of the player with dozens of quest markers and hand holding, which changes the game into a MMO chore. Sigh... Sorry for the long post, but I think these are the reasons why it feels the way it was described in the OP. And what capn233 said "the game is a little more interesting if you try to stick close to the minimum power required for the main quests" just confirms the mindset players have with solving the DAI sandbox problem. We didn't want or like the sandbox. Most of us want to skip it, even if the areas are really beautifully designed, I almost feel sorry for the artists because the world of DAI is worth seeing for it's beauty, if nothing else. Quoting from this video again: "The average user cannot be trusted to figure out what to do on their own, all of this has to be blatantly telegraphed by floating arrows, convenient maps littered with categorized icons pointing to categorized mission types, categorized generic side activities, categorized often meaningless loot, collectables and unlockables. And to make sure you don't get lost even for a second, the games will conveniently highlight your path with a GPS line." Sounds familiar?
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Post by lundajfs on Feb 28, 2017 10:05:20 GMT
I think Inquisition is beautiful the scenery, the customization all amazing....... but the side quests and glitches are killing me. I think this is the first game where I hate 90% of the side quest, unfortunately, I have all these quests piling up with no way to organize them or abandon them. It plays like an MMORPG and I hate that, I haven't even really gotten into the plot yet . I feel frustrated because I spent so much money but ..... UGH!!! Game is awful, eventually it becomes precisly like MMORPG, everything becomes automatic, you won't feel pain, just kill, gather, craft, proceed. The story is awful but the way it is told is cool and the lore this game unfolds/reveals is great. Just finish it once and by the time you finish you will probably have lost your soul like Bioware did and make everything without feeling shit. Also, focus on romance and/or whatever makes you go, it is worthy. Not worthy because it is a great game mind you, nope, not really, but I felt so destroyed after playing DAI that I could accept life is meaningless, there is no will, we are just bio-robots that watch existence unable to do anything and then we die (if you're lucky you watched passively a life that gave pleasure to your body before dying). That's how great DAI is, it is a nihilist person creator, the first one able to make people over 15 become nihilistic, it is a feat, I will give them that!
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Post by Deleted on Feb 28, 2017 13:54:41 GMT
neocodex and 23 others I did not even noticed that all areas in DA2 were the same, because I liked the mini stories that the sidequest told. In ME2, the near absence of the main plot never bothered me, because the short stories about the companions were cool. In Inquisition, the lack of interactions in the sidequests is what kills it for me. Are those Templars to the West and Apostates to the East really all as one completely devoid of humanity? Why everyone chose to scatter notes in the woods for the random strangers? It feels to me that it is not a sandbox, it is a dungeon crawl in the woods, like Diablo (the first game, I have not tried others). The way someone described an old sandbox game to me was that you came upon a story and started unravelling it. Also, the companion interaction does not suit the style of just wandering the world. I do not mind just adventuring if I could set a camp, and have dialogues come up to liven up the adventure, or run into a crazy personality NPC in the woods, like in the Baldur's Gate games. Dialogues in waiting, for specific places gotta be more numerous. I know the banter is glitchy in the game, so it might be a part of the Silence of the Companions. I think we might see this with Andromeda (more interactions with digital friends while exploring) because it downsized the cast. The world is too much of a wilderness overrun by dumb mobs when I explore. It's like being a tourist alone... gets boring to walk among the beautiful buildings in scilence, nobody to share the impressions with, just snapping pictures of the facades. Some people can do it, but I need someone (a companion) to bounce the impressions off. Wow, that's a huge statue! Must be Avaar.., you don't say... hold on, let me read about it... In terms of marks and arrows, I want them. I find being lost and backtracking very frustrating. I struggle to maintain the balance between gaming and real life, so the time I spend trying to find my quest, is the time I feel I am wasting on nothing, and would have been better spent out of doors or with my family. When I retire...sure, I will have time to wander through the digital wilderness. Maybe.
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merlin217
N1
I wanted you to be better.
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
Posts: 43 Likes: 44
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Post by merlin217 on Feb 28, 2017 14:54:37 GMT
How come I didn't know the existence of this list before! THX so much. I've been throwing it out there often when talking about fetch quest horror comes up. I'd additionally add that, if you have a Warden Alistair and the Dark Ritual performed, that one should do Winter Palace THEN abyss for those two people to meet.
AH no i've JUST finished abyss....
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merlin217
N1
I wanted you to be better.
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
Posts: 43 Likes: 44
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Post by merlin217 on Feb 28, 2017 15:07:33 GMT
IMO the game is a little more interesting if you try to stick close to the minimum power required for the main quests, which is basically the same as saying to do them each as soon as you can. Collect some power from side quests, then go on to the next main quest when you have enough. You don't even have to unlock all of the areas on the map. And in fact if you don't and play again, you can choose to go to different areas than you did in the previous run for a relatively different route through the campaign. I imagine this is more in line with how the devs thought people would play the game, given how much power is available in the game. Put me in the camp that wishes there was a way to convert power into influence when doing a more completionist run. Having a use for power would be really nice, and completely skipping some areas is viable too. But that is the problem of the game. Why would you want to skip content? What is it about the quest structure and exploration that makes it tedious to complete? Shouldn't we be enjoying this content? Does this mean that installing DLC like Jaws of Hakon is just adding more of the same chores for you to complete? Altough it's a very cool area to explore, it's just as any other part of the game and it literally feels cut out from the game just like Javik was. And here's the thing with DAI - it has story and content. And it seems that what the players like best about Bioware RPGs was the story and character interactions. We love talking to people and making impactful decisions. The open world content was never something that the fans really wanted more of, or was the series known to be good for. It was always well narrative driven. DAO didn't really have much of an open world. Sure, you could travel around the world however you wanted to but the maps were small and pathways limited, and most of it was narrative driven and most quests were well paced and linear. DA2 had a similiar gameplay as well, but it already started adding some of the similiar fetch quests with the markers on the world map like we see in DAI - I never really liked that. DAO didn't have that. Whathever content was put outside of the main story narrative in DAO and DA2 was not overwhelming and daunting as open world sandbox tasks are in DAI. We never wanted a sandbox, Bioware. We wanted a good story with a strong and memorable protagonist like Hawke. I replayed DA2 several times just because of how fun it was trying different interactions and decisions with Hawke, and most of the game was still somehow well put together to keep it interesting. I can't force myself to do so in DAI because doing anything outside of talking to your companions and doing the main quests can be tedious. And I am really afraid that Andromeda will suffer from the same problem. Sure, the first game had planet exploration too but nobody like that anyway (but we still did it). In terms of gameplay structure, narrative and linear missions, the perfect game was Mass Effect 2. It just proves even more that linear choices = good, sandbox is not. At least, it's not something what Bioware fans enjoyed or wanted in the past. I posted a video before why Gothic was one of the best example of a true open world game, not limited by any invisible walls or loading screens - whole world was open to you, and the only obstacles were natural. You did not go where it was too dangerous, nor did you have much reason to go there either. The places you went to and the surrounding areas you risked exploring, you had very specific reasons to do so. The game was narrated and led you trough an open world seamlessly, without any quest markers or GPS maps. Each and every quest or npc or monster was there for a reason. Loot was rare, valuable and hard to come by, armor and gear were very expensive, most of the times you had to make do with what you could scavenge, find or learn to make yourself. The world and quests not only just felt alive, but also real and meaningful. It's what made exploring the game outside the main quest so very exciting. It was world design. Not area design - how it looked, but how everything was put together to be played and experienced. DAI areas look very beautiful and are wonderful to explore. But that's just it. It looks very nice. But there's little reason to do so. Moving and traveling is not fun. Mounting is akward. And often you also don't want to mount because you want to pick up stuff and most of the time it's not worth transitioning between mounting and walking. And then there are all those god damn things on the map that force you to do them (landmarks, collections and so on) with always present quest tracker "X out of X unlocked" to remind you that you still have work to do in this area. Why? Why do we need this? It really breaks any immersion and changes the game into a list of completionist things to do - chores. I know they didn't want to leave the world empty, but this is not the way to do it. This was stupid. The reason we're not enjoying DAI as much as the previous games, might be because of lack of a strong linear narrative with an impactful protagonist and conversations, and instead being force feed with the sandbox and stupidifying of the player with dozens of quest markers and hand holding, which changes the game into a MMO chore. Sigh... Sorry for the long post, but I think these are the reasons why it feels the way it was described in the OP. And what capn233 said "the game is a little more interesting if you try to stick close to the minimum power required for the main quests" just confirms the mindset players have with solving the DAI sandbox problem. We didn't want or like the sandbox. Most of us want to skip it, even if the areas are really beautifully designed, I almost feel sorry for the artists because the world of DAI is worth seeing for it's beauty, if nothing else. Quoting from this video again: "The average user cannot be trusted to figure out what to do on their own, all of this has to be blatantly telegraphed by floating arrows, convenient maps littered with categorized icons pointing to categorized mission types, categorized generic side activities, categorized often meaningless loot, collectables and unlockables. And to make sure you don't get lost even for a second, the games will conveniently highlight your path with a GPS line." Sounds familiar? I absolutely agree with the vast majority of what you said. It's such a shame though that Jaws of Hakkon, their best attempt and best product at making an open world area with an interweaving and relevant narrative comes at a time when most players are sick of the open maps due to Inquisition's lacking delivery. JoH is what those areas should have been, with multiple factions and questlines that open up the world while in the end tie up in the same place to deliver a focused narrative. And even the narrative itself is so powerful, as it reveals a truth about all of the player characters in the game -- as in how they'll be remembered by the world.
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talyn82
N5
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
Origin: Talyn82
PSN: Talyn82
Posts: 3,690 Likes: 10,243
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talyn82
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by talyn82 on Feb 28, 2017 15:16:40 GMT
IMO the game is a little more interesting if you try to stick close to the minimum power required for the main quests, which is basically the same as saying to do them each as soon as you can. Collect some power from side quests, then go on to the next main quest when you have enough. You don't even have to unlock all of the areas on the map. And in fact if you don't and play again, you can choose to go to different areas than you did in the previous run for a relatively different route through the campaign. I imagine this is more in line with how the devs thought people would play the game, given how much power is available in the game. Put me in the camp that wishes there was a way to convert power into influence when doing a more completionist run. Having a use for power would be really nice, and completely skipping some areas is viable too. But that is the problem of the game. Why would you want to skip content? What is it about the quest structure and exploration that makes it tedious to complete? Shouldn't we be enjoying this content? Does this mean that installing DLC like Jaws of Hakon is just adding more of the same chores for you to complete? Altough it's a very cool area to explore, it's just as any other part of the game and it literally feels cut out from the game just like Javik was. And here's the thing with DAI - it has story and content. And it seems that what the players like best about Bioware RPGs was the story and character interactions. We love talking to people and making impactful decisions. The open world content was never something that the fans really wanted more of, or was the series known to be good for. It was always well narrative driven. DAO didn't really have much of an open world. Sure, you could travel around the world however you wanted to but the maps were small and pathways limited, and most of it was narrative driven and most quests were well paced and linear. DA2 had a similiar gameplay as well, but it already started adding some of the similiar fetch quests with the markers on the world map like we see in DAI - I never really liked that. DAO didn't have that. Whathever content was put outside of the main story narrative in DAO and DA2 was not overwhelming and daunting as open world sandbox tasks are in DAI. We never wanted a sandbox, Bioware. We wanted a good story with a strong and memorable protagonist like Hawke. I replayed DA2 several times just because of how fun it was trying different interactions and decisions with Hawke, and most of the game was still somehow well put together to keep it interesting. I can't force myself to do so in DAI because doing anything outside of talking to your companions and doing the main quests can be tedious. And I am really afraid that Andromeda will suffer from the same problem. Sure, the first game had planet exploration too but nobody like that anyway (but we still did it). In terms of gameplay structure, narrative and linear missions, the perfect game was Mass Effect 2. It just proves even more that linear choices = good, sandbox is not. At least, it's not something what Bioware fans enjoyed or wanted in the past. I posted a video before why Gothic was one of the best example of a true open world game, not limited by any invisible walls or loading screens - whole world was open to you, and the only obstacles were natural. You did not go where it was too dangerous, nor did you have much reason to go there either. The places you went to and the surrounding areas you risked exploring, you had very specific reasons to do so. The game was narrated and led you trough an open world seamlessly, without any quest markers or GPS maps. Each and every quest or npc or monster was there for a reason. Loot was rare, valuable and hard to come by, armor and gear were very expensive, most of the times you had to make do with what you could scavenge, find or learn to make yourself. The world and quests not only just felt alive, but also real and meaningful. It's what made exploring the game outside the main quest so very exciting. It was world design. Not area design - how it looked, but how everything was put together to be played and experienced. DAI areas look very beautiful and are wonderful to explore. But that's just it. It looks very nice. But there's little reason to do so. Moving and traveling is not fun. Mounting is akward. And often you also don't want to mount because you want to pick up stuff and most of the time it's not worth transitioning between mounting and walking. And then there are all those god damn things on the map that force you to do them (landmarks, collections and so on) with always present quest tracker "X out of X unlocked" to remind you that you still have work to do in this area. Why? Why do we need this? It really breaks any immersion and changes the game into a list of completionist things to do - chores. I know they didn't want to leave the world empty, but this is not the way to do it. This was stupid. The reason we're not enjoying DAI as much as the previous games, might be because of lack of a strong linear narrative with an impactful protagonist and conversations, and instead being force feed with the sandbox and stupidifying of the player with dozens of quest markers and hand holding, which changes the game into a MMO chore. Sigh... Sorry for the long post, but I think these are the reasons why it feels the way it was described in the OP. And what capn233 said "the game is a little more interesting if you try to stick close to the minimum power required for the main quests" just confirms the mindset players have with solving the DAI sandbox problem. We didn't want or like the sandbox. Most of us want to skip it, even if the areas are really beautifully designed, I almost feel sorry for the artists because the world of DAI is worth seeing for it's beauty, if nothing else. Quoting from this video again: "The average user cannot be trusted to figure out what to do on their own, all of this has to be blatantly telegraphed by floating arrows, convenient maps littered with categorized icons pointing to categorized mission types, categorized generic side activities, categorized often meaningless loot, collectables and unlockables. And to make sure you don't get lost even for a second, the games will conveniently highlight your path with a GPS line." Sounds familiar? Great post, I just have a few things to say. BioWare was just following the example of the mega successful Skyrim. To date Skyrim is Bethesda's biggest success to date, whether you like it or not like I do. Inquisition is BioWare's biggest successful game to date also. As you can see by the two examples, there are people who want open world games. But I agree, that both Skyrim and Inquisition insult our intelligence by all the hand holding and quest markers. I remember in Morrowind which is my favorite rpg, you had to follow directions given to you by quest npc's. There was no hand holding or quest markers, and still Morrowind became Bethesda's most successful title at the time. That game literally saved Bethesda from bankruptcy. I am from the generation X era, where we had to figure out stuff on our own, so I don't know if it's a new generation thing. Maybe today's generation just want to play the game without much thinking about things, like where to go and what to do next. I agree, the Gothic series was great. I only played the first two, but that game had it's problems like having a set protagonist that you couldn't even change his look. If anyone knows me I don't like to play games with non-customizable set protagonists like Geralt in the Witcher series. Despite it's flaws Inquisition was not a failure to me. Yes, there are a ton of fetch quests. Yes, there is much resource gathering. But I play BioWare games for companion stories and banter, as well as a good overall story. I haven't played all the dlc's yet, I only have Jaws of Hakkon. But I did enjoy the vanilla story even though it was cliche. I never played DA2, but I did see a video on youtube, when Hawke and Anders awoke that ancient Tevinter magister. I knew then due to the ending that he was going to be the antagonist in Inquisition. So it was no surprise to me when he led the attack on you know where. ( Won't post a spoiler here. ) So in closing. I greatly enjoyed the original Dragon Age. I completed each Origin and finished the character's story at least 12 times each. I've also done every companion sidequest in that in game. Despite it's flaws I spent several hundreds of hours on Inquisition and do find it enjoyable. At first I did not think I would like the companions when I first saw them on the original BSN forums. But Dorian, Solas, and Varric are my Qunari's buddies. Cassandra is his love interest. It was also good to see old faces again like Leliana. So yeah the game did surprise me with the companions stories. I thought BioWare had lost it's touch in that department.
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Post by maplesyrup on Feb 28, 2017 16:01:40 GMT
The only circumstance where I'd recommend you to restart your game would be these: - you picked a character class you truly don't enjoy playing - you got locked in a romance you didn't want and can't get out of now - and my favorite: you thought the lighting in the character creator was the real thing and now you're unhappy with your character's looks (though you can fix that with the Black Emporium now!) If none of this is the case, heed the good advice given in this thread. wait you can change how your character looks in the emporium ?.Tweak or redo the whole customization ?. im on console btw
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Post by Catilina on Feb 28, 2017 16:03:09 GMT
Having a use for power would be really nice, and completely skipping some areas is viable too. But that is the problem of the game. Why would you want to skip content? What is it about the quest structure and exploration that makes it tedious to complete? Shouldn't we be enjoying this content? Does this mean that installing DLC like Jaws of Hakon is just adding more of the same chores for you to complete? Altough it's a very cool area to explore, it's just as any other part of the game and it literally feels cut out from the game just like Javik was. And here's the thing with DAI - it has story and content. And it seems that what the players like best about Bioware RPGs was the story and character interactions. We love talking to people and making impactful decisions. The open world content was never something that the fans really wanted more of, or was the series known to be good for. It was always well narrative driven. DAO didn't really have much of an open world. Sure, you could travel around the world however you wanted to but the maps were small and pathways limited, and most of it was narrative driven and most quests were well paced and linear. DA2 had a similiar gameplay as well, but it already started adding some of the similiar fetch quests with the markers on the world map like we see in DAI - I never really liked that. DAO didn't have that. Whathever content was put outside of the main story narrative in DAO and DA2 was not overwhelming and daunting as open world sandbox tasks are in DAI. We never wanted a sandbox, Bioware. We wanted a good story with a strong and memorable protagonist like Hawke. I replayed DA2 several times just because of how fun it was trying different interactions and decisions with Hawke, and most of the game was still somehow well put together to keep it interesting. I can't force myself to do so in DAI because doing anything outside of talking to your companions and doing the main quests can be tedious. And I am really afraid that Andromeda will suffer from the same problem. Sure, the first game had planet exploration too but nobody like that anyway (but we still did it). In terms of gameplay structure, narrative and linear missions, the perfect game was Mass Effect 2. It just proves even more that linear choices = good, sandbox is not. At least, it's not something what Bioware fans enjoyed or wanted in the past. I posted a video before why Gothic was one of the best example of a true open world game, not limited by any invisible walls or loading screens - whole world was open to you, and the only obstacles were natural. You did not go where it was too dangerous, nor did you have much reason to go there either. The places you went to and the surrounding areas you risked exploring, you had very specific reasons to do so. The game was narrated and led you trough an open world seamlessly, without any quest markers or GPS maps. Each and every quest or npc or monster was there for a reason. Loot was rare, valuable and hard to come by, armor and gear were very expensive, most of the times you had to make do with what you could scavenge, find or learn to make yourself. The world and quests not only just felt alive, but also real and meaningful. It's what made exploring the game outside the main quest so very exciting. It was world design. Not area design - how it looked, but how everything was put together to be played and experienced. DAI areas look very beautiful and are wonderful to explore. But that's just it. It looks very nice. But there's little reason to do so. Moving and traveling is not fun. Mounting is akward. And often you also don't want to mount because you want to pick up stuff and most of the time it's not worth transitioning between mounting and walking. And then there are all those god damn things on the map that force you to do them (landmarks, collections and so on) with always present quest tracker "X out of X unlocked" to remind you that you still have work to do in this area. Why? Why do we need this? It really breaks any immersion and changes the game into a list of completionist things to do - chores. I know they didn't want to leave the world empty, but this is not the way to do it. This was stupid. The reason we're not enjoying DAI as much as the previous games, might be because of lack of a strong linear narrative with an impactful protagonist and conversations, and instead being force feed with the sandbox and stupidifying of the player with dozens of quest markers and hand holding, which changes the game into a MMO chore. Sigh... Sorry for the long post, but I think these are the reasons why it feels the way it was described in the OP. And what capn233 said "the game is a little more interesting if you try to stick close to the minimum power required for the main quests" just confirms the mindset players have with solving the DAI sandbox problem. We didn't want or like the sandbox. Most of us want to skip it, even if the areas are really beautifully designed, I almost feel sorry for the artists because the world of DAI is worth seeing for it's beauty, if nothing else. Quoting from this video again: "The average user cannot be trusted to figure out what to do on their own, all of this has to be blatantly telegraphed by floating arrows, convenient maps littered with categorized icons pointing to categorized mission types, categorized generic side activities, categorized often meaningless loot, collectables and unlockables. And to make sure you don't get lost even for a second, the games will conveniently highlight your path with a GPS line." Sounds familiar? Great post, I just have a few things to say. BioWare was just following the example of the mega successful Skyrim. To date Skyrim is Bethesda's biggest success to date, whether you like it or not like I do. Inquisition is BioWare's biggest successful game to date also. As you can see by the two examples, there are people who want open world games. But I agree, that both Skyrim and Inquisition insult our intelligence by all the hand holding and quest markers. I remember in Morrowind which is my favorite rpg, you had to follow directions given to you by quest npc's. There was no hand holding or quest markers, and still Morrowind became Bethesda's most successful title at the time. That game literally saved Bethesda from bankruptcy. I am from the generation X era, where we had to figure out stuff on our own, so I don't know if it's a new generation thing. Maybe today's generation just want to play the game without much thinking about things, like where to go and what to do next. I agree, the Gothic series was great. I only played the first two, but that game had it's problems like having a set protagonist that you couldn't even change his look. If anyone knows me I don't like to play games with non-customizable set protagonists like Geralt in the Witcher series. Despite it's flaws Inquisition was not a failure to me. Yes, there are a ton of fetch quests. Yes, there is much resource gathering. But I play BioWare games for companion stories and banter, as well as a good overall story. I haven't played all the dlc's yet, I only have Jaws of Hakkon. But I did enjoy the vanilla story even though it was cliche. I never played DA2, but I did see a video on youtube, when Hawke and Anders awoke that ancient Tevinter magister. I knew then due to the ending that he was going to be the antagonist in Inquisition. So it was no surprise to me when he led the attack on you know where. ( Won't post a spoiler here.) So in closing. I greatly enjoyed the original Dragon Age. I completed each Origin and finished the character's story at least 12 times each. I've also done every companion sidequest in that in game. Despite it's flaws I spent several hundreds of hours on Inquisition and do find it enjoyable. At first I did not think I would like the companions when I first saw them on the original BSN forums. But Dorian, Solas, and Varric are my Qunari's buddies. Cassandra is his love interest. It was also good to see old faces again like Leliana. So yeah the game did surprise me with the companions stories. I thought BioWare had lost it's touch in that department. Morrowind one of my favorite open world game, but I liked Oblivion and Skyrim too (I haven't problem with quest markers nor without, the best solution would be the optional quest marker), and Fallout 3, NV and 4 too. Bethesda's open world games are about the total freedom. They have a main story line, but the side story lines are also pretty good, so, you can decide, where your hero going. And: if you finished the main story, you have reason to continuing the game, not because you left some shards, mosaics, bottles, and real or virtual bullshits, rather because, the side stories are still interesting after you finished the main line. According me these are precisely such as it should be an open world game. Of course, this is only my impression. The Inquisition is different. This have a strong main story line, and (as I see) the other lines are much more insignificant, often tiresome. The way led only to the main story, you can't really immerse in the world. It seems the open world style far-fetched in this case. Origin also have side quests, but these aren't annoyed to me. I liked this game so much. I found Hawke's story refreshing, and the game precisely so long, as should be for the story and for the companions. It's very sad, that EA did not gave more time for the developing.
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talyn82
N5
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
Origin: Talyn82
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Talyn82
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Post by talyn82 on Feb 28, 2017 16:29:35 GMT
Great post, I just have a few things to say. BioWare was just following the example of the mega successful Skyrim. To date Skyrim is Bethesda's biggest success to date, whether you like it or not like I do. Inquisition is BioWare's biggest successful game to date also. As you can see by the two examples, there are people who want open world games. But I agree, that both Skyrim and Inquisition insult our intelligence by all the hand holding and quest markers. I remember in Morrowind which is my favorite rpg, you had to follow directions given to you by quest npc's. There was no hand holding or quest markers, and still Morrowind became Bethesda's most successful title at the time. That game literally saved Bethesda from bankruptcy. I am from the generation X era, where we had to figure out stuff on our own, so I don't know if it's a new generation thing. Maybe today's generation just want to play the game without much thinking about things, like where to go and what to do next. I agree, the Gothic series was great. I only played the first two, but that game had it's problems like having a set protagonist that you couldn't even change his look. If anyone knows me I don't like to play games with non-customizable set protagonists like Geralt in the Witcher series. Despite it's flaws Inquisition was not a failure to me. Yes, there are a ton of fetch quests. Yes, there is much resource gathering. But I play BioWare games for companion stories and banter, as well as a good overall story. I haven't played all the dlc's yet, I only have Jaws of Hakkon. But I did enjoy the vanilla story even though it was cliche. I never played DA2, but I did see a video on youtube, when Hawke and Anders awoke that ancient Tevinter magister. I knew then due to the ending that he was going to be the antagonist in Inquisition. So it was no surprise to me when he led the attack on you know where. ( Won't post a spoiler here. ) So in closing. I greatly enjoyed the original Dragon Age. I completed each Origin and finished the character's story at least 12 times each. I've also done every companion sidequest in that in game. Despite it's flaws I spent several hundreds of hours on Inquisition and do find it enjoyable. At first I did not think I would like the companions when I first saw them on the original BSN forums. But Dorian, Solas, and Varric are my Qunari's buddies. Cassandra is his love interest. It was also good to see old faces again like Leliana. So yeah the game did surprise me with the companions stories. I thought BioWare had lost it's touch in that department. Morrowind one of my favorite open world game, but I liked Oblivion and Skyrim too (I haven't problem with quest markers nor without, the best solution would be the optional quest marker), and Fallout 3, NV and 4 too. Bethesda's open world games are about the total freedom. They have a main story line, but the side story lines are also pretty good, so, you can decide, where your hero going. And: if you finished the main story, you have reason to continuing the game, not because you left some shards, mosaics, bottles, and real or virtual bulshits, rather because, the side stories are still interesting after you finished the main line. According me these are precisely such as it should be an open world game. Of course, this is only my impression. Inquisition is different. This have a strong main story line, and (as I see) the other lines are much more insignificant, often tiresome. The way led only to the main story, you can't really immerse in the world. Origin also have side quests, but these aren't annoyed to me. I liked this game so much. I found Hawke's story refreshing, and the game precisely so long, as should be for the story and for the companions. It's very sad, that EA did not gave more time for the developing. About EA, it's because of them why Inquisition was the first game I bought from BW in a long time. I can't remember if DAO came out before EA bought BW? As for your points I agree, Bethesda's sidequests are more meaningful. I am a huge fan of the last three Elder Scroll games. My thing is when an npc sends you to reopen a tomb that hasn't been found in 2000 years, all you have to do is look on the map and it points you to it. lol In Morrowind I would spend hours looking for it, but I enjoyed that aspect. Like I said DAI has it's flaws like finding the shards and mosaics. To this day I've never gotten them all nor have I cared to. I never played DA2, but I am interested in buying it even though I know most of the story, and even with that the story looked epic, and I don't know why people complained about it? As I said in the ratings thread DAO>DAI>DA2. I only ranked DA2 last cause I never played it for myself and good story or no I have to play the game for myself. I have to get into Hawke's shoes. I am also interested in DA2 cause they elaborate more on Qunari culture. Sten only gave us a brief overview in DAO. The Qunari are my favorite DA race. I also enjoyed DAO's sidequests and never found them tedious, despite what Morrigan says. lol So yes boring filler quests like bring back a Druffalo, or catch a golden Halla, hampers the DAI experience. Also closing the rifts reminds me of closing the Oblivion gates in Oblivion. Except you don't have to go inside them.
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Gileadan
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ALoneGretchin
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Post by Gileadan on Feb 28, 2017 16:32:15 GMT
wait you can change how your character looks in the emporium ?.Tweak or redo the whole customization ?. im on console btw The Emporium contains the Mirror of Transformation, just like it did in DA2. You essentially get back to the original face customizer during character creation and can redo your Inquisitor's entire face as often as you like. I only used it to make my Inquisitor look older when two years passed between the end of the vanilla story and the beginning of Trespasser.
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Post by Deleted on Feb 28, 2017 16:39:27 GMT
Despite being from Generation X, I don’t really get the appeal of doing a lot of nothing much in a video game. In Baldur’s Gate, I started each map at the corner, and “cleared” it as a rectangle. It was enlivened by funny encounters as well as the dumb mobs. Baldur’s Gate maps rarely had the obstacles you could not get around easily. The obstacles that I can't get around easily drive me bonkers. At least in some OW games you can fly over the world, so you don't get stuck with going back all the way you came because no, that's not how you get from point A to point B.....
I really liked more focused games of the later years by Obsidian and BioWARE. I guess, I just don’t like to wander in video games for no particular reason, I’d rather do it in RL out of doors. At least that helps with the backpain. I don't know, I am already sitting in front of the computer at work. Do you guys have active, stressfull occupations, on your feet all day, so need some quiet time to decompress?
I play video-games not to view digital art (and, yes, yes, the digital art is great for mood setting and pretty important as a background for me), but to see interesting things happen to my character and his/her friends. If I get through all my play-time without anything interesting happening, I feel cheated by the game.
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Post by Catilina on Feb 28, 2017 16:44:29 GMT
Morrowind one of my favorite open world game, but I liked Oblivion and Skyrim too (I haven't problem with quest markers nor without, the best solution would be the optional quest marker), and Fallout 3, NV and 4 too. Bethesda's open world games are about the total freedom. They have a main story line, but the side story lines are also pretty good, so, you can decide, where your hero going. And: if you finished the main story, you have reason to continuing the game, not because you left some shards, mosaics, bottles, and real or virtual bulshits, rather because, the side stories are still interesting after you finished the main line. According me these are precisely such as it should be an open world game. Of course, this is only my impression. Inquisition is different. This have a strong main story line, and (as I see) the other lines are much more insignificant, often tiresome. The way led only to the main story, you can't really immerse in the world. Origin also have side quests, but these aren't annoyed to me. I liked this game so much. I found Hawke's story refreshing, and the game precisely so long, as should be for the story and for the companions. It's very sad, that EA did not gave more time for the developing. About EA, it's because of them why Inquisition was the first game I bought from BW in a long time. I can't remember if DAO came out before EA bought BW? As for your points I agree, Bethesda's sidequests are more meaningful. I am a huge fan of the last three Elder Scroll games. My thing is when an npc sends you to reopen a tomb that hasn't been found in 2000 years, all you have to do is look on the map and it points you to it. lol In Morrowind I would spend hours looking for it, but I enjoyed that aspect. Like I said DAI has it's flaws like finding the shards and mosaics. To this day I've never gotten them all nor have I cared to. I never played DA2, but I am interested in buying it even though I know most of the story, and even with that the story looked epic, and I don't know why people complained about it? As I said in the ratings thread DAO>DAI>DA2. I only ranked DA2 last cause I never played it for myself and good story or no I have to play the game for myself. I have to get into Hawke's shoes. I am also interested in DA2 cause they elaborate more on Qunari culture. Sten only gave us a brief overview in DAO. The Qunari are my favorite DA race. I also enjoyed DAO's sidequests and never found them tedious, despite what Morrigan says. lol So yes boring filler quests like bring back a Druffalo, or catch a golden Halla, hampers the DAI experience. Also closing the rifts reminds me of closing the Oblivion gates in Oblivion. Except you don't have to go inside them. DAO is also EA game. But DA2 was hurried, because EA saw, that DAO was a succesful game with good profit, and seems they wanted a quick profit at any cost... shame. This is –of course– reflected in the game, this is why so divisive: the people sees the flaws, but this have so many good points as well. I think is worth it, sadly the dlcs separated from the main game, no GotY or enhanced edition for DA2.
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talyn82
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Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
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Post by talyn82 on Feb 28, 2017 16:50:55 GMT
About EA, it's because of them why Inquisition was the first game I bought from BW in a long time. I can't remember if DAO came out before EA bought BW? As for your points I agree, Bethesda's sidequests are more meaningful. I am a huge fan of the last three Elder Scroll games. My thing is when an npc sends you to reopen a tomb that hasn't been found in 2000 years, all you have to do is look on the map and it points you to it. lol In Morrowind I would spend hours looking for it, but I enjoyed that aspect. Like I said DAI has it's flaws like finding the shards and mosaics. To this day I've never gotten them all nor have I cared to. I never played DA2, but I am interested in buying it even though I know most of the story, and even with that the story looked epic, and I don't know why people complained about it? As I said in the ratings thread DAO>DAI>DA2. I only ranked DA2 last cause I never played it for myself and good story or no I have to play the game for myself. I have to get into Hawke's shoes. I am also interested in DA2 cause they elaborate more on Qunari culture. Sten only gave us a brief overview in DAO. The Qunari are my favorite DA race. I also enjoyed DAO's sidequests and never found them tedious, despite what Morrigan says. lol So yes boring filler quests like bring back a Druffalo, or catch a golden Halla, hampers the DAI experience. Also closing the rifts reminds me of closing the Oblivion gates in Oblivion. Except you don't have to go inside them. DAO is also EA game. But DA2 was hurried, because EA saw, that DAO was a succesful game with good profit, and seems they wanted a quick profit at any cost... shame. This is –of course– reflected in the game, this is why so divisive: the people sees the flaws, but this have so many good points as well. I think is worth it, sadly the dlcs separated from the main game, no GotY or enhanced edition for DA2. Yeah, I know no goty. I did a search for it and couldn't find a goty version. But the story does sound good and sets up some of the backstory for DAI. As for EA rushing BW, it reminds me of LucasArts rushing Obsidian with KOTOR II. Both the original KOTOR and DAO were successful BW games, and both sequels it seems were rushed.
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Post by Deleted on Feb 28, 2017 19:47:57 GMT
DAO is also EA game. But DA2 was hurried, because EA saw, that DAO was a succesful game with good profit, and seems they wanted a quick profit at any cost... shame. This is –of course– reflected in the game, this is why so divisive: the people sees the flaws, but this have so many good points as well. I think is worth it, sadly the dlcs separated from the main game, no GotY or enhanced edition for DA2. Yeah, I know no goty. I did a search for it and couldn't find a goty version. But the story does sound good and sets up some of the backstory for DAI. As for EA rushing BW, it reminds me of LucasArts rushing Obsidian with KOTOR II. Both the original KOTOR and DAO were successful BW games, and both sequels it seems were rushed. I think where they cut corners on KOTOR2 hurt it worse than where they cut corners on DA2 from the story-perspective. I picked up DA2 for $10 on origins, was a steal for that game! EDIT: Also, I want to emphasize that getting the info from other players that the side-quests are NOT going bite you in the behind, I am quite happy with playing in the way someone indicated: Just do enough to enable the Main Story-line. It does make the game better for me. Actually, I am experiencing an odd desire to restart with a male protagonist, 'cause Dorian. Also installed a bunch of mods, so if the game does not explode, going to see how I like the War Table- the EZ Way and We Don't Break for Loot.
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Post by capn233 on Feb 28, 2017 22:44:20 GMT
Having a use for power would be really nice, and completely skipping some areas is viable too. But that is the problem of the game. Why would you want to skip content? What is it about the quest structure and exploration that makes it tedious to complete? Shouldn't we be enjoying this content? Well if you are doing what I describe you ultimately aren't skipping content, you are just trimming the individual runs. Frankly it is probably not realistic to expect an open world game to have 100 hours of content that will be enjoyable through n iterations of the campaign if it is all played every time. Especially when it is third person action game where the core gameplay is fleshed out in something like 30 hours.
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Post by neocodex and 23 others on Mar 1, 2017 8:42:29 GMT
Yeah, I know no goty. I did a search for it and couldn't find a goty version. But the story does sound good and sets up some of the backstory for DAI. As for EA rushing BW, it reminds me of LucasArts rushing Obsidian with KOTOR II. Both the original KOTOR and DAO were successful BW games, and both sequels it seems were rushed. I think where they cut corners on KOTOR2 hurt it worse than where they cut corners on DA2 from the story-perspective. I picked up DA2 for $10 on origins, was a steal for that game! EDIT: Also, I want to emphasize that getting the info from other players that the side-quests are NOT going bite you in the behind, I am quite happy with playing in the way someone indicated: Just do enough to enable the Main Story-line. It does make the game better for me. Actually, I am experiencing an odd desire to restart with a male protagonist, 'cause Dorian. Also installed a bunch of mods, so if the game does not explode, going to see how I like the War Table- the EZ Way and We Don't Break for Loot. The mods sure do help.. I cheated myself all the crafting materials I gathered in my last playtrough - over 140 hours!! And used the golden nug mod to transfer all collectibles and schematics to the new playtrough - like hell if I'm ever going trough another 140 hours of scavenging for stuff. I'm trough with that, just replaying for the story and revisiting some of the areas I liked exploring again. It does feel like an MMO and that's why I don't want to reset my progress - specifically crafting progress and material grind. I just ignore random pickups and plants this time around. But I'm still collecting the shards. Because. You. Can't. Skip. The Shards. And for those of you that didn't try DA2 because others made you believe it's bad, go play it. It's much better than DAI in many ways - ways that matter. I replayed that game 4 times without any need for cheat mods, while I can barely make myself to replay DAI even with the shortcuts, so that should tell you something. As the game was just that - story and lots of cool quests and interactions. And the best protagonist. I freaking loved Hawke, he was like second Shepard to me. No time wasting with crafting and gathering too - oh and short loading times! Makes the game flow much faster. Lot's of smaller areas like DAO but they are more repetitive. Ok, the areas can be very bland and repetitive. That's the bad part of the game, but real content is good. At least the combat was fun, it flowed smoother than DAI at least, and was much more visceral. There's also plenty of mods that rebalance and change the skill trees and difficulty, so there's plenty of material for a second playtrough (the vanilla skill trees weren't that well balanced or good so I would suggest trying some mods). One thing that is interesting is that you have to walk and visit the places or houses where your companions live to talk to them, that was a bit clunky but I guess realistic since it made it look like they have actual lives. Immersive, just a bit annoying sometimes as walking trough the same DA2 areas can be really boring. But that's the thing about DA2 actually. Out of all 3 games it felt the one that's most "down to the ground" and realistic, not high fantasy stuff but more believable. And emotionally connectable. Out of all companions in three games including your protagonist they all feel like real people with real lives that just got caught into this mess and out of all they just want to live their lives and do their jobs instead of getting into trouble. There isn't any grand scheme or antagonist troughout the game, there's just some really bad things that happen that your companions never really wanted to get into the first place, but it happened. There's real friendships that come out of this and it really makes you feel like a small fish at times, there is no Inquisition force to help you, it's just you, Varric, your family and a few friends that are trying their best to get out of this Kirkwall mess in one piece. What a great game.
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Post by tidus on Mar 1, 2017 9:53:49 GMT
I only do enough side quest to get by. I do the intercircle quest, watch tower quest for the horse farmer's head of security, find the mage's supply and hunt ram. Rescue the capture soldiers and other easy side quest.
I also spend time in the bog grinding up by disturbing the water, lighting the beacons and closing riffs.
In short I don't rush through the game nor dally about.. I find a play style I'm comfortable with and use it in very DA:I game.
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Post by neocodex and 23 others on Mar 1, 2017 15:22:33 GMT
I only do enough side quest to get by. I do the intercircle quest, watch tower quest for the horse farmer's head of security, find the mage's supply and hunt ram. Rescue the capture soldiers and other easy side quest. I also spend time in the bog grinding up by disturbing the water, lighting the beacons and closing riffs. In short I don't rush through the game nor dally about.. I find a play style I'm comfortable with and use it in very DA:I game. Even with all the complaints and workarounds I described, I am still a completionist at heart and still do most of the side quests in the game on second playtrough because I just feel obligated to do them. It's like if you're doing something you can't leave it half-done. I can't sleep well at night otherwise, thinking I might have forgotten to lead back that stray buffalo.
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