Shepard wasn't a shining star right off of Eden Prime, either. Inquisitor already has quite a bit of personality; we'll see how she develops over time.
...making the Hinterlands safer for the Inquisition?
Like, if you don't like all the sidequests, don't do them! You'll probably do a few in the process of the main story and remain leveled enough
Which reminds me that I really like how they frame the sidequests.
Like, in a typical RPG, you do sidequests just to do them. Sometimes they make sense, but most of the time you wonder why, say, Commander Shepard would waste her time finding a random doodad for someone when the Reapers are on their way.
In DA:I, you have a deliberately ambiguous timetable (you should probably fix the breach sooner rather than later, but hey, it's not getting worse) and everything you do either helps the Inquisition gain a better foothold in the area or has people talking positively about them. Good word of mouth is actually a thing that makes sense for them, so even doing shit like wrangling some farmer's lost druffalo has a decent in-game excuse.
I'm honestly not having any fun at all after the first mission.
This just feels like I'm playing a random Korean MMO that I have no investment in.
Not having healing spells anymore, and thus having to rely on pots that require going back to camp over to recharge is a huge nuisance and a drastic change from the previous games that I'm not sure anyone really asked for?
And I may have to reroll because I'm fed up with how melee combat works.
I'm honestly not having any fun at all after the first mission.
This just feels like I'm playing a random Korean MMO that I have no investment in.
Not having healing spells anymore, and thus having to rely on pots that require going back to camp over to recharge is a huge nuisance and a drastic change from the previous games.
And I may have to reroll because I'm fed up with how melee combat works.
I'm a little confused as to what is so different about the quest design between this and DA1/2
you know I don't think the elves look as distinct from humans as they did in da2 either
The elves in da2 look like child models
I don't know if thats what they meant to do but its weird
as a child model...
Kana on
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
I'm honestly not having any fun at all after the first mission.
This just feels like I'm playing a random Korean MMO that I have no investment in.
Not having healing spells anymore, and thus having to rely on pots that require going back to camp over to recharge is a huge nuisance and a drastic change from the previous games.
And I may have to reroll because I'm fed up with how melee combat works.
I'm a little confused as to what is so different about the quest design between this and DA1/2
The interactions, mostly.
It feels far more generic and less.. alive, I guess? When I'm talking with dudes who need help.
And the protagonist definitely doesn't feel like as much of a real character so far.
I'm honestly not having any fun at all after the first mission.
This just feels like I'm playing a random Korean MMO that I have no investment in.
Not having healing spells anymore, and thus having to rely on pots that require going back to camp over to recharge is a huge nuisance and a drastic change from the previous games.
And I may have to reroll because I'm fed up with how melee combat works.
I'm a little confused as to what is so different about the quest design between this and DA1/2
The interactions, mostly.
It feels far more generic and less.. alive, I guess? When I'm talking with dudes who need help.
And the protagonist definitely doesn't feel like as much of a real character so far.
The world just feels... less colorful out here.
Well
Fair enough
I can barely remember the sidequests in 2 and I am literally doing them right now though
FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
I still need to decide whether Sera will be shabby or shooty. On the one hand, if she's stabby, I can keep barrier up on three people easier, as I will be phantom blade, Cass swords and boards. On tje other hand, 2 range, 2 melee?
Is it literally like "collect 8 bear claws" or what
Some of them, like "collect 10 ram meat to feed the refugees"
Others are like "find this mercenary fortress hidden in the woods and murder all of them"
Like
Listen, there are things about mmo quest design that are bad
but remember the quests from DA2 and DA1
"go here, get this thing"
"Go here, kill these guys"
there's very, very litte different about "kill 10 of these guys"
I mean
That's basically all quest design in every RPG.
You're being pretty reductive.
That was my point
there's very little mechanical difference between the two
I figured by your bear pelt question you were asking if the sidequests were random things with very little context behind them, though.
Which I don't feel is the case for most of them.
Otherwise why would you ask that question?
Because I was trying to figure out what Goatmon meant by "MMO Quests"
But I really don't feel that what you've described is much, if at all, different from most rpg quests
At the very base level, I suppose.
It's all in the presentation, I think.
But if you don't agree, then I suppose there's no difference between MMO quests and RPG quests. They're all the same.
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CambiataCommander ShepardThe likes of which even GAWD has never seenRegistered Userregular
I still haven't got past the tutorial because I keep re-rolling, however it occurs to me I've made several petty complaints without also saying what I've liked so far, so I wanna do that right quick -
- Looks gorgeous
- No boob armor!!
- Everyone has neck protection!! (lack of neck protection in medieval/swordfighting combat games is a pet peeve of mine)
- lots of lady characters!
And now, back to playing.
Peace to fashion police, I wear my heart
On my sleeve, let the runway start
I still haven't got past the tutorial because I keep re-rolling, however it occurs to me I've made several petty complaints without also saying what I've liked so far, so I wanna do that right quick -
- Looks gorgeous
- No boob armor!!
- Everyone has neck protection!! (lack of neck protection in medieval/swordfighting combat games is a pet peeve of mine) - lots of lady characters!
And now, back to playing.
You saying that just now made me realize that three of the four war council members (excluding the PC) are women.
Cullen is the only dude.
And a bunch of the powerful NPCs you meet are women.
Pretty much every character seems like they'd be more interesting to play than the inquisitor is my issue. And one of them is an elf whose favourite thing to do is sleep.
Posts
YO THIS LADY IS FUCKING AWESOME
Are you seriously telling me Origin doesn't have a built-in screen capture???
Also how many major areas ahead should I skip through in order to have most of the available party members?
But heeeey Sera
This sure is an MMO all of a sudden.
yeah, my only complaint so far with the game is that the Inquisitor is kinda bland
"Suppose I could go barefoot and whine more."
holy shit Sera
so
its an open world rpg?
Hahahaha
You're alright, kid
To be honest, I'm not sure what any of the actors could have done with the material they were given.
The writing for the inquisitor looks about as bland as it sounds.
It's kind of the consequence for having a variety of characters that all have actual voices instead of just one.
It's between her and Cullen for my romance, I think.
What am I even still doing out here, again?
You guys were right
worth it to not be able to romance aveline
Like, if you don't like all the sidequests, don't do them! You'll probably do a few in the process of the main story and remain leveled enough
Which reminds me that I really like how they frame the sidequests.
Like, in a typical RPG, you do sidequests just to do them. Sometimes they make sense, but most of the time you wonder why, say, Commander Shepard would waste her time finding a random doodad for someone when the Reapers are on their way.
In DA:I, you have a deliberately ambiguous timetable (you should probably fix the breach sooner rather than later, but hey, it's not getting worse) and everything you do either helps the Inquisition gain a better foothold in the area or has people talking positively about them. Good word of mouth is actually a thing that makes sense for them, so even doing shit like wrangling some farmer's lost druffalo has a decent in-game excuse.
Others are like "find this mercenary fortress hidden in the woods and murder all of them"
The best part about that is that it eliminates the random enemy patrols in that area.
I love that! Makes it feel like you're accomplishing something.
Like
Listen, there are things about mmo quest design that are bad
but remember the quests from DA2 and DA1
"go here, get this thing"
"Go here, kill these guys"
there's very, very litte different about "kill 10 of these guys"
I'm honestly not having any fun at all after the first mission.
This just feels like I'm playing a random Korean MMO that I have no investment in.
Not having healing spells anymore, and thus having to rely on pots that require going back to camp over to recharge is a huge nuisance and a drastic change from the previous games that I'm not sure anyone really asked for?
And I may have to reroll because I'm fed up with how melee combat works.
I'm a little confused as to what is so different about the quest design between this and DA1/2
as a child model...
The interactions, mostly.
It feels far more generic and less.. alive, I guess? When I'm talking with dudes who need help.
And the protagonist definitely doesn't feel like as much of a real character so far.
The world just feels... less colorful out here.
Well
Fair enough
I can barely remember the sidequests in 2 and I am literally doing them right now though
I guess its all subjective
in DA2, at least the interactions were fun enough that I felt like I had a reason to give a shit.
In here it just feels like I'm just listlessly expected to handle a big pile of chores, and I just... don't want to do any of it at all.
I'm gonna take a break and maybe start over with an archery rogue.
edit: Part of it may be because the game doesn't seem to zoom in on faces anymore?
it's like the camera just sort of pans across us both and they just start talking at me?
That might just be me not being good at adjusting to change. I dunno.
I mean
That's basically all quest design in every RPG.
You're being pretty reductive.
That was my point
there's very little mechanical difference between the two
I figured by your bear pelt question you were asking if the sidequests were random things with very little context behind them, though.
Which I don't feel is the case for most of them.
Otherwise why would you ask that question?
Because I was trying to figure out what Goatmon meant by "MMO Quests"
But I really don't feel that what you've described is much, if at all, different from most rpg quests
At the very base level, I suppose.
It's all in the presentation, I think.
But if you don't agree, then I suppose there's no difference between MMO quests and RPG quests. They're all the same.
- Looks gorgeous
- No boob armor!!
- Everyone has neck protection!! (lack of neck protection in medieval/swordfighting combat games is a pet peeve of mine)
- lots of lady characters!
And now, back to playing.
On my sleeve, let the runway start
it's like starving and seeing a delicious bowl of pho protected by iron bars
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
You saying that just now made me realize that three of the four war council members (excluding the PC) are women.
Cullen is the only dude.
And a bunch of the powerful NPCs you meet are women.
That's pretty neat.
representing the pinnacle of all noodle soups
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)