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I have noticed a big difference in game play from trying it out on my friends PC and then playing on my 360.

 

The PC version is much more tactical and for more easily controlled. On the 360 things can get pretty chaotic and you can't zoom out and see everything that's going on.

 

Playing a city elf rogue with duel spec duelist and assassin. It's really fun. I can't get any of the DLC stuff cause my wireless router decided to block my 360 /sigh. I would say I was very frustrated until i hit level 10-12. On the 360 you really can't use any AoE stuff, hard to aim ect. I may just suck it up and but the PC version also.

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I have noticed a big difference in game play from trying it out on my friends PC and then playing on my 360.

 

The PC version is much more tactical and for more easily controlled. On the 360 things can get pretty chaotic and you can't zoom out and see everything that's going on.

 

Playing a city elf rogue with duel spec duelist and assassin. It's really fun. I can't get any of the DLC stuff cause my wireless router decided to block my 360 /sigh. I would say I was very frustrated until i hit level 10-12. On the 360 you really can't use any AoE stuff, hard to aim ect. I may just suck it up and but the PC version also.

At the very least you should be able to trade in your XBox version and get a little money back from it.

 

For the rest of you out there, if you're trying to choose between PC or one of the console versions, definitely get it on the PC. PC players usually get stuck with crappy ports of console games, but this time around its pretty much the exact opposite. EA made Bioware hammer a square peg into a round hole and it shows. Even if you can't run it at full performance on your computer, the ability to zoom out into "tactical view" is worth picking the PC over the others all by itself. I'm having no problem with my AOE spells at all and it really makes a difference when you get ambushed, being able to see everything around you in a glance w/out having to move the camera around in a 360.

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I'm enjoying the game.. but seems there are some issues that are very inconsistent between people... I've heard of people having the same problem I had below, and others who said they were able to stay and hold out without any problem...

 

 

Is it just me.. or is the battle in redcliffe village just obscene? The only way I've foudn to survive it, is by keeping my party up top of the hill with the knights, and running small groups of the undead up from the area in front of the chantry. Even at lvl's 9-11 I have had to resort to this tactic.

 

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There have been various discussions about the overall difficulty of the game. I choose to go a different direction than you did, so I haven't gotten to Redcliffe yet, but I noticed during my gaming session last night that the fights got a lot harder when I am facing undead. I've got a mace with +2 dmg vs them, but I'm thinking I need a little more.

 

In the end tho, its been potions and AOE spells that continually save my butt. Nothing helps even the odds like freezing half of the mob and shattering a couple of them with some critical hits. Both of my fighters have talents that automatically trigger crits and at her next level up my mage will be able to cast that rock hand spell (whatever its called) for another crit. That's 3 kills w/out having to do a whole lot of work.

 

As for potions, I saw a post by a Bioware guy saying that the liberal use of potions is required, so I've been sure to stock up on vials and use my Survival and Poison skills as often as I can.

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I had a few insane ones last night; like 12+ skeletons vs my guys. I haven't finished any large fight yet w/out at least 1 of my characters "dead" at the end of it. Then again I'm also not playing with any healers, so that's the risk I run. The only one where things got really stupid insane was one where I only had 1 character survive. Morrigan was the last one standing thanks to a timely life siphon spell that kept her alive and put the last skellie down to its final hit points.

 

I'm loving the difficulty tho - it reminds me a lot of the first time I played Balder's Gate, which is exactly what Bioware's been promising for 5 years. My only wish is that they'd put in more auto-pause options than just when a fight begins. I'd like to have them for either when one of my character's opponents dies so that I can pick who he attacks next, or to even pause at the end of every round so that I can pick their next actions.

 

How much are you pausing the action Orcsoul? I seriously pause just about every action - I cast a spell with Morrigan and as soon as its resolving I'm pausing again to set her next spell and at the same time I adjust the actions of my other guys too if need be. I think that a lot of the complaints that I see on the DA forums spring from people who aren't really taking advantage of the pausing. They're trying to jump from character to character in real time and trigger their talents and you just can't do that. Its way too slow. By the time you rotate thru 3 characters the AI mobs have all triggered 2 powers each.

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Yea I'm still adjusting to the tactical thinking required for the game, pause it pretty frequently, but often let the characters control themselves a bit too much.

One of the things that have made a huge difference for me in the outdoor areas is giving bows to all of my guys. Lots of times you can see the bad guys before they attack you, so I pause, equip bows, and then have just one guy shoot at the nearest monster. Lots of times you can pull one or two of them away w/out triggering the entire mob. At the very least you can usually kill or severely injure one of the critters before they get w/in melee range. Winter's Grasp (the spell) works great here too. I'll wait until the closest guy is about 15' feet away and then cast the spell to freeze him in place. That usually gives enough time for my party to get off 2 more rounds of arrows. LOL

 

The one thing I'm really going to start doing is taking notes of what to do w/my guys when they level up. I've had a bow that nobody can use b/c the Dex req is too high. My rogue needed 2 Dex in order to use it, so naturally I forgot and only spent 1 pt on Dex when she leveled. Now I've got to go re-play the last 30 minutes so that I can re-do her level up.

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Quick note for those of you who haven't done this yet, there's an easy way to get a magical ring that gives +1 to all of your stats. Download the Character Creator from the main DA:O website and install it. (this is the hardest part simply b/c its a large download) Create a new character, and then click the upload button to push the character to Bioware's social site. When you start the game up next time, the ring will be in your inventory.

 

Best part is you don't need to do anything fancy w/the character. I just used one of the presets. 3 minutes and I was done.

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I haven't been able to find the damn patch. As far as I could tell there's nothing on the main DA site about it. The EA Support site is blocked here at work so I couldn't check there and forgot to when I got home. Is that were its at?

 

The patch is also supposed to somewhat address a bug w/Dexterity too, that's supposed to make Archers more effective.

 

I found one other bug last night too. Nothing huge, but something I'll be watching to see if it happens in the future. I was talking to the vendor in my camp and bought 7 bottles of something needed for Alchemy (can't think of the exact name, they're what you need to create Minor Injury Kits). I already had 3 of them, but I noticed that when I bought the new ones they didn't merge w/my existing inventory, instead they made their own line in my inventory, so my list showed 3 bottles, then 7 bottles.

 

I left the vendor screen and talked to his son to have him change the enchantments (Enchantments! :lol:) on my weapons. Then I went back to the vendor to sell one of the runes I'd just removed and noticed that now those bottles had all merged into one line in my inventory, but that there were only 9 instead of 10.

 

I tried to reproduce it by buying another bottle. Again the new bottle appeared on its own line, but when I left the vendor and came back, I still had 11 bottles.

 

I haven't noticed any other inventory not merging like this, and I haven't noticed anything else disappearing, but I'll be paying closer attention from now on.

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I don't believe having 2 stacks of stuff when you buy a quantity of something you already have is necessarily a bug, just the method they chose to implement the buy/sell back feature (pretty poor implementation too if your inventory is full already) It is something that should be addressed and changed though, but I haven't run into the quantities being incorrect after the stacks merge once you leave the vendor.

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