I think the elves leaving due to Sauron isn’t fully inaccurate; the elves suffered and fought most of the First Age, they were betrayed, attacked, and eventually triumphed with an equal help from men in the Second Age, and by the Third Age had diminished enough that they were all but powerless against the full might of the darkside. Rivendell and Lothlórien were more like refuges rather than kingdoms, and the elves had at this point given up trying to win. It wasn’t a matter of not wanting to beat Sauron, by the Third Age the Elves knew that they had really lost, so to speak, and were simply living on borrowed time (albeit measured in thousands of years), and their numbers and powers had diminished to the point where they were forced to basically just hide the whole time. They had also grown to distrust all the other races and wanted nothing to do with them.

Yep - the Elves were a spent force by the end of the Third Age. Unlike man, however, they had a safe haven, so the choice of the Elves was really whether to stay and fight for a world that they were going to lose anyway, or just to leave quietly.

Anyway - it’s soon travelling time over here, so won’t be posting much more unmitigated nerdiness for a while. Merry Christmas or Seasons Greetings to you all (dependent on your flavor of celebration).

Oh, and this was in reference to a post before the game was released…

when i said that the female armor wasn’t that bad, … i was wrong. Seeing Leliana for 40+ hours in that … open top armor, open from shoulder blade to shoulder blade, was quite gratingly gratuitous and omnipresent in conversations. None of the other armors were noticeable, but i had mistakenly believed that style of armor to be one of many options, not, as it turned out, the majority of the lighter armors for women.

You can leave Leliana in the Chantry robe, or give her another robe/clothing. She shouldn’t be getting hit and will generate less aggro that way.

Totally, you can’t complain about her slutty dress when you chose her outfit!

The leather armor in Dragon Age has that completely ridiculous push-up bra effect on female characters, with a huge cleavage that their breasts want to spill out of. It’s even worse than the elven bikini “armor” with a bare midriff. Can Bioware please get modellers that are older than 13 years?

This sounds pretty much like the complaint that Gabe had with DA:

http://www.penny-arcade.com/2009/11/11/

I’ve got maybe twelve hours invested in Dragon Age and I’m still really enjoying it. From what I hear the game’s length is pretty ridiculous so I don’t imagine I’ll ever see the end. I really like the combat though and the story so far has been great. If I had one complaint it would be that much of the time the game just doesn’t look very good. I’m not talking about texture resolution or polygons, I mean the design of the environments tends to be kind of boring. For a fantasy game the world just isn’t very fantastic. I understand that going with a more straightforward/realistic take on the world was probably an aesthetic choice but if I’m going to spend 50 some hours traipsing around in this place I want it to look cool.

My motivation to keep playing a game is usually new art. I want to see what the next level looks like or the next armor upgrade. The other parts of Dragon Age are so well done that for now I don’t mind the underwhelming visuals. I’d be surprised if I end up putting another twelve hours in though.

The difference is that Gabe was able to articulate his issues in a way that didn’t imply that DA was a failure of the designers’ vision.

DA was always billed as being dark fantasy taking after GRR Martin’s Song of Ice and Fire books especially. A hallmark of this genre is a relative lack of… fantasy, so to speak. The emphasis is on grittiness, human motivations (even among nonhuman characters) and relatively a down-to-earth setting. Because of this, you’re almost certainly going to have locations that are less baroque than encountered in D&D. And it’s rarely appreciated just how baroque D&D is, compared to the vast bulk of fantasy.

And it’s not surprising that a guy who works on a comic strip might like to see more complex or original visual design. However, that just doesn’t fit in DA or at least in Ferelden. It is a grungy little kingdom on the fringes of civilization and a fairly typical, if primitive, feudal realm. Likely this is why Origins takes place here. Some of the more fancy concepts and settings are introduced, by word of mouth at least, but the actual place we’re in is pretty easy for any fantasy gamer to relate to. However, even Ferelden and the familiar tropes in Origins do have spins to them.

For example, Ferelden isn’t a generic feudal organization as there are freemen and a powerful class of lower ranking landholders capable of electing their own leaders. The few high ranking ones only hold as much power as their subjects let them, it seems like, and if they’re not happy they’ll go to another liege. This sounds a bit like Anglo-Saxon England or even Wales before the Normans came in with their version of feudalism (which is what we mostly think of feudalism as).

Orlais might be more conventionally feudal but it has some very particular attributes and concepts derived from the chivalry of the southern Franks that arose during the high middle ages rather than the gloomy and one-step-removed-from-barbarism dark ages feudalism of Ferelden. Aesthetically it could be much more impressive. In fact, I have a hard idea imagining any place on Thedas which would be less visually stimulating than Ferelden. Wilder places are more wild and civilized places would be more aesthetically advanced.

It’s a good place to start from. The graphics should follow suit.

Yeah, reading through the Codex it sounds like the other countries have the potential to be far more visually interesting. Ferelden isn’t far removed from being a country of barbarians so I think the it’s visual design is consistent with that. I half wonder if one of the reasons they chose Ferelden as our intro to this world is because the engine isn’t up to doing the other areas justice.

Or because there’s so much stuff in DA:O as it is, the characters and storyline for example, that they wanted to set themselves up in a humble place for a beginning. Let people absorb the flow of DA here and then, after this, graphically there’s nowhere to go but up. You don’t have to worry about jumping the shark or really crazy stuff if you start off in the boonies and slowly build into complex civilizations or feral wilderness. If you start there, where else is there to go? The Fade? Other planets?

Another consideration is that Ferelden is a type of setting that a lot of people like and are comfortable with. I am actually one of those people. I’m not sure I would have reacted so positively if the game had been set in Orlais. It would have been a more rigid society with unspoken rules that the player has to figure out quickly, and probably a lot more urban. Now that I’ve learned a bit about Thedas while journeying around Ferelden, I’m curious to see Orlais, Par Vollen, and the other places mentioned.

Exactly.

Likely this is why Origins takes place here. Some of the more fancy concepts and settings are introduced, by word of mouth at least, but the actual place we’re in is pretty easy for any fantasy gamer to relate to.

Whether it’s a mistake or not I suspect some folks aren’t considering the “Origins” aspect of this product. This is backstory we’re living through. A prelude. An introduction to something much bigger.

I always figured that was a reference to the most original aspect of the game - the six separate origin story adventures up front.

Question about something else:

I like to play with minimal micromanaging of the party. What are good tactics settings for the various characters/roles? Can I just switch tactics off for everyone and trust the AI to do everything, eg Wynne knows how to heal, Alistair knows how to tank, etc?

Also (and this might conflict with the above), how do I get everyone to focus fire? I notice that much of the time, the NPCs tend to run off to fight their own battles. I’d prefer they stuck together to finish off one foe at a time.

That’s slightly complicated. More below.

Can I just switch tactics off for everyone and trust the AI to do everything, eg Wynne knows how to heal, Alistair knows how to tank, etc?
No. You’ll have NPCs running every which way, in a suicidal frenzy to waste sta/mana as fruitlessly as possible (I exaggerate, obviously… just not as much as I’d like).

Also (and this might conflict with the above), how do I get everyone to focus fire? I notice that much of the time, the NPCs tend to run off to fight their own battles. I’d prefer they stuck together to finish off one foe at a time.
First: go read the DA:O mod thread, for the links if nothing else.

Second: get the mod that gives you some 25-30 tactics slots for each party member.

Third: get the tooltip mod. I mean the one that has actual numbers for stuff in it.

Now you’re ready to create tactics. Tactics are basically rules that always govern PC/NPC actions in a specific circumstance, unless you take control of the party member (and there’s a mod for that too, by the way). Rules like:

Enemy -> Target of Controlled Character = Attack

Which means “kill whomever I’m killing”. The thing to remember is that those rules are applied a bit backwards, so if you, for example, want Wynne to:

Allies -> Two or More -> HP less than 50% = Use Ability -> Mass Heal

Which means “cast Mass Heal if two or more party members are getting their asses kicked”, you have to make sure the heal rule comes before the attack rule. Otherwise she’ll only heal people if the controlled party member isn’t attacking anything.

Other than that, use a combination of the new and improved tooltip info you have, common sense, experimentation, and possibly the manual, to figure out what’s handy.

For example, you could make a bunch of rules to the effect that your dog will rush large groups of enemies and stun them with a howl, if you’re not using a ranged weapon. And you could expand on that with the goth girl casting a cone of cold on the stunned enemies. And follow that up with the remaining members making shatter-capable attacks on separate frozen enemies.

Just keep in mind that you don’t just need rules for combo attacks. Though combos are devastating, those are the rules you need the least. The important stuff is figuring out how to make rules that doesn’t burn through all your sta/mana in the first second, doesn’t make your fragile guys generate a ton of aggro right away, but deals effectively with mages, elites and high-armour stuff. All of those guys tend to either survive or be hard to attack with combos, and all of those guys tend to be as or more dangerous than the rest of a typical encounter.

Yeah, a lot of times the combos are a waste if the first spell is resisted, so I do manually set those up.

I’ve found Glyph of Paralysis and Petrify to be pretty awesome at shutting down Elites or better until you can clear out some of the riffraff. Throw a Glyph of Repulsion down on them if the Paralysis hits (and they’re not too close), and they’ll be locked down for a good while by the Paralysis Explosion.

Petrify seems to last not quite as long as an Explosion, and it can’t lock down a group like Explosion can, but it’s good to have multiple options. I don’t think I’ve ever shattered an Elite+ with a Stone Fist on a Petrify, though, and it seems to free them.

I think Earthquake is my favorite opener, followed by AOE’s, but Earthquake does generate Aggro like nobody’s business.

Thanks. One other question: if I set someone to “attack” in the tactics screen, eg against my controlled character’s target as mentioned above, does that mean only auto-attack, or will they also use their skills?

Once they are engaged, they will use their skills. They will only switch targets if you have a rule in there that targets an enemy type that isn’t what they are attacking.

It’s basic attack only.

If, say, Wynne has a rule that says:

Enemy -> Target of Controlled Character = Attack

She’ll only fire her staff. No magic missiles, fireballs or other fancy stuff.

Also, when you arrange the slots, mind the slot numbers (you can drag & drop, by the way). The lower the number of the order, the greater priority it has. If, for example, you give Wynne a rule saying:

Enemy -> Target of Controlled Character = Use Ability -> Fireball

In a slot numbered higher (lower down on the screen, non-obviously) than the attack order I listed above, Wynne will never cast the fireball at all. Because the rule that says she has to make a basic attack has priority.

It’s a bit fiddly, but you’ll figure it out.

Sorry, yeah. They’ll only use their skills if you have tactics set up.