Dragon Age game balance and game design issues

Drexion

Well-known member
This game is really frustrating me, and considering the rave reviews it has gotten all round I can't help but think I must be the one at fault. But reading around a bit it seems I am not the only one who has become frustrated with the game. I played for about 18 hours so far, and I am truly wowed by everything in the game, like the plot/characters/story/quests/dialogue etc etc - wowed by everything except the gameplay and game design. This is why it's frustrating me, the game to me seems to be a masterpiece on every level, except the gameplay and game design.

So wtf am I doing wrong ? (I completed the elves and now am doing the dwarves) I think my primary problem is my character classes - but I'm early in the game so I don't really get many class choices or many characters to choose from.

Things in the gameplay/game design that frustrate me:
(1) Game's over-reliance on locked chests for distributing loot.
Every few rooms there is a locked chest, 80% the tough battles you fight the loot rewards are in a locked chest, 80% the loot you find from exploring the wilderness is in a locked chest, 80% the chests you find exploring the cities/random houses are locked chests, 80% the chests in the fuggin game are locked chests. So you are fuggin screwed over if you're playing a warrior or some other class that doesn't have easy access to lock picking skills.

And even when you do eventually get a character with lock picking skills, 80% of the time it's now "insufficient skill", so you're still farked. As a result your characters economy is screwed up. You have to play very thoroughly/obsessively compulsively about loot/exploring/doing quests etc or your character can't even afford the utmost basic necessities to play the game, further more even stuff like recipes or potions.

How do other games solve this ?
(1) You find some loot or beat a tough fight or mini-boss battle etc - put the loot on the fuggin ground or on a corpse, not in a friggin locked chest.
(2) Allow melee types to use their "bash" skills on locks, thus you don't screw them over if you game heavily relies upon locked chests like DA does.

(2) Access to utmost basic necessary items is not available in all zones.
I'm currently in the dwarf zone.
Number of vendors who sell health potions: 0
Number of vendors who sell flasks: 0
Number of vendors who sell fatigue kits: 0
Number of vendors who sell useful ingredients: 0
Number of places to loot useful ingredients: 0

How the hell is it a good idea to restrict the UTMOST BASIC common necessities by zone ? Oh yeah, we have toilets but you need to travel 500 miles if you want some toilet paper, you see we spread the basic necessities around the world for god knows what reason. ugh

How do other games solve this ?
You have a vendors in every city which sells the basic loot that the player needs! How hard is that ?

(3) Costliness of bare necessities.
The game is tough, more difficult that most games of it's type. That's great - many players of this genre like a challenge. Problem is, when the economy is easily broken (see (1)) - and you require certain key items just to play the game (health potions, fatigue kits for example) - and you price them high then it becomes an issue.

Merchant: "Wow that is an awesome uber rare diamond gem studded necklace. I'll give you 10 copper for it. You want to buy this health potion ? Sure, 10 gold." I've probably played more than 50% of the game with my character(s) having a death debuff or two, simply because of the rarity and cost of fatigue kits.

How do other games solve this ?
By not having utmost basic necessities like potions (the weakest potions especially) cost an arm and a leg. Their availability is already balanced by their usage having a cooldown.

(4) Game difficulty and character behavior
Many people have commented on the game's difficulty - and as I mentioned before it's great that it's tough as many people who play this genre like a challenge, some people also resorted to play easy difficulty. The problem is that it doesn't seem to scale properly at times, and enemy effects (like knockdown) affects your character and party way too much.

It's no fun when you're fighting multiple enemies that 1-shot and 2-shot your characters.
It's no fun when enemies have AoE knockdowns, AoE stuns, and 2-shot you at the same time.
It's no fun when your retarded character takes 1 minute to get up off the ground after being knocked down, cause he's dead before he can recover.
It's no fun when potions heal you for 20 life but the enemy does 150 damage on a hit.
It's no fun when no matter how much you micro or how well equipped your characters are, nothing you do matters because they get knocked down and 2-shotted. It's not like you can leave, level up and come back - cause many of the battles in the game are level scaled.

How do other games solve these issues ?
Higher difficulty doesn't mean enemies 2-shot you or have twice the life, it simply means they increase their level of tactics. Changing the level of difficulty should be as an effect of how well the player can micro or use tactics, however due to the character behavior and game mechanics changing the difficulty feels less about tactics/micro and more about "please don't 1-shot me anymore" or "fark it, I just want to get past this bit".

(5) Game does not scale properly based on class layout.
Reading around the net it seems that having 1-2 characters that can AoE makes many fights MUCH MUCH MUCH easier than if you have direct damage characters. Or having characters that heal. This early in the game I don't have many characters to choose from, none have AoE, and none have decent healing.

So now my game is doubly hard - whereas someone else who randomly chose another class or character might have a game which is doubly easy. It's friggin ridiculous. You shouldn't need certain class layouts to beat certain fights, at least not on easy and normal difficulties and certainly not early in the game.

How do other games solve this ?
Any group of characters of any class, once decently played should have a chance of winning a certain fight. What's the point of giving players all these class choices when only a few really matter ?

Saw this post on a another forum and it seems to fit just fine:
"The game's combat system is far from balanced and you'll find fights were either too easy, or extremely unbalanced and at those points you luck your way through with multiple reloads. Hope you like reloading."

(6) Micro gets exponentially more difficult depending on class layout.
You have a bunch of AoE characters and you get attacked by 15 mobs ? You can beat the game blindfolded. You don't even need to micro. Whereas if you have classes like warriors or rogues you need to micro your ass off, but being direct damage classes you'll probably lose the fight anyway.

The game needs to scale the number of enemies you fight based on the classes of your characters. Getting zerged when you're playing a warrior class is NOT FUN.

How do other games solve this ?
When the game zergs the player, each mob's strength is reduced based on the number of mobs. So you fight 1 super tough badass enemy, or 2 really tough enemies, or 3 tough enemies, or 4 average enemies, or 5 mediocre enemies, or 6 below par enemies etc. Not like DA where its 2+ badasses, 5+ super tough enemies, and another 5 average at the same time.

(7) Piss poor mob drops
As mentioned before decent loot seems to be heavily distributed in locked chests which the player cannot open and will never get to use and is a total waste of farking time to put in the fark game fark you biowarre fark you. err As I was saying, the result seems to be now that the loot which mobs drop are often worthless, worth almost nothing, and are rarely the items you do want.

You expect something as basic as the bare necessities (HEALTH POTIONS AND FATIGUE KITS BIOWARE FARK YOU) would be dropped by mobs, especially after a tough fight against a large group of mobs. Nope, you get 10 copper and a crappy worthless trinket.

See, if mobs actually dropped SOMEWHAT useful loot, then the problem of vendors not selling basic necessity items wouldn't be such an issue.

How do other games solve this ?
Enemies drop loot. They drop lots of loot. Useful loot, rare loot, basic necessities loot, ingredients loot, valuable loot etc etc. Something that actually makes the player's life easier and is a reward for beating that tough battle. And they don't distribute loot (especially after killing a boss) in a locked chest.

(8) In-completable quests
Not talking about bugs - which are forgivable and fixable - I'm talking about game design.

So I enter a wilderness zone. Pickup a quest. Head toward the quest location. Step on an invisible trigger which starts a cutscene, at end of cutscene your party is kicked out of the zone and cannot return to it. ARGH!! (example when you meet Morrigan for the first time, you get kicked back to the castle area and can't re-enter the zone).

Also very annoying that there are backpacks you cannot ever purchase once you leave certain zones. It should really just be transferred to another vendor in another zone.

How other games solve this ?
Before leaving a zone to which you can't return it prompts you "Are you sure you want to leave, you cannot return Y/N ?".

(9) Access to too many impossible bosses.
I'm only about 18 hours in and I've had to pass-up/ignore maybe about 10 or so boss fights so far, where the game allows you to spawn a boss or have access to him - but he's way way higher level than you, or way way more powerful than you, and it's a guaranteed loss. (for example the tombstone bosses in the elven forest, I did the elves questline first.)

The game does not allow you to see enemy levels, and doesn't show the level of quests so you don't know you're just wasting your time attempting to fight this battle. I mean there was a couple of these deep inside dungeons which I will never go back to on this playthrough but they still put way higher level bosses there ?

Really just a sad waste of time. Probably wasted an hour on those. What makes it more frustrating is that when you do end up fighting some overpowered boss that you should be fighting (like the first dragon I met), you don't know if the reason you're getting your arse kicked is that its just a boss way higher level than you that you are not supposed to be fighting, or not and you're the one at fault - so it's just more time wasted.

How do other games solve this ?
Show enemy levels. Show quest levels. Don't allow playes to spawn bosses 3 times their level. Don't allow player to have access to quests 3 times their level while making it seem like its doable atm. It's just annoying and frustrating.

(10) Death traps
'Death traps' refer to "instant death" rooms which immediately kill you no matter what, which were common in the hardcore rpgs/muds back in the early 90s (and probably Korean MMOs as well though I'm not familiar with those), when rpg gaming wasn't exactly mainstream. They served no point whatsoever, except to waste your time by killing your characters instantly.

Once rpg gaming went more mainstream in the past decade developers of course stopped using death traps as they only piss of gamers. So of course I was very surprised to encounter such a death trap in the game (the hidden 'camp' in the elven forest with the Shade who insta kills 3 of your party while you're all asleep). Annoying, though it's probably beatable later in the game.

How other games solve this ?
No death traps. Simple.

(11) Disappearing buffs, and time taken to buff
You know you're about to get into a major fight, so you buff up, poison your sword, etc. Except the fight starts and you have no buffs/poisons cause they all magically disappeared during the pre-fight cutscene. ARGH
or
You get ambushed, and decide to apply a poison to your weapon. TAKES AN ENTIRE "round" TO DO. ARGH. Crap like that should be fuggin INSTANTANEOUS.

What makes it worse is that you can only assign one task at a time, so that poisoning your sword or buffing etc removes whatever command was there previously. ANNOYING, even if there was a "command queue" it should still be instantaneous.

How do other games solve this ?
One word, INSTANTANEOUS. No need for retarded animations to apply poisons to sword etc. Gameplay > realism. And yes, the witcher suffered from this issue as well.
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Anyhow there's a lot more I can touch on, but these are just some of my issues with the game design - right now I'm in the dwarven tunnels and I feel no motivation to continue except the game's reputation of being a masterpiece (which it is in some aspects from what I've seen). I have almost no fatigue kits, almost no potions, characters with death debuffs on them, and every pull 1-2 of my characters die, usually from a knockdown or being zerged by 10+ enemies. Even on easy difficulty something doesn't feel "right", like I'm missing some key ingredient to the game play which I'm doing horribly wrong.

I think I'm just gonna delete my saves and start over as a mage, reading around the net it seems the game is MUCH MUCH easier if you play as a mage and have another mage in the party. Or maybe stop playing and come back to the game in a couple months when I'm not so frustrated at it. But that's 20 hours of my gametime down the fuggin drain. Fark you bioware, fark you.
 
Any group of characters of any class, once decently played should have a chance of winning a certain fight.
Name one class-based RPG that meets this criteria.


Worst Dragon Age sin: off-loading allied NPC AI to the consumer and calling it a feature.
 
Locked chests, yeah, it happens. But they rarely have anything interesting and if yes, you cant open it yet? come later when you learn higher level or lockpicking, no big deal.
(for sure some quests you cant complete, for example love letters are mostly in locked chests, but you also loose alot of money for selling stuff in there, but as i said, you can come back later and collect it).

Games allow you to see enemy levels, but you need skill for that, not sure about name now, everything is killable, but its of course easier to do it at higher level, where you have more spells/skills. It also depends what class you have.

If enemy 2shot you, dont fight naked :)

Drexion looks to me, you suck much at this game, it happens :)
 
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The vendors do annoy me but that is really all the troubles I get from the game. Maybe play on easy? Whenever I'm having a tough time with any enemies it is usually because I am doing something wrong. Don't be afraid to pause frequently and plan your attack. The locked chest at first annoyed me but after I got leliana I spent most of her skill points and attributes leveling her lockpicking ability and then I had no trouble getting into chest.

A new patch has been released where they balanced the game more also. If you didn't download it yet, do it.

It fixes two of your problems.
Certain battles were not scaling properly, resulting in excessively difficult fights. They now scale as intended.
Enemy corpses now drop health poultices and money more appropriately, resulting in less clutter in the player's inventory.

Edit:Btw, those "tombstone bosses" are hard for a reason. Awesome reward that is meant for a higher level. But I know what you mean. If you weren't expecting it and a lower level your as good as dead without much warning.
 
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Well, that sure was a big rant. But.... although i've read the whole thing, i don't see what you're so pi**ed about.

Let's see.

My wife, who isn't in any way a hardcore gamer, played through it 5 (!) times. Was it a cakewalk all the time? No, but she managed it just fine. Do you die a lot? Without the proper setup, yes. If you die a lot, think about different approaches, different setups and different tactics. There's not a single encounter you can't beat.

So you've read through all previous posts? Well, if so, i really don't know what to tell you beside the things already been said.

Maybe it's just not your type of game, i dunno. Seeing how many gamers simply love this game, i'm really curious why some seem to totally hate it. But that's ok. Just pass it. Play something else, there's no point in forcing oneself to play a game.

For me it's FPS, i've simply seen and played too much of them, so i don't enjoy playing them for now. No big deal, there are more than enough other games out there. So, chill down a bit and play something you enjoy, cause that's what gaming is supposed to be: having fun.
 
This is why challenging games are rarely made anymore. I think you need to suck it up and try easy difficulty. There's some valid design issues in DA but you're just whining about any and all aspects of the game that force you to think ahead and put some effort into things. Although it's easy to see how people can fall into that after playing so many recent games (including other bioware titles)

How do other games solve these issues ?
Higher difficulty doesn't mean enemies 2-shot you or have twice the life, it simply means they increase their level of tactics.

It would be nice but, very few games do anything but the 2-shot thing. I can't think of a single one that actually makes the opponents smarter outside of UT bots. My fave difficulty ramping was nightmare mode on the original Doom3, which didn't really up the damage that much, but instead made monsters hella fast/accurate and most importantly, regenerating... again though, it didn't really make them any smarter or more tactical.
 
Diablo 3 is coming "soon" I hear. :p

Seriously, while I do think DragonAge has overindexed on a few things and not enough on others and expect there to be a touch more balancing in the future (e.g., they already slowed down the cone of cold cool-off), this is an RPG (and more traditional than many recently, which means - use the map, use your skills, plan and play carefully!)

1) shame on the NPCs using locked items to put their valuables in. tip - no rogue in your regular party? go back thru with leliana after you've finished the level and collect the rest of the loot

2) it's not realistic - there is no Wal-Mart in Ferelden where everything is generic... use the map, plan ahead, use your skills

3) maybe everyday things are more costly because they are in more demand in this war-torn land with a Blight coming? sure, it's game balancing, but as an RPG it's pretty easy to explain

4) yes, it's awful when NPCs use the same skills you have access too, only they're AI and you're not. scout. plan ahead. stock up on supplies and use the appropriate party members to succeed. save often and reload earlier game if need be to change things up.

5) here's where i expect a little more balancing, but, then again, plan ahead and use the appropriate characters. if you're not familiar with rpgs, an reasonably balanced party is often necessary for newbies before you try a "cool" party of all rogues or something. personally, i enjoy the challenge (which is why mage is always my first choice in rpgs)

6) plan ahead. if you're playing a warrior, be sure to bring along a healer skilled in herbalism. this is part of the challenge of an rpg. also why i personally find warriors boring to play :D

7) see #1. that being said, if the drops were to always include armor etc being used, the game would need to severely devalue those items so as to not upset the balance. i'm ok either way.

8) never experienced it but there are a few bugs here and there for sure

9) yes, it is an rpg and access to bosses that kick your arse are nothing new, esp. in Bioware games. it's more realistic. run away if you can, reload if you can't

10) rogues help here, another reason to always have one in your party as pretty much all traps are avoidable if you bump up the appropriate skills

11) i wonder about this, too, in regards to cut scenes. that being said, sometimes they disappear because the character has died or an NPC has used something to negate them

I LOVE this game. Almost done with playing it thru a 2nd time. Next I'll either try an evil warrior or evil mage and not take hardly any primal spells and try to become a blood mage
 
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Erm basically a rehash of what others have said:

-Keep a rogue in your party at all times. Leliana is always good to have if you keep her when you find her, so you can manage how she levels up.
-Need lots of potions? Means your tactics need work. The only time I come close to dying is when I don't pay attention to the fight. Your party needs to handle crowd control and area of effect damage properly to get through the game without always dying. Ina balanced party, this means a tank to draw in the mobs while your rogue backstabs and your mages control/heal.
-Herbalism and poison making will keep you stocked on potions and poisons or decently rich
-PLAN AHEAD, do you ever take a long road trip without packing supplies in the car? Same concept applies to the game.

Bear in mind, I knew from the get go mages would be the preferred class so I went arcane warrior / blood mage (I almost always play rogues or straight up warriors in RPGs). Game is definiely easier on the mechanics when you have many mages in your party.
 
You're absolutely right.

Hehe, dont worry, i sucked too, but i took a little break, next time i planned what to make different in following fight and it was very satisfying experience.

I really love how there is always some fight where you need to do something little different or you die, so its not just monotonous fights all the time.
Of course with two mages in party its easier, not on all fights though.
 
Most if not all of that is senseless ranting about personal preferences. There are valid issues that involve mechanics... this stuff does not count among them.
 
I installed the latest patch with the enemy scaling fix, lowered the difficulty to easy, and equipped some of the armor I got from one of the DLC packs I bought. The game is more tolerable now - though imo there still is no excuse for the design decisions which I listed in the OP. For example right now I'm playing with my chars having one or more death debuffs 100% of the time, simply because there's nowhere to buy injury kits. Very very annoying.

'Realism' should ALWAYS take a backseat to 'Gameplay' unless the game is a 'simulation' game. I don't care how realistic or not, I want to be able to buy the basic necessities needed to play the game. Potions, injury kits, and ingredients. If anything is unrealistic it's for such a huge Dwarven city to have none of those.

Or at least on easy difficulty have vendors stock those things, so noobs such as myself can enjoy the game with potions/injury kits/ingredients etc, and skillful pros such as you guys can play without them on normal or hard difficulty.
 
Potions and healing kits can be made like we told you already... You shouldn't be getting hurt to the point of dying until well past Lothering and ingredients are plentiful in the world and at the few vendors up til then. Also in your camp. I will agree that there's an annoying lack of clerics or nurses that could heal your injuries though.

I'm a total noob at MMORPGs (where this game takes a lot of tactics from), I didn't find it all that hard. I think it's just a matter of getting used to the mechanics.
 
like its been said CRAFTING IS YOUR FRIEND. especailly if you have done the elves as they sell most of the herbs you need for health pots and injury kits. If you go to denerium you can find the rest of the base mats on sale with unlimited supplies in sotres.

keep lei in your party level her dex and level her lockpicking skill first things I focused on.

for ALL of your characters put 1 point into there 2 main stats then put the last into constitution there is no excuse not to have any party member under 200 hp NONE.
 
(1) Game's over-reliance on locked chests for distributing loot.
I find locked chest rarely contain decent loot. They generally have crap loot and crafting supplies/potion/injury kits.
There is a mod that give mages unlock spells though if you really don't want a rouge in your party.
http://www.dragonagenexus.com/downloads/file.php?id=157

(2) Access to utmost basic necessary items is not available in all zones.
Have to keep yourself stocked up. Certain vendors have cheap and unlimited supply of crafting stuff. Just make the rounds on your way. In the deep roads there are lyrium veins all over the place. The blue things, click it and it'll act like a health/stam/mana pot. Good for recharging between fights when you want to save potions.

(3) Costliness of bare necessities.
I've never had to buy injury kits. They seem to drop pretty good on mobs and in chests. If you're dying that often then you should probably stick the easy difficulty until you get the hang of things.
Money is pretty easy to get in this game. Loot and steal(rouge) everything you can and sell to the vendors, it really adds up. In the mid to later levels even just basic heavy and massive armor will be worth 1-3 gold a piece.
Some crafting stuff is easy and cheap to make(lyrium pots), yet sells for decent gold. Stock up, make a bunch of crap and sell it back to a vendor. Many ways to make easy money in this game.
(4) Game difficulty and character behavior
One thing you need in this game to make things easier is a proper tank. Keep the best armor you can, use a shield, get the taunts abilities. If your mages and rouges are to squishy to risk being the first into a new room, lead with the tank and then switch back.
Taunts and magic disspells will help to save your ass. Warriors(templar) and mages can get spells to clear any magic effects that might wipe out your party.

(5) Game does not scale properly based on class layout.
Mages are overpowered. It's that way in just about every fantasy RPG/MMO.
Devs in this genre seem to always feel the need for an easymode class for the casual players and mages generally get picked to be that class.

Warriors and rouge do get some cone and aoe attacks which can help. High dex rouges and high con/str warriors can be pretty tough. Dex helps to avoid attacks, high dex = hardly ever hit. Dex also works on warriors, get their strength and con up high then dump some points in dex and willpower. My warrior(champ/templar) in my first play through was pretty much unstoppable. Killed slow and ran out of stam in about 10seconds but could take 5-10 mobs beating on him.

Those are the ones I'll answer directly.
Rest are just related to learning the game and some times **** just happens.
 
agree on several points :

1. money is/was very hard to earn - simple shortcut is by cheating.
2. lack of quality loots
3. imbalanced classes + lack of informative in game guidance about abilities/talents/skills, if taken in order then mage>rogue>warrior....when I first time play this game as a warrior and picked up 2 mages + a rogue/another warrior and also + totally lack of knowledge about talents/skills, I lost count on how many times I reload my games; but now in 2nd playthrough after I know about skills/talents and playing with 3 mages the game become easy, in fact there are several times when I deliberately reload a battle because I tought I could've done it better :D not that I'm complaining about this though because I enjoyed being super badass in this 2nd playthrough - seriously I don't believe anyone would wanted to become loosers on their 2nd playthrough in the game, right?
 
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