How is giving the player the gist of something removing the RPG elements?Sabiancym said:-The dialog is now summarized response text instead of the entire response.
There weren't that many ways to equip your character in DA:0. If your PC was a warrior, your choices were the two top choices in terms of protection with a DPS warrior probably favoring the lighter set and the tank favoring the heavy set. While there were many sets of armor in these categories, in general if you found a piece of the correct weight that was of higher tier, there was no reason not to swap them out. Most "choices" are instead simple calculations, and the truth is, if you were a tank then the only armor you ought to wear is Juggernaut. Failing that, Blood Dragon. And if you didn't want to collect the Juggernaut and did not have access to Blood Dragon, the custom Dragon Bone plate you can get. And, if you somehow chose to not do the required quest to do that either, that leaves you with any heavy armor made of dragon bone.Sabiancym said:-There are less ways to equip your character. Restrictions on non PC equipment
This repeats itself at length for every character and class.
In DA:O all you could do was give gifts to the correct person for a +5 to + 10 bonus, or give it to the wrong person for a +1 to + 5. Even if you took every non - major gift in the game and gave it to the wrong person, simply giving two correct gifts offered a more substantial bonus. This isn't open so much as it punishing not correctly guessing who might like a faded painting or who would be most pleased if they got a gold ring.Sabiancym said:-Gift Giving isn't as open anymore.
You are still fully capable of directing the actions of your party. If anything, this requires people to better micromanage their party members.Sabiancym said:-Fewer tactic slots
I'm not sure how this indicates the game's RPG elements have degraded.Sabiancym said:-Game takes place in basically one area
This is largely thanks to the fact that many of those skills were either entirely useless or only served a limited function. Trap making offered no better means of crowd control and damage than other options available. Poison on the other hand offered a means to increase damage output of a character and eventually netted useful options for dealing with various specialist enemy types. Herbalism was largely useless unless one played for extended periods without a healer mage in the party as the various potions found in the course of the game were more than sufficient for emergency healing duties.Sabiancym said:-Fewer skills. Herbalism, Poison making, trap making, etc. have either been removed or combined.
Yes, I know that people want to have more options in an RPG, but the fact is most of the time people lament a loss of a choice that was not a choice at all.