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What bothers me most about the breakable objects is the inconsistency: either make all small, loose objects breakable, or make none of them breakable. The current mix makes the game feel less immersive. Breaking stuff here also feels more like a chore than a fun mechanic, as it’s tied to finding items needed to upgrade equipment. If I don’t break every object, I risk missing out on important resources.
Instead, there could be a more engaging way to farm gold and valuables—something fun and creative. Breaking objects could then be more about immersion or optional gameplay rather than a requirement. For example, you could make breaking things in town affect your reputation, leading to consequences like NPCs reacting negatively or other implications. This could add a deeper layer of strategy and role-playing. I realize this would be more complex to implement, but for a triple-A game with a 10-year development cycle, it feels like a missed opportunity.
Another issue: treasure chests. Why are they randomly scattered across the world? It feels absurd. Finding a rusty item or coins lying around makes sense, but stumbling upon a massive treasure chest in the middle of nowhere? Not so much. Chests should feel logical and intentional—hidden in places like a dragon’s lair, a villain’s backroom, or a locked chest in a looted house.
If lootable items must be placed in other areas, there are better ways to do it. Replace random treasure chests with more immersive options: coins in a ruined cart, a weapon leaning against a wall, or valuables dropped by defeated enemies. It’s not rocket science, but it would make the world feel far more believable.
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