Do you want an inventory system in Mass Effect 3?
#26
Posté 23 avril 2010 - 06:07
On a related note, I also feel that the pre-mission weapon loadout screen should be paired with an armor loadout screen. I don't want to have to go to my room to take off my helmet.
#27
Posté 23 avril 2010 - 06:15
Modifié par Pocketgb, 23 avril 2010 - 06:15 .
#28
Posté 23 avril 2010 - 06:19
ThePasserby wrote...
askanec wrote...
Rather than creating the next generation of pack-rats, developers should think about why the game needs an inventory system and if it'll make the game more enjoyable, rather than including it simply because traditional RPGs have always had it.
I've never enjoyed the inventory system. First, it's annoying to run back to town to sell when your inventory is full. I had to drive the Mako all the way to town just to sell stuff, then drive all the way back up Peak 15 again. Then you gotta sit at the vendor and tidy the stuff that keeps stacking up, so you can go back and pick up even more stuff. I also didn't enjoy making frequent stops to decide whether the pistol I just picked up is better than the one I already have. Instead of concentrating on the plot, I have to take mental notes on all those stuff I keep picking up. By the end of ME1, I kept so many different ammo, weapon and armor upgrades because I thought they might prove essential at some point, but all they did was clutter up the inventory.
It just feels like a chore managing the inventory, I'm not sorry ME2 did away with it altogether.
I feel the same way. I've always considered inventory management to be something I have to put up with in order to play an RPG. I'm glad ME2 removed that source of annoyance. I'd rather ME3 remains free of an inventory, as I'm enjoying ME2 as is.
That's just like saying, "let's take the guns out of the shooter."
ME2 is a great game and does very well to stand onit's own, but as a series, it shouldn't take out anything that makes a great RPG. (a Bioware standard). Inventory is important, it should be fixed not forgotten.
#29
Posté 23 avril 2010 - 06:27
#30
Posté 23 avril 2010 - 06:31
Weapon wise, I like the ME2 system. If some dude sucks at Sniping, then he/she simply doesn't have a sniper rifle. Period. If this guy was great with shotguns and assault rifles, then I bring him because that's the guy I need right now. If you found a cool gun, everyone gets a copy, unless it's a special cool gun that only that guy can use, which makes him more special. All I want is just 5 or 10 more guns to pick from. However, it'd be cool if you could customized a gun, and the "customization" guns can only be used by that one person I gave it too, because I added parts that can't be copied.
Armor wise, I like the new system more as well, since all characters dress in character (though I wish they wore a space suit when in space. Or in a place with no air). I hated all the armors in Mass Effect 1, and I liked everyone's original costume better. However, unless you want pain, you had to put those thoughts aside, and get the better armor. ME2 wise, again, maybe just give me costume upgrades.
Ammo special wise, again, I prefer ME2 over ME1, but only just by a bit. I like switching ammo during the heat of battle, and having people with their own squad ammo allows me a reason to bring them sometimes. Example, if it wasn't for squad ammo, I'd never bring Grunt or Jacob on a mission.
Anyways, that's just my opinion.
Modifié par TMA LIVE, 23 avril 2010 - 06:41 .
#31
Posté 23 avril 2010 - 06:32
#32
Posté 23 avril 2010 - 06:33
#33
Posté 23 avril 2010 - 06:53
Hadark wrote...
That's just like saying, "let's take the guns out of the shooter."
False comparison, my friend. A shooter means you shoot things, thus you need some way of shooting them. Guns, bows, whatever. An RPG means you're playing a role. It's a roleplaying game. Improvsational method acting. Making decisions based on your character's personality that affect the story line. It's an RPG (roleplaying game), not an IMG (inventory management game). The only thing an RPG needs to be considered as an RPG is the ability to let you play a role of your choosing.
Yes, I know. I made the same statement about levelling on another thread.. because RPGs don't have to be about levelling either. They're about the story, about playing the role that you define and making plot-affecting decisions based on that role.
They're not about the inventory management or the levelling or the skill points, or anything like that. Just because most RPGs have previously been about those does not mean all have to be.. And it does not mean that without those systems a game is not an RPG.
Hell, for me, the ultimate RPG would be 40 hours of movie that I could make decisions in and tell Shepard what to do and when. I don't think we'll ever get that (I do understand that no one else would like that, haha), but I don't think we should stray too far from the "Choose your own adventure" type formats that BioWare is giving us.
p.s. Dragon Age inventory management was annoying too. First thing I do on all my Dragon Age saves is hack the save file and bump my carry capacity to 250. Both ME1 and DA suffer from the same problem when it came to inventory systems, a problem that MMOs solved years ago:
I want to be able to look at an item, compare an item with what I (and my squad have equipped), buy items, sell items and switch out equipped items (on myself and my squad) all in the same screen.
Modifié par Raphael diSanto, 23 avril 2010 - 06:54 .
#34
Posté 23 avril 2010 - 08:30
At the risk of sounding utterly pedantic; a game inventory to me is just a system for managing virtual items. The only criteria for its success or failure is how well it manages and lets you get at your stuff. It should never be there for the sake of being there, it should be there to facilitate some other game process. The fact that KOTOR and DAO have inventories isn't grounds for putting one in ME3 in that sense.
Figure out what gameplay element you're actually going for, then decide if an inventory system makes sense to achieve it or not.
If you want the experience of picking things up and (mostly) selling them all to a vendor, then you probably need an inventory system (or at least, it makes the most cohesive sense).
Or if you want to go the survival-horror route you go with a limited inventory and keep the ammo and medkits in it too.
If you just want to be able to fiddle with weapons and armor stats, it isn't actually required. I honestly think that going with a load out instead of a hyperspace inventory is better in that case. Having access to all the guns in ME2 simultaneously, for example, would not make it a better game in my opinion.
#35
Posté 23 avril 2010 - 08:49
Have a set number of "load slots" each meant for a certain type. Ammo cannister, personal armory, general equipment rack. Make it so reading a mission briefing on what you're expecting to face and equipping properly becomes an ingrained part of the gameplay. Add in a maximum weight limit for a character to carry, and enable players to either strip weapons of armor and components themselves, and/or a command to order squadmates to do it as well.
Have some "general purpose" weapons and armor that are perfectly capable of doing everything in a passable manner, but them have specialist gear that does one thing outstandingly well. This would make mixing Specialist and GP gear loadouts to each mission or a stable middle ground essential.
Add in an onboard armory to the Normandy, where weapons, components, equipment and armor are stored, and tailoring each squadmates load becomes easy.
Such a system would be streamlined and intuitive for those that would really not worry about it (GP gear being the "default") but still have enough number crunching and minutiae to appease us armory lovers.
HJand in hand with this would be disposing of the annoying "thermal clip" in ME2 and hybriding it with ME1's ammo block, making players pay attention to not only ammo, but weapon heat. Armor pieces like integral heatsinks, extra ammo storage, and enhanced targeting (make those shots count!) blends weapon and armor choices to fit any situation.
Myself, I'd use a system like that to use primarily General Purpose gear with a few specialized choices (mainly aniti-[defense] capability) and heat/ammo support to make a solid combatant with great combat endurance.
Other toys like internal medical systems, extra shield capacitors, ect make customization even better. Inventory isn't just for carrying stuff, it allows far and away more room for players to customize their playstyle and that of their squad, which is always a good thing.
Modifié par Lord Coake, 23 avril 2010 - 08:51 .
#36
Posté 23 avril 2010 - 09:13
Hell, for me, the ultimate RPG would be 40 hours of movie that I could make decisions in and tell Shepard what to do and when. I don't think we'll ever get that (I do understand that no one else would like that, haha), [quote]
Isn't this what Heavy Rain is?
#37
Posté 23 avril 2010 - 09:15
Difficult for your average gamer that's into shooters, I guess. I don't think BioWare's selling out, but it's quite clear that they're trying to appeal to the shooter crowd rather than the RPG crowd with Mass Effect now. They have Dragon Age (a PC-based RPG) with Star Wars: The Old Republic coming up (a PC-based MMORPG). Trying to release so many RPGs within the span of a few years cannabalizes their own market, despite there being many BioWare fans who would buy all their products.Brako Shepard wrote...
What do you mean by difficult to manage, Ecael? Difficult for them to program, or difficult for the gamer?
If its the first then I can support the devs concerns. Consoles are restricted in most parts bar graphics it seems. But if its the latter, then its up to the gamer to keep the inventory system to a minimum. This is why games have shops for you to sell stuf at, or either a drop or combine feature.
I doubt BioWare will ever sell out to the pick up and play gamers, and I know that Mass Effect is a different type of game to the first. The entire story is based more around combat than exploring. But these days you feel like the devs forget about the gamers who made there first game a big name anyway.
It makes sense to diversify by developing and advertising Mass Effect as a console-based shooter. However, they still retain the right to call it a hybrid shooter/RPG, mainly because it sets itself apart from the other shooters and RPGs by:
1. Hybridizing RPG/Shooter - Real-time gun combat with pausing, progression and 'spells'
2. Story/Dialogue - Excellent writing and excellent voice acting (most of the time)
3. Customization/Continuity - Character customization, dialogue choices, ability to import into the next game
Many games of either genre lack many of those features, which suggests that we've become somewhat spoiled by the quality of BioWare games when we start comparing them to each other rather than to non-BioWare games.
For now, if someone wants to play a true RPG from BioWare, BioWare can just point them in the direction of Dragon Age or Star Wars: The Old Republic. They have no reason to make Mass Effect 3 more of an RPG or less of a shooter than Mass Effect 2 is, but I hope they can find a nice balance between the two this time.
Modifié par Ecael, 23 avril 2010 - 09:17 .
#38
Posté 23 avril 2010 - 09:19
Ecael wrote...
I think Christina Norman suggested that they'll bring some RPG elements back, but it's safe to say that it will still be a lot simpler than Mass Effect 1.
Managing an inventory like Mass Effect 1 or Dragon Age on the console is a pain, so I doubt they'll actually return to that.
Damn consoles!
#39
Posté 23 avril 2010 - 09:30
Ecael wrote...
I think Christina Norman suggested that they'll bring some RPG elements back, but it's safe to say that it will still be a lot simpler than Mass Effect 1.
Managing an inventory like Mass Effect 1 or Dragon Age on the console is a pain, so I doubt they'll actually return to that.
Or they could do what they did with ME1, where the console and pc versions were slightly different, and yes, I know that was a port, but even so... I miss my hotkeys to inventory and journal. Well... I miss my inventory completely.
#40
Posté 23 avril 2010 - 09:34
Mass Effect 1 was designed to be a PC RPG, but Microsoft had them release it solely for the Xbox 360 at the last minute. After EA bought BioWare, they had Demiurge Studios handle the port to the PC (which is why the PC version was released a bit later).Jonathan Shepard wrote...
Ecael wrote...
I think Christina Norman suggested that they'll bring some RPG elements back, but it's safe to say that it will still be a lot simpler than Mass Effect 1.
Managing an inventory like Mass Effect 1 or Dragon Age on the console is a pain, so I doubt they'll actually return to that.
Or they could do what they did with ME1, where the console and pc versions were slightly different, and yes, I know that was a port, but even so... I miss my hotkeys to inventory and journal. Well... I miss my inventory completely.
#41
Posté 23 avril 2010 - 09:38
#42
Posté 23 avril 2010 - 09:39
Jonathan Shepard wrote...
Ecael wrote...
I think Christina Norman suggested that they'll bring some RPG elements back, but it's safe to say that it will still be a lot simpler than Mass Effect 1.
Managing an inventory like Mass Effect 1 or Dragon Age on the console is a pain, so I doubt they'll actually return to that.
Or they could do what they did with ME1, where the console and pc versions were slightly different, and yes, I know that was a port, but even so... I miss my hotkeys to inventory and journal. Well... I miss my inventory completely.
I miss Mass Effect.
I could go back and create another character in Mass Effect, but that would require me to play ME2 again. No thanks. In fact I have a secondary ME1 character and a new ME2 Femshep, but I can't bring myself to play ME2 again. Because I'd better replay Half-life 2. 3 times.
#43
Posté 23 avril 2010 - 09:43
However, I would like a much broader selection of armours too choose from in the load out screen.
#44
Posté 23 avril 2010 - 09:44
Maybe you find schematics instead, and components that you can assemble/disassemble to construct weapons/armour/mods. Ok, it's crap for continuity, so maybe save it for the next franchise.
#45
Posté 23 avril 2010 - 09:44
Inventory, or not.
#46
Posté 23 avril 2010 - 09:56
This way for weapons you only have one weapon of each type but you swap out parts / modules before each mission. For example you might increase ROF but have a tradeoff that you lose accuracy. You want more "damage" then maybe your clip capacity goes down [overheat]. There should be plenty of things that we can play with to get a good system / result.
#47
Posté 23 avril 2010 - 10:03
And the ability to change your armour loadout at that time as well (Hate having to go back to my cabin everytime I want to switch it up), and armour for your squad too!
I dont need 6 billion weapons that are of minor difference at most.
#48
Posté 23 avril 2010 - 10:04
#49
Posté 23 avril 2010 - 10:07
#50
Posté 23 avril 2010 - 10:09
Sesshomaru47 wrote...
Yes, if it mean I can mod my weapons and not have a power for ammo because that's stupid and they shouldn't so lazy and think of something better for soldiers. I miss my modifications, my armours....wahhh
Mass Effect 2 is not sci-fi. It's fantasy in space. Why can't the Soldier be a master of ammo enchantments?





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