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The final (hopefully) issues and suggestions thread for Mass Effect 3


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#26
Iakus

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uberdowzen wrote...

Ok, so my idea for paragon/renegade wouldn't work. I do like the idea of a neutral option (or some way of making neutral character plausible) but I think a neutral persuade option takes some of the impact away from the idea that sometimes you have to make tough choices, even as a neutral character.


Perhaps a neutral option for certain choices can become available if particular past choices were handled a certain way.  This did happen on at least one occasion in ME2 (can't be more specific, but I'm sure you know what I mean)  Perhaps in ME 3 there can be more "if you did A and B earlier, you can take option C in lieu of the paragon/renegade options"

#27
Dick Delaware

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iakus, is that sort of like the situation in Tali's loyalty mission? If you have Veetor and Kal'Reegar around, they can help you clear Tali of the charges against her. More consequence-based stuff based on past choices like this would be great. ME2 already had more stuff like this, and hopefully, BioWare will provide a greater level of this in ME3.



In fact, that's probably the most important thing for me - deep, game-changing consequences in ME3. Importing a character needs to have serious effects on the world around you for the finale - considering they don't have to worry about continuity for future installments any more, I'm expecting a lot.

#28
Collider

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Make Paragon and Renegade be the measure of your reputation. Make the ability to use Charm and Intimidate ONLY dependent on how high your persuade skill is. In some cases the prerequisites will also have to do with your reputation, but only in a select few circumstances.



The current system in ME2 restricts roleplaying, which is the REASON I played Mass Effect in the first place.

#29
Dick Delaware

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Collider wrote...

Make Paragon and Renegade be the measure of your reputation. Make the ability to use Charm and Intimidate ONLY dependent on how high your persuade skill is. In some cases the prerequisites will also have to do with your reputation, but only in a select few circumstances.

The current system in ME2 restricts roleplaying, which is the REASON I played Mass Effect in the first place.


Can you explain this? I'm not sure what this means. So, if say, you act in a ruthless manner, you develop a Renegade reputation amongst certain factions?

Regarding your second sentence, do you mean replacing charm and intimidate with just a catch-all persuade skill? If that's the case, I'm not so sure I like it. It's an easy solution, sure, but it's very binary, as I mentioned in a previous point. You have x amount of points and you can pass every check in the game provided you max it out. Kinda boring if you ask me.

Ideally, a great system has a variety of speech skills (i.e. intimidation, persuasion, seduction, etc.) and one type of skill won't work on a particular NPC while another will. For example, you might not be able to intimidate that tough-as-nails mercenary no matter how badass you are, but if you are a seductive woman, then maybe you can get him to do what you want another way.

Modifié par Dick Delaware, 14 mai 2010 - 07:17 .


#30
Lumikki

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Collider wrote...

Make Paragon and Renegade be the measure of your reputation. Make the ability to use Charm and Intimidate ONLY dependent on how high your persuade skill is. In some cases the prerequisites will also have to do with your reputation, but only in a select few circumstances.

The current system in ME2 restricts roleplaying, which is the REASON I played Mass Effect in the first place.

I also don't know what you mean.

Basicly paragon and renegade only affect you dialog options. Also you dialog options affects you paragon and renegade "points". Meaning npcs react you based you reputation as paragon and renegade. If the dialog option isn't open, then option has no affect to npc at all. Meaning, you could say it, but it doesn't affect the way you want.

Hole idea is about how pleasant and scary you are towards npcs.  Idea is that if everyone knows (reputation) how pleasant you are, they may not be scared you at all, when you would want.

Modifié par Lumikki, 14 mai 2010 - 07:37 .


#31
Iakus

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Dick Delaware wrote...

iakus, is that sort of like the situation in Tali's loyalty mission? If you have Veetor and Kal'Reegar around, they can help you clear Tali of the charges against her. More consequence-based stuff based on past choices like this would be great. ME2 already had more stuff like this, and hopefully, BioWare will provide a greater level of this in ME3.

In fact, that's probably the most important thing for me - deep, game-changing consequences in ME3. Importing a character needs to have serious effects on the world around you for the finale - considering they don't have to worry about continuity for future installments any more, I'm expecting a lot.


Yeah, wasn't sure how spoiler-y that would be.  That's the only one in ME2 I'm aware of, but I can definitely see using more of it in ME3 for those who want to drink the paragradeImage IPB

And yes I want consequences, good or bad, for past actions.  I wanted them for ME2, but for ME 3 they have no excuse for not delivering.

#32
uberdowzen

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Lumikki wrote...

Here is some of my addional noticed for OP.

* The planet vehicle exploration back. Not as strong what it was in ME1, but like 20-30% of missions. I really liked those beautiful landscapes where I was driving Mako in planets.

* Also some more fluffy RPG elements would be good. I don't mean missions, but small interaction situation with npcs to improve the feeling that Shepard actions are affecting the world.


So, is the general feeling that we want the vehicle from the start of the game, not just as DLC?

I'll put the latter in too. Is fluffy RPG elements referring to inventory and stuff as well, or just more of those random conversations you sometimes have on the citadel in ME1 (like the protestors)?

#33
uberdowzen

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Slidell505 wrote...

Get rid of Paragon/Renegade all together. It's stupid, persuade/intimidate should be more like DAO or Fallout.


I'm not sure that removing Paragon/Renegade at this point would be the best move. Firstly, I think it still suits the setting (ME isn't quite as morally gray as DAO) and secondly, it's been a major feature in both ME1 and 2 it'd be weird removing it now.

#34
uberdowzen

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FieryPhoenix7 wrote...

Am I the only one who HATES the conversation loop bug? Well, maybe it's not a bug in the literal sense, but it's just so annoying and unrealistic. It was there in ME1, but to a far lesser extent. Now in ME2 it's all over the place.

That said, I approve of the OP's wishlist.


Yes, that irritates me in both games. Although it is nice to have it for when you accidently miss some dialogue for whatever reason.

#35
uberdowzen

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SantosCapela wrote...

uberdowzen wrote...

Ditch, or drastically improve planet scanning


Not ditch since it makes sense, however, one should be able to delegate the job to someone else or something other as is done with the fish.


Agreed. Wait, you can get someone to look after your fish?

uberdowzen wrote...
Downplay the upgrade element (don't remove it though) and give it a special upgrade interface which shows how weapons advance etc (again rather than just using the standard interface)


If the interface is good I do support this and the customization of weapons, however, I don't think upgrades should be downplayed. As I see it upgrades are a wonderful substitution to the I - X levels that existed in me1. Something like a global enhancement to the weapon characteristics. I would like however to have some more specific enhancements from which I could choose like the weapons slots that existed in me1. These could be obtained both by investigation or by commerce.


I'll change this. I didn't exactly mean reduce it, but also have specific weapon mods etc that you can use to customise your weapon like ME1.

uberdowzen wrote...
Improve the levelling system (it's not very satisfying at all) specifically, remove the dead levels where you can't level up.


I'm not against the leveling system and I prefer it to me1. I do like that the usage of points is not "linear", meaning that progressing through an ability will cost more points. As such I'm not against the dead levels and I like the idea if there is a option of using those dead levels with a redistribution of points through the abilities. Something like choosing between maximizing an ability and end with dead levels or distribute those points through other abilities and not end with dead points.


Yep, pretty much all I said. Don't want another completely new system as ME2's works pretty well for the most part. I just find the dead levels really frustrating.

uberdowzen wrote...
Make it easier to play a neutral character and make persuades/intimidates harder to do.


Hm? Don't know what you mean since a neutral character would benefit from easier persuades/intimidates... I do think "moral" should affect the persuades/intimidates and I think that pure renegade, paragon or neutral paths should have an effect on possible choices. I'm against a charm and intimidate ability, however, I wouldn't mind a single ability that could compensate more neutral paths in order to make such decisions more available two neutral characters. Basically I think moral paths should have consequences in some way and that trying to surpass those consequence should cost a player something.


Well, I've heard complaints that there is no incentive to play a neutral character as it essentially means you can't do any persuades.

Modifié par uberdowzen, 14 mai 2010 - 10:00 .


#36
uberdowzen

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iakus wrote...

uberdowzen wrote...

Ok, so my idea for paragon/renegade wouldn't work. I do like the idea of a neutral option (or some way of making neutral character plausible) but I think a neutral persuade option takes some of the impact away from the idea that sometimes you have to make tough choices, even as a neutral character.


Perhaps a neutral option for certain choices can become available if particular past choices were handled a certain way.  This did happen on at least one occasion in ME2 (can't be more specific, but I'm sure you know what I mean)  Perhaps in ME 3 there can be more "if you did A and B earlier, you can take option C in lieu of the paragon/renegade options"


Yes, it's certainly possible.

#37
Iakus

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uberdowzen wrote...

Lumikki wrote...

Here is some of my addional noticed for OP.

* The planet vehicle exploration back. Not as strong what it was in ME1, but like 20-30% of missions. I really liked those beautiful landscapes where I was driving Mako in planets.

* Also some more fluffy RPG elements would be good. I don't mean missions, but small interaction situation with npcs to improve the feeling that Shepard actions are affecting the world.


So, is the general feeling that we want the vehicle from the start of the game, not just as DLC?

I'll put the latter in too. Is fluffy RPG elements referring to inventory and stuff as well, or just more of those random conversations you sometimes have on the citadel in ME1 (like the protestors)?



Vehicles, yes please

I got the impression that the RPG elements mentioned are more like npc mentioning your past exploits and recognizing who you are (Hero of Elysium, the Butcher of Torfan), only more recent stuff from the games. "Hey, you're that former Spectre wo saved Horizon, aren't ya?" 

#38
uberdowzen

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@ iakus, Added.

#39
Dick Delaware

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I'd rather do without the vehicles. It wasn't just the uncharted planets that bugged me, I also didn't like running through linear corridors on every single world taking pot-shots at geth while dodging rockets. You had limited tactical options on the Mako and it was way less fun than fighting on foot.



I don't see what the point was to all the driving sections on Ilos, Virmire, Therum and Noveria. To me, they felt like a commute I had to go through until I got to the fun part where I could fight and talk to people. In fact, Noveria is probably my favourite planet of ME1 in part because it has the least amount of driving, and instead focuses on combat, good dialogue, atmosphere and a few interesting decisions. Really brilliant section.

#40
uberdowzen

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Dick Delaware wrote...

I'd rather do without the vehicles. It wasn't just the uncharted planets that bugged me, I also didn't like running through linear corridors on every single world taking pot-shots at geth while dodging rockets. You had limited tactical options on the Mako and it was way less fun than fighting on foot.

I don't see what the point was to all the driving sections on Ilos, Virmire, Therum and Noveria. To me, they felt like a commute I had to go through until I got to the fun part where I could fight and talk to people. In fact, Noveria is probably my favourite planet of ME1 in part because it has the least amount of driving, and instead focuses on combat, good dialogue, atmosphere and a few interesting decisions. Really brilliant section.


Actually the vehicle parts on the main worlds were my favourite bits. The Mako combat was always kinda clunky (although they more or less fixed that with the Hammerhead) but I liked parts where you went between the vehicle and ground combat.

#41
Dick Delaware

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At the very least, it needs to be heavily overhauled. There are way too many long corridors there. You need more options than (1) turret, (2) machine gun (which btw, I almost never used) and (3) jump jets. What often happened to me was this:

(1) I fire turret at Collosus
(2) Collosus fires blue laser bomb
(3) I jump to get out of the way of the laser bomb
(4) Rinse and repeat until the collosus is either dead, or I've wounded it so much that I can take it out on foot for extra XP.

Very repetitive.

Switching from fighting on foot to using the Mako was kinda broken as well. You could soften a collosus up with turret shots until it's health was almost gone, and then quickly pop out, fire a few shots until it explodes, and get a massive XP bonus.

I never felt that the series was about driving or space exploration. Obviously, a somewhat more realistic sci-fi is part of the setting (as compared to other soft sci-fi, of course) but rather it was more about fast-paced third-person cover based combat, dialogue, interesting party members (a staple of any BioWare game), interesting and tough decisions, and consequences for those decisions.

Modifié par Dick Delaware, 14 mai 2010 - 10:49 .


#42
emanziboy

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This is just a small change, but I would love to see each weapon have their own aiming reticle. The reticle in ME2 is the same four lines for each weapon with the only difference is the distance apart they are to reflect the guns' accuracy. They are a little boring to look at, and using the shotgun doesn't feel right with this set up. The circle reticle from the first game fits the shotgun much better than the one from ME2.

#43
Illusivestofmen

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I have a suggestion that would be easy and would really change the game: Put the Paragon/Neutral/Renegade options at random in the dialogue trees. Too often do I say to myself "I think I'll do renegade" and press down on the d-pad and just click through the scene. Switch them up so you can't do that.

#44
Dudeman315

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Please add

Choice between thermal clip(which I HATE) or cool down weapons(one of the BEST features of ME combat)

Adds more choice and still keeps ammo lovers happy as long as there is a balance plus explains why I'm the only person in the game with finite ammo when an infinite option exists.

Or make squad mates and enemies have a thermal clip limit and run out of ammo during the fight.

Modifié par Dudeman315, 14 mai 2010 - 11:21 .


#45
Dick Delaware

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Illusivestofmen wrote...

I have a suggestion that would be easy and would really change the game: Put the Paragon/Neutral/Renegade options at random in the dialogue trees. Too often do I say to myself "I think I'll do renegade" and press down on the d-pad and just click through the scene. Switch them up so you can't do that.


No, that's not a real solution. It can be annoying because you meant to press something else and you still have the exact same options, just jumbled up.

A far more organic way of dealing with it is to provide more alternatives on how to complete a particular mission (like with saving Veetor and Kal'Reegar to speak for Tali's defence), so that way you circumvent the paragon/neutral/renegade thing to begin with.

#46
uberdowzen

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Dudeman315 wrote...

Please add

Choice between thermal clip(which I HATE) or cool down weapons(one of the BEST features of ME combat)

Adds more choice and still keeps ammo lovers happy as long as there is a balance plus explains why I'm the only person in the game with finite ammo when an infinite option exists.

Or make squad mates and enemies have a thermal clip limit and run out of ammo during the fight.


I'm personally against this, but the divide in the community in regards to thermal clips is so great that I think there needs to be some sort of compromise. A system which utilises both (or implements overheating in some other way). Added to the list.

#47
Iakus

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uberdowzen wrote...

I'm personally against this, but the divide in the community in regards to thermal clips is so great that I think there needs to be some sort of compromise. A system which utilises both (or implements overheating in some other way). Added to the list.


Just tossing this out, but how about:

Weapons use some sort of overheat function, but also have a limited use "special ability" like carnage and overkill from ME 1.  Triggering these abilities requires a seperate, disposable thermal clip (to handle the extra energy output) and you can only carry a limited amount of those.

#48
uberdowzen

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iakus wrote...

uberdowzen wrote...

I'm personally against this, but the divide in the community in regards to thermal clips is so great that I think there needs to be some sort of compromise. A system which utilises both (or implements overheating in some other way). Added to the list.


Just tossing this out, but how about:

Weapons use some sort of overheat function, but also have a limited use "special ability" like carnage and overkill from ME 1.  Triggering these abilities requires a seperate, disposable thermal clip (to handle the extra energy output) and you can only carry a limited amount of those.


Well, like I said, we're not here to find the solutions. It's on the list though.

#49
uberdowzen

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emanziboy wrote...

This is just a small change, but I would love to see each weapon have their own aiming reticle. The reticle in ME2 is the same four lines for each weapon with the only difference is the distance apart they are to reflect the guns' accuracy. They are a little boring to look at, and using the shotgun doesn't feel right with this set up. The circle reticle from the first game fits the shotgun much better than the one from ME2.


Yeah, I'm with you on that. I'm playing a vanguard in ME2 right now and though the shotgun is awesome, the reticule just isn't doing it for me. It's on the list.

#50
SantosCapela

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uberdowzen wrote...



SantosCapela wrote...



uberdowzen wrote...



Ditch, or drastically improve planet scanning






Not ditch since it makes sense, however, one should be able to delegate the job to someone else or something other as is done with the fish.




Agreed. Wait, you can get someone to look after your fish?






In the case of the fish you can get Kelly to feed them by being nice to her and invite her for dinner. In the case of scanning such pleasantries shouldn't be needed but for the fish it makes sense.