Bring back explorable uncharted worlds.uberdowzen wrote...
Looking over the draft, I think it might almost be finished. Any last feedback?
The final (hopefully) issues and suggestions thread for Mass Effect 3
#76
Posté 19 mai 2010 - 11:39
#77
Posté 20 mai 2010 - 12:54
ShakeZoohla wrote...
Bring back explorable uncharted worlds.
I have expressed on other threads my utter dislike for the UCWs, but I do understand that quite a large number of people liked them. What about a compromise, bigger vehicle levels mixed into the N7 missions?
#78
Posté 20 mai 2010 - 12:56
uberdowzen wrote...
ShakeZoohla wrote...
Bring back explorable uncharted worlds.
I have expressed on other threads my utter dislike for the UCWs, but I do understand that quite a large number of people liked them. What about a compromise, bigger vehicle levels mixed into the N7 missions?
As long as it feels like exploring rather than going on a set path to a set objective.
#79
Posté 20 mai 2010 - 01:02
I won't have time to finish this off until later, so I'd say the list is still open to submissions for another 6 hours or so.
#80
Posté 20 mai 2010 - 05:23
cruc1al wrote...
uberdowzen wrote...
ShakeZoohla wrote...
Bring back explorable uncharted worlds.
I have expressed on other threads my utter dislike for the UCWs, but I do understand that quite a large number of people liked them. What about a compromise, bigger vehicle levels mixed into the N7 missions?
As long as it feels like exploring rather than going on a set path to a set objective.
I agree.
The Firewalker missions feel like just another corridor run, only in a
#81
Posté 20 mai 2010 - 07:16
These seem fine. Of cause exploration areas for vechiles without vechiles doens't work welluberdowzen wrote...
- More interesting combat situations (e.g. like the fuel tanks in Zaeed's loyalty mission)
- Overheating should be brought back in some way, but without removing thermal clips (maybe some weapons could have it while others use clips).
- A vehicle of some sort needs to be implemented into the main game, not just DLC.
- Large vehicle environments where you can explore (but way more detailed than uncharted worlds)
- Drastically improve planet scanning (only a vague concern as you seem to be on top of this in patches, good job with that by the way).
Little hard to understand these. These are all about improving the weapon /armor selection interface and adding more modification and customation possibilities for players and squad members. You could say all this more easyer way. So, I think you could say these stuff little better, like
- Create a special weapon selection screen rather than just using the standard interface.
- Keep the research element but give it a special interface which shows how weapons advance etc (again rather than just using the standard interface), similar to an RTS tech tree.
- Expand upon the current weapon system, allowing you to customise the look of weapons (colours and patterns like armor) and install mods, thatyou either buy or find, at the start of the mission (it's be awesome if the mods changed the appearance of the weapons).
- More sets of armor in the game rather than just DLC.
- In edition to the custom armor for every companion, it'd be cool if each companion had two or three slightly different suits (that might be unlocked through loyalty missions) which each have seperate bonuses.
- Ability select, customize and modify squad members weapons / armors.
- Improve weapon selection interface and add there weapon and ammo modification possibilities
- We need more base type of armors to main game, not just in DLC.
If I would design the interface, then I would combinate all armor/weapon/power/person info in one interface and use tabs to different stuff. Meaning selecting squad member or you self, then different tabs had different stuff from characters and you could also modifify stuff there. Like four tabs: Base Info, powers/skills, weapons and armors.
Also one think is missing from this list.
The power or skill selection in ME2 is little too limited. It was little better in ME1 when there was more skills/powers. Even if they wheren't really that usefull. But I would also like see more skills on squad members/character. Not just combat, but more like RP action skills. ME2 did simplify skills little too much. There is basicly only 3 active skill and 1 passive + 2 weapons on squad members. Situation with character is not much better. Way too limited and simple. Remember the fluffy stuff, ME1 did this better.
- Improve the levelling system specifically, remove the dead levels where you can't level up.
- Make it easier to play a neutral character and make persuades/intimidates more of a character choice (like in ME1).
- Bring back Omnitools and Biotic amps (maybe just have it so that different amps provide bonuses to different powers)
- Helmet Toggle
- Different targetting reticules for different weapons.
- Rather than visting massive locations like the citadel, larger areas
could be split up, like Denerim in DAO, so you vist many smaller areas.
These seem to pretty easy to understand. Not sure what the Different targeting stuff means...
You could explain little more what some of the stuff here are and reason why are the suggestion made. What was wrong in the first place.
Example: Toggle helmet possibility so that players can see faces in non combat situation and scenes. It's not so fun to have dialogs with helmet on or dancing with full combat armor.
I assume the ambient companion dialogue means more random player dialogue with npcs.
- Get rid of the Mission Complete screens.
- More ambient companion dialogue
- More lifelike world with NPC routines etc.
- Stronger plot (almost a cert)
- More story element changes based on save games (maybe larger quests that you might or might not get based on choices, rather than just emails and short sidequests).
- No more wearing clothes into battle for companions, have custom armor suits for them (I do understand that part of the reason for this is so the companions are instantly recognizable at a glance).
How ever, there is also other dialog issue with npcs, the dialog choises should mean something. At the moment when player has many dialog choises, they are basicly same and what ever player is choosing, result exactly same. Not just end result, but sometimes the word comming out behind different choises are exactly same too. No point to have choise if there is no real choise.
Stronger plot means? That main story plot is done better and stronger without so many plot holes, I assume?
The cloth in battle is fixed if they give back the players ability customise squad members armors.
Modifié par Lumikki, 20 mai 2010 - 07:54 .
#82
Posté 20 mai 2010 - 08:25
#83
Posté 20 mai 2010 - 10:27
I have no clue what this RTS tech tree is?
If I would design the interface, then I would combinate all armor/weapon/power/person info in one interface and use tabs to different stuff. Meaning selecting squad member or you self, then different tabs had different stuff from characters and you could also modifify stuff there. Like four tabs: Base Info, powers/skills, weapons and armors.
Also one think is missing from this list.
The power or skill selection in ME2 is little too limited. It was little better in ME1 when there was more skills/powers. Even if they wheren't really that usefull. But I would also like see more skills on squad members/character. Not just combat, but more like RP action skills. ME2 did simplify skills little too much. There is basicly only 3 active skill and 1 passive + 2 weapons on squad members. Situation with character is not much better. Way too limited and simple. Remember the fluffy stuff, ME1 did this better.
I like the tabs idea, I'll throw that in. My only issue with the whole thing is that I'm not sure that companions need item management as complex as Shepherd's. I'd, personally, rather have ME2 style companions but up the complexity of Shepherd's loadout.
I agree that passive skills need to be brought back in some form (especially persuade).
These seem to pretty easy to understand. Not sure what the Different targeting stuff means...
You could explain little more what some of the stuff here are and reason why are the suggestion made. What was wrong in the first place.
Example: Toggle helmet possibility so that players can see faces in non combat situation and scenes. It's not so fun to have dialogs with helmet on or dancing with full combat armor.
The different targetting reticule is just something basic someone suggested. In most shooters different weapons have different crosshairs (see Halo). It's a minor thing but I think especially the shotgun would benefit from it.
You do actually bring up an important issue with helmet toggle: is it just for cinematics like DAO or do we actually want a button to disable helmets. My main problem with the helmets was mostly that the cinematics looked ridiculous with them on, but general gameplay would be fine.
I assume the ambient companion dialogue means more random player dialogue with npcs.
How ever, there is also other dialog issue with npcs, the dialog choises should mean something. At the moment when player has many dialog choises, they are basicly same and what ever player is choosing, result exactly same. Not just end result, but sometimes the word comming out behind different choises are exactly same too. No point to have choise if there is no real choise.
Stronger plot means? That main story plot is done better and stronger without so many plot holes, I assume?
The cloth in battle is fixed if they give back the players ability customise squad members armors.
Yep, nailed number 1. ME2 has a lot less of these ambient conversations (although it has the major advantage that you can actually hear them).
The second point I agree with, but this has been an issue with Bioware games ever since they started voicing dialogue. You'll notice in KOTOR for example that most player responses actually often illicit the same response (or the same response with a short bit of extra dialogue before hand). I do quite like that ME2 eliminated many of the responses that are exactly the same.
I think the general agreement is that ME2's story was lacking in an actual plot. Most of the drama and excitement came from the somewhat unconnected companion missions. Too few missions actually focussed on the collectors. While ME2's plot has grown on me (it is actually a much deeper emotional plot than ME1's hunt down the evil guy plot) it still feels unfocussed and somewhat messy.
Personally, I'd rather the companions simply had specifically tailored clothes and armor. I think if you had Shepherd style customizable armor for every companion, that'd get confusing fast. Plus everyone would be wearing the same armor.
#84
Posté 20 mai 2010 - 10:34
#85
Posté 20 mai 2010 - 10:38
#86
Posté 20 mai 2010 - 10:49
I don't my self need some manual toggle to get helmet off or on. I need Shepards armor and clothes based location and what I'm doing. Basicly if Shepard is in area where combat is impossible, then wear casual clothes. Good example would be Citidel city. When in combat possible in areas, then wear armor. If how ever Shepard is doing dialog with someone, then take the helmet off. Because Shepard isn't in combat when doing dialogs. So, yes, it's more cinematic, than need to toggle it off and on. I'm not sure what others want, but that's what I would like.
I would like to customize my squad members armours, meaning style of armors they wear, like colors and so on. Basicly same way than I can do for Shepard. Of couse for some alien races it can be more limited. I would also like squad members have both, combat armor and casual clothes. Look above why, situation based.
Modifié par Lumikki, 20 mai 2010 - 10:51 .
#87
Posté 20 mai 2010 - 11:04
I don't my self need some manual toggle to get helmet off or on. I need Shepards armor and clothes based location and what I'm doing. Basicly if Shepard is in area where combat is impossible, then wear casual clothes. Good example would be Citidel city. When in combat possible in areas, then wear armor. If how ever Shepard is doing dialog with someone, then take the helmet off. Because Shepard isn't in combat when doing dialogs. So, yes, it's more cinematic, than need to toggle it off and on. I'm not sure what others want, but that's what I would like.
I would like to customize my squad members armours, meaning style of armors they wear, like colors and so on. Basicly same way than I can do for Shepard. Of couse for some alien races it can be more limited. I would also like squad members have both, combat armor and casual clothes. Look above why, situation based.
I would absolutely love that. Seeing Jack bare from the waist up (well almost) with nothing but a rebreather in a hostile environment is just as immersion breaking for me as going to see Anderson fully suited up for war. Alot of people want manual control, but I would really like it being done automatically as you say. I got that nice dress from the Kasumi DLC and can only wear it on my ship....
#88
Posté 21 mai 2010 - 12:52
#89
Posté 21 mai 2010 - 02:59
Mister Mida wrote...
Don't know if this has already been mentioned, but it would be cool if the next game would be more like one whole like in ME1. ME2 felt a bit too much chopped in tiny pieces which you could only visit once and then never again. Example: I wanted to visit the quarantaine zone after I recruited Mordin to see how it would look only to find out I that couldn't. But then again, ME2's design wouldn't give much added value to revisiting those locations in contrary to Bioware's priors like KotOR and ME1.
Agreed. ME2 felt very modular.
#90
Posté 21 mai 2010 - 03:05
Lumikki wrote...
I would like to customize my squad members armours, meaning style of armors they wear, like colors and so on. Basicly same way than I can do for Shepard. Of couse for some alien races it can be more limited. I would also like squad members have both, combat armor and casual clothes. Look above why, situation based.
Agreed on the seperate combat armor and casual clothes (already on list). I agree it would be neat to be able to customise companion armor but I still worry that it could become too hard to recgonize companions. I think the way to do it might be to have unique armor for each companion with some customisation options on top of that. You do have to remember that Bioware (like most game developers) puts a lot of work into making character companions look and colour scheme match their personality etc and I think that too much customizability could jeopardize this.
#91
Posté 21 mai 2010 - 03:05
Mx_CN3 wrote...
A very minor thing, but on the 360 version, there are 3 binds: left bumper, right bumper, and Y. The problem is that Y is always your unique class ability, and you cannot rebind it. Usually this isn't a big deal but on the sentinel, it sure is useless having one of your binds be a very long cooldown that isn't really worth it. Not a big issue, but it would be nice to have 3 completely usable binds.
Oh really? That'd suck for Adepts too, as I hardly ever used singularity.
#92
Posté 21 mai 2010 - 03:18
#93
Posté 21 mai 2010 - 03:29
uberdowzen wrote...
How about this for helmet toggle: Your helmet is always off during cinematics (except for visors) unless it doesn't make sense to have it off (in space etc). Then there is a helmet toggle for during gameplay. Thoughts?
I support this, because there are still tims when Shep would talk in a helmet whn h has too, so evryone is happy.
#94
Posté 21 mai 2010 - 10:37
#95
Posté 22 mai 2010 - 01:14
I really hope Bioware looks at this, because if these suggestions were implemented I'd essentially have no issue with the current game.
Edit: Explorable worlds are also a biggie for me. Seriously thru out ME2 just about every mission had you confined to a 10 ft wide path. Sure there were a few segements where you had a big open space for a battle, but even these felt canned and contrived with all the convient crates.
In Mass Effect I actually had the sensation I was in a very large environment most of the time. Ilos was especially well done in my opinion. I just miss the big missions like Feros, Therum, and Noveria that actually took some time to complete. Missions in ME2 generally felt too short with you bring able to beat them in 20 minutes or so. Side missions were especially short usually taking at best all of 10 minutes. Why the heck did I even bother to land? I mean they were a bit better varied in design, but they're essentially all pointless. Sure in ME1 you always ended up going to the same generic bunker/mine/derelict ship but at least it was usually done for a reason by talking to someone before hand.
There's no side mission in ME2 that I can even think as memorable. On the hand ME1 had the various Cerebus facilities, there were the Geth Outposts, there was that big Rachini battle, Threwsher Maws, the Biotic Terrorists and Cultists. I mean basically every side mission in ME2 you just went PEW PEW PEW and we're done as there was little or no conversation and just as little exploration.
As for the UNC Worlds I'll admit they did end up getting a bit repetitive at times. If they had a bit more to do I honestly would have been fine, but yes going to scan rocks/pods all the time got boring. I actually like the worlds themselves as to me they felt very true to what most worlds in the galaxy are going to be like: as in barren wastelands like Mars.
Most planets are not going to be lush with forests and life. Most planets are going to be lifeless rocks. However just because it's a lifeless rock doesn't mean there should be nothing of interest there. Perhaps there is small outpost(s) of a sorts, or the ruins of a destroyed race, etc. Really the only major problem with the UNC worlds was you always ended up driving up a Mountain to get to anything. That's not fun! The Mako was fine minus a few minor control issues otherwise. If there had been routes to follow on the map the UNC Worlds would have been a lot more tolerable to travel. Essentially keep the Mountains and Hills, but make sure it's not overly difficult to reach an area of interest.
Basically if Bioware brought back the open worlds to explore with the Mako/Hammerhead and added more interesting unique stuff to find at each one I'd think everyone would be happy.
(Well that was a long edit...
Modifié par Bluko, 22 mai 2010 - 02:01 .
#96
Posté 22 mai 2010 - 01:20
dude, they should have a feature on informing you how you last performed on a last completed mission onboard the ship's computers (Information Systems Operating Deck, Captain's Quarters , Armory, Etc). in M E 1 you had to talk with Kaidan about your last mission's performance, or joker.Bluko wrote...
Wow I pretty much agree 100% with what the OP listed. My only exception is the Mission Complete Screen. It's kind of nice to see how you did, but it's still something I could easily live without. I'm guessing it won't be in ME3 anyways.
I really hope Bioware looks at this, because if these suggestions were implemented I'd essentially have no issue with the current game.
#97
Posté 22 mai 2010 - 01:40
Bluko wrote...
Wow I pretty much agree 100% with what the OP listed. My only exception is the Mission Complete Screen. It's kind of nice to see how you did, but it's still something I could easily live without. I'm guessing it won't be in ME3 anyways.
I really hope Bioware looks at this, because if these suggestions were implemented I'd essentially have no issue with the current game.
Thanks.
#98
Posté 22 mai 2010 - 01:51
Bluko wrote...
Wow I pretty much agree 100% with what the OP listed. My only exception is the Mission Complete Screen. It's kind of nice to see how you did, but it's still something I could easily live without. I'm guessing it won't be in ME3 anyways.
I really hope Bioware looks at this, because if these suggestions were implemented I'd essentially have no issue with the current game.
Agreed. It feels like that mission screen kind of breaks up the flow of the game. Also, I think that Bioware should focus more on character interaction than throwing more generic, lifeless characters into the mix (aka Zaeed, Kasumi). Quality over Quantity Bioware!
#99
Posté 25 mai 2010 - 03:18
First, i'd like to say how much I agree with the OP and it would be amazing if BW used these suggestions in ME3.
Now what I was thinking about:
Minigames, including scanning:
I think they should remove them completely. They are boring and trivial as hell (as was decryption in ME1). "Skill check" for hacking and opening locks is imho better option in this case simply because it's probably not possible to make a minigame (AND scanning) fun after 100000 times, and if you manage to overcome it first playthrough, the second it's way more worse. I can remember only one game that has this kind of minigame that made sense and that was lockpicking in Oblivion, because you EITHER didn't have the lockpicking skill and had to do it manually (however, the hardest locks where *at least* a challenge, unlike ME1/2 minigames), or had the skill and therefore you just passed the "check" and unlocked (or not) the lock.
Paragon/Renegade:
I think we can agree that you get P/R points depending on what you say AND what you DO (naturally). During reading those suggestions, I realized how much are your actions neglected in the universe. I mean, yes, particular npcs will react differently based on your actions from ME1 (and . Yes, if you act like a jerk during conversation, the person will be offended (or killed, well...) and you will hear about it in news, but that's pretty all.
And if you look at Shepard in general, almost EVERYONE heard about you. Many npcs will recognize you even when you only walk past them. Other obvious exampleis the "I’m Commander Shepard, and this is my favorite store on the Citadel." advertisement.
Now, I'm saying this because even if you're really well-known, I feel that there is little to no reference to you're alignment (or way less than it should be) and I think it would be AWESOME if there isn't just a common knowledge of Shepard, but if ppl actually reacted differently whether you're a "badass" Shepard or "paragon" Shepard OR "neutral" Shepard. Again, you can look at Oblivion or maybe Fallout. Imho it'd really add to the feeling that it actually matters how you act.
Just few toughts, hope anyone will still reply here.
#100
Posté 25 mai 2010 - 08:35
I agree that most of the minigames in their current state are pretty bad. I think at this point though it may be too late as BW has confirmed that Planet Scanning is going to be in ME3. I'm on PC so I don't know yet whether the improved planet scanning in the patch makes it that much better. I've heard good things though.
I think the main problem with the minigames is that they don't progress as the game goes like in the original. Even though ME1's minigame was somewhat average at least it got harder as the game went on and you occasionally failed. ME2 I fail the minigame maybe once every playthrough.
It'd be definetly cool if they made NPCs more reactive to your alignment (that was one of the best things about Fable). I'll add it to the end of the more realistic NPCs suggestion.




Ce sujet est fermé
Retour en haut






