Losing Some Respect for Bioware
#26
Posté 19 mai 2010 - 08:54
#27
Posté 19 mai 2010 - 08:56
kraidy1117 wrote...
Dr. Peter Venkman wrote...
scyphozoa wrote...
The weapons argument I would say I disagree with. In ME1 you had hundreds of weapons that didn't really feel unique. At best, the classes of guns had their own feel, but within those classes, the guns all functioned the same, and the only reason to upgrade was higher DPS, accuracy or shots fired before overheating.
ME 1 allowed people to tailor their armor and weapons according to their play style. ME 2 made us stick to the default armor and weapons unless we spent more of our money to get the variations that we could previously upgrade in ME 1. ME 1's weapon and armor system absolutely trumps ME 2s; it gave us more options and infinite customization for less money.
You enjoyed picking up twenty of the same ARs? I did't I prefer my unique weapons in ME2. Quality over quanity anyday.
Strawman. The different companies had different stats on their weapons. We're talking about weapons and armor, not the crappy inventory system.
#28
Posté 19 mai 2010 - 08:57
Dr. Peter Venkman wrote...
kraidy1117 wrote...
Dr. Peter Venkman wrote...
scyphozoa wrote...
The weapons argument I would say I disagree with. In ME1 you had hundreds of weapons that didn't really feel unique. At best, the classes of guns had their own feel, but within those classes, the guns all functioned the same, and the only reason to upgrade was higher DPS, accuracy or shots fired before overheating.
ME 1 allowed people to tailor their armor and weapons according to their play style. ME 2 made us stick to the default armor and weapons unless we spent more of our money to get the variations that we could previously upgrade in ME 1. ME 1's weapon and armor system absolutely trumps ME 2s; it gave us more options and infinite customization for less money.
You enjoyed picking up twenty of the same ARs? I did't I prefer my unique weapons in ME2. Quality over quanity anyday.
Strawman. The different companies had different stats on their weapons. We're talking about weapons and armor, not the crappy inventory system.
Thats the weapons, in ME there was only four weapons. AR, Pistol, Sniper and shotgun. The new versions of these where the same expect for stats. In ME2 there is over 15 weapons that are all unique. The weapons in ME2 are better.
Modifié par kraidy1117, 19 mai 2010 - 08:58 .
#29
Posté 19 mai 2010 - 08:58
FuturePasTimeCE wrote...
its not that serious. great production company.
True that....
#30
Posté 19 mai 2010 - 08:58
Granted, that particular armor did look badass, but it was the same general design for everyone.
#31
Posté 19 mai 2010 - 09:00
Which is probably why I preferred to play as an infiltrator...
But in Regards to ME 2 the weapons are a bit more individualized. WHile I do not know the stats on the Geth AR or the Collector AR, they certainly feel and act different.
#32
Posté 19 mai 2010 - 09:01
kraidy1117 wrote...
Dr. Peter Venkman wrote...
kraidy1117 wrote...
Dr. Peter Venkman wrote...
scyphozoa wrote...
The weapons argument I would say I disagree with. In ME1 you had hundreds of weapons that didn't really feel unique. At best, the classes of guns had their own feel, but within those classes, the guns all functioned the same, and the only reason to upgrade was higher DPS, accuracy or shots fired before overheating.
ME 1 allowed people to tailor their armor and weapons according to their play style. ME 2 made us stick to the default armor and weapons unless we spent more of our money to get the variations that we could previously upgrade in ME 1. ME 1's weapon and armor system absolutely trumps ME 2s; it gave us more options and infinite customization for less money.
You enjoyed picking up twenty of the same ARs? I did't I prefer my unique weapons in ME2. Quality over quanity anyday.
Strawman. The different companies had different stats on their weapons. We're talking about weapons and armor, not the crappy inventory system.
Thats the weapons, in ME there was only four weapons. AR, Pistol, Sniper and shotgun. The new versions of these where the same expect for stats. In ME2 there is over 15 weapons that are all unique. The weapons in ME2 are better.
Yeah, it's not just that the ME1 ones didn't look much different. They played identically as well, stats aside. The different assault rifles in ME2 play very differently in comparison.
#33
Posté 19 mai 2010 - 09:05
#34
Posté 19 mai 2010 - 09:05
Nivenus wrote...
kraidy1117 wrote...
Dr. Peter Venkman wrote...
kraidy1117 wrote...
Dr. Peter Venkman wrote...
scyphozoa wrote...
The weapons argument I would say I disagree with. In ME1 you had hundreds of weapons that didn't really feel unique. At best, the classes of guns had their own feel, but within those classes, the guns all functioned the same, and the only reason to upgrade was higher DPS, accuracy or shots fired before overheating.
ME 1 allowed people to tailor their armor and weapons according to their play style. ME 2 made us stick to the default armor and weapons unless we spent more of our money to get the variations that we could previously upgrade in ME 1. ME 1's weapon and armor system absolutely trumps ME 2s; it gave us more options and infinite customization for less money.
You enjoyed picking up twenty of the same ARs? I did't I prefer my unique weapons in ME2. Quality over quanity anyday.
Strawman. The different companies had different stats on their weapons. We're talking about weapons and armor, not the crappy inventory system.
Thats the weapons, in ME there was only four weapons. AR, Pistol, Sniper and shotgun. The new versions of these where the same expect for stats. In ME2 there is over 15 weapons that are all unique. The weapons in ME2 are better.
Yeah, it's not just that the ME1 ones didn't look much different. They played identically as well, stats aside. The different assault rifles in ME2 play very differently in comparison.
Avanger and Vindicator are nothing alike, and the rev is not even a AR, it's a machine gun that again plays diffrent. Then we have the two snipers which can play diffrent. Each one felt diffrent and changed how you played more then in ME. I can't beleive people even try to say that ME gear was better
#35
Posté 19 mai 2010 - 09:07
#36
Posté 19 mai 2010 - 09:08
I'd say that they should find a good middle ground. In ME1 alot of the stuff is the typical rpg loot which essentially means "Oh, bigger sword!" and the armor and weapons felt repetitive as they were only retextured for the most part (with maybe two or three mesh variations).
However what was great was that you could customize said weapons. Load everything up with hammerhead round, go for maximum armor piercing here, most stopping power there, balance heat vs. damage increase. That was nice.
Combining the ME2 component armor with ME1 weapon variation and at least 3 base armor and weapons would have sufficed. As it was ME2 had imo too little. You essentially only switched your main weapon once when a plotdriven advance gave you one new one.
So imo ME1 equipment felt too crowded for minimal variation and ME2 too scarce to be interesting.
How about making actual differences between biotic's armors and assault armors (instead of light and heavy which looked the same and had no benefits to explain why biotics should be incapable to wear heavy armor)? A broader spread which means that differently played chars will use vastly different equipment tweaks?
Imo this aspect of ME could be done better.
#37
Posté 19 mai 2010 - 09:10
Mangalores wrote...
How about making actual differences between biotic's armors and assault armors (instead of light and heavy which looked the same and had no benefits to explain why biotics should be incapable to wear heavy armor)? A broader spread which means that differently played chars will use vastly different equipment tweaks?
Imo this aspect of ME could be done better.
It seems like they took that into account in regards to your enemies, while they should also take it into account in regards to teamates (more if it is there, I haven't noticed it) as that would add more depth to squad selection.
#38
Posté 19 mai 2010 - 09:11
#39
Posté 19 mai 2010 - 09:11
Mangalores wrote...
"Thats the weapons, in ME there was only four weapons. AR, Pistol, Sniper and shotgun. The new versions of these where the same expect for stats. In ME2 there is over 15 weapons that are all unique. The weapons in ME2 are better."
I'd say that they should find a good middle ground. In ME1 alot of the stuff is the typical rpg loot which essentially means "Oh, bigger sword!" and the armor and weapons felt repetitive as they were only retextured for the most part (with maybe two or three mesh variations).
However what was great was that you could customize said weapons. Load everything up with hammerhead round, go for maximum armor piercing here, most stopping power there, balance heat vs. damage increase. That was nice.
Combining the ME2 component armor with ME1 weapon variation and at least 3 base armor and weapons would have sufficed. As it was ME2 had imo too little. You essentially only switched your main weapon once when a plotdriven advance gave you one new one.
So imo ME1 equipment felt too crowded for minimal variation and ME2 too scarce to be interesting.
How about making actual differences between biotic's armors and assault armors (instead of light and heavy which looked the same and had no benefits to explain why biotics should be incapable to wear heavy armor)? A broader spread which means that differently played chars will use vastly different equipment tweaks?
Imo this aspect of ME could be done better.
Thanks for posting this so I didn't have to.
#40
Posté 19 mai 2010 - 09:12
Onyx Jaguar wrote...
Mangalores wrote...
How about making actual differences between biotic's armors and assault armors (instead of light and heavy which looked the same and had no benefits to explain why biotics should be incapable to wear heavy armor)? A broader spread which means that differently played chars will use vastly different equipment tweaks?
Imo this aspect of ME could be done better.
It seems like they took that into account in regards to your enemies, while they should also take it into account in regards to teamates (more if it is there, I haven't noticed it) as that would add more depth to squad selection.
Grunt has armor. Jacob and Jack use barrier. Miri, Garrus, Mordin, Legion, Tali use shileds. If you are a adapt, you don't have shileds, you have barriers.
#41
Guest_Guest12345_*
Posté 19 mai 2010 - 09:12
Guest_Guest12345_*
There are 5 N7 armor modules; Helmet, Chest, Shoulders, Gloves, Pants.
My original thinking is ME2 should have launched with approximately 3-4 more of each type of armor.
Then it occured to me that this redundancy would likely be game breaking. My thinking was if you have 5 pieces of armor that all do +5% Power Damage or +5% Weapon Damage, then you are giving the player such an overpowered advantage that it is contradictory to how and why the gameplay was designed.
Weapon balance, enemy AI, level design - all of those elements are, or could be, rendered worthless if the player can literally breeze through every fight, even on the hardest difficulty.
My guess is that the armor pieces that made it into ME2 were carefully calculated and balanced to give the player a variety of stat bonuses without giving them such an advantage that would compromise the experience of gameplay.
Modifié par scyphozoa, 19 mai 2010 - 09:12 .
#42
Posté 19 mai 2010 - 09:14
He kind of had a guide showing which pieces you would use to optimize certain class strengths
#43
Posté 19 mai 2010 - 09:14
Mangalores wrote...
I'd say that they should find a good middle ground. In ME1 alot of the stuff is the typical rpg loot which essentially means "Oh, bigger sword!" and the armor and weapons felt repetitive as they were only retextured for the most part (with maybe two or three mesh variations).
Why repeat needlessly repetetive tropes? I agree that ME2's equipment felt truncated, but that was mainly because there weren't very many non-combat items. Call me weird, I like non-combat gameplay and items.
However what was great was that you could customize said weapons. Load everything up with hammerhead round, go for maximum armor piercing here, most stopping power there, balance heat vs. damage increase. That was nice.
You still have the custom rounds. They're just powers now.
Combining the ME2 component armor with ME1 weapon variation and at least 3 base armor and weapons would have sufficed. As it was ME2 had imo too little. You essentially only switched your main weapon once when a plotdriven advance gave you one new one.
Not really. The only plot advance weapon bit was on the Collector ship (though I agree that didn't make much sense). Everything else was something you collected on the journey.
That said, buying them in a store probably would have satisfied me more as well, so I'll agree with you there. It felt weird just picking them up randomly.
How about making actual differences between biotic's armors and assault armors (instead of light and heavy which looked the same and had no benefits to explain why biotics should be incapable to wear heavy armor)? A broader spread which means that differently played chars will use vastly different equipment tweaks?
I agree with this, actually. Some class-specific armor would help diversify the classes even more, which I think is a good thing.
EDIT: I also think that teammates should have casual/armor just like Shepard does. I felt ridiculous watching Miranda and Jack (just the two that pop up in my head immediately) walking around without armor or enviro suits.
For some it wouldn't work, obviously. Tali wears what she wears because she has to and it already doubles as armor (ME1 established that). Legion's also a robot and it seems geth "skin" (if you even want to call it that) already is armor. But for most characters, I think it would have been nice.
Modifié par Nivenus, 19 mai 2010 - 09:22 .
#44
Posté 19 mai 2010 - 09:18
Nivenus wrote...
How about making actual differences between biotic's armors and assault armors (instead of light and heavy which looked the same and had no benefits to explain why biotics should be incapable to wear heavy armor)? A broader spread which means that differently played chars will use vastly different equipment tweaks?
I actually agree with this. class-specific armor would help diversify the classes even more, which I think is a good thing.
EDIT: I also think that teammates should have casual/armor just like Shepard does. I felt ridiculous watching Miranda and Jack (just the two that pop up in my head immediately) walking around without armor or enviro suits.
For some it wouldn't work, obviously. Tali wears what she wears because she has to and it already doubles as armor (ME1 established that). Legion's also a robot and it seems geth "skin" (if you even want to call it that) already is armor. But for most characters, I think it would have been nice.
class specific armour sounds good
Modifié par Mister Mida, 19 mai 2010 - 09:19 .
#45
Posté 19 mai 2010 - 09:18
kraidy1117 wrote...
Onyx Jaguar wrote...
Mangalores wrote...
How about making actual differences between biotic's armors and assault armors (instead of light and heavy which looked the same and had no benefits to explain why biotics should be incapable to wear heavy armor)? A broader spread which means that differently played chars will use vastly different equipment tweaks?
Imo this aspect of ME could be done better.
It seems like they took that into account in regards to your enemies, while they should also take it into account in regards to teamates (more if it is there, I haven't noticed it) as that would add more depth to squad selection.
Grunt has armor. Jacob and Jack use barrier. Miri, Garrus, Mordin, Legion, Tali use shileds. If you are a adapt, you don't have shileds, you have barriers.
Well in regards to your teamates unless I have missed something there doesn't seem to be much of a difference on who you take on missions. For instance my complaint was that when you go and recruit Tali if you take Garrus he should be at a disadvantage because of his shields while if you take Jacob/Jack/Samara/Miranda they should be at an advantage because of their barriers
#46
Posté 19 mai 2010 - 09:18
Love it or hate it, the loot system from ME1 was far more engaging than the planet scanning was in ME2. The recent update basically neutered planet scanning, doing everything they could without actually removing it to make it more playable. Although this is probably the best they can do without a radical restructuring of ME2, it shows Bioware admitting that there is a problem. And admitting there's a problem is the first step on the road to recovery.
#47
Posté 19 mai 2010 - 09:26
Onyx Jaguar wrote...
kraidy1117 wrote...
Onyx Jaguar wrote...
Mangalores wrote...
How about making actual differences between biotic's armors and assault armors (instead of light and heavy which looked the same and had no benefits to explain why biotics should be incapable to wear heavy armor)? A broader spread which means that differently played chars will use vastly different equipment tweaks?
Imo this aspect of ME could be done better.
It seems like they took that into account in regards to your enemies, while they should also take it into account in regards to teamates (more if it is there, I haven't noticed it) as that would add more depth to squad selection.
Grunt has armor. Jacob and Jack use barrier. Miri, Garrus, Mordin, Legion, Tali use shileds. If you are a adapt, you don't have shileds, you have barriers.
Well in regards to your teamates unless I have missed something there doesn't seem to be much of a difference on who you take on missions. For instance my complaint was that when you go and recruit Tali if you take Garrus he should be at a disadvantage because of his shields while if you take Jacob/Jack/Samara/Miranda they should be at an advantage because of their barriers
Miri does't have barriers, she has shield and if you bring Grunt the sun does not harm him because he has armor.
#48
Posté 19 mai 2010 - 10:17
scyphozoa wrote...
I have been thinking about my earlier complaint about the lack of armor pieces in ME2.
There are 5 N7 armor modules; Helmet, Chest, Shoulders, Gloves, Pants.
My original thinking is ME2 should have launched with approximately 3-4 more of each type of armor.
Then it occured to me that this redundancy would likely be game breaking. My thinking was if you have 5 pieces of armor that all do +5% Power Damage or +5% Weapon Damage, then you are giving the player such an overpowered advantage that it is contradictory to how and why the gameplay was designed.
Weapon balance, enemy AI, level design - all of those elements are, or could be, rendered worthless if the player can literally breeze through every fight, even on the hardest difficulty.
My guess is that the armor pieces that made it into ME2 were carefully calculated and balanced to give the player a variety of stat bonuses without giving them such an advantage that would compromise the experience of gameplay.
I believe the enemies scale with your level as they did in the Original. On my first ME2 playthough, it took 2-3 shots from the default pistol to drop the security mechs during the opening mission. When playing through a second time I was using the same default pistol, but also maxed weapon damage increase from being a soldier, weapon damage increase shoulder armor, increased headshot damage helmet, and maxed armor piercing ammo power (70% damage). It still took 2-3 shots to drop the same security mechs, sometimes one with a lucky headshot. This was all on Normal difficulty.
The addition of more armor pieces with weapon damage, etc.. would just give you a slightly bigger edge, and would make playing the harder difficulties a bit more fun and/or easy. For example, a gun that does 15 damage a bullet would take 3 shots to drop a lvl 1 enemy with 45 hp. Even if I increased that damage by 170% (15 x 175% = 40.5), it would still take 2 shots to kill that same enemy. Now make that same enemy level 30 with a 1-3 HP increase each level, and you're looking at 74-132 HP. It would still take about 2-3 shots with the damage upgrade. If the enemies didn't scale, I can see how this would disrupt the game balance.
I firmly believe that the lack of equipment is more of a cash cow issue. Sure, the weapons and armor may feel unique, but we shouldn't be juiced for a few $$ to add more options to an already skinny list.
#49
Guest_Guest12345_*
Posté 19 mai 2010 - 10:31
Guest_Guest12345_*
Jedi0309 wrote...
I firmly believe that the lack of equipment is more of a cash cow issue.
You're totally entitled to that opinion. Personally, I would rather judge Bioware strictly on what I'm certain of - that ME2 delivered a 10+ GB scifi opera - not speculations about their business model or speculations about their game design choices.
Modifié par scyphozoa, 19 mai 2010 - 10:32 .
#50
Posté 19 mai 2010 - 10:39
Jedi0309 wrote...
The addition of more armor pieces with weapon damage, etc.. would just give you a slightly bigger edge, and would make playing the harder difficulties a bit more fun and/or easy.
What is the point of having harder difficulties if they make it easier?
Surely the whole idea of having harder difficulties is that they provide a challenge is it not?





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