Simpfan wrote...
If we are going to complain about missing RPG elements...why cant I be an elf?
Well... to keep it Mass Effect related... I want my Shepard to start out as a Krogan and be able to specialize as a Battlemaster!
Simpfan wrote...
If we are going to complain about missing RPG elements...why cant I be an elf?
LPPrince wrote...
In ME1, you could have 5 of the same assault rifle.
Say you had 5 Spectre Assault Rifles-
#1. Polonium Rounds/Scram Rail/Frictionless Materials
Reason-Ultimate Krogan Killer. Weapon's strong, stops regen, and has more power while being able to constantly fire.
#2. Hammerhead Rounds/Frictionless Materials/Kinetic Coil
Reason-Extra damage with no worry of accuracy or overheating. Your basic weapon if you don't need anything specific.
#3. High Explosive Rounds/Frictionless Materials/Frictionless Materials
Reason-Using Overkill to literally turn whatever's in front of you into mist in a pinch. Your emergency damage weapon.
#4. Radioactive Rounds/Kinetic Coil/Scram Rail
Reason-The end of Biotics and Techs. You can delay their deployment of abilities while hitting them hard and keeping your accuracy to do as much damage as possible until they hit you with an ability to throw you off.
#5. Snowblind Rounds/High Caliber Barrel/Kinectic Coil
Reason-Your weapon can't overheat due to the ammo type, so you can deal massive amounts of accurate damage while lowering the accuracy of enemies tremendously.
There's no sort of variety such as that in ME2. Not even close. With ME1's inventory, there was actually strategy involved. In ME2, everyone's weapon ended up being exactly the same. Its funny because they kept hyping up each player's weapon feeling their own when they failed to do this in ME2 and already achieved a way of accomplishing such in ME1.
I do agree we could've had more WEAPON variety, but the ammo types and upgrades of ME1 more than made up for it.
In ME2, we're nowhere close to the level of customization we had in ME1, and that's due in part to the lack of inventory.
ME1's inventory system was flawed. We can all agree on that.
But an improvement would feel much more natural than simply throwing it away and not even replacing it.
Dragonfliet wrote...
I can certainly agree that there needs to be a more robust combat system that even a simple forced upgrade path choice would have made better, but the inventory system is not the way to achieve this and for ME is a genre relic with no business in the equation.
Modifié par Falcon509, 27 juillet 2010 - 05:11 .
javierabegazo wrote...
Dragonfliet wrote...
I can certainly agree that there needs to be a more robust combat system that even a simple forced upgrade path choice would have made better, but the inventory system is not the way to achieve this and for ME is a genre relic with no business in the equation.
This is how I feel. The weapons felt much more...important in ME2, vs ME1. Weapon names were near forgettable because of the overwhelming tide, and as much as I like to micro manage, I enjoy when a game takes the approach of "No no, an invisible, Mary Poppins esque bag of infinite depth is NOT suitable to this IP"s Lore"
I role play my Shep stepping in the armory, and examining his Carnifex, , opting for it over the predator for his love of beastly guns, I like thinking that when my Shep is on a planet, he only has what I can VISUALLY see on him,
In DAO, when I was in a situation where I came up against an unexpected enemy, I would just open Inventory, and magically switch armor suits mid battle, to a one that was more suited to the newly encountered enemy. But I don't like how this doesn't make much sense with how I see my character.
Modifié par KarumaK, 27 juillet 2010 - 05:11 .
Modifié par Lumikki, 27 juillet 2010 - 06:30 .
LPPrince wrote...
In ME1, you could have 5 of the same assault rifle.
Say you had 5 Spectre Assault Rifles-
#1. Polonium Rounds/Scram Rail/Frictionless Materials
Reason-Ultimate Krogan Killer. Weapon's strong, stops regen, and has more power while being able to constantly fire.
#2. Hammerhead Rounds/Frictionless Materials/Kinetic Coil
Reason-Extra damage with no worry of accuracy or overheating. Your basic weapon if you don't need anything specific.
#3. High Explosive Rounds/Frictionless Materials/Frictionless Materials
Reason-Using Overkill to literally turn whatever's in front of you into mist in a pinch. Your emergency damage weapon.
#4. Radioactive Rounds/Kinetic Coil/Scram Rail
Reason-The end of Biotics and Techs. You can delay their deployment of abilities while hitting them hard and keeping your accuracy to do as much damage as possible until they hit you with an ability to throw you off.
#5. Snowblind Rounds/High Caliber Barrel/Kinectic Coil
Reason-Your weapon can't overheat due to the ammo type, so you can deal massive amounts of accurate damage while lowering the accuracy of enemies tremendously.
There's no sort of variety such as that in ME2. Not even close. With ME1's inventory, there was actually strategy involved. In ME2, everyone's weapon ended up being exactly the same. Its funny because they kept hyping up each player's weapon feeling their own when they failed to do this in ME2 and already achieved a way of accomplishing such in ME1.
I do agree we could've had more WEAPON variety, but the ammo types and upgrades of ME1 more than made up for it.
In ME2, we're nowhere close to the level of customization we had in ME1, and that's due in part to the lack of inventory.
ME1's inventory system was flawed. We can all agree on that.
But an improvement would feel much more natural than simply throwing it away and not even replacing it.
Shotokanguy wrote...
Are you kidding me with this crap? How could you possible notice enemy accuracy decreasing? How did stopping krogan health regen help? They only really got it when they died. Radioactive rounds went up to like, level 2. You held on to them the whole game just so you could cut down the few biotic/tech enemies in the game's cooldown times by 7%?
There was definitely more control over your weapons in ME1, but does that really matter when they didn't do anything meaningful?
snfonseka wrote...
Whatever change that BW going to make for the inventory, I wish that they won't implement ME1 inventory system as it is in ME3. Because it is much of a useless system according to my opinion.
LPPrince wrote...
Surprisingly, YES, all of that matters. All of it IS meaningful. It may not be how YOU played, but others did.
Modifié par Massadonious1, 27 juillet 2010 - 07:26 .
Massadonious1 wrote...
LPPrince wrote...
Surprisingly, YES, all of that matters. All of it IS meaningful. It may not be how YOU played, but others did.
Well, more power to you if you played that way, but I'll have to agree with the premise that the returns on doing such were minimal, especially on New Game+ playthroughs where anything in your path will get mowed down by Spectre X weapons regardless of which mods you were running.
I have no problem playing "tactically", but switching your entire loadout (I'm assuming you did this for the rest of your squad as well) for the 4 or 5 specific enemies on any particular level seems like an exercise in futility.
I much rather prefer the way ME2 handles this in that regard. I shouldn't have to slog through an inventory to be able to strip shields or armor with any sort of effictiveness.
LPPrince wrote...
snfonseka wrote...
Whatever change that BW going to make for the inventory, I wish that they won't implement ME1 inventory system as it is in ME3. Because it is much of a useless system according to my opinion.
Definitely. No one's gonna back up that exact system returning.
We need a revamped inventory. Elements of ME1's, some elements of what we got in ME2(I refuse to call that an inventory system), and some elements not introduced before(like the previously mentioned idea of every class having every ammo available at any time, independent of inventory and powers).
snfonseka wrote...
LPPrince wrote...
snfonseka wrote...
Whatever change that BW going to make for the inventory, I wish that they won't implement ME1 inventory system as it is in ME3. Because it is much of a useless system according to my opinion.
Definitely. No one's gonna back up that exact system returning.
We need a revamped inventory. Elements of ME1's, some elements of what we got in ME2(I refuse to call that an inventory system), and some elements not introduced before(like the previously mentioned idea of every class having every ammo available at any time, independent of inventory and powers).
+
customizable weapons
LPPrince wrote...
Shotokanguy wrote...
Are you kidding me with this crap? How could you possible notice enemy accuracy decreasing? How did stopping krogan health regen help? They only really got it when they died. Radioactive rounds went up to like, level 2. You held on to them the whole game just so you could cut down the few biotic/tech enemies in the game's cooldown times by 7%?
There was definitely more control over your weapons in ME1, but does that really matter when they didn't do anything meaningful?
Is it so hard to believe people played ME1 tactically? Wow.
You could notice, BARELY, that enemy accuracy decreased, until you were on Insanity. Then it really became noticeable, especially on my health bar.
Stopping krogan regen is a HUGE help. Krogans are already hard enough as it is, but it sucks when you finally take one down and they regen with immunity right in your face.
And stopping enemy biotics and tech could save you from getting stuck into a wall(damn glitches, lol) or just getting knocked down only to die because you couldn't get up.
Surprisingly, YES, all of that matters. All of it IS meaningful. It may not be how YOU played, but others did.
Shotokanguy wrote...
LPPrince wrote...
Shotokanguy wrote...
Are you kidding me with this crap? How could you possible notice enemy accuracy decreasing? How did stopping krogan health regen help? They only really got it when they died. Radioactive rounds went up to like, level 2. You held on to them the whole game just so you could cut down the few biotic/tech enemies in the game's cooldown times by 7%?
There was definitely more control over your weapons in ME1, but does that really matter when they didn't do anything meaningful?
Is it so hard to believe people played ME1 tactically? Wow.
You could notice, BARELY, that enemy accuracy decreased, until you were on Insanity. Then it really became noticeable, especially on my health bar.
Stopping krogan regen is a HUGE help. Krogans are already hard enough as it is, but it sucks when you finally take one down and they regen with immunity right in your face.
And stopping enemy biotics and tech could save you from getting stuck into a wall(damn glitches, lol) or just getting knocked down only to die because you couldn't get up.
Surprisingly, YES, all of that matters. All of it IS meaningful. It may not be how YOU played, but others did.
I played Insanity...I didn't need to bother with the minutia of each item, I just needed to spam the most damaging abilities and weapons. Literally every single aspect of items provides almost insignificant effects. You will NOT notice a difference between Colossus X's 326 damage protection and Onyx X's 212.
You do understand the difference between ME2 and ME1 system?LPPrince wrote...
We need a revamped inventory. Elements of ME1's, some elements of what we got in ME2(I refuse to call that an inventory system), and some elements not introduced before(like the previously mentioned idea of every class having every ammo available at any time, independent of inventory and powers).
Modifié par Pocketgb, 27 juillet 2010 - 08:00 .
Lumikki wrote...
You do understand the difference between ME2 and ME1 system?LPPrince wrote...
We need a revamped inventory. Elements of ME1's, some elements of what we got in ME2(I refuse to call that an inventory system), and some elements not introduced before(like the previously mentioned idea of every class having every ammo available at any time, independent of inventory and powers).
I mean, ME2 system is same as ME1 without induvidual items. Induvidual items are what's problem in ME1 and most of RPG inventory systems. ALOT of JUNK items.
So, saying to take some ME1 elements and some ME2, what you mean by that as actual example?
I ask this, because even how I look situaton, only way to improve it, is to add more customation to ME2 system. There isn't much what you can take from ME1 system, except weapon, ammo and armor customation. In ME2 Shepards armor customation allready showed how it can be done in ME2. Now they just need to make that also to squad members armors and everyones weapons too.
LPPrince wrote...
lazuli wrote...
Would you care to describe a happy medium for me?
I'll try to describe a way to make it good for both sides(those that like the simplicity of ME2 and those that like the complexity of ME1).
WEAPONS- Give weapons their own inventory system. You can have more than one of said weapon, say a limit of 5 each(5 Avengers, 5 Vindicators, etc etc). Each weapon can have its own upgrades, which leads me to-
UPGRADES- Upgrades are accessed in the weapon's inventory system(like ME1). Weapons are set to have specific upgrades, 1-3 depending on the weapon itself(Avenger gets 1 upgrade, Vindicator gets 2, Revenant gets 3). Not gonna list the various amounts of upgrades, but they'd follow the same vein as the ME1 upgrades, or maybe new ones. Can't think of what kind of upgrades.
AMMO- Give ammo types their own separate category on the wheel(not in inventory). Every character no matter Soldier or Engineer or whatever, gets access to all of them.
Have say, 8-10 different ammos. For example-
1. Inferno(AOE damage, panic)
2. Polonium(Damage over time, Stops regen)
3. High-Explosive(Very high damage, push back, very high overheat)
4. Armor-Piercing(Extra damage to armor)
5. Warp(Extra damage to barriers)
6. Disruptor(Extra damage to shields)
7. Shredder(Extra damage to organics sans defense)
8. Radioactive(Delay biotics and tech abilities)
9. Micro(Higher rate of fire, less damage)
10. Cryo(Chance to freeze, lower overheat)
Thus, in combat, they could easily be switched on the fly.
When you head to a shop, you can buy new weapons, sell the ones you have, get rid of your upgrades and buy new ones(PC version did a better job with inventory than consoles, but it could still be better placed on a menu). Ammo types stay with you since they're not part of inventory.
With this, you could switch weapons and ammo rather quickly while having a much less cluttered inventory AND have more room for abilities for you class, since ammo has been removed as a power and has its own section.
Thus, if you want to keep things simple, you can just switch ammo on the fly to whatever you need, and if you want things complicated, well, its your bag. Have fun with it.
EDIT- Whoops. Forgot about armor.
Keep that as it was in ME2, but with a few alterations.
Give us more than just N7 armor to pick apart piece by piece. Give us more options to mix and match. Return helmets to what they were in ME1- Toggle button to take them off and put them on, with a little note that you do not have the helmet's bonus if it is toggled off.
That way, armor isn't an inventory problem(although I'm trying to find a way it could be switched on the fly. I don't think there's a way to solve that while making a ton of people happy), and people with the toggle helmet issue can be satiated while facing a penalty.
Are these induvidual items in inventory list? Meaning, do You see induvidual items, when You put some items to some character use, it lowers amount of items in inventory list?LPPrince wrote...
WEAPONS- Give weapons their own inventory system. You can have more than one of said weapon, say a limit of 5 each(5 Avengers, 5 Vindicators, etc etc). Each weapon can have its own upgrades, which leads me to-
UPGRADES- Upgrades are accessed in the weapon's inventory system(like ME1). Weapons are set to have specific upgrades, 1-3 depending on the weapon itself(Avenger gets 1 upgrade, Vindicator gets 2, Revenant gets 3). Not gonna list the various amounts of upgrades, but they'd follow the same vein as the ME1 upgrades, or maybe new ones. Can't think of what kind of upgrades.
AMMO- Give ammo types their own separate category on the wheel(not in inventory). Every character no matter Soldier or Engineer or whatever, gets access to all of them.
Modifié par Lumikki, 27 juillet 2010 - 08:15 .