Shandepared wrote...
It is a little weird that nobody ever comments on my Shepard's frightening scars and glowing eyes.
If you saw someone that looked like that, would you?
Shandepared wrote...
It is a little weird that nobody ever comments on my Shepard's frightening scars and glowing eyes.
Shandepared wrote...
No you don't.
Guest_Shandepared_*
Upsettingshorts wrote...
You do keep your Charm and Intimidate points, though. They just don't exist in ME2.
--Master of All-- wrote...
If you saw someone that looked like that, would you?
Modifié par Shandepared, 18 septembre 2010 - 06:27 .
Modifié par Alocormin, 18 septembre 2010 - 07:34 .
Shandepared wrote...
--Master of All-- wrote...
If you saw someone that looked like that, would you?
I get your point, but you'd think at least Liara would say something, or
maybe Garrus or Tali. I can see Jack making a sarcastic remark.
Modifié par --Master of All--, 18 septembre 2010 - 07:38 .
wizardryforever wrote...
Searching for ammo is a time-honored tradition in shooters and in RPGs.
Did you expect to have an ammo system but then not have to look for more when you ran out?
Modifié par Netem, 18 septembre 2010 - 12:47 .
Crunchyinmilk wrote...
wizardryforever wrote...
Searching for ammo is a time-honored tradition in shooters and in RPGs.
The same tradition often has you carrying two semi trailers worth of ammo around with you, in your hip pocket one presumes, because just like in Mass Effect it can take 3 or more entire clips to drop one enemy, of which there are waves and waves.
Instead of carrying around the necessary ammo to suit the combat system, Bioware elected to scatter ugly glowing ammo clips all over the place, and to have enemies hemorrhage bullets instead of (or as well as) blood.Did you expect to have an ammo system but then not have to look for more when you ran out?
Yes.
Clips are heat sinks. Let me keep them. Cool them down over time out of combat, and re-use them. You'll still have to reload, mitigating damage output. You'll still have to manage your clip supply/weapon choice in combat. Out of combat, slowly, clips cool down (replenish).
No more ugly glowing ammo clips everywhere, no more stupid Shepard taking 5 clips for a weapon knowing full well that'll last 3 or 4 enemies before they 'luckily' stumble onto more.
I mean wasn't Shepard lucky that everywhere they went people had universally accepted the same clip as standard, no questions, no matter the manufacturer. What happens when one company discovers an improved design? Does every manufacturer just magically get it too, and universally retrofit their entire stock ever made?
Maybe just this once more, and then finally we can ignore ammo issues.
Guest_Raga_*
Modifié par UNAVAILABLE, 18 septembre 2010 - 10:19 .
Guest_Raga_*
Modifié par Ragabul the Ontarah, 18 septembre 2010 - 11:34 .
Guest_Raga_*
hawat333 wrote...
As usually, my vote is on the alien romances.
Not because I'm xenophobic, but because it was reasoned and explained in ME1 that only Asari can mate with humans, and only because it isn't really an act of sexuality, but a melding of minds.
Guest_Shandepared_*
UNAVAILABLE wrote...
Nitpicks.
When you import a character and choose a custom appearance, the editor should start with the imported appearance instead of reverting to the default.
--Master of All-- wrote...
Shandepared wrote...
It is a little weird that nobody ever comments on my Shepard's frightening scars and glowing eyes.
If you saw someone that looked like that, would you?
didymos1120 wrote...
I'd like it if Charge didn't randomly decide not to work for no apparent reason. If I get killed playing a Vanguard, it's basically always that bug's fault. In fact, I'd really prefer Charge not to require a living target at all, because that really just makes no damn sense, except as an artificial gameplay/technical restriction.
Modifié par Zan Mura, 19 septembre 2010 - 07:12 .
This is hardly what I qualify as a nitpick. So to make up for it I nitpicked your failed nitpick.didymos1120 wrote...
I'd like it if Charge didn't randomly decide not to work for no apparent reason. If I get killed playing a Vanguard, it's basically always that bug's fault. In fact, I'd really prefer Charge not to require a living target at all, because that really just makes no damn sense, except as an artificial gameplay/technical restriction.
Modifié par AdamNW, 19 septembre 2010 - 07:17 .
FieryPhoenix7 wrote....
Okay, so what I'm going to say here is fairly subtle. That is, I'm not going to repeat what other people have been saying; these are little things that I think would have definitely made ME2 an even better game. And they aren't too many.
1. Walking Animation
-Explanation:
To me (and many others), this is a major problem. In ME1, the walking animations were exceptionally well done, to the point where I could literally play through the entire game without running once (unless necessary), because the animation was just THAT good. Not only that, but male Shepard and female Shepard had their own distinctive walking animations as well. Female Shepard walked like a woman, nice and clean. Male Shepard walked like a man, gently and calmly. In ME2, both genders have the same exact walking animation, which itself isn't even good. As someone in the ME Wiki talk pages once called it, it's a "zombie walk". And I unfortunately couldn't agree more.
-Summary:
*ME1's walking animation needs to be brought back.
* Male and female Shepard need their own personal animations. Copy-pasting is a good and efficient tactic, but it's not meant for things like these.
* The same can be said about the running animation.
2. Dialog Wheel and Conversation Loops *MINOR SPOILERS FOLLOW*
-Explanation:
A conversation loop is a dialog option that does not automatically terminate once selected. This problem was persistent in both in ME1 and 2 simultaneously.
For example, in ME1, during Doctor Michel's assignment on the Citadel, when she tells you of Armistan Banes, Ashley suggests that you talk to Captain Anderson as he may have more information. You go down to the Presidium and ask Anderson about Banes, he tells you a short story and then suggests you talk to Admiral Kahuko. You go to Kahuko, ask him about Banes, and get a full list of Cerberus-related assignments, at the end of which Kahuko ends up dead. At this point, if you go back to Anderson, there is an option to bring up Kahuko. Logically, one would guess that something about Kahuko's death will be said, but unfortunately this is not the case. If you do choose that option, Shepard will still ask Anderson of Kahuko's whereabouts, to which Anderson will reply with the same exact thing he did prior to Kahuko's death, therefore completely voiding the idea of Kahuko's death. Worse yet, that option will always remain and NEVER terminates.
Another but quicker example, in ME2, there are a lot of moments where the people you talk with will repeat exactly what has been said before. This is especially noticeable during the last romance-driven conversation with any potential love interest. This conversation will repeat over and over, every time you visit that person, even after the romance scene, which doesn't quite make sense.
-Summary:
* This problem may not be completely avoidable, but if reduced, that would make for a much more realistic experience.
* Certain lines need to be updated, depending on what has or has not happened.
* If lines cannot be updated, then they should auto-terminate, rather than remaining in the wheel and making you realize you are playing a game. One way to do this is through a flag system; if a certain dialog option has been chosen (i.e. a certain line has been said once), then it cannot be heard again for the rest of the game. And if it must be heard again, then it should be said differently at least.
3. Locations and Environments Remain Unchanged Throughout the Course of the Game
-Explanation:
If I remember right, this might have been brought up in one of Ecael's threads. The idea is simple: hub worlds like the Citadel, Omega, Illium, are normally visited multiple times on any one playthrough. However, the problem here is that these areas are EXACTLY the same whenever you visit them. For instance, you visit Omega at the beginning of the game, and about 20 hours later for Samara's loyalty mission. And guess what, you can't tell the difference between your two visits, as it is the same place you've been before. Same people standing around, same music playing in clubs, same pretty much everything. You don't feel like you've been away for a while. This also existed in ME1 with the Citadel.
-Summary:
* Hub worlds should "update" as you progress through the game; if one person is standing near the door of, say, Afterlife at the beginning of the game, they shouldn't be there after several hours of advancing through the game. Similarly, the song(s) playing at Afterlife should change with time. This can be strechted to every other hub world.
4. Cutscenes and Gameplay
-Explanation:
This has been covered before as well. Basically, make cutscenes more consistent with gameplay; just a little more. What I mean by this is very clear: in ME2, squadmates who aren't trained in assault rifles and who DON'T have assault rifles in the first place can be seen carrying one in a number of cutscenes throughout the game. This also includes non-Soldier Shepard.
-Summary:
* The game should recognize what weapons are being used by who, and show cutscenes accordingly. As simple as this may sound, it's kind of immersion-breaking if not done as it should be.
5. Squadmates Drawing Weapons After Every Cutscene
-Explanation:
To me, this is unnecessarily annoying. This problem is only in ME2. After every cutscene, no matter how short, your squadmates and Shepard will auto-draw their weapons, even if there are no immediate threats. Similarly, if Shepard undraws her weapon, squadmates should follow, as was the case in ME1.
-Summary:
* Since this problem was never seen in ME1, I'm sure it can be fixed in ME3.
That's all. Notice how ALL of these are subtle and insignificant features. This is entirely intentional. I know there are far more pressing matters that have been discussed to death already, so no point in bringing them up again. But believe it or not, it's little things like these that make a game great.
- Phoenix
Modifié par FieryPhoenix7, 27 septembre 2010 - 06:14 .