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Silly demands and nitpicking thread


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#326
--Master of All--

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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?

#327
upsettingshorts

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Shandepared wrote...
No you don't.


You do keep your Charm and Intimidate points, though.  They just don't exist in ME2.

#328
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Upsettingshorts wrote...

You do keep your Charm and Intimidate points, though.  They just don't exist in ME2.


Sure, but those are talent points and for the most they are independent of your paragon/renegade meter.

I hate importing a ME2 character because you start with nothing, not even the boost from your background.


--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 Shandepared, 18 septembre 2010 - 06:27 .


#329
TuringPoint

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You start with Renegade/Paragon points proportional to what you had in ME1. Actually.

I do find it a little odd that no one ever comments about the Cyborg Shepard.  I can see it when the effects are subtle, but.

Modifié par Alocormin, 18 septembre 2010 - 07:34 .


#330
--Master of All--

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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.


Yeah, it's a slight oversight on their part. Or, more likely, they decided it wasn't a major issue. It's much harder to explain that from what I understand, Shepard can totally change his appearance (including his race) between ME1 and ME2 and no one ever says 'Hey, there's something different about you... did you get a haircut?'

Modifié par --Master of All--, 18 septembre 2010 - 07:38 .


#331
Crunchyinmilk

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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.

#332
Netem

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Oh, nitpicking!

How come YMIR mechs are used both for mining duty and guard duty? Image IPB

Modifié par Netem, 18 septembre 2010 - 12:47 .


#333
wizardryforever

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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.


What you're suggesting isn't an ammo system, it's just a reloading mechanism, which is only half of the challenge.  According to you, when you run out of ammo, there should just magically be more in Shepard's inventory for you to use.  That's essentially the same as unlimited ammo.  Do you know how long it would take something metallic to cool down?  A prohibitively long time, hence the reason for finding new clips.

Ammo systems as implemented in games are usually going to be imperfect, like how ammo seems to be available just lying around in unlikely places, or in this case having the clips be universal.  This is one of those willing suspension of disbelief things (though in your case unwilling).  I don't know about you, but there are very few enemies that completely drain my ammo in all weapons, so it really isn't an issue, especially since the clips are easy to find and pick up.

#334
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 I wish there was some way to skip the introduction.  I mean, it's great the first time through, but now I can pretty much say Miranda's lines by heart.  And it's like ten friggin minutes long.  I wish there was some way we could just skip right to waking up in the lab.  Whenever I start a new game I usually go wash dishes or something while that long introduction plays.

I also hate having to sit through two load screens to feed my fish, or else having to hit on Kelly to get her to do it.  Most of the time, I don't even bother with having fish.

And some of the eye designs do this weird thing where the eyelids clip agains the eyebrow ridge.  And this isn't because I have made some kind of really exotic Shepard either.  I hardly ever do much against the defaults except maybe change the hair style or eye color or something but this still happens a lot.  It's really distracting.  Also I hate how certain hair models clip with visors and armor.  That looks really bad.

I also hate how most of the chest pieces for Shepard retain the male model even if you are playing a femshep, so that it suddenly looks like femshep has chiseled pecs instead of boobs.  That drives me nuts.

And I hate having Cerberus logos on everything.  First of all, I hate Cerberus so I don't want to wear their logos.  Secondly it makes no sense for Cerberus (a secretive organization) to advertise their presence by painting giant gaudy logos all over everything.

Okay, nitpick rant over though I'm sure I could come up with some more stuff if I tried.

#335
Kavadas

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Walkie-talkies, grey boxes, and reaper IFFs share an identical model and texture.

LULZ

#336
sarahN7

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I have no idea if anyone said this, as I read up to page four and someone said something that reminded me of this.



How is it that in the closing scene Joker is standing all normal at the doorway of the normandy, shooting an assault rifle, and then pulls commander Shepard up?

#337
UNAVAILABLE

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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.

Why is it I can freely walk around the Citadel with an armed geth companion and noone so much as raises an eyebrow?

I dislike cutscenes showing characters using weapons that they do not actually posess or use.

During the approach to the collector base, if you take Miranda down into the hold with you to battle the eye orb, she shouldn't be the one to radio you from the bridge to get back up there.

Why does Garrus' armor remain damaged throughout the entire game? Even if you switch outfits. Did he get the new one custom damaged to match the old?

Modifié par UNAVAILABLE, 18 septembre 2010 - 10:19 .


#338
hawat333

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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.



In ME2, we have no explanation, no reason (except for the childish demands on the old forums, but come on, if some is loud does it necessarily mean they are clever and in context too?), no hesitation, Shepard can suddenly mount anything and everything.

So give me hell, guys, I demand a vorcha LI!

#339
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Oh, I just thought of something else as well. For some reason the facecode vanishes after you leave the Cerberus base. At least it does for me. Frustrating!  Plus sometimes I just want to tweak my imported face a little, but when I move to "custom face" than my imported face vanishes altogether and if I don't have the facecode right there, I can't rebuild it!  Annoying.

Modifié par Ragabul the Ontarah, 18 septembre 2010 - 11:34 .


#340
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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.


I think this meant that asari are the only ones who can reproduce with anyone.  I see no reason a relationship couldn't occur with aliens.  It's just impossible to reproduce with them.

Yes, we are now nitpicking each others nitpicks!  This is indeed the nitpick thread.

#341
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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.


You know what annoys me? How the list is organized like this:

Imported face
Default face
Custom face

If you try to recreate your import face, say to change the hairstyle, then it is really hard to compare your custom face with the import one because when you flip between them the default gets in the way, making it harder to see the differences.

#342
Nightwriter

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--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?


Yes.

#343
Abispa

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@ Hawat333 -- The best part of having a Vorcha for a love interest is that they're immune to all forms of disease, so you don't have to wear protection. And heck, if Cerebus can rebuild you from being "meat and tubes" into a super soldier with a libido, you got no worries.



As for me, I think a GREAT idea would be to make ANYONE in the game a potential love interest! You just walk up to anyone, even a character on the street, and start posing, laughing and farting until they fall in love with you. Heck, if you can have a ring, you can even MARRY them! And have a kid! Plus, if you get tired of them, you could just kill them and social services can take care of the brat. That would be role-playing at its finest! Of course, that would mean you'd have to buy a house... On Omega?

#344
Zan Mura

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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.


This in general, when automated systems do not work as intended. Especially on my current insanity run, this is excruciatingly annoying.
  • When you're in the side of a low cover, so firing puts you out from for example left side, but then automatically cancels and makes you look over the top instead, screwing up the aim completely.
  • When you're behind cover and press to take cover, but instead the object that clearly looks like cover isn't recognized as such. So you ran there for nothing and die a useless death.
  • When you order your teammates to run to spot A or stay and cover at spot B, and they just stand around, take forever to get there, or randomly suddenly "forget" you ever gave the order in the first place. Also often resulting in a needless death.
  • When your teammate bugs and stands outside of cover when being heavily fired upon, as opposed to staying down and waiting it out.
  • When you die as a result of the above, you're forced to reactivate all ammo powers and weapon choices for your teammates (for example I run Garrus with the Incisor, yet I have to select that damn weapon separately every time, because he wants to go assault rifle).
  • When you target a biotic power around and obstacle, but the second you press the button, the momentary zoom loses the target reticle and so the power flies off into the wall. Over and over.
As a general issue, the game is most fun with insanity because the squad commands and tactics and all actually matter there. In Hardcore or less you can just basically solo it out with Sheps and let the teammates do whatever they want to do. The problem is, with insanity the enemies are also ridiculously powerful to the point of any random merc engineer slaughtering any one of your awesome legendary "best in the galaxy" specialist in 1 on 1, which has a detrimental impact on my brand of immersion. I would like them to combine those two aspects, make the regular game actually require squad commanding through more diverse and powerful enemies like in insanity, yet without the effect that any common grunt can take hit like a frigging Spectre.

Modifié par Zan Mura, 19 septembre 2010 - 07:12 .


#345
AdamNW

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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.

This is hardly what I qualify as a nitpick.  So to make up for it I nitpicked your failed nitpick.

Modifié par AdamNW, 19 septembre 2010 - 07:17 .


#346
Cyberfrog81

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The Jacob salute... the eye roll thing at the end... bugs me a bit. What, you're feigning respect? Yeah, that's just what I need to like your character more.


#347
Nightwriter

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In ME1, when you put your weapons away, so did your squadmates. In ME2, your squadmates are locked in a perpetual state of weapon pointing. That's one of my nitpicks.

When you change your party selection, EDI re-tells you the area information. Irritating. Every time I switch a squadmate on the Citadel or reload to a previous point on the Citadel she tells me once again that Harkin is in custody. I know, EDI.

#348
Fiery Phoenix

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Night reminded of something with her comment above. This is a post I made in the official wishlist thread a while back; it basically addresses my own "silly demands" for ME3. It was a pain trying to extract it from the depths of that thread, but I found it:

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 .


#349
Esbatty

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Why isn't Joker romanceable, I'm dude but I defintely more dialogue out of him... even if I have to touch him... down there... with oven mitts. Just to get more talky-talky out of him.



Also, why do I automatically equip found weaponry? I'm using the ones I bought or downloaded and they rock and then suddenly I find a POS one off some random corpse and suddenly Im rockin' corpsey's gun AND have to put my Ammo Power on ALL OF MY WEAPONS AGAIN! UGH...




#350
Nightwriter

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I agree with all your points there, Phoenix.

Okay, here's a real nitpick. I like hearing Okeer retell the story of Virmire. For some reason I like hearing his "I like that part. It has weight" line.

But the only way for me to hear the story is to say, "I'm sure you're eager to retell the tale", which just sounds really self-absorbed to me, like I'm saying, "Yes! Tell me all about my great achievements! In detail! Tell me!!"

Should've been more like:

Shepard: (sigh) Here we g -
Okeer: SUCH A TALE!!