Terror_K wrote...
Pocketgb wrote...
Terror_K wrote...
The thing is, some of us actually find this a detriment rather than a good mechanic because we feel it limits roleplaying, and often we don't want to have to use different weapons with one character and just want to stick with one.
Then you should find the Elder Scrolls series great because it offers you plenty options in character customization and personalization, but you don't because there's 'too much freedom'.
If that's the case, you should be able to respect Bioware attempted to put a balance on weapons via a limited ammo system so players don't use a sniper rifle as a shotgun, mid-range rifle, *and* long range sniping power machine. Yet you don't.
Do you purposefully just follow me through threads just to disagree with me at every point for the sake of it or something?
It's all about balance and providing freedom in the right areas as well as restricting players in the right areas. Oblivion fails because it allows a player to essentiall become a Fighter-Mage-Thief and everything else in between with no restrictions and thus allows them to become a God-character and master of all trades. ME2 actually has an almost similar failing due to a complete lack of non-combat skills and Shepard no longer being restricted in his tech abilities (or lack thereof) which means a class is no longer even truly unique and defined any more.
ME2 with it's ammo system actually limits roleplaying in a similar way. In Oblivion after creating one character you may have initially designed as a fighter, there's no need to create another because you discover your first character has also become a mage and a rogue in the process, meaning you can just stick with that one character and you never actually roleplay them in one role, instead just becoming an uber God at everything. In ME2 you take one of your three Vangaurds from the first game in and then discover there's no need to bring the others in, because while they may have been different in the first game in ME2 they're all the same now.
That's how it limits roleplaying. In the case of the former it's because there's too much freedom, and in the case of the latter it's because there's not enough and it forces you to be a particular thing rather being what you want to be. It should be up to the player what they want to use or not, and not be automatically decided by the game through narrowed and forced mechanics. Too many games as it is these days do half the work for you, trying to wrestle options and your own decisions from you to get you to do things the way they want you to. ME2 is guilty of this in many cases too, and it's a trend and mechanic I find horrible. As I said earlier, ME2 provides freedom to the player where it should restrict them and restricts them where they should be offered choice.
The reason I create different characters of different styles is to play them different ways. I want to use the Pistol in one playthrough and try things out, and then try a shotgun character in the next. That's the whole point of offering a choice, and the devs understood this in ME1. But now we're forced to essentially have all our classes built the same in one way using all the weapons at their disposal, and the only way we can ever change things up a little is with our bonus talents. Vanguard was my favourite class in ME1, but it sucks for me now in ME2 because it's so restrictive (and because I feel ammo powers are retarded and suck).
yeah yeah ... too much freedom kill the freedome, the sky is falling.
For Oblivion, they give you the freedom to choose your kind of freedom.
You want to travel dereclty from city to places where quest take place without exploring every donjon, ruin you encounter, you can do it.
You want to make a pure fighter or pure mage, you can do it.
You want to make a god, you can do it.
But don't make it sound like you can make a fighter-mage-thief as easy as a pure fighter a pure mage or a pure thief, because the choice of primary, and the number of secondary and third skill to boost is a looooot more than needed in comper of a pure classe.
You can "dislike", but can't complain that in Oblivion environement, you can make a good hybryd. In real life you know that some sientist are also great in litterature ? may be because any human with enough work and practice could do it...
So in Oblivion you can have greater magic skill while being a fighter, ok, but you will have to boost extra skill and it's FINE !
You would like to have 3 kind of vanguard, yeah it would be great, why not. But it would require lot more work. So the only things you have to "customise" your class is your power choice, the bonus power, and the weapon training. May be it's not enough to give a different touch between each.
But i find the gameplay of infiltrator, sentinel, adept an vanguard a lot more different in ME2 than they are in ME1.
In fact, i ME1 i liked only the adept and vanguard, just my opinion, not a fact.
To go back to ME2 weapon, like you said you don't like it when you can't take out a sniper at long range with a shot gun, the game should let you be able to do it.
This is not freedome, this exatcly where freedom has to be restricted !
Don't mistake TOOLS (weapons) and KNOWLEDGE.
Knoledge (in Oblivion for exemple) is an atribute like strength, agility, running, reading, writing etc all these in this category can be boosted with training (in game like oblivion and surprise it also work in real life).
Tools, like weapon (gun, ammunition, sword, mace i don't care) are designer for purpuse.
In reality, if you are in the military or a hunter, you choose your weapon and ammunition for a purpuse and reliability, you don't snipe with a shotgun beause the shape and the amunition is not good for that!
No matter childish your wishe are, a sword that can only "pierce" and not slash mean you can't complain if you wan't to use it for slashing.
You can't use maces to slash, you can't use katana to cruch, you can't use power full non precise weapon at short range to kill at long range.
IF you try to take out an ennemy at long range, you need precise weapon, if you try to pierce an amored plat, forget the shotgun and go for heavy piercing bullet.
There is nothing wrong designing a game and putting some limits to the tools from logical orbservation of the real world, beause observing how it works in the real world is the first bases (i said bases, not end).
Modifié par Siegdrifa, 24 septembre 2010 - 11:52 .