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Disappointment With Mass Effect 2? An Open Discussion. Volume 2


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#351
Iakus

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RiouHotaru wrote...

...Wait wait wait...we're arguing about AMMO powers?! A fairly obvious gameplay mechanic? And we're trying to argue that a GAMEPLAY mechanic makes no sense in the STORY? I smell a Gameplay Vs. Story Segregation trope cooking...But seriously, it doesn't have to make perfect sense. If you're going to use the "skillpoints equals knowledge" then the entire RPG-element of the game makes no sense either. Ammo powers don't need nor require an explanation for how they exist or why pressing a few buttons activates them. It's not relevant. It's a gameplay mechanic so that Soldiers weren't boring as all hell.


Believe me, I'd rather argue story, but gameplay seems to be ascendant at the moment.

Don't worry, it'll shift back.  It always does.

#352
P3G4SU5

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RiouHotaru wrote...

*snip*  

Ammo powers don't need nor require an explanation for how they exist or why pressing a few buttons activates them. It's not relevant. It's a gameplay mechanic so that Soldiers weren't boring as all hell.

Wrong. It was downright laziness on the developers' part, failing to produce a logical ammunition system. If the soldier's class would be "boring as hell" without the flawed ammo 'powers' it is the developers' fault again for not devising interesting, enjoyable and plausible soldier class abilities.

Modifié par P3G4SU5, 06 octobre 2010 - 12:04 .


#353
Lunatic LK47

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P3G4SU5 wrote...

RiouHotaru wrote...

*snip*  

Ammo powers don't need nor require an explanation for how they exist or why pressing a few buttons activates them. It's not relevant. It's a gameplay mechanic so that Soldiers weren't boring as all hell.

Wrong. It was downright laziness on the developers' part, failing to produce a logical ammunition system. If the soldier's class would be "boring as hell" without the flawed ammo 'powers' it is the developers' fault again for not devising interesting, enjoyable and plausible soldier class abilities.


What else do you want the Soldier to do? They already had "bullet-time" with adrenaline rush, and they're the only ones focused heavily on weapons. On top of this, they had mainly useless abilities with the exception of Immunity and Adrenaline burst in ME1

#354
RiouHotaru

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P3G4SU5 wrote...

RiouHotaru wrote...

*snip*  

Ammo powers don't need nor require an explanation for how they exist or why pressing a few buttons activates them. It's not relevant. It's a gameplay mechanic so that Soldiers weren't boring as all hell.

Wrong. It was downright laziness on the developers' part, failing to produce a logical ammunition system. If the soldier's class would be "boring as hell" without the flawed ammo 'powers' it is the developers' fault again for not devising interesting, enjoyable and plausible soldier class abilities.


"Logical" ammo system?  If this has anything to do with thermal clips, then I'll just go /thread right now.  There's nothing wrong with thermal clips.  Also, ammo powers aren't "flawed" because they may not necessarily make sense in the story.  Guns 2 years after ME2 obviously no longer require you to carry around 5-6 addons to change the type of ammunition.  Guns are inherently modular, and have to be set to produce different kinds of ammunition, the only one which inherently makes no sense from that perspective is Warp Ammo.

I mean really, what other abilities could the Soldier get that wouldn't make them more unique.  Remember, Soldiers already got 2 unique powers (Concussive Shot and Adrenaline Rush) so you can't give them more unless you plan on giving some of those to the two other combat classes (Vanguard/Infiltrator)

#355
Turin_4

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Why is that unbelievable? As I said, the tech had the extra time to keep updating their hardware and/or software too. That is completely different from using specific ammo or not.




What does that even mean? Extra time? You said 'the hacker can update as needed', and yet you never see the hacker have to do anything other than press some buttons on their omni-tool. Exactly as is done with the ammo powers, in spite of AI hacking being a vastly more complicated process.



I note with a total lack of surprise we're not talking about your use of technobabble algorithms. Nice Star Wars Star Trek-ese to bolster your case, though, Moiaussi.



Except it very clearly is a switch on the side of the gun that somehow lets it spew fire. Unless stated otherwise, this is exactly what is happening.




If you need everything spelled out for you...you simply don't know how to suspend disbelief and don't know how to participate in interactive storytelling, or for that matter storytelling period. It was necessary in ME1, it's necessary in ME2 in a different way. In ME1, you could mod your weapons and armor instantly, effortlessly, anytime anywhere, pausing and changing your weapons and armor depending on the combat situation coming up.



But that's not some ridiculous thing like 'insulting'. Oh, no, but ammo powers are, yes.



Pft.



If there were really Turians there, why would the distress call be fake? Why wouldn't TIM say when challenged that the Turians were using an outdated code? Or more importantly, why isn't Shepard even thinking about trying to rescue the Turians?




Because they're dead? It's interesting how many revolutions you go through. First there were no Turians. Then there might have been Turians. Now there are no Turians again. In a week, what will you think-Elcor?



Really? You insisted he didn't need a ship to jam the transmission, so that implies from anywhere, and unless you can give a really good reason why he would have that and only that comm bouy hacked, you have basicly said he can hack any of them on the fly. Now you are the one backpedalling.




Still not listening. You're the one who suggested the only way to intercept the transmission would be to have a ship nearby, making it incredibly unlikely the story was true. I (correctly) pointed out that communications go through relays, and tIM would have very good reason to have infiltrated the Turians communications systems, given humanity's history with the Turian military. So...no, he would not have to have the exact right relay intercepted!



This is actually very much like you thinking the way ships are identified is by what flag they're flying. Communications aren't just intercepted or jammed by having a ship jamming the actual transmitting ship sending the original signal. In the ME universe, for example, in a system with relays, where messages take time? If you've got VIs, and you've got the guy's system bugged...you can, hey? Keep watch, and when something comes up, slow it down, downgrade its transmission time from high priority to low priority, give it lag, garble it, or cut things out, etc. etc.

#356
Pauravi

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smudboy wrote...

Yup.  He's completely avoiding the question.

All because a skill that magically changes the physical nature of a thing is more believable, than adding a piece of technology that actually "modifies" the physical nature of a thing.


Neither is particularly believable, but this is a game, remember?  Sometimes game designers do things to balance aspects of the game to make it more strategic, or give the classes more distinction, or a different feel.  Your continuous, myoptic, and tiresome critique of the plausibility of every little minute detail of the game misses so many important points of game design on the quest to find fault in every pore and crack, that it becomes as irrelevant as it is irritating.

Frankly, I often wonder why I see your name in this forum so often, and so continuously.  You obviously hate every aspect of ME2, why are you even here?  Do you feel it is your duty to rain on the parade of everyone who isn't as bothered by irrelevant minutae as you are?

#357
smudboy

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Pauravi wrote...

Neither is particularly believable, but this is a game, remember?  Sometimes game designers do things to balance aspects of the game to make it more strategic, or give the classes more distinction, or a different feel.  Your continuous, myoptic, and tiresome critique of the plausibility of every little minute detail of the game misses so many important points of game design on the quest to find fault in every pore and crack, that it becomes as irrelevant as it is irritating.

Frankly, I often wonder why I see your name in this forum so often, and so continuously.  You obviously hate every aspect of ME2, why are you even here?  Do you feel it is your duty to rain on the parade of everyone who isn't as bothered by irrelevant minutae as you are?


I understand the game play aspect.  This is not about that.  This is regarding Turin's opinion as to how pushing a button on a gun is more believable to an actual weapon mod, to change the ammo type of a gun, which I cannot understand.

This is not about the game design, but about his opinion, and, the insufficient story, lore, and exposition on the ME2 change, as well as the loss of culture and lore about weapon mods, even though "illegal weapons tech" still exists in ME2, and we simply cannot have it (yet we could in ME1.)

Why do you think I hate every aspect of ME2?  If I did that, I wouldn't bother here.

I am here to have people ask their own questions and learn from that.  Although most of the time people cannot seem to grasp objective observations very well.

#358
P3G4SU5

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RiouHotaru wrote...

P3G4SU5 wrote...

RiouHotaru wrote...

*snip*  

Ammo powers don't need nor require an explanation for how they exist or why pressing a few buttons activates them. It's not relevant. It's a gameplay mechanic so that Soldiers weren't boring as all hell.

Wrong. It was downright laziness on the developers' part, failing to produce a logical ammunition system. If the soldier's class would be "boring as hell" without the flawed ammo 'powers' it is the developers' fault again for not devising interesting, enjoyable and plausible soldier class abilities.


"Logical" ammo system?  If this has anything to do with thermal clips, then I'll just go /thread right now.  There's nothing wrong with thermal clips.  Also, ammo powers aren't "flawed" because they may not necessarily make sense in the story.  Guns 2 years after ME2 obviously no longer require you to carry around 5-6 addons to change the type of ammunition.  Guns are inherently modular, and have to be set to produce different kinds of ammunition, the only one which inherently makes no sense from that perspective is Warp Ammo.

You've missed the point. The change to the thermal clip system has already been discussed in great detail elsewhere and shown to be nonsensical as well as unneccessary. However I was not referring to that when I said "logical ammo system", I was in fact referring to a point someone has already made quite clearly - that if every gun already has the capability to fire all types of ammo, then 'ammo powers' should not be restricted to soldiers alone.

I mean really, what other abilities could the Soldier get that wouldn't
make them more unique.  Remember, Soldiers already got 2 unique powers
(Concussive Shot and Adrenaline Rush) so you can't give them more unless
you plan on giving some of those to the two other combat classes
(Vanguard/Infiltrator)

I was merely following your thought process when you said, "...so that Soldiers weren't boring as all hell". If the ammo types were available to all classes it would not lessen the enjoyment of playing the soldier class. Soldiers already have a much larger arsenal of weapons than any other class, which is meant to be the main focus of their class, in addition to the two unique powers you have already talked about. For this reason I do not feel that making the ammo types available to all classes would make playing the soldier a boring experience.

For the sake of argument, if this was unbalanced/unfair for the soldiers, extra skills could have been easily added to the soldier class to compensate. E.g. skills to reduce recoil of weapons, or improve aiming (tighter crosshairs) thanks to extensive weapon use and experience could have been implemented. These skills would make sense as unique soldier class abilities because they rely on their weapons more than any other class and would therefore develop greater affinity/efficiency whilst using them. These make far more sense as unique skills than trying to make us believe that one of the soldiers' unique abilities is knowing what the switches on their guns actually do. <_<

Modifié par P3G4SU5, 06 octobre 2010 - 03:04 .


#359
P3G4SU5

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Pauravi wrote...
Neither is particularly believable, but this is a game, remember?  Sometimes game designers do things to balance aspects of the game to make it more strategic, or give the classes more distinction, or a different feel.  Your continuous, myoptic, and tiresome critique of the plausibility of every little minute detail of the game misses so many important points of game design on the quest to find fault in every pore and crack, that it becomes as irrelevant as it is irritating.

Frankly, I often wonder why I see your name in this forum so often, and so continuously.  You obviously hate every aspect of ME2, why are you even here?  Do you feel it is your duty to rain on the parade of everyone who isn't as bothered by irrelevant minutae as you are?

You, like so many others don't seem to understand that smudboy's critiques are not the idle pastime of a bored individual. His criticisms expose flaws in the ME series that have the potential of leading to breakdowns in story continuity and lore. Many of his points in various videos already illustrate that this has already happened in some areas. Bioware can see these concerns on the forums and will hopefully rethink some of the changes and choices they have made in order to repair damage to these areas. Different people focus their criticism on areas which concern them more personally, for some it's story and lore, and for others it's gameplay. It is thanks to his and many other people's critiques of the past two games, that ME3 should turn out to be a much more highly polished, and enjoyable game than either of its two predecessors.

Instead of viewing these critical posts in a negative light, you should be seeing them as being the building blocks which will contribute to the making of an even better game.

Modifié par P3G4SU5, 06 octobre 2010 - 02:46 .


#360
Lumikki

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Terror_K wrote...

I fail to see how a tech-class being needed for decryption/hacking, weapons being moddable and having stats, armour that actually acts like armour, squaddies that actually wear armour in combat, omni-tools and biotic amps, earning XP properly rather than just being thrown a random number, etc. don't fit in with the way the Mass Effect universe was designed or the gameplay though. Pretty much everything in ME1 I believe could have been made to work with the game and the universe and still worked and fit... it just needed better or slightly different implementation.

Okey, lets talk about this then.

Decrypting/hackign and weapon modding fits fine in Mass Effect series.
Having stats depense what you mean by it? Can you explain what this means to you?
Armour as ability modify them and have different armors, fits fine too, but not with strong linear progression.
Omni-tools and Bio amps fits fine in Mass Effect series.

XP, how it's earned, has no meaning at all or does it even exist.

Now the problem in thinking here (in your mind) is too strong linear progression the way RPG has, not does someting fit the theme. Progression can be parallel too, not just linear.

Modifié par Lumikki, 06 octobre 2010 - 05:20 .


#361
Moiaussi

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Turin_4 wrote...

What does that even mean? Extra time? You said 'the hacker can update as needed', and yet you never see the hacker have to do anything other than press some buttons on their omni-tool. Exactly as is done with the ammo powers, in spite of AI hacking being a vastly more complicated process.

I note with a total lack of surprise we're not talking about your use of technobabble algorithms. Nice Star Wars Star Trek-ese to bolster your case, though, Moiaussi.


If you don't know what that meant, and consider the word 'algorithms' as being 'technobabble' when discussing hacking, go away and come back when you have a clue.

If you need everything spelled out for you...you simply don't know how to suspend disbelief and don't know how to participate in interactive storytelling, or for that matter storytelling period. It was necessary in ME1, it's necessary in ME2 in a different way. In ME1, you could mod your weapons and armor instantly, effortlessly, anytime anywhere, pausing and changing your weapons and armor depending on the combat situation coming up.

But that's not some ridiculous thing like 'insulting'. Oh, no, but ammo powers are, yes. Pft.


It shouldn't be neccessary to suspend disbelief regarding something relatively mundane like ammo. There are indeed aspects of ME1 that make more sense in ME2. This is not one of them.


Because they're dead? It's interesting how many revolutions you go through. First there were no Turians. Then there might have been Turians. Now there are no Turians again. In a week, what will you think-Elcor?


Lets try this again. First of all, what is your evidence that there were any Turian ships at all? TIM, whom you know lied. EDI tells you that she knows TIM lied because of the data corruption. If there were actually turian ships, why couldn't the data have been corrupted naturally? She specificly identifies that particular corruption as identifying a fake signal. Second, the Council refuses to go into the Traverse and especially into the Terminus systems due to the risk of another skylian blitz (you remember? Pirates uniting? That thing that you claimed they never do except to go after Shepard chasing a bounty they don't seem to know about?) . We know they will not do so from ME1 and there is no reason to believe they changed their minds in ME2 at all. So what would a Turian patrol be doing there completely against council orders?

Still not listening. You're the one who suggested the only way to intercept the transmission would be to have a ship nearby, making it incredibly unlikely the story was true. I (correctly) pointed out that communications go through relays, and tIM would have very good reason to have infiltrated the Turians communications systems, given humanity's history with the Turian military. So...no, he would not have to have the exact right relay intercepted!


TIM would have very good reason to want a lot of things. That does not mean he has them. In fact, you are now saying that instead of having hacked all the FTL com bouys, which are at least relatively remote and unguarded, TIM has hacked Turian central communications and has de facto control of that.

Have you any shred of evidence of any such infiltration and/or hacking?


This is actually very much like you thinking the way ships are identified is by what flag they're flying. Communications aren't just intercepted or jammed by having a ship jamming the actual transmitting ship sending the original signal. In the ME universe, for example, in a system with relays, where messages take time? If you've got VIs, and you've got the guy's system bugged...you can, hey? Keep watch, and when something comes up, slow it down, downgrade its transmission time from high priority to low priority, give it lag, garble it, or cut things out, etc. etc.


ROFL, you think 'algorithm' is 'technobabble' and you are going to try to lecture me on the nature of communications in a fictional universe you didn't write? Everything you are suggesting is not exactly trivial without some form of hands on control. You may end up partially correct though. If TIM is actually a prothean AI, he might be able to affect the bouys remotely. But the current consensus doesn't seem to agree with my speculation in that regard. It is interesting that you completely dismiss the very concept that it could just have either been bad writing or just more lies from TIM. It is more believable to you appearantly that TIM has infiltrated every government to the point where he can dictate information flow. 
 
Regardless, it is exceedingly unlikely that there was any actual Turian patrol in an area the Council refuses to patrol and thus my original point that you tried diligently to side track us from regarding TIM withholding information regarding the collectors stands.

Modifié par Moiaussi, 06 octobre 2010 - 05:24 .


#362
Terror_K

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Lumikki wrote...

Terror_K wrote...

I fail to see how a tech-class being needed for decryption/hacking, weapons being moddable and having stats, armour that actually acts like armour, squaddies that actually wear armour in combat, omni-tools and biotic amps, earning XP properly rather than just being thrown a random number, etc. don't fit in with the way the Mass Effect universe was designed or the gameplay though. Pretty much everything in ME1 I believe could have been made to work with the game and the universe and still worked and fit... it just needed better or slightly different implementation.

Okey, lets talk about this then.

Decrypting/hackign and weapon modding fits fine in Mass Effect series.
Having stats depense what you mean by it? Can you explain what this means to you?


I mean having stats on the weapons that show you how good they are at particular things. They exist in the background, so why not just show them instead of having a vague blurb under them? Even many shooters have stats on their guns, for crying out loud.

Armour as ability modify them and have different armors, fits fine too, but not with strong linear progression.


Not sure what you mean here. What I meant is that the armour doesn't even act like armour at all in that it doesn't protect you. As I've said before, the parts are more akin to wearing a bunch of rings and amulets, and you'd take just as much or as little damage wearing your civvies in combat. Then we've got the likes of Jack running around and somehow still getting the benefits of kinetic shields and medi-gel armour dispensers from her weird nipple bra-straps get-up, despite the lore saying they're part of armour, while being fully protected from any possible harmful phenomenon by a mere breath-mask.

XP, how it's earned, has no meaning at all or does it even exist.


This is still an RPG hybrid remember, and a general RPG rule is that experience is generally earned through your actions and that the player knows why and how they're getting the XP, and are generally rewarded for the means why which they performed whichever tasks they needed to to complete the mission. With ME1 this is clear, because you gradually earn XP for each deed you do, and how much XP you earn per mission can vary depending on how you went about it. In ME2 the XP is just an arbritrary number thrown at you on a lame "Mission Complete" screen with no real context that's so lacking in definition that it loses all meaning and identity and may as well not be there at all. Simply put: it's shallow and meaningless. Christina Norman said that they wanted to make progression meaningful in ME2, but it simply isn't with the way they've chosen to execute XP distribution to the player.

Now the problem in thinking here (in your mind) is too strong linear progression the way RPG has, not does someting fit the theme.


Not... quite sure I understand what you even said then actually. Could you try and reword it a little better?

The thing is, this is still an RPG... not only that, but the Mass Effect series is supposed to primarily be an RPG. So one still needs to adhere to some basic RPG rules and guidelines with these things to make things work and to make them satisfactory. If one is going to talk about gameplay clashing with realism, I also find it odd that those who deride ME1 for stat-based weapon combat making Shepard a completel gumby early on when he should be badass from the start are also generally those who defend the introduction of thermal clips, which from a lore and in-universe perspective is actually far more detrimental and violating. There are certain factors that are intended to be ignored with an RPG when it comes to progression, and things like leveling up and the competence of your character are amongst them, since they're purely gameplay aspect that are never referenced in the narrative itself. You can't do that when you try and weave something into the narrative, ala thermal clips so easily.

#363
Lumikki

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Not much to say to you more, we both know what wrong in ME2.

How ever, what we want from Mass Effect serie is different. I don't look any game as some "RPG" as the word required that something has to be sertain ways. Even in RPG's there are many different systems and not all of them even have exp, armors and so on. I look what's the main impression of Mass Effect style and try to find gameplay system what supports that impression, not trying to fit Mass Effect to some standard RPG style, what you seem to do.

Weapons have stats, sure as display them for you. I have nothing agaist it, but I my self have no use for those stats.

Armor, how would you know does armor has meaning, if you can't take it off? Okey, I get you point, you want more meaning for armors, as choises how you moded you armor affects your gameplay. I can support it, but I don't support some same looking armors having linear progression based levels. It has no real meaning.

Modifié par Lumikki, 06 octobre 2010 - 05:54 .


#364
Pauravi

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smudboy wrote...

"illegal weapons tech" still exists in ME2, and we simply cannot have it (yet we could in ME1.)


How do you know that?  We don't actually know the laws, so perhaps we are and just don't know it.  For instance, is AP or Shredder ammo illegal, or restricted to the military?  What about heavy weapons?  There is also at least one weapon you can use whose design apparently violates international treaties (the Eviscerator).

As for weapon mods, they still exist in the form of the improvements (+10% damage, more heat sink capacity, etc).  The thing is that most of the weapon mods in ME1 either increased damage (which ME2 mods do), decreased heat buildup (a mechanic that no longer exists), or improved accuracy and recoil (which are now integral aspects of the different guns used to balance them against each other).  There simply wasn't any way to hold onto most of those ideas.

Ammo mods still exist, too.  They just call them ammo "powers" now, which is maybe a bad term, but I don't find it too hard to imagine that it is some modification that the character makes to the weapon that requires some specific knowledge or practice to use properly.  Sort of the same way that it requires specialized knowledge to make your own dumdum bullets, or to effectively use a taser, or the best way to aim and use riot-control weapons or rounds.


Why do you think I hate every aspect of ME2?


I've never once seen you say anything positive about it, you seem to chime in in every possible thread where you might have the opportunity to trash some aspect of the game or another, and for any given nit-pick you have, you always choose whatever uncharitable interpretation gives you the most flaws to point out.  You alternately make the simplest assumption possible if it means you can criticize some element of the game, and will then drill down to the tiniest technical detail to point out how poorly thought out something else is. Frankly, it gets pretty tiresome to watch you start the same nonsense "ME2 is terrible" diatribes and arguments in every other thread.

#365
Moiaussi

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Pauravi wrote...

How do you know that?  We don't actually know the laws, so perhaps we are and just don't know it.  For instance, is AP or Shredder ammo illegal, or restricted to the military?  What about heavy weapons?  There is also at least one weapon you can use whose design apparently violates international treaties (the Eviscerator).

As for weapon mods, they still exist in the form of the improvements (+10% damage, more heat sink capacity, etc).  The thing is that most of the weapon mods in ME1 either increased damage (which ME2 mods do), decreased heat buildup (a mechanic that no longer exists), or improved accuracy and recoil (which are now integral aspects of the different guns used to balance them against each other).  There simply wasn't any way to hold onto most of those ideas.


The difference is that in ME2 the improvements are not choices. There is no tradeoff for the extra damage, your weapon simply gets better. It really isn't the same, nor does it have a better feel. I can understand the criticism regarding remodifying weapons on the fly, but they took it too far the other direction.

Ammo mods still exist, too.  They just call them ammo "powers" now, which is maybe a bad term, but I don't find it too hard to imagine that it is some modification that the character makes to the weapon that requires some specific knowledge or practice to use properly.  Sort of the same way that it requires specialized knowledge to make your own dumdum bullets, or to effectively use a taser, or the best way to aim and use riot-control weapons or rounds.


And yet everyone who is skilled with any given weapon class is equally skilled as every other person skilled in that weapon class, despite the fact that the variation in using different assault rifles and between people using assault rifles shows obvious variation in RL compared to use of different ammo, which shows next to none. Two people of equal handgun skill can use similar rounds with similar proficiency regardless of who makes the rounds, be that one of the two or (as is normal) a third party. Not sure how much special training is needed to use riot control rounds as opposed to knowing when to use them.

#366
Terror_K

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Lumikki wrote...

Not much to say to you more, we both know what wrong in ME2.

How ever, what we want from Mass Effect serie is different. I don't look any game as some "RPG" as the word required that something has to be sertain ways. Even in RPG's there are many different systems and not all of them even have exp, armors and so on. I look what's the main impression of Mass Effect style and try to find gameplay system what supports that impression, not trying to fit Mass Effect to some standard RPG style, what you seem to do.

Weapons have stats, sure as display them for you. I have nothing agaist it, but I my self have no use for those stats.

Armor, how would you know does armor has meaning, if you can't take it off? Okey, I get you point, you want more meaning for armors, as choises how you moded you armor affects your gameplay. I can support it, but I don't support some same looking armors having linear progression based levels. It has no real meaning.


The thing is, I like RPGs for several different reasons, and the fact is that I frankly miss a lot of the stuff that was in ME1 that wasn't in ME2, whether it be an RPG aspect or not (example: planet exploration isn't strictly an RPG element, but I miss it). But when I play an RPG I do so for several different reasons, and one of those reasons is building my character and progression. If you're going to try and tackle these aspects, I at least expect it to be done right in a meaningful way.

ME1 may not have done them all completely right, but it still managed to allow me to do what I wanted to get the job done, albeit in an awkward and unneccessarily complicated manner that was flawed. ME2 on the other hand just didn't even try most of the time, either pushing the aspect aside entirely or having it mostly done automatically for me in a manner that simply wasn't in any way satisfactory and half the time ends up being the same in the end not only for every playthrough, but likely the same as every other player who ever plays the game. It's not simply because I believe there's an RPG tick-box that needs to be met for the game to work, it's that I actually really enjoy these aspects, and there needs to be balance overall with the systems, as well as freedom in the right places and constriction in the right places too. And as it stands, ME2 is a very schizophrenic game that overall is lumpy in the places it should be flat and flat in the places it should be lumpy, likely due to the shooter aspects pulling everything out of whack. Players are restricted where there should be freedom, and given too much freedom where they should be restricted. The game simply isn't balanced and aligned right and the elements don't work well for what the game is (supposedly) supposed to be. ME1 was somewhat the same, but not as much and in an opposite sense. ME1 I also feel had the balance better and the ideas right, but just the execution wrong, while ME2 is just filled with bad ideas that don't suit the medium.

As for armour: it has absolutely no protection values on it at all, just a bunch of bonus abilities to pick and choose from. Armour is generally something that protects you, and has common "protection" attributes across the board that's common across all armours. I can kind of see why they did it: to stop everybody using the same "best armour pieces" every time, which would kind of defeat the purpose of customisation and all, but there are several ways to avoid this: allow custom external plating to define the look of it seperately from the function of it, and have certain pieces that defend better against biotics better than pure damage or tech, and visa versa. Ditch it being upgraded by the research system beyond basic upgrades... actually, the whole research system needs to be completely reworked as a whole, because it really is the biggest flaw in both the armour and weapons systems because it's too damn simple and easy to upgrade and God-mod every aspect of your character with no-trade off. This is holding back variety, customisation, modding, forcing player choice, omni-tools and biotic amps being items, etc. and is largely responsible for the whole system being so damn linear, shallow and dumbed-down. As I've said, this is a far greater monster than the original's Spectre weapons ever were.

#367
Lumikki

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Yeah, but that's where the problem is, you love RPG so much that I don't think you accept anything else. It's not about, is it done right, it's about is it done as RPG, but in reality not every aspect has to be like RPG. What cause the problem, you want to change "everyting" to RPG, even if there isn't reason for it. You may say that's not true, but look what aspects you have argued in this forum, everytime it's about not enough RPG. Loving RPG is fine, but expecting everyting to be same standard RPG isn't. Becuase that is same as turning hole game to standard RPG. That is not what Mass Effect serie is. I my self like RPG a lot too, but I don't close my eyes for other possibilities. Because standard RPG isn't like God, it self has also alot of bad points too.

Modifié par Lumikki, 06 octobre 2010 - 10:43 .


#368
Terror_K

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Lumikki wrote...

Yeah, but that's where the problem is, you love RPG so much that I don't think you accept anything else. It's not about, is it done right, it's about is it done as RPG, but in reality not every aspect has to be like RPG. What cause the problem, you want to change "everyting" to RPG, even if there isn't reason for it. You may say that's not true, but look what aspects you have argued in this forum, everytime it's about not enough RPG. Loving RPG is fine, but expecting everyting to be same standard RPG isn't. Becuase that is same as turning hole game to standard RPG. That is not what Mass Effect serie is. I my self like RPG a lot too, but I don't close my eyes for other possibilities. Because standard RPG isn't like God, it self has also alot of bad points too.


But the thing is Mass Effect is part RPG. Hell... it's mostly RPG. When one tries to be a particular genre then one has to exhibit certain traits of that genre. You can't just ignore these things. What works best for something is what works best for it, no matter what genre the concept comes from. I love all kinds of genres, even shooters. My favourite game of all time is a pure-class shooter with very few aspects commonly linked to RPGs at all. How many times do I have to say that I don't expect or believe Mass Effect suits being D&D or Baldur's Gate in space before it gets through to you that I realise that the game series isn't meant to be a full-on RPG and don't want it to be? And how many times do I have to point at early ME1 footage to prove what the Mass Effect series was intended to be: you keep saying "that's not what the Mass Effect series is" but all early evidence points to the contrary, and priorites and what Mass Effect was supposed to be seemed to change with ME2. All I'm asking for is consistency and remaining true to the original vision, no matter what the elements are.

And the fact is, having things like a linear and shallow upgrade system wouldn't even be good in a shooter. More forgivable because one isn't necessarily expecting the depth and player choice one does with an RPG, but when one can have choice and depth in the system it's simply going to be better, no matter the genre.

Not all RPG elements are good and suit all RPG games. Having base stats such as Strength, Intelligence, Constitution, etc. would be meaningless in ME1. Having skills such as Swim, Jump, Athletics, etc. are also just as meaningless. But I'm not asking for these: I'm merely asking for the return and continued growth of elements that were already in the original game that are now lost, and elements that suited it. Not just because it was an RPG, but because it was a space exploration game set in an IP that supports these things and has combat elements. It just so happens to be that many of these elements are RPG ones that went the way of the dodo or were made too simple and/or where the control was taken away from me. RPGs generally have more complexity and depth and allow more customisation and player choice than elements of other genres do, so when these are the things I like, these are the things I want to be strong and present when a game is trying to be something like that.

I've admitted several times that ME2 made the right basic choices in some areas, but simply took them too far. Getting rid of junk items and scaling down the inventory and looting was good, but it was taken too far. Replacing stat-based shooting for skill-based shooting was admittedly a better move, but they oversimplified that as well. Cutting down the masses of samey weapons and giving us less that are more unique was a good call, but they took it too far. The list goes on.

When I play a game that is supposed to try and be something, I expect it to have the elements that make it that something. When I play a shooter I expect it to have weapons, and when it does and it claims and purports to be a shooter despite this I'm disappointed. When I play a car racing game and it ends up not actually having any racing at all, I'm disappointed. And when I play an RPG I expect it to have a certain degree of RPG elements, depth, customisation and choice, and when it doesn't I'm disapppointed. It's not about it not meeting my requirements for a game, it's about it meeting the requirements for the type of game it's claiming and putting itself across to be. And when the first game passes and the second fails, I find it hard to swallow that it's my problem and that I was looking at the series completely wrong.

Modifié par Terror_K, 06 octobre 2010 - 11:52 .


#369
Turin_4

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If you don't know what that meant, and consider the word 'algorithms' as being 'technobabble' when discussing hacking, go away and come back when you have a clue.


I know vaguely what the word means, and am aware that it's not actually technobabble in the context, but actually I was accusing you of just throwing it out there in the technobabble sense.  The fact that your comeback was, "Nuh-uh, come back when you've got a clue!" pretty much confirms that I was right.

It shouldn't be neccessary to suspend disbelief regarding something relatively mundane like ammo. There are indeed aspects of ME1 that make more sense in ME2. This is not one of them.


But you did have to in ME1.  Anyone, anytime, instantly, could mod their weapons and armor while in fact carrying around dozesns of sets of weapons and armor anywhere.  Are we going to pretend that didn't require suspension of disbelief, or does the sainted ME1 game not get the same Internet Critic treatment?

Lets try this again. First of all, what is your evidence that there were any Turian ships at all? TIM, whom you know lied. EDI tells you that she knows TIM lied because of the data corruption. If there were actually turian ships, why couldn't the data have been corrupted naturally? She specificly identifies that particular corruption as identifying a fake signal. Second, the Council refuses to go into the Traverse and especially into the Terminus systems due to the risk of another skylian blitz (you remember? Pirates uniting? That thing that you claimed they never do except to go after Shepard chasing a bounty they don't seem to know about?) . We know they will not do so from ME1 and there is no reason to believe they changed their minds in ME2 at all. So what would a Turian patrol be doing there completely against council orders?


At last!  Sound reasoning.  Though you're not trying this 'again', since these things are new coming from you, mostly.

Yes, tIM lied.  That proves...what, exactly?  That he knew the Turians had not sent the distress signal, but the Collectors had.  That's it.  Just imagine, for a moment, Moiaussi, and try to discard your silly notion that tIM is insane for this moment while you're imagining: you've spent an enormous amount of resources on Shepard, the Normandy, its crew, and everything else.  Things are really coming up against the wall, you're running out of time, and you stumble across a Collector ship broadcasting an obviously fake distress call in the middle of nowhere with no signs of anything having happened anywhere near them.

That, to me, would sound like an absurd risk, even in wartime.  It might be what happened, in which case we've got some sloppy writing and darn, but not the end of the world (despite what you Internet critics think).  But it does't seem likely to me, and it's certainly not the only possibility.

Second, do we remember where exactly the 'disabled' Collector ship was when this happened?  I don't.  I remember things being left pretty vague.  tIM says, "Found it, go here," and you do.  Can anyone source it?

TIM would have very good reason to want a lot of things. That does not mean he has them. In fact, you are now saying that instead of having hacked all the FTL com bouys, which are at least relatively remote and unguarded, TIM has hacked Turian central communications and has de facto control of that.


First of all, do you have a source for my saying tIM has hacked all communications everywhere?  No, of course not, because I never said or suggested that.  Never even came close to it.  The closest I did was say it would be something he would want to do.  I'm trying to think of a more charitable word than 'lying' for what you're doing here.

Real-time communication is possible thanks to networks of expensive mass relay comm buoys that can daisy-chain a transmission via lasers.

Comm buoys are maintained in patterns built outward from each mass relay. The buoys are little more than a cluster of primitive, miniature mass relays. Each individual buoy is connected to a partner on another buoy in the network, forming a corridor of low-mass space. Tightbeam communications lasers are piped through these "tubes" of FTL space, allowing virtually instantaneous communication to anywhere on the network. The networks connect across regions by communications lasers through the mass relays.

With this system, the only delay is the light lag between the source or destination and the closest buoy. So long as all parties remain within half a light-second (150,000 km) of buoys, seamless real time communications are possible. Since buoys are maintained in all traveled areas, most enjoy unlimited instant communications. Ships only suffer communications lag when operating off established deep space routes, around uninhabited outer system gas giants, and other unsettled areas.

During wartime, comm buoy networks are the first target of an attack. Once the network is severed, it can take anywhere from weeks to years to get a message out of a contested system. In systems where a buoy network has not yet been built or has been destroyed, rapid communication means ferrying information through high-speed courier ships and unmanned data drones.


tIM wouldn't need to hack everything.  And I have already explained, repeatedly, why the Turian military would be a special target for him to covertly spy on and - in a special Reaper/Collector case - take action about.  Use some damn imagination.

Have you any shred of evidence of any such infiltration and/or hacking?


This question from the guy for whom if pirate ships aren't seen, they don't exist?

ROFL, you think 'algorithm' is 'technobabble' and you are going
to try to lecture me on the nature of communications in a fictional
universe you didn't write? Everything you are suggesting is not exactly
trivial without some form of hands on control. You may end up partially
correct though. If TIM is actually a prothean AI, he might
be able to affect the bouys remotely. But the current consensus doesn't
seem to agree with my speculation in that regard. It is interesting
that you completely dismiss the very concept that it could just have
either been bad writing or just more lies from TIM. It is more
believable to you appearantly that TIM has infiltrated every government
to the point where he can dictate information flow.


No.  I've said it before, jackass, and I'll say it again: what I think happened is that tIM learned of a failed Turian attack, and decided to go for the Collector trap because it's war, and delay the Turian investigation using his tools already in place in Turian military communications.  It would cost him some substantial resources and espionage damage, but it's war.  Every government?  Yeah, I totally said or suggested that somewhere.  Straw men indeed.

#370
Turin_4

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Oh, and as for smudboy and critique. Let's just dispense with that word for what he does. 'Critique' really ought to be a word reserved for people who bring a level of professionalism to bear? Or, barring that, at least class. Not snobs for whom those who disagree are invariably mouth-breathing idiots who can't grasp good writing or 'objective facts' (as though there were some other kind), and whose posts generally drip with sneering disdain.



One way to tell a good critic is that they criticize, but don't try to insult. Can the same truthfully be said of smudboy? Of course not. I don't think even his supporters can say that of him.

#371
smudboy

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Turin_4 wrote...

Oh, and as for smudboy and critique. Let's just dispense with that word for what he does. 'Critique' really ought to be a word reserved for people who bring a level of professionalism to bear? Or, barring that, at least class. Not snobs for whom those who disagree are invariably mouth-breathing idiots who can't grasp good writing or 'objective facts' (as though there were some other kind), and whose posts generally drip with sneering disdain.

One way to tell a good critic is that they criticize, but don't try to insult. Can the same truthfully be said of smudboy? Of course not. I don't think even his supporters can say that of him.


Feel free to poke holes in my critique.  I'm all for it.

I call people idiots when they start up the hate wagon first, or they literally prove themselves to be idiots.  It may not be "good form" to call people as such, but I'm quite good at making observations when objective observations are made, and people literally can't see what's in front of their eyes.

Also when people avoid questions, which you've done.

#372
Turin_4

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Your response pretty much makes my case for me. A good critic? Wouldn't say something such as 'literally prove themselves to be idiots'. He would, y'know, give an example instead of state it as a given, pandering to the audience's ego that, hey, this guy is an idiot, believe me, put yourself up here with me above this idiot and be one of the smart people. It's a transparent appeal to vanity.



As for avoiding questions, I've answered them ad naseum, to the extent I was accused of wall-of-texting. Strange accusation coming from you, though, 'it's not about AI hacking'.

#373
Lumikki

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Terror_K wrote...

But the thing is Mass Effect is part RPG.

We are in loop in our arguments and I not sure if we find out of it.

I've admitted several times that ME2 made the right basic choices in some areas, but simply took them too far. Getting rid of junk items and scaling down the inventory and looting was good, but it was taken too far. Replacing stat-based shooting for skill-based shooting was admittedly a better move, but they oversimplified that as well. Cutting down the masses of samey weapons and giving us less that are more unique was a good call, but they took it too far. The list goes on.

If you say this then act like this in you arguments. Yes, they took it too far as too simple, but the base design  is good.

I understand what you say, but every argument what you do here in forum is about change something in Mass Effect to be more like in RPG. Now is there single thing in Mass Effect what you would leave out of RPG style? You don't even seem to accept TPS combat side as it is, but demand changes to there what are more RPG like. Is that true? Also some RPG elements has negative effect to TPS side too, even without direct connections.

I think, you still think that Mass Effects is full blood RPG. I have allways seen Mass Effect serie as hybrid, but also more fast paged cinematic action game than just RPG with shooter combat. Meaning some RPG elements what you want for ME3, are breaking that cinematic impression, because they are statical or slow.

I don't my self like first person shooters at all, but I'm fine with TPS gameplay. Why? Because fast based action range combat doesn't really work well in RPG combat systems. RPG combat system fits better in tactical and close combat situations.

Yes, I understand what ME2 is lacking as you do too and what ME3 needs more and I agree many of you view points, but not all of them. I agree that ME3 need more RPG. It's just question how it's done where our disagreement exist and this all is comming from out different view point to look the Mass Effect series as what it really is. You view point is too much ME1 and my is maybe too much ME2 (not the too simplifying stuff, but base design).

Maybe we should argue as look more close to game details, than this abstract arguments, because it's possible that we aren't so far in our opinions as we think.

Possible details as what is fine in ME2 and what need to be change to ME3 and how?

1. TPS combat system
In my opinion ME2 did well in this, it need little bit expanding and fixing. Maybe add over heat system in heavy fire rate weapons, like machine guns, assult riffle and some heavy weapons. Also the looting clips should be more realistic, like from bodies. Also I would like smaller target cross. Also DLC "items" should not unbalance main game.

2. Inventory vs research
ME2 did well here too, base idea in here is fine, like finding new technology and turn it to "items". This really cuted off the dublicated and junk items from game what ME1 was full off. Not much to improve here than just add more variety as more different kind of "items".

3. Exploration (vehicle & planets)
In my opinion ME1 did this better. The planet terrain was not so good in many mission for Mako, but Mako it self was fine. Also in ME1 main mission Mako worked fine. Hammerhead was also fine in ME2, but feeled little like some arcade game. ME2 planet mining system was total crap. Exploration need to be in planet surface and players need reason to search someting.

4. Weapon customation and moding
ME2 weapons, because they are "better", feeled better and are different enough. Then add more of them with weapon mods possibility from ME1. Meaning you should be able little customize weapons too as adjust it to some direction or add/expand some feature.

5. Armor customation and moding
ME2 Shepard was fine, maybe moding was little too light weighted and too few base armor choises in main game. How ever, this customation should be in all characters, not just for Shepard. Also armors should be only when combat areas. In places where is no combat, characters should use casual cloths or military uniforms. Customized by style and colors. Modding should be strong enough for player to feel it inside the game.

6. Character progression linear or parallel
Linear progression doesn't really fit well in Mass Effect series, because Shepards background story. So, I suggest more parallel way, meaning Shapard doesn't come so much stronger with skills, powers, items and so on, but playing more increase variety of choises for player. Meaning you learn new ways to do stuff. ME2 progression was too limited (simple) and ME1 progresson was too linear.

7. Impression details
In this my opinion ME1 did better. Sometimes small details like elevator or shuttle entrace or interview with npcs reporter, can increase impression of game world to be alive. How ever, sometimes it did not much matter what you did choose, because end result was allways same. Also sometimes choosing something totally surprice what Shepard sayed, it wasn't what player thinked the choise was.

8. Character skills and powers
Both games sucked in this. ME1 was illusion, just choose few what you needed and you could ignore most other skills. Also ME1 skills and talent system totally destroyed TPS combat side balance. In ME2 they cut most skills off and all not combat related, what created very simple power system. This isn't good, player need more powers and skill, but also so that they have some gameplay meaning. Also turning ammo mods to powers, wasn't so good thing. It's handy, but also limits ammo mods from other classes and make non bionic classes feel like bionic, when it's power. (Impression).

9. Dialog system
I don't have much to say on this, both games worked fine here. I did like more ME2 side, because paragon system, but some others seem to like more persuade system. It's more a taste.  Why I liked ME2 system better? Because it can cause something negative to happen to player because dialog choises from past. ME1 system provided 100% positive result every time.

10. Companion interactions
In my opinion ME1 and ME2 wasn't so good at this. I would actually let this comes from DAO, where companions did they back ground talking more activily. How ever, I don't want too much banter, just enough to keep illusion of companions to be alive. Game focus should never become simulatiting relationships, but as adventure of story. Too much focus in compantion can turn the focus of the game. Like sex, romantic and so on. They should be very small side events, not to become main focus. After player has played, player should remember the main story highlights, not how love they where with some companions.

11. Story and theme
ME1 was better here. ME2 story was too much about companions and too little weight in main story. As for other story aspect as heretic of pass events, I don't really care. Is story new or continue old ones, it has no real meaning for me. How ever, as ME3 will be last of serie, I would suggest end the open questions.

So where we have biggest disagreements?
Did I forgot something important?

Modifié par Lumikki, 06 octobre 2010 - 03:18 .


#374
smudboy

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Turin_4 wrote...

Your response pretty much makes my case for me. A good critic? Wouldn't say something such as 'literally prove themselves to be idiots'. He would, y'know, give an example instead of state it as a given, pandering to the audience's ego that, hey, this guy is an idiot, believe me, put yourself up here with me above this idiot and be one of the smart people. It's a transparent appeal to vanity.

As for avoiding questions, I've answered them ad naseum, to the extent I was accused of wall-of-texting. Strange accusation coming from you, though, 'it's not about AI hacking'.


When I critique, I critique ME2.  Not you.

You literally prove yourself to be an idiot a few pages back, by being unable to answer the question of something coming from nothing, by dodging the question, or simply disregarding it entirely.  This is not a bad thing, mind you, as many people dodge questions.  The best thing you can do is "I do not know", and leave it, because everytime you reply, you're inventing something (like, talking about something else, like ai hacking.)  But you're still here, badgering me.

I'm not here to tell you you're an idiot, nor do I want to.  But if it helps you learn, and see your mistakes, well why not.

You haven't answered how something comes from nothing, that is, how a weapon mod can change the ammunition type of a gun being LESS believable, than pressing a few buttons on a gun as a skill.

#375
tonnactus

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Turin_4 wrote...

3. In what way were weapon powers any 'sillier' than modded ammunition and weapons were in ME1? 



Because not all classes could use all ammo mods.Is there any reason why an engineer,sentinel or adept couldnt use
inferno or cyro ammo?(only the weaker squad versions) Its a dumb restriction without any sense.
There have to be better ways to make a soldier interesting.Exclusive heavy weapon training for example.That would make sense at least.