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


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#401
smudboy

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Turin_4 wrote...

It has everything to do with ammo powers, because you're saying, "It's silly that you can do something to ammunition just by pushing buttons."  Why is it silly that you can do something in ME2 just by pushing buttons?  You can do other much more complicated tasks in ME2 by pushing buttons!

Now that we've established your previous opinion is nonsensical, I can now look at your other -- potentially nonsensical -- reasonings.

Let's see: why is it silly you can do something in ME2 just by pushing buttons?

Because by the very nature of "hacking AI", that is, hacking a computer, involves, well, pushing buttons.  That is, using a computer to send a networking signal to another computer to tell it to do something desirable. That is to say, there are many, many ways to "hack" another computer.

This is quite different from, let's say, flipping a switch, that (now that we at least have a definition of WTF you're talking about) is not only a skill (which I still don't understand) and a physical feature, which only a few people have the skill in, to say, push a button.

I have, repeatedly.  This will be at least the third time now.  One very simple explanation is that experienced weapons specialists use their knowledge and training to switch between modifications - that magic word - they've done on their weapons to go from, say, inferno ammunition and heavy disruptor ammunition at the push of a few buttons.  For someone who lays such a smug claim to criticism, you certainly suffer from a lack of both basic reading comprehension and imagination.

So you're saying all weapons have all modifications?

Modifié par smudboy, 06 octobre 2010 - 08:08 .


#402
Turin_4

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This is not about game play convention. This has nothing to do with the argument.


Of course it does. You've been saying, repeatedly, it's worse than ME1, so we have to look at what was done in ME1 to compare.

Yes, I totally missed this. This is because your reasoning is jumping all over, using examples of other game play mechanics that have no bearing on this discussion. You've also, just here, changed your opinion.


No, I've said many times now that the button-pusying wasn't just button pushing, but that it was executing a series of prepared commands. Over like three pages now.

So you're saying all weapons have all modifications?


The weapons that combat specialists with ammo powers choose to take out out of all the possible weapons from the armory?  Yup.

Modifié par Turin_4, 06 octobre 2010 - 08:17 .


#403
Lumikki

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Moiaussi wrote...

Lumikki wrote...

Of cause there is, physical material doesn't just come from nothing, it has weight and guns have also they weight. You can't carry unlimited amount of ammo material. Without physical material you can't have ammos, you would have laser or energy weapon.


It isn't so much that the guns have infinite ammunition. It is that the ammunition is so small that they functionally have unlimited ammunition. Like it or not that is the lore.

Yeah, but the lore is wrong. Ammo damage what is based physical material can not get pass mass energy relation laws. E = mc^2 , what cause if you make smaller mass (physical material) you amount of energy is also smaller, what means you don't do much damage with smaller amout of material. Ammo damage is based impact energy, where one material collison with other material. (Yeah, I know I did leave the speed out of this, because it's affect to situation is important, but not relative to case what we talk).

If someone say the lore will define situation in this case, that's fine. Because when this happens, there is no point anymore to discuss anything, because it's pure fiction situation without any reality, as same as magic.

Modifié par Lumikki, 06 octobre 2010 - 08:31 .


#404
smudboy

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Turin_4 wrote...

Of course it does. You've been saying, repeatedly, it's worse than ME1, so we have to look at what was done in ME1 to compare.

The idea is worse than in ME1, not the game play mechanic.  Stop talking about the game play mechanic.  It has no bearing on this argument.

No, I've said many times now that the button-pusying wasn't just button pushing, but that it was executing a series of prepared commands. Over like three pages now.

Well you seem to have forgotten to include the part where ammo powers = weapon mods, until just previously.

The weapons that combat specialists with ammo powers choose to take out out of all the possible weapons from the armory?  Yup.

How about people without such weapons that are in the squad that don't have weapon powers?

#405
Turin_4

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Well you seem to have forgotten to include the part where ammo powers = weapon mods, until just previously.




You can say that as many times as you like.

#406
smudboy

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Turin_4 wrote...

Well you seem to have forgotten to include the part where ammo powers = weapon mods, until just previously.


You can say that as many times as you like.


Then please explain to me the difference.

#407
Turin_4

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Right, this again. Like AI Hacking is a skill that comes from
'nothing', right? Like Warp comes from 'nothing'. You cannot just
suspend disbelief far enough to say that, "Hey, these experienced combat
specialists have a skill that permits them to use a little tool that
modifies their weapons and ammunition to do something a bit differently
in a short period of time?"


Smudboy, this is from me, yesterday, pages ago.  It took me about twenty seconds to find it and I didn't even remember exactly when I said it.  I'm not even sure now it's the first time I said it.  So that's what I mean when I say, "You can say this as many times as you like."  You can say, "You just came up with this now," and, "This is a new criticism," but as with everything you and Moiaussi have come up with so far-nothing new under the sun thus far.

Modifié par Turin_4, 07 octobre 2010 - 12:52 .


#408
smudboy

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Turin_4 wrote...


Right, this again. Like AI Hacking is a skill that comes from
'nothing', right? Like Warp comes from 'nothing'. You cannot just
suspend disbelief far enough to say that, "Hey, these experienced combat
specialists have a skill that permits them to use a little tool that
modifies their weapons and ammunition to do something a bit differently
in a short period of time?"


Smudboy, this is from me, yesterday, pages ago.  It took me about twenty seconds to find it and I didn't even remember exactly when I said it.  I'm not even sure now it's the first time I said it.  So that's what I mean when I say, "You can say this as many times as you like."  You can say, "You just came up with this now," and, "This is a new criticism," but as with everything you and Moiaussi have come up with so far-nothing new under the sun thus far.

Ok.

Explain the difference between ammo power and weapon mod, please.

#409
Iakus

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RiouHotaru wrote...

...Whether it's less believeable or not is irrelevant. They couldn't have weapon/ammo mods in this game since they eliminated the ridiculously cumbersome inventory system, and they wanted to retain the ammo types used in the previous game, which we all partook of.

Hence: Ammo Powers.


There's a third option:

Modify the old inventory system.

Make items more rare.  Give players the option to not pick up items.  improve sorting systems.  Make some items purchase-only.

It doesn'thave to be "raining loot" or "no inventory at all"  Only a Sith deals in absolutes. Posted Image

#410
kazaam_shaq

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iakus wrote...

Make items more rare.  Give players the option to not pick up items.  improve sorting systems.  Make some items purchase-only.


I never really minded Mass Effects inventory system all that much, but those would all be great improvements.

#411
Turin_4

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Explain the difference between ammo power and weapon mod, please.


Very little difference, if my very plausible explanation is correct, which transforms your 'critique' into trivial complaints over a very minor change to gameplay for balance.

Make items more rare. Give players the option to not pick up items. improve sorting systems. Make some items purchase-only.


I agree. I would've favored this option, actually-I like inventories. Though I think ammo 'powers' that can be switched in combat are a good idea too-makes combat specialists more flexible relative to other classes. On Insanity, soldier Shep is much more potent when she can switch from Heavy Disruptor assault rifle to inferno or heavy warp sniper rifle and then to assault rifle warp or inferno.  It's sensible that an experienced weapons specialist ought to have that option in combat whereas someone less skillful with weapons would only have, say, the option to have one modification in place, and that's it for the run.  They're locked in until the next time they get access to someone who can work on their weapons in complete safety with an armory and minifacturing.

Modifié par Turin_4, 07 octobre 2010 - 01:22 .


#412
smudboy

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Turin_4 wrote...

Very little difference, if my very plausible explanation is correct, which transforms your 'critique' into trivial complaints over a very minor change to gameplay for balance.

So what's the difference?

#413
Rhomer

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.....Clarify someone which did ME2 feel like, an rpg or a shooter? Because I want an rpg (the very term means to role play) not a heavy shooter which ME2 came dangerously close to becoming isnt that what we want from Bioware is an rpg not a non plot rewarding "Gears Of War" in space clone?

Does anyone have this worry? I hope this can be addressed in the next installment it makes me and a lot of others worried. They even have Dragon Age fans worried with their next game.

Here I'll quote an interview on IGN with a Deus Ex developer
"IGN: I keep thinking back to Bioware, and how with Dragon Age and Mass Effect they're gradually stripping away the less intuitive elements.

JJB: Yeah... I'm not gonna tell you what I really think of them doing that. But there's always a way to make something rather complicated work well. Our game director is a pragmatic, no-bull**** kind of guy and I'm really lucky to be working with him... one of his main skills is to ask what the reason is for something, and then make it usable and understandable."

Yes Bioware thats the best explanation of what your rpg elements and other options should be like "usable and understandable", not stripping away and thus murdering what Fans love. Augment what we have and adapt, yet do not sacrificing too much of what is loved from the Mass Effect series.

Modifié par Rhomer, 07 octobre 2010 - 03:06 .


#414
smudboy

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ME2 is essentially a watered down Gears of War in space.

#415
Rhomer

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smudboy wrote...

ME2 is essentially a watered down Gears of War in space.

*Agreed*

#416
scotchtape622

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smudboy wrote...

ME2 is essentially a watered down Gears of War in space.

Gameplay wise? I suppose, except with some improvements (ability to gear your character is better IMO, then there are of course tech and biotic powers, as well as weapon powers).

I think gameplay-wise, they are pretty close to being equal.

#417
Rhomer

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scotchtape622 wrote...

smudboy wrote...

ME2 is essentially a watered down Gears of War in space.

Gameplay wise? I suppose, except with some improvements (ability to gear your character is better IMO, then there are of course tech and biotic powers, as well as weapon powers).

I think gameplay-wise, they are pretty close to being equal.

I say give us the weapon modifications, some more armor mods, and re-purpose the ammo powers...then we would be getting somewhere.
..I almost forgot...more weapons and the ability to buy them and not have them be ridiculously expensive

Modifié par Rhomer, 07 octobre 2010 - 03:17 .


#418
Iakus

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Rhomer wrote...

.....Clarify someone which did ME2 feel like, an rpg or a shooter? Because I want an rpg (the very term means to role play) not a heavy shooter which ME2 came dangerously close to becoming isnt that what we want from Bioware is an rpg not a non plot rewarding "Gears Of War" in space clone?

Does anyone have this worry? I hope this can be addressed in the next installment it makes me and a lot of others worried. They even have Dragon Age fans worried with their next game.

Here I'll quote an interview on IGN with a Deus Ex developer
"IGN: I keep thinking back to Bioware, and how with Dragon Age and Mass Effect they're gradually stripping away the less intuitive elements.

JJB: Yeah... I'm not gonna tell you what I really think of them doing that. But there's always a way to make something rather complicated work well. Our game director is a pragmatic, no-bull**** kind of guy and I'm really lucky to be working with him... one of his main skills is to ask what the reason is for something, and then make it usable and understandable."

Yes Bioware thats the best explanation of what your rpg elements and other options should be like "usable and understandable", not stripping away and thus murdering what Fans love. Augment what we have and adapt, yet do not sacrificing too much of what is loved from the Mass Effect series.


Is it wrong that I'm more excited about Deus Ex: Human Revolution than I am about ME 3?

#419
brfritos

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Quote: Posted by Murmillos

ME2 is going to be nothing but a "GoW/Halo" shooter based on a angry Renegade space Marine who loves assassins - and humping blue skinned aliens.


Sorry about it, was searching the old forums because my download of Pinnacle Station didn't worked.
All resolved now.
 


:devil:

Modifié par brfritos, 07 octobre 2010 - 04:21 .


#420
Darth Drago

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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.

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)

-First off the thermal clips were nothing but joke. It’s nothing more than a “we’re going all shooter this time so we need to add an ammo system.“ thing. They did nothing to show us that thermal clips were anything but a lame ammo system added to a game that didn’t need an ammo system.

Ask yourself if they act like a ammo system giving you a limited amount of shots per gun or a thermal clip system that cooled the weapon down so you could shoot more?

_____

-Secondly the weapon powers were nothing but flawed. Am I to believe that putting a mod chip or changing the setting on my gun requires special training on par with using a biotic or tech power? I guess Engineers, Adepts and Sentinels are to stupid to use ammo at all since they are the only ones who cant use them at all with out special “bonus” training. Using a mod or changing a setting on your gun to shoot different ammo types should not have been made a class specific “power”.

In ME1 weapon mods were just fine the way they were in my opinion. With the way the weapons were designed with computer chips to control everything and with a modular design it made sense this way. They just needed some tweaking to make them better.

Mass Effect 1:
You could add various mods to do various things to your weapons to suit your needs. It wasn’t uncommon for me to have each weapon set up with a different ammo type to cover a few encounter situations.

No matter what class you played as, Shepard was never to stupid to switch a mod chip in your weapon or armor. Your mods also stayed in the weapons until you changed them, not this crap where your ammo type resets every time you start a new mission or just happen to switch out your heavy weapon or look at a weapons locker.

Mass Effect 2:
Now we no longer get any mods to customize our weapons to our liking. Oh sure we get upgrades we can buy or research but once you do get them your forced to use them. As for ammo mods you can forget about using the one you want to if your not trained to use that “power”. Not a soldier or an infiltrator? Then forget about using disruptor ammo unless you get “special training“. Heaven forbid you choose a class that doesn’t even get a single ammo power.

_____

-The Soldier was special in Mass Effect 1 but like the other classes, got streamlined (or dumbed down if you prefer) to make what Mass Effect 2 what it is.

In ME1 the soldier had access to all weapons, heavy armor and the talents of Fitness to increase your health and Assault Training to increase your damage. A soldier was your basic tank able to take out as much damage as you can dish out yourself, nothing more and nothing less.

In ME2 the solder is no longer anything than a lesser version of his/her former incarnation. You get access to all weapons again but now once you get to the Collector ship any class suddenly can learn how to use any single weapon your not skilled at. With Engineers, Adepts and Sentinels choosing assault rifles along with their heavy pistol and submachine gun make them essentially more powerful than a solder based on weapons alone. Now also toss in on how everyone is given a standard generic armor regardless of class choice and the soldier is now practically a joke class compared to the others. Gone is the designated tank like role.

The only saving grace BioWare gave a soldier is they can open locks and bypass security but then anyone can do that now.

#421
Lunatic LK47

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Darth Drago wrote...

In ME1 weapon mods were just fine the way they were in my opinion. With the way the weapons were designed with computer chips to control everything and with a modular design it made sense this way. They just needed some tweaking to make them better.


Problem is half of the ammo mods are more or less useless (Phasic Rounds, Shredder, Tungsten, Radioactive Rounds, High Explosive Rounds, I'm looking at you.), not to mention the weapon mods are more or less restricted up to the point I had to mod the weapons in a specific pattern. One other thing is I have to deal with a ****ty inventory system where it takes me literally five minutes just to slog through selecting items and installing *ONE MOD* for the item in question.

Example:

Pistol: Kinetic Coil X+ Combat Optics IX or X (whatever is available)
Assault Rifle: Scram Rail X+ Frictionless Materials X
Shotgun: Kinetic Coil X+ Frictionless Materials X
Sniper Rifle: Scram Rail X + Combat optics IX or X , or Kinetic Coil X if I don't have Combat Optics.

Add in the fact I get so many damn copies of the same mod I have more money than Bruce Wayne when selling the excessive loot.

Mass Effect 2:
Now we no longer get any mods to customize our weapons to our liking. Oh sure we get upgrades we can buy or research but once you do get them your forced to use them. As for ammo mods you can forget about using the one you want to if your not trained to use that “power”. Not a soldier or an infiltrator? Then forget about using disruptor ammo unless you get “special training“. Heaven forbid you choose a class that doesn’t even get a single ammo power.


Better than having to spend five minutes modifying each ****ing individual item just to install one measly mod. I want to spend more time on gameplay, not looking at menu screens

-The Soldier was special in Mass Effect 1 but like the other classes, got streamlined (or dumbed down if you prefer) to make what Mass Effect 2 what it is.

In ME1 the soldier had access to all weapons, heavy armor and the talents of Fitness to increase your health and Assault Training to increase your damage. A soldier was your basic tank able to take out as much damage as you can dish out yourself, nothing more and nothing less.


Problem is half of the skill sets were more or less useless, especially when Special Forces operatives like Shepard are already the best of the best. They shouldn't miss the broad side of the barn from the get go considering Special Forces training is very extensive. For the non-weapon skill sets, I only found myself using Charm, Intimidate, Soldier/Shock Trooper, Assault Training, Spectre Training, and Fitness, but I only ended up using Immunity once every single planet on normal. Armor, I found it to be nothing more than a waste of skill points and the trade-off for better damage protection was not worth it (i.e.Slower movement+ Tech/Biotic vulnerability.). As for the weapon skills themselves, sure, you may have access to training all four weapons, sure, but I ended up using 2 in *ALL* of my soldiers (i.e. Assault Rifle and pistol while the Sniper Rifle and Shotguns are collecting dust), just so I could level up Assault Training, Charm, Intimidate, Soldier/Shock Trooper, Spectre Training, and Fitness.

Modifié par Lunatic LK47, 07 octobre 2010 - 05:19 .


#422
RiouHotaru

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Lunatic LK47 wrote...

Problem is half of the ammo mods are more or less useless (Phasic Rounds, Shredder, Tungsten, Radioactive Rounds, High Explosive Rounds, I'm looking at you.), not to mention the weapon mods are more or less restricted up to the point I had to mod the weapons in a specific pattern. One other thing is I have to deal with a ****ty inventory system where it takes me literally five minutes just to slog through selecting items and installing *ONE MOD* for the item in question.

Example:

Pistol: Kinetic Coil X+ Combat Optics IX or X (whatever is available)
Assault Rifle: Scram Rail X+ Frictionless Materials X
Shotgun: Kinetic Coil X+ Frictionless Materials X
Sniper Rifle: Scram Rail X + Combat optics IX or X , or Kinetic Coil X if I don't have Combat Optics.

Add in the fact I get so many damn copies of the same mod I have more money than Bruce Wayne when selling the excessive loot.


Actually, Scram Rail X + Frictionless Materials X on EVERYTHING.  For extra fun, DOUBLE Frictionless Materials X on  Sniper Rifle and it pretty much will never overheat.

#423
Frybread76

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Lunatic LK47 wrote...

Darth Drago wrote...



In ME1 weapon mods were just fine the way they were in my opinion. With the way the weapons were designed with computer chips to control everything and with a modular design it made sense this way. They just needed some tweaking to make them better.


Problem is half of the ammo mods are more or less useless (Phasic Rounds, Shredder, Tungsten, Radioactive Rounds, High Explosive Rounds, I'm looking at you.), not to mention the weapon mods are more or less restricted up to the point I had to mod the weapons in a specific pattern. One other thing is I have to deal with a ****ty inventory system where it takes me literally five minutes just to slog through selecting items and installing *ONE MOD* for the item in question.

Example:

Pistol: Kinetic Coil X+ Combat Optics IX or X (whatever is available)
Assault Rifle: Scram Rail X+ Frictionless Materials X
Shotgun: Kinetic Coil X+ Frictionless Materials X
Sniper Rifle: Scram Rail X + Combat optics IX or X , or Kinetic Coil X if I don't have Combat Optics.

Add in the fact I get so many damn copies of the same mod I have more money than Bruce Wayne when selling the excessive loot.

Mass Effect 2:
Now we no longer get any mods to customize our weapons to our liking. Oh sure we get upgrades we can buy or research but once you do get them your forced to use them. As for ammo mods you can forget about using the one you want to if your not trained to use that “power”. Not a soldier or an infiltrator? Then forget about using disruptor ammo unless you get “special training“. Heaven forbid you choose a class that doesn’t even get a single ammo power.


Better than having to spend five minutes modifying each ****ing individual item just to install one measly mod. I want to spend more time on gameplay, not looking at menu screens

-The Soldier was special in Mass Effect 1 but like the other classes, got streamlined (or dumbed down if you prefer) to make what Mass Effect 2 what it is.

In ME1 the soldier had access to all weapons, heavy armor and the talents of Fitness to increase your health and Assault Training to increase your damage. A soldier was your basic tank able to take out as much damage as you can dish out yourself, nothing more and nothing less.


Problem is half of the skill sets were more or less useless, especially when Special Forces operatives like Shepard are already the best of the best. They shouldn't miss the broad side of the barn from the get go considering Special Forces training is very extensive. For the non-weapon skill sets, I only found myself using Charm, Intimidate, Soldier/Shock Trooper, Assault Training, Spectre Training, and Fitness, but I only ended up using Immunity once every single planet on normal. Armor, I found it to be nothing more than a waste of skill points and the trade-off for better damage protection was not worth it (i.e.Slower movement+ Tech/Biotic vulnerability.). As for the weapon skills themselves, sure, you may have access to training all four weapons, sure, but I ended up using 2 in *ALL* of my soldiers (i.e. Assault Rifle and pistol while the Sniper Rifle and Shotguns are collecting dust), just so I could level up Assault Training, Charm, Intimidate, Soldier/Shock Trooper, Spectre Training, and Fitness.


I actually found it fun using the different mods and seeing what they did on your weapons.

Also, it really sounds like you don't like RPG elements and would be happy if ME3 was a straight third-person shooter without all of those pesky and "useless" elements from ME1.

And, for the 50th time, I don't think anyone wants to bring back the exaxt same inventory system that was in ME1.  A smaller inventory for ME3 is what I want.

Modifié par Frybread76, 07 octobre 2010 - 07:12 .


#424
Terror_K

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[quote]Lumikki wrote...

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?
[/quote]

Sure, let's see where this goes. :)

[quote]
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.[/quote]

Funnily enough this is actually something that needs to have the shooter stuff strengthened as much as the RPG stuff, if not more. The basic premise and idea is fine, but it's not executed particularly well overall compared to something like Gears of War, simply because ME2 fails to really change things up that much. Gears of War managed to actually provide some interesting setpieces, bosses and incorporate puzzles within the shooter combat without deviating too much from it. That's why I think Gears works well, because it manages to keep things different and interesting throughout, while ME2 tends to be the same thing over and over with little change (i.e. find waist-high cover, fight, run until you find next cover area or cut-scene, rinse and repeat). It also didn't help that there were usually few ways to approach a situation, though admittedly the DLCs of Overlord and LotSB managed to feel a little more open and varied and did manage to make combat a little more interesting for the most part, which was nice. I'd like to think it shows that BioWare has learned from the samey combat in the vanilla game and improved on it. I'd also like to see crouch come back, and I actually think regenerating health is a mistake and would prefer the return of medi-gel in full form. They wanted to make combat more intense and dangerous with more enemies and thermal clips, but its completely erased when you can just duck behind something for two seconds and be perfectly fine. I doubt they'll do it though, especially with the way it's been worked into the lore.

[quote]
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".[/quote]

Here I half agree. Good base idea, but awful execution. When I first heard of the research system, I thought it was going to be much better than it turned out to be. I was expecting you'd use it to research new mods and items and that it would take time and you'd have to pick and choose a bit more than you did. As it stands its horrible and game-breaking, IMO. It's just too damn easy to upgrade everything to max with no penalty to the point of God-modding everything. It takes away modding and customisation, and takes away having omni-tools and biotic amps as proper objects any more. It should be more limited  and basically be used to level-up your gear to a degree (i.e. instead of having to find I to X of an item ala ME1, you use the research/upgrade system to merely improve the items) and to create new mods for your items, but not automatically improve all of them without a trade-off or player choice. It's too powerful as it is, and this is something that the player should be more limited with. It doesn't help that players don't even need to pay attention and can just click on things without a thought and make everything they have super-uber-awesome. A good RPG system shouldn't reward those who don't pay attention. Sadly, I get the strong feeling BioWare will ignore this issue and just keep it in, which for me would equal automatic fail as far as I'm concerned. This is one of the factors that needs to be curbed the most in all of ME2.

[quote]
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.[/quote]

The Hammerhead either needs a major overhaul or simply needs to go. Simple as that. It's too gamey, unrealistic and weak and just completely pulls me out of the game with its mere presence. Either overhaul, or give us a new vehicle or upgraded Mako. Sadly BioWare seem committed to The Hammerhead, despite it being far more flawed than The Mako ever was. At the very least we need to be able to save in it and exit/enter it at our leisure, as well as getting a decent HUD.

As for exploration itself, I'd really like to see a good mix of both existing games. Give us a few ME1 style UNC worlds to bring back that epic, desolate loneliness of neverending beauty that feels like truly exploring the unknown and makes the universe feel vast and mostly empty. Give us a few smaller N7 style missions, but this time present them better than just emails and silent Shepard running around with his/her equally silent crew to collect datapads... give us some banter, interesting NPCs and situations and proper set-ups and conclusions (none of the ones in ME2 felt even remotely relevant or important). And finally, give us some larger, more alive and beautifully designed places like the main hub area in the Overlord DLC, where we can drive our vehicle in a beautifully crafted large area, without it seeming overly designed.

[quote]
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.[/quote]

They need to bring back mods... simple as that. Bring back the radar and Combat Sensors. Bring back ammo mods as mods and ditch them as powers (that was a really stupid idea!) and bring us some even deeper and more specific mods, such as scopes for sniper rifles, silencers for heavy pistols, the ability to give a three-round burst ability to a gun that normally doesn't have it, etc. Have mods either buyable or researchable via the research system. We need to be able to modify our guns, not merely upgrade them.

[quote]
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.[/quote]

Armour needs to act like armour again in some way. Some should protect better against damage, while others do against tech or biotics, etc. Helmet toggle needs to come back. ME2 armour pieces was a good idea, and this can basically replace armour modding. Companions need not necessarily have full armour customisation, but they do need armour for battle (as it stands the whole thing makes no sense and breaks more lore and basic realism). Simple solution is to give each companion a set of armour for battle and civvie clothes for The Normandy and non-combat areas (ME1 even kind of did this, where Ashley, Kaiden and Liara would be in civvies aboard The Normandy but in armour when out in the field, and other alien companions had their default ship get-up and their battle get-up). Again, if BioWare thinks fully equipping squaddies clothing is silly, just give them two sets.

And for the love of God... GIVE THEM PROPER HELMETS AND PROPER PROTECTION IN SPACE!!!

[quote]
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.[/quote]

Player progression is something I can ignore, because it's purely a gameplay factor and doesn't interfere or get directly referenced by the narrative, just like leveling up overall.

XP needs to be doled out gradually though... none of this lump sum, "Mission Complete" crap. That BS needs to take a long walk off a short pier... horrible idea.

I always thought that it was a mistake when they halved the level cap (actually a good idea) to also more than half the skills (very bad idea). They should have retained about the same amount of skills to choose from, because this gives the player more options, more builds and means they have to choose how they level-up more carefully. There needs to be more non-combat skills, such as the return of things like First Aid, Decryption and Hacking, etc. Also bring back different armour classes that a Shepard has to train in to gain additional defense, but with benefits for sticking to lighter armours as well (e.g. wearing a heavy armour gives more protection, but reduces speed, with light armour making a player faster but not able to take as many hits, while medium armour is the middle-ground). I hope with ME3 we end up with the Level 60 cap raise and more than merely double the amount of new skills. Skills could also benefit from splitting off before the final point and/or be more varied in how different they are (rather than just being essentially the same, but more damage vs. more enemies hit, or more damage vs. more defense, etc.)

[quote]
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.[/quote]

Yeah, this just needs more polish. Especially with companions. Elevators and decontamination are better than loading screens. Areas in ME2 need to feel bigger, more open and more epic. More like real places, less liked narrow paths designed for a game. Bringing back vehicle sections on main missions could help this (Illium never really felt that large until the car chase in LotSB, for example).

[quote]
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).[/quote]

See what I wrote under "Character progression" for this, as well as my comments in other sections on mods and upgrades. I think those also cover this. I will add that I believe that they need to integrate the combat better with the RPG side of things, as as it stands they're completely removed from each other beyond hurling powers. Biotics need to be un-nerfed... not fully, but more than they are. Shockwave and Pull should do more than make protected enemies do a little jig for two seconds, even if they don't fully work. ME1 biotics were admittedly overly powerful and broken, but ME2 biotics overcompensated for it.

[quote]
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.[/quote]

I don't like how alignment affects conversation choices in ME2: it does so too much, meaning it's hard to create a truly neutral character and kind of forces a player to be either Paragon or Renegade and thus discourages mixing or proper roleplaying. Persuasion should be a proper skill, and not just one linked to an existing combat one either (meaning players need to choose persuasive strength over physical strength and can't as easily have both). There definitely needs to be some more Renegade options that have the better outcome over the Paragon ones, because as it stands it seems the Paragon player gets most of the benefits by a long-shot. A Renegade is supposed to be the one who doesn't mess around and gets the job done, so more should be done to reflect this. Paragons not killing certain people should come back to bite them in the ass again more often than it does (as it stands there's only one real example of this thus far: the blue suns asari merc enroute to finding Samara who feigns being green and ignorant but is a cold-blooded killer who loves it).

I also want to see Paragon and Renegade dialogues sometimes fail, simply because some characters wouldn't react the same to the same situations as others, depending on their personalities. Nothing major and not all the time, but just things that would stop the player maybe getting a small reward or something that would force them to find another means of getting the info they want. For example, a krogan bounty hunter would respond well to a indimidate threat because he'd think you're tough and respect that, but wouldn't open-up to you being overly nice because he'd think you're a pathetic wuss, meaning only Renegades could get what they want out of him and Paragons would need to find another means or look somewhere else or simply miss out. On the other hand, a rescued slave held hostage by batarians would react well to a sympathetic ear and some kindness and give a Paragon some info, while a threat from a Renegade would make him close-off, cower and consider you a cruel bully, meaning a Renegade would have to go elsewhere to get the info. Stuff like that... it adds realism and extra dimensions and playability to the game, rather than just having every single person give in to Shepard using either method.

It'd be nice to also have class-specific dialogue too, but that's more of a bonus than something I feel really needs to be added. For example, a biotic may have extra dialogue options during conversations about biotic implants, or a tech-based Shepard may have extra dialogue when talking about ship repair or omni-tools, while soldiers would know more of Earth military history and about things like Shanxi and The First Contact War/Relay 314 Incident, etc.

[quote]
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.[/quote]

Simply put, ME2 had (generally) better on-ship dialogue with companions, but ME1 was better in the actual field and on sidequests, etc. We need to improve things on both sides for ME3 I feel.

DAO is the right place to look, because it did this really well. I'd like to see banter-trigger points or something much like that in ME3, and hopefully elevators would return. I'd also like to see more observation points, more akin to the ME1 ones where everybody can comment rather than ME2's ones that are limited to character-specific ones. More inter-banter between party members during crucial (and even non-crucial) moments, ala DAO as well (even ME1 did this better and more often, but DAO is the real example of how to do it, with dialogue even differing more depending on the groups you have to make it more personal). I'd like to see character-specific missions at certain locales, so you'd have sidequests that only trigger if you've got the right squaddie there (ala KotOR). I'd also like to see some more conflicts between characters like the Miranda/Jack and Tali/Legion ones now and then, as well as some Shepard-free interactions between squaddies that you witness independently of Shepard's presence, ala KotOR 2 when you returned to the Ebon Hawke now and then (for those against it, just make them skippable with a single-press of the right button. Easy since there's no Shepard dialogue to worry about). Squaddies should be more vocal on sidequests, like they were on ME1 (sometimes they'd even directly involved themselves, e.g. Kaidan and Chairman Burns). They also need to get out of their own little bubbles and acknowledge more of the world around them and others beyond their own issues. Things like Garrus and Ashley/Kaidan acknowledging each other on Horizon, Tali talking more about Legion when you first brought him on, Liara acknowledging Tali and Garrus on Illium, etc. would have just added far more realism and life to things. I also wouldn't mind doing some non-mission, mundane/ordinary things with them. Taking Garrus to visit Dr. Michel on The Citadel to just have a catch-up, taking your love-interest out for a romantic meal, playing a game of future-chess with Thane, etc. would have been really nice. Having a drink with Liara at the end of LotSB touched on this concept, and I'd like to see more. It also gives Shepard a chance to open up and be more human and even flawed, letting that guard down for a moment.

[quote]
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.[/quote]

Agree here. The Collectors should have been the primary focus since they were the Reaper-link, but they felt secondary. On top of that the whole thing felt too far removed from ME1 overall, and factors that seemed important and had weight in the original (e.g. The Alliance, Saving the Council, Being a Spectre, etc.) were made to seem shallow and insignificant in ME2, which was disappointing. Hopefully, in a way, ME3 will help bring these almost completely separate entities in the first games together more. ME2 kind of felt like it diverted off the main track too much, and hopefully ME3 will bring it back on main course. I also hope it's more story driven and more of a mystery ala ME1 than ME2's more character-driven style that has few surprises and you pretty much know where you're going (you're preparing for the ending after all, while with ME1 priorities and what you were doing shifted and changed as the mystery unfolded before you). I suspect it'll actually be somewhat of a mix between both, and with a little DAO as well. It seems ME3 is set up to be the "get everybody on-side for the Reaper invasion, which probably means going to all the species and then doing things for them to gain their trust and collecting a few new allies along the way. But this is just speculation. To be honest, the writing quality is the least of my issues with ME3, because I'm fairly confident they'll at least pull it off. What I actually really hope is that all our choices really do have proper consequences and that we really do get some really varied outcomes, rather than just some slight variations, a few cameos and a whole lotta emails.

[quote]
So where we have biggest disagreements?
Did I forgot something important?
[/quote]

Not sure if you forgot anything. If you can think of something that wasn't covered above in the future, I'll be more than happy to continue to add my two cents.

Modifié par Terror_K, 07 octobre 2010 - 11:09 .


#425
Lunatic LK47

Lunatic LK47
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Frybread76 wrote...

I actually found it fun using the different mods and seeing what they did on your weapons.

Also, it really sounds like you don't like RPG elements and would be happy if ME3 was a straight third-person shooter without all of those pesky and "useless" elements from ME1.


Uh, I got into Mass Effect because I enjoyed KOTOR and Jade Empire, and the fact that this was BioWare's first gaming trilogy and the Western RPG equivalent of Sega's Shenmue, minus the ****ty management with the platform changes screwing over the first-game veterans bent on transfering their data to the sequel. While I somewhat enjoyed the RPG elements, the bad parts of the execution got grating. Inventory= Major league bull***** busy work just because of a cumbersome and clunky system. All of the Playstation 1 Resident Evil games' inventory systems functioned a lot faster than Mass Effect 1. BTW,  your comment still doesn't address the issues that half of the mods or ammo was freaking useless. Tell me with a straight face that you like to install "Energized Plating X" onto your armor if it only added a miniscule "+150 shield points" when I could use that slot for Medical Exoskeleton X, Kinetic Exoskeleton X or a Combat Exoskeleton for my armor? Could you tell me with a straight face that you would actually use ammunition that gives less damage despite better shield penetration? I sure as hell didn't, and found myself using Polonium, Sledgehammer, and Inferno Rounds while using my current mod settings I placed in my previous post. Thanks to Pinnacle Station, I even went far out of my way to make sure that every squad member had the exact same weapons setting and surprisingly the same Spectre X weapons just for the LULZ.

And, for the 50th time, I don't think anyone wants to bring back the exaxt same inventory system that was in ME1.  A smaller inventory for ME3 is what I want.


If it's still going to be the same clunky system except with fewer items, I see almost no point. KOTOR 1's inventory was better than ME1 solely for the organization purposes.

Modifié par Lunatic LK47, 07 octobre 2010 - 09:38 .