[quote]
It just sounds to me like you don't like RPG elements; that you would prefer ME3 to just be a straight-up third-person shooter with the only RPG elements being a few upgradable skills/powers and a dialogue wheel for Paragon, Renegade and "neutral" options.[/quote]
If I hated RPGs, would I be a ****ing BioWare customer? I hated the "traditional" RPGs just for the fact that unless I spent weeks of my entire life learning how to play the damn game, I'm more or less screwed over. KOTOR 1 was actually my first WRPG while I've been stuck on the ****fest games that are JRPGs just because I did not know much about the RPG market and did not have the glory that was the "intranetz" or know about Gamefaqs till 2002. Hell, I never knew about Baldur's Gate until 2005 just because I'm not "teh h@rdC0R3 PC GAMA!"
[quote]Myself, I'd like an inventory with upgrades for armors and weapons. I'd also like to be able to get armors for squad mates so we don't have female characters running around in high heels and skin suits. But that's just me. I'd also like to be able to aquire a much wider range of weapons for each character.[/quote]
I wouldn't have a problem with inventory if it wasn't too ****ing clunky. KOTOR 1 was miles better in this department. Have a duplicate item? It ****ing stacks instead of you having to scroll through hundreds of items just to fish out the weapon/armor/grenade mod you want.
[quote]And just because you think that "half the ammo mods are freaking useless" in ME1 doesn't mean they would have to be useless in ME3. Just like the inventory, Bioware could improve the mods for weapons and armors to be more effective.[/quote]
What the hell could they improve if they only brought in the ME1 items? I only found myself using three ammo mods for every single squadmate and every single character I created. Sledgehammer IX or X, Inferno IX or X, or Polonium VII. The others are already collecting dust in a vendor's basement.
[quote]Whitering wrote...
Thanks for changing the inventory system but the
armor offerings were underwhelming. I stayed in the same armor all game
through every replay because we couldn't disappear the damn helmets from
the other armors...[/quote]
Now that you mention it, I love the fact that the N7 is modular, but I agree with the problems that the current armor system has. Almost none of the buffs really made much of a difference, despite the percentage damage. Who in their right mind would want to buy a "5% boost?" I endup more or less just sticking with the default N7 armor just because of the aesthetic appeal.
[quote]P3G4SU5
Energized Plating X reduces damage taken by 23%, I believe you were
thinking of Shield Interface X which increases shields by 160. You seem
to be judging the usefulness of mods simply by which is the best, not on
what parts you have available at a given time in your play through.
Sure you might have used Shield Interface X if you didn't have Medical
Exoskeleton X, Kinetic Exoskeleton X or a Combat Exoskeleton. Having the
player become more powerful is a basic part of any game. One aspect of
this is in ME were the modifications you find as you progressed and
gained access to increasingly more powerful parts. The point was not to
have over powerful mods available from the beginning, hence you may well
choose to use alternative parts which serve you better until you
acquire the most advanced components. You're also overlooking the fact
that people play with different play styles e.g. people may actually
prefer increased shields so that they don't lose shields in the first
place and therefore not need to regenerate any health at all using Medical Interface X.[/quote]
I'm not denying what you're saying, but I never found myself using Shield Interface/Energized Plating *AT ALL*, even long before I got the other mods in question (Always going by "Energized Weave/Kinetic Buffer/Exoskeleton" first chance I got.). I go by whatever has more beneficial features. I would not even use items that would say "This mod can boost you up in attribute A, but screws you over in B, C, and D." I would only go with whatever has more plus symbols than minus symbols. The only exception to the rule I have is Scram Rail for the rifles, just because the particular upgrade make more sense for those two weapons, and not the shotguns and pistols. For the assault rifle front, I already have Frictionless Materials X negating the negative aspects of Scram Rail for the Assault Rifles. As for the Sniper Rifles, at least it will give me more damage, not to mention they were meant for "two shots, two kills."
Regarding the skill-building: On the other hand, we're already playing as an elite soldier who should
have been proficient with *weapons training from the get-go.*
If Shepard were just a lowly grunt who got out of military training, I'd be more accepting of that. Considering how Mass Effect was designed primarily around gunfights,
Adepts got the shortest end of the stick in ME1 since you already had to
waste 8 skill points in Armor just to get access to pistols (points
which were better spent on any of the biotic powers, charm, or
intimidate, not to mention you were automatically screwed over if the
enemies spammed Damping and Sabotage on you) Certain skills such as
Decryption/Electronics/Biotic powers: I can
see the reason behind leveling up those skills, but weapon skills were
more or less a waste of skill points that could have been spent
elsewhere.
[quote]All
of the ammo types in ME had their uses, you just had to experiment a
little to discover what the optimum mod configuration was for a given
weapon.[/quote]
I did experiment in my first few playthroughs, but even then I was selective with what ammo I was going to use. First run was purely Shredder and Tungsten rounds, but the inventory became too much of a pain in the ass for me to bother in subsequent playthroughs. I ended up just sticking with Polonium Rounds for my other playthroughs until I found out that the debuffs for Inferno Rounds only affect the targets and not the user (I blame this confusion on ****ty explanation in the item description). Sledgehammer ends up being the lesser of three evils in between High Explosive Rounds and Snowblind Rounds just because of the toxin damage and supposed stopping power, which is meant for Assault Rifles than anything else.
[quote]The
inventory system from ME needed to be streamlined, not gutted from the
game. The research/salvage system in ME2 is alright, but it is no
susbstitute for the ablility in ME to customize weapons. The research in
ME2 consists of upgrades which simply improve weapon/biotic/tech
abilities, giving increased damage, thermal clip capacity (another
dubious concept once you think about it) etc.. There are no options to
actually customize the weapons
to personalise how you want to apply them in combat. Gone are the many
ammo types (along with the ability for all classes to use them) and
cooling, damage, recoil and accuracy modifiers. All of these options
enabled players to play in their own unique style, but they all became
casualties of the scrapped inventory system.[/quote]
[quote]The main complaint
with the ME inventory was the time drain whilst sorting through
inventory items. Instead of abandoning the concept entirely, Bioware
could have done a number of things to massively improve the player
experience of the inventory system. This includes:
Reducing the number of items that could be held in the inventory.[/quote]
You would still run into the same problem regardless. You'd be more or less encountering this 5X faster than earlier depending on how many items you are allowed to carry, and this is coming from a "pack-rat" player like myself.
[quote]Allowing
only one gun of each type to be carried (if a player picks up another
weapon of the same type, they are switched. This means the player is no
longer the walking arms dealer carrying entire ranges of armaments from
different manufacturers).[/quote]
Not sure how well this is going to work. All of the guns more or less function exactly the same as each other. For example, I only found myself using either Stinger/Raikou pistols and Tsunami/Raptor/Thunder assault rifles long before I got Spectre weapons while the others are treated like the red-head bastard step-child in the vendor or as omni-gel.
[quote] Reducing
the number of tiers for items. Reducing the I-X tiers to simply I-V
would have massively reduced the number of items that could be
accumulated. Also it would be much easier for the player to quickly
assess the items they have and identify unwanted, inferior items. In
addition, this would have given Bioware more time to focus more on the
model design and texture work of the smaller range of armors and
weapons, and enabled them to make them more distinctive than the same
reused models and textures seen in ME.[/quote]
I'd agree in this department.
[quote]Reducing/removing the ability to salvage the inventories of defeated enemies.[/quote]
I'd agree, but the question is how much reduction we're going to get. The last thing we need is MMO-caliber farming just to get whatever lootable item we want (i.e. "Low drop rate unless you spend five hours in the same area doing the save/reload glitch if "random loot" is on.)
[quote]Restricting armor acquisition to purchases in shops and (perhaps) rare
pickups in crates. It made no sense to kill an enemy by bypassing his
shields and piercing his armor with scores of holes from your weapon of
choice and then picking it up and wearing it yourself moments
afterwards. [/quote]
I'm a bit torn on this one. While I see the logic behind it, the problem is the armor loot is extremely randomized up to the point that looting might be the only option unless we spend more than five hours doing the "save/load" trick at each vendor, and even that gets tedious (I end up more or less getting the default armors for the aliens, save for Tali, who automatically gets the Collosus X armor, the Armax Predator and Medium Colossus armor for my main squadmates)
[quote]Introducing a storage container of some description, where items of interest could be stored until desired in the future.[/quote]
KOTOR 1 did this right. How the hell this was absent in ME1 is beyond me.
[quote]A "Sell all unequipped items" button to quickly and easily dispose of excess unwanted items when speaking to vendors.[/quote]
A nice compromise. Should have been in ME1 to begin with.
Modifié par Lunatic LK47, 08 octobre 2010 - 06:18 .