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My Idea of the Perfect ME3


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#1
Terror_K

Terror_K
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Okay... I'm going to try and come up with that I would feel would be the perfect ME3 here. This isn't an attempt to merely make the game completely perfect for me either, but to try and make better than both previous versions in a manner I believe would be realistic and stick to what I perceive to be overall vision and style of Mass Effect, and overall not deviating too much from what we've got thus far. There's probably a few things I've missed or forgotten since I've been thinking about this for a while and only just jotted them down in a text file. I'd also like to think that these suggestions would be things that wouldn't just suit me, but a good deal of other ME fans as well. Many of them are things I've seen and liked in other games, compromises between ME1 and ME2 systems and even things I've seen other people suggest (and fully credit to those that have).

So, I'll post them here for you all to read... basically to give you my two cents, and then any of you can add your two cents if you like, and perhaps suggest some additions, changes and rethinking on the subject and perhaps compromises or alternatives or tweaks or other things can be suggested as well. I'd like to think with some work and ideas and throwing some concepts around we may just be able to create something that could be enjoyed by a lot of fans, be they fans more of ME1, more of ME2 or fans of both who simply think things could be done a little better.

Anyway... here goes:-

- Updated/Edited on 24th December, 2010

PRESENTATION

* Get back to the pseudo 80's sci-fi roots of ME1; less of the modern Hollywood approach of ME2.
* Bring back larger areas if possible. Find a way to cheat it if need be if framerates can be an issue. Adding vehicle sections or things such as the Illium car chase in LotSB can help make places seem bigger for instance. Elevators couldn't hurt, so long as they weren't too slow. Transition cutscenes perhaps, where you may see Shepard walking and talking with somebody as the next area loads.
* Places need to feel more open and branch out more than they did in ME2. Have multiple routes, and bits that lead you off elsewhere.
* I can't stress this one enough: give us proper combat and space capable outfits on people. No more having people run around in their civvies yet somehow getting the full benefits of kinetic shields and medi-gel dispensers. No more running around in dangerous environments affected by pressure, vaccuum, toxins, extreme temperatures, etc. with skin exposed and only a breather mask on, etc. It's stupid and shatters believability, pulling you right out of the experience. It's not cool, it's pathetic and moronic.
* A Fallout/DAO series of summary screens post-ending outlining how your Shepard had a mass effect (sorry... couldn't help myself) on others would be nice too... just FYI. It'd be a nice way to really cap off the trilogy and let you see where your choices led beyond the games.
* No more one-piece armours without removable helmets. A helmet toggle option and/or a DAO style cinematic removal of helmets (except when it makes sense to have them on). I'd personally prefer just the former really, so one can have the bonus the helmet of choice gives you along with the option of whether you see it or not, but so that it appears when it needs to. That's pretty much what it was in ME1 after all.
* No more "Mission Complete" screens. Main missions should be summarised via discussing them on The Normandy with your crew, more akin to ME1, and then XP given out just after this for the mission. XP should also --as before-- be gained gradually and for your deeds in a clear, concise manner rather than as a meaningless lump sum with no context.
* Bring back elevators if possible instead of loading screens. This could also help make areas seem larger without them being larger if done right.
* Change the HUD back to something more like ME1's HUD, or something new. The current one is too vague and unclear. Bring back the radar and/or mini-map too.
* Get rid of ammo-powers, the concept is stupid and makes no sense. Make them mods again like they were originally.
* If we're going to have The Hammerhead (I'd prefer not personally... awful vehicle) or some kind of vehicle, we need the following: a proper HUD (along with shields, a health bar and radar), the ability to save in it and the ability to exit and enter when we like.
* No multiplayer. Just... just no.
* Bring back the more sensual yet tasteful love scenes of ME1 rather than the tacky, cheesy dry-humping stylings of ME2. They just make it look like despite winning the battle against Fox on every level that BioWare lost the war by just caving to nothing.
* If you're going to have a 15-minute opening to the game at least make the cinematic stuff skippable. And preferably give us the ability to alter our character before said scene in either case. Which leads to...
* A better character creator. The main thing we need is the ability to view our Shepard from a good three-quarter angle; the limitations to straight-on and mosty-profile on either side just aren't enough to get a good look at your Shepard, especially when the lighting in the creator is iffy too and tends to shadow the face a lot. In ME1 I constantly had to create a character, sit through the opening on The Normandy up until landing on Eden Prime and then go back and constantly tweak while noting down the sliders. In ME2 this would be even worse with its aforementioned unskippable 15-minute opening (thankfully I always import). Having some better angles would help greatly, as would the ability to get facial codes and tweak import faces instead of them merely resetting in both cases.
* Day/night cycles in some places would be good. Not necessarily proper cycles, but at least the chance for a regular place to perhaps be either night or day, or somewhere between (dusk, sunrise, raining, etc.). Different NPCs could cycle depending on the time of day.

COMPANIONS

* Companions should have friendship paths as well as romance ones, allowing them to open up even when they aren't romantically linked with you (e.g. how Jack's full story isn't seen unless you're a male who romances her).
* More dialogue on missions. I'd suggest a mix of things for this. Have it so you can interact with them on-mission ala ME1, and bring back the ME1 style observation places, though more in the style of the interactive ME2 ones over the proximity + "make interesting noise" ME1 ones. Have it so they have a few phrases about each major place. Have Dragon Age Origins style trigger points. Even a few small elevators convos here and there.
* Have certain quests that only open up when you take a character to a certain location, somewhat akin to KotOR. For example, if you go to Palaven and have Garrus with you a little quest opens up.
* Have some conversations between characters now and then, even sometimes without Shepard there. Have them somewhat like KotOR 2 whereby you return to The Normandy from a mission and before resuming on the ship you see the odd little cutscene between two companions, sometimes related to Shepard, sometimes not. Have these things skippable for those who don't want to see them.
* Companions should weigh in more on quests and interact with each other based on your combinations as well as Shepard. Again, look to DAO for how to do this well. Even little things such as acknowledgement of the other companion can make a big difference (i.e. instead of simply saying "I think we should side with them on this, Shepard" have them say, "I agree with Garrus, we should join these people for this.")
* Give companions both a civilian outfit and a combat outfit, just like Shepard (and like they sort of did in ME1). This eliminates the issue of them still having unique clothing while being able to go on dangerous missions without it seeming universe-shatteringly stupid. When more than half of the time you talk to them they're on the ship anyway, what's the real point in avoiding giving them armour to make them special. Besides, you can just give them their own special armour if we're still not going to be able to alter their outfits. That said...
* Bring back being able to alter their outfits. Maybe not loads of options. Even just a colour and pattern choice would be nice. That said, I'd be happy enough with just the above option of two outfits. Seriously... just eliminate the whole "running around in combat and dangerous environments unprotected in mere clothing" and I'll be happy enough merely with that.
* A few "this or that" companions would be nice in ME3. i.e. you can either have this companion, or that one, but not both. Playing as one of them, if only briefly, would be cool too. For example, you have to split into two teams and at one point you control Shepard and his/her team while at another point you control the second team.
* Companion loyalty needs to be more than just a binary state of either loyal or not. There should be a level of trust each companion has for Shepard. These, IMO, should also vary depending on who they are as well as what you do, and their past with you. For instance, if Garrus and Tali were in ME3 they'd automatically have a really high level of trust automatically, but it would be even higher if you got their loyalty in ME2 and even higher again if you'd done their ME1 quests (Dr. Saleon and Geth Data respectively) and yet even higher if you'd romanced either of them. Beyond romance interests, the next highest would be those from ME2 you gained the loyalty of, then the likes of Kaidan/Ashley and then those who survived ME2 but you didn't get loyalty for, then newbies for ME3 (unless they were knew as squaddies but not new as characters, such as Anderson, Shiala, etc. who would get a little more loyalty, depending on circumstances). Note: This is only if loyalty needs to be a factor for ME3. If not, just don't have it, unless having it unlocks some bonus.
* Remember how with Kaidan or Ashley you could ask them "what's your opinion of the last mission?" after each main quest? Let's have that back, but for every companion. It would also be nice if companions commented on each other as they joined, so you could have a "what do you thing of X?" type query as well.
* I'd like to be able to take my love interest someplace nice. Out to dinner at a fancy resturant or something. Overall there should be a few more "mundane" things to do for Shepard to let down his/her hair more often. One could make things interesting by having things happen during these moments. For example, having dinner with your LI on The Citadel draws the attention of Emily Wong (or another reporter) who begins to not only interview you but ask questions about who your special someone is, putting you on the spot while they're right there.

DIALOGUE

* Have certain situations where Charm and Intimidate aren't always the "win" button. Have it so that while you pass it doesn't always lead to the same general outcome. Have it so that some NPCs react more favourably to one over the other, and visa versa. For example, a krogan bounty hunter would see an Intimidate response as you being strong and respect that, while mere words and a kinder, friendlier approach he may see as weakness. On the other side of things, a human enslaved by some batarians would react well to a kind word, but think somebody who is intimidating is a bully and close off.
* Dialogue choices related more to both your backgrounds, as well as your class. Shepard has a pre-service history and his/her claim to fame so it would be nice to have these referenced a little more now and then.
* Dialogue choices related to your class. Perhaps an Adept would know something about biotics another class wouldn't, while an Engineer would know about mechanics and electronics and a Soldier may know more history about Earth conflicts, including The First Contact war.
* More Paragon choices should blow up in your face. While they net you the Paragon points and give a generally better outcome initially, have them so that down the line one or two may actually lead to a lesser outcome. For example, letting a criminal live and sent off with a warning is generally more Paragon and simply executing them, but then perhaps the criminal doesn't listen and causes some problems for people down the road.

COMBAT

* Bring back crouch.
* Keep universal cooldowns, but limit them to whatever type they are. i.e. a biotic attack affects only biotic powers, a tech ability affects only tech abilities, etc. Cooldowns need to be a little slower too; as it stands, it's barely offline long enough to make a difference.
* Thermal clips. IMO the damage has already been done here, but some can be saved if the universe starts to actually see how backwards things are and decides to incorporate a hybrid system.
* Not a fan of being forced to use weapons I don't want to. Either allow us to slot a particular gun type with nothing, or instead of limiting us to carrying one of each type simply give us a limited amount of areas to carry the weapons and allow us to carry what we want out of what's possible. If I can use shotguns, I should be able to carry two of them at the expense of another weapon if I like, or none of I prefer Pistols and SMGs. Though I'd advise that the hip slot should always only be able to carry a pistol... maybe an SMG.
* Use combat more to the advantage to create interesting situations and puzzles without deviating too far away from the main gameplay. Haestrom did this a little with its intense heat, and beyond that some of the gimmicks in some of the N7 missions (see below for more on that) could be better used as part of something larger in a main quest. Beyond that, look at Gears of War for inspiration on how to do this.

NON-COMBAT GAMEPLAY

* Bring back Hacking and Decrypting as skills for tech-based classes. That said, to counter the issue of needing a tech to do these things, give alternatives to other classes. Give soldiers a bash attack and biotics a biotic pulse for containers, at the risk of damaging contents. Beyond this make the timer slower for tech-based classes with less objects to deal with, simply making it faster and simpler for them.
* Compromise for Hacking and Decrypting, bringing it back without restrictive yet still making it effective:- you still no longer need the skills of Decryption or Hacking in order to decrypt or hack something so you don't need a tech-based class with you everywhere. However, rather than needing them, how about the following:-
* We make the games a little more challenging and time-dependent than they were in ME2, but not too much so.
* We bring back various levels of difficulty for Decryption and Hacking: Easy, Medium and Hard.
* Any class can decrypt or hack, but the difficulty of the block determines how many things you have to get and the time you're given. For example, with Easy Hacks you have to find 3 pieces of code in a fairly long length of time, while Medium is 4 pieces with slightly less time and Hard is 5 pieces with slightly less again. Decryption would be connecting 4 nodes for Easy, Medium 7 nodes and Hard 10 nodes, etc.
* Tech classes get the options of getting the skills Decryption and Hacking, which...
* In the first tier give you more time to complete a decryption/hack attempt.
* In the second tier give you automatic access to any Easy level decryptions/hacks (i.e. you don't need to play the mini-game at all) and all Mediums become Easy and Hards become Medium.
* In the third tier give you automatic Medium Level decryptions/hacks and High Levels become Easy.
* In the forth tier either gives you automatic access to any Hard Level decryptions/hacks (thus never needing to play the mini-games again) or a time increase and bonus to enemy hacking or increased credit gain.
* Bring back armour classes similar to ME1, but give them additional pros and cons. Heavier armour protects more, but at the cost of speed and weapon-switching time, while light armour offers less protection but makes you faster. Medium armour is the middle ground. Don't make players find different kinds, simply let the player choose in their customisation which type you want of the three. Keep it class restricted ala ME1, though allow other classes not capable of wearing heavy be able to buy the ability as training using credits.
* Above concept of bringing back armour classes revised to the following: Instead of having armour classes, have different armour pieces that reflect the difference. For example, some pieces will provide greater protection against damage, but because they're thicker they'd restrict movement slightly. Other lighter materials wouldn't protect as much, but actually provide more mobility and thus make you run and change weapons slightly faster at the cost of being slightly more vulnerable. It's up to the player how they mix and match these armour pieces and upgrades and not class restricted that way, while still adding depth and choice as well as limitations.
* Skill trees should branch off into two more diverse paths about halfway through, rather than at the very end branching off to two barely-different alternatives. For example, a biotic attack called Biotic Wave that is a simple shot of biotic energy to do small damage could split off into Shockwave and Biotic Orb, while another biotic power could split into either Lift or Pull. The player should then also be able to travel down both paths if they like, but at the cost of more points.
* Planet exploration should return. I'd doubt they'd go back to The Mako, though I would prefer it. The Hammerhead either needs a massive overhaul or needs to go; we need a proper exploration vehicle that's also combat capable that would make sense, not a zippy little platforming thing designed specifically for arcadey little games on overly designed worlds. If the UNC worlds were fewer and weren't as steep and had more intersting content on them I don't see The Mako being too much of an issue: just tweak the suspension and overall bounciness a little and it should be fine. In either case, be they UNC worlds or something akin to Overlord's main hub area or some of both, we need some proper exploration back.
* Planet scanning. Here to stay I believe. If that's the case, it needs some tweaking, though I was never as bothered by it as most were to be honest (funnily enough, considering how much of ME2 I didn't like). I'm not sure what exactly needs done here. Make it too easy and it becomes pointless... too hard and/or repetitive and it becomes annoying.
* There needs to be better mini-games overall. The current ones are too simple, even without making the timer slower later on with the upgrade. Alpha Protocol had some good examples of how to do this as its hacking, decryption and unlocking mini-games were all better done: not too easy or long, but also just challenging enough to make them not a cake walk.
* The Renegade isn't supposed to just be a jerkwad, he's supposed to be the one who does what needs to be done to get the job done as fast as possible. This somehow needs to be reflected more and better.
* Persuasion needs to be done better in ME3 than it was in ME2, which discouraged proper roleplaying by having your level of Paragon/Renegade determining your ability to perform said actions and beyond that only tied it into a combat skill with persuasion stuff tacked on, which resulted in players often either having to be pure Paragon or Renegade or suffer not having the points to perform actions, discouraging more neutral players and those who liked to mix and match. Either return the separate Charm/Intimidate skills ala ME1, or (preferably) have a single Persuasion skill that the player must invest points in to perform either action.

INVENTORY AND ITEMS

* An inventory system doesn't need to come back, but there does need to be more inventory and more meaningful inventory overall.
* More weapons overall. ME1 had too many, ME2 far too few. If we had all the ME2 DLC items along with all the ME2 items in ME3 it would be about right, so I pretty much suggest that.
* Visible stats on weapons and armour. Simple as that.
* Armour should act like armour again. As it stands it doesn't even protect, and is more akin to wearing a bunch of rings or amulets rather than armour. To avoid the whole "but I'm forced to wear a style I dislike for max protection" just make sure that the outer plates are customisible and that it's the underlay and material that determines the protection.
* Bring back weapon mods. Not necessarily all the same ones as in ME1, but in some form. I'd like to see things like Combat Optics back though, but other things such as laser sights, scopes, thermal clip storage, etc. as well. Could be bought, found or created. These need to be limited so the player has to choose and can't just slot everything, so as to avoid...
* The research/upgrade system. Should remain, but needs an overhaul. Should no longer be able to upgrade everything to max any more as this is basically God-modding. This is how guns should basically be leveled (i.e. instead of having tiers I to X ala ME1, you upgrade from I to X using research, and only have to once for each type of weapon). Use this to make mods for weapons and armour.
* Bring back omni-tools and biotic amps. Have fewer of them, but have each one different in its benefits and weaknesses. Faster cooldown for less damage, or more damage for slower cooldown, or a more balanced one, etc. No one should be clearly superior to the others. These should also be able to be upgraded via the research system. Perhaps a single, specific boosting mod could go into each one too.
* The Normandy. More sprucing up would be nice, though I'd like to see this not as high a priority as it was in ME2. If you have the time things like "trophies" and other momentos from certain missions to keep in your quarters would be good. Beyond this, I'd also like to de-Cerberize it in ME3 if possible. Let me give the SR2 a more SR1 style paintjob, or even something more independent. I just want rid of the Cerberus decals in some way now.

MAIN QUESTS + STORY/NARRATIVE

* This is the main one: More meaningful consequences. Make my decisions actually feel important. Real, different outcomes too, none of these weak substitutes where the outcome is basically the same and only the character changes or one or two pieces of dialogue change, but the rest is identical. The Council decision should have changed Council space a lot, but didn't. Wrex being or not being on Tuchanka should have greatly changed it, but it didn't. Kaidan or Ashley surviving should have changed more than simply who met you on Horizon, but it didn't. I believe the point is made.
* Councilor Udina is canon. Please at least give some kind of explanation for those of us who chose Anderson beyond a forced retcon. Have the rest of The Council demote him or the Alliance ask him to step aside for Udina because they feel Udina better represnts them or something... just don't leave it like it is now with nothing else.
* More alternate branches on quests as a whole. Noveria in the original game is the example of how to do this: half a dozen ways to get the garage pass at Port Hanshan, then other alternatives at Peak 15 itself. ME2's quests were too linear beyond the odd dialogue choice towards the end and pretty much always ended in the same result... ME3 needs more choices, more alternatives and more outcomes. Relating to my notes above in the DIALOGUE section, there could be different paths for Paragons and Renegades even.
* Narrative reasons to do sidequests, particularly if this is another "race against time" style story. Give us a natural pause in the narrative where somebody says to you "before you proceed it'll take some time to do this" or something, then the player can choose to either skip straight to the next day (or week, or whatever) or use the time to go and do sidequests. This way the flow of the narrative isn't interrupted for those who want a logical reason to do sidequests, while those who don't and just want to get on with it can, but can always do sidequests later too if they so chose.
* If this is a "race against time" story reflect that more some how. Make things harder for players who do more sidequests before the final part by having more enemies because they've had more time to gather their forces, or have more worlds fall to The Reapers if you take too long or something. If the game is open-ended and you provide the right narrative reasons to do sidequests and the player chooses to go about things smartly then they should still be able to do everything without being too punished. We saw a little of this with you wasting time after the crew had been taken in ME2, so it would be nice to see more along these lines.
* Like ME2, I'd like the game to be open-ended if possible, so you can play after the credits. Not just for DLC purposes, but for special post-game content you can only get after the main story is complete. Things like news reports on your exploits, people acknowledging them via dialogue. I'd also like to steal an idea from Oblivion: the statue you get of yourself based on your actual character. A statue of Shepard should appear on The Presidium or somewhere else at the end of it all, based on your own Shepard's face and armour and everything.
* Many of us want the old ME1 style post-missing briefings/discussions with the crew again, and several of us want Mission Complete screens gone too. With that in mind, how about the following: at the end of a mission instead of getting a mission complete screen you can return to the Normandy. Perhaps a squaddie will comment on whether you want to contact Joker or whatever to return at the end of it all and you can choose whether to or not, and then click on said squaddie again (or on a particular terminal) to go back when you choose. Upon returning to the ship, you see yourself sitting in the briefing room with your squad. You then (if you wish) go over the mission with them in order to make a report or summarise, for whatever reason. You do this by asking them their opinions on how things went. All your crew is there, but it's the ones you took with you who give the most feedback (if others feel strongly about a particular situation they may make the odd comment here and there too). As they go over key points of the mission as they observed them, and as each point is brought up through dialogue you see a counter appear at the bottom of the screen which shows your XP and ticks up with every point brought up, finally accumulating in your total XP as Shepard summarises at the end to give you your overall total. This manages to do several things: 1) It gives XP context and meaning by illustrating where and how you earned it. 2) It restores the missed post-mission debriefing stuff from ME1. 3) It also brings back the whole "what's your opinion of the last mission?" style companion dialogue Ashley and Kaidan used to have after each main mission. 4) It gives you not only more companion content/dialogue and ties them more to both the game and the missions themselves, but also gives you another window into their opinions of you and your actions, sometimes even from those who aren't there with you as you get to see their reactions to the recent events. 5) It gets rid of a static and suddenly "Mission Complete" screen by integrating it naturally into the narrative. 6) It gets rid of the forcing of the player to return to the ship. 7) It's completely optional, so Shepard can just opt to skip the summary for players who don't care and want to get on with it, in which case the lump sum is simply displayed before everybody is dismissed.

SIDE QUESTS

* Side quests are side quests for a reason: to get us away from the main story for a little while. Have less ones related to the main quest and more independent ones if possible.
* Less fetch quests, or more involved ones. For example, Rupert's ingredients quest would have been more involved and deeper if there were more things to get from it, such as perhaps getting quarian food for Tali from The Migrant Fleet or krogan chow from Tuchanka as well, etc.
* Sidequests should have more unique areas rather than have us trip over the items related to them as we go on our journey anyway. For example, the quest on Tuchanka for the krogan mechanic had us trip over what he needed on Mordin's loyalty quest. Same goes for the Salarian data and the missing trinkets on Illium. If we're going to get sidequests at least have them take more of an effort to do. Make us go off-world for them, or at least have to divert somewhere we wouldn't naturally go perhaps. Compare the aforementioned ones to the optional Zhu's Hope stuff that actually had you go to a separate area off the beaten path of the main quest.
* Locations: I'd like a mix of a few ME1 style UNC worlds, a few ME2 style N7 worlds and a few Overlord main hub style worlds. ME2 missed out on that feeling of lonely, desolate, unexplored vastness that had an impressive, quaint beauty to it that the UNC worlds gave us and this made the universe feel small and populated. N7 missions were better designed, but a little too much so, feeling over-designed, small and this made the universe in ME2 feel even smaller again. Overlord's area felt like a good blend of the two, but some areas still should feel more compact and others more empty, hence why a mix of all three would fit best, IMO. Having a mix would eliminate most of the issues each style had too, UNC planets not being so bad because there's less of them and more variety on the other worlds, and N7 style places not making the universe feel small since it has UNC ones to off-set that flaw.
* Presentation needs to improve from the N7 ones. See the remaining points in this section for examples:
* Shepard and companions should actually speak now and then, have some dialogue choices and even some moral choices.
* The stories need to be more interesting and rely less on gimmicks (though many of these gimmicks could work as part of bigger missions. Isolated they're gimmicky, but when part of something larger they'll work better).
* Less shooting nameless mercs and collecting datapads, more interesting characters who will speak, be they antagonists, victims, quest-givers, witnesses, etc.
* More proper set-ups and less emails and merely scanning random planets for anomalies. Bring back Hackett or some other Alliance or Council quest-giver, and even others who simply want help. More along the lines of Nassana Dantius, Helena Blake, Garoth, Admiral Kahoku, etc.
* Another quest or two related to Shepard's backgrounds please. Either related or unrelated to the ME1 ones.

Modifié par Terror_K, 24 décembre 2010 - 03:04 .


#2
Wolf Warden

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I agree in part and disagree in some substantial parts....but it is good to see that you have put considerable thought into your post. Much more effective than simply complaining with no suggestions.

#3
Nightwriter

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Yeah, I pretty much agree with everything you said here.

The only things I don't:

- I don't mind ammo powers and I'm not thrilled about the return of ammo mods.
- I find it a little jarring when I am suddenly controlling someone other than Shepard.
- No return of armor classes, please.
- Don't want a ton of planet exploration like I got with the mako. I want ME1 type sidequests, not ME1 type terrain.
- I don't particularly mind sidequests where you "trip over" an item.

But that's really just small stuff. On all the big points, I agree. There were even some things I wanted to add.

Modifié par Nightwriter, 02 novembre 2010 - 11:33 .


#4
Kronner

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This:

* Keep universal cooldowns, but limit them to whatever type they are. i.e. a biotic attack affects only biotic powers, a tech ability affects only tech abilities, etc. Cooldowns need to be a little slower too; as it stands, it's barely offline long enough to make a difference.



is just very bad suggestion IMHO.

#5
Fixers0

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Pretty much covers all the main things that could be better thoug i think Anderson should remain Councilor, as many people chose him on their primary playthrough

#6
Nightwriter

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Kronner wrote...

This:
* Keep universal cooldowns, but limit them to whatever type they are. i.e. a biotic attack affects only biotic powers, a tech ability affects only tech abilities, etc. Cooldowns need to be a little slower too; as it stands, it's barely offline long enough to make a difference.

is just very bad suggestion IMHO.


Well which part?

I don't really agree that cooldowns should be slower.

But I also have never quite understood why using a biotic power should affect my ability to use medigel.

#7
Kronner

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Both parts. Separate CD for tech, combat and biotic is just not very good gameplay decision. Adept, Engineer and Soldier would have only 1 CD available, Vanguard and Infiltrator 2 and Sentinel all three. Just bad idea.

Medigel is ridiculous (using it in mid-combat to instantly restore health AND shields is just laughable) in ME2, they should make it less powerful and then separate CD could make sense.


Longer CDs would make the game boring and slow. I do not want to wait 12s before I can Charge again or cast Singualrity.

Modifié par Kronner, 02 novembre 2010 - 02:26 .


#8
Xilizhra

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I like... most of it, though I still see little reason to make Paragon decisions go more badly than before. It's just not something worth changing.

#9
FuturePasTimeCE

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dude, they should give shepard a bigger captain's room or a apartment/loft on the citadel.

#10
Tyrannosaurus Rex

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Xilizhra wrote...

I like... most of it, though I still see little reason to make Paragon decisions go more badly than before. It's just not something worth changing.


Why not? So far, everything have turned out in paragon Shepard's favor. Better political climate, Rachni, etc.

Maybe not punish paragon players, but simply reward renegade players aswell. (cameos, beneficial ally's alla Rachni).

#11
AdmiralCheez

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I agree with most of the stuff you said. A few minor things here and there made me go "do not want," but if they were actually included in-game I wouldn't be too upset about it. Mostly, it was the cooldown times: if we're going to keep it global, and lengthen the cooldown as you suggested, we need an ability akin to adrenaline rush for use in tight situations. Otherwise folks who rely on their powers (sentinels, engineers, adepts) as opposed to weaponry will be altogether screwed.



Most important points you made: squadmates should be wearing armor, no-win situations or paragon screw-ups, bigger consequences for actions, balance between inventory and upgrades, more talk with squad members, and sidequests with more substance and variety. I think this is what all of the fans are saying. At the very least, give us the best of both ME1 and 2, and instead of eliminating the worst, improve or tweak it.

#12
davidshooter

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Good list, I agree with most points. Not slower cooldowns though - as someone already said - they just make combat sluggish and don't really introduce any kind of difficulty.

I would add one thing to the list though and that is just better overall execution on the technical side of things. A lot of things in this game (particularly relating to choices) didn't even work, there are universal glitches in combat like "the elevation glitch" and just plain getting stuck during a fight. There were sections where audio cut out for a lot of players (Samara/Morinth fight), there is getting stuck in levels where the B button doesn't end the mission,  on Jack's loyalty mission sometimes games were skipping the ending dialogue and going right to the shuttle ride. Lots and lots and lots of little (and some not so little) technical issues.

Better/more x box controller mapping too.

Modifié par davidshooter, 02 novembre 2010 - 03:31 .


#13
Dean_the_Young

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I think the list is missing something:



(Pleasantly) Surprise Me

#14
Xilizhra

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Maybe not punish paragon players, but simply reward renegade players aswell. (cameos, beneficial ally's alla Rachni).


This, I have no real problems with.

#15
Iakus

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I prefer some of these ideas over others. But I think pretty much all of those suggestions are well thought out. I absolutely drooled over everything in your Companions section. I missed that stuff so much!

#16
Googlesaurus

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I'm surprised most of what you've said isn't standard fare by now.

#17
chris025657

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My thoughts on a few points:

It was a huge immersion breaker for squadmates to be fighting in harsh environments with plastic cups over their mouths and with exposed skin. I agree that should be changed. 

As for ammo powers, I hated that they were mods in ME 1. Having to go into inventory to change ammo type was pretty annoying .The new system is better in this regard. Perhaps there should be a choice of one or two ammo powers for each class. Oh, and cooldown time for ammo powers should not be tied to the cooldowns of other powers.

I agree about having more companion interaction with each other. When Mordin described finding surveillance bugs in the lab and returning them to Miranda, I thought that would have been an good opportunity for a cutscene. Perhaps Mordin could have given Miranda some tips on better bugs and techniques. Little scenes such as these could really add to the immersion in the game and more character development. 

I don't think cooldowns need to be shorter.

I'd have to disagree with you about armor. class restrictions was terrible in ME 1. Customization was a step in the right direction, but I think it suffers a bit from a cool-versus-practical dilemma. I think they need even more customization to solve this. 

* The Renegade isn't supposed to just be a jerkwad, he's supposed to be the one who does what needs to be done to get the job done as fast as possible. This somehow needs to be reflected more and better. 


You're right that renegade shouldn't be about being a jerk, but it shouldn't be about speed either. Renegade should be about doing whatever is necessary in attempts to achieve the greater good. The distinction between renegade and paragon should be about what each defines as necessary and what is the greater good. 

Modifié par chris025657, 02 novembre 2010 - 04:26 .


#18
Nightwriter

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Terror_K wrote...

* Companion loyalty needs to be more than just a binary state of either loyal or not. There should be a level of trust each companion has for Shepard. These, IMO, should also vary depending on who they are as well as what you do, and their past with you. For instance, if Garrus and Tali were in ME3 they'd automatically have a really high level of trust automatically, but it would be even higher if you got their loyalty in ME2 and even higher again if you'd done their ME1 quests (Dr. Saleon and Geth Data respectively) and yet even higher if you'd romanced either of them. Beyond romance interests, the next highest would be those from ME2 you gained the loyalty of, then the likes of Kaidan/Ashley and then those who survived ME2 but you didn't get loyalty for, then newbies for ME3 (unless they were knew as squaddies but not new as characters, such as Anderson, Shiala, etc. who would get a little more loyalty, depending on circumstances).

* Remember how with Kaidan or Ashley you could ask them "what's your opinion of the last mission?" after each main quest? Let's have that back, but for every companion. It would also be nice if companions commented on each other as they joined, so you could have a "what do you thing of X?" type query as well.


I really like these two.

I love the idea of different levels of loyalty because I didn't much like the loyalty on/off switch. It's a moot point now though, ME3 likely won't feature the same loyalty mechanic, and anyway, I suppose complex levels of loyalty might be encroaching on DA's territory.

As for the second one, I really wanted something like that in ME2 and hope they put it in ME3.

#19
Guest_Bennyjammin79_*

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*I can't support your love for the Mako. Imagine how long Overlord would've been if we had to chug around in that thing... I do think they should keep the Hammerhead but it could use a HUD, armour and shields like the Mako. The machine gun would be a nice addition too. Level design where the Hammerhead is concerned should be less obvious.

*Don't slow the cooling down process. I agree that biotics shouldn't affect tech powers.

*I'd like to see more weapons, mods and armours. I too thought the ammo power was a bit silly and a hybrid solution would be best here: Incorporate the ME1 equipment section back into the menu. Depending on the level of upgrading a characters weapon has determines the number of slots available for mods. No more than 2 or 3 mods per slot can be carried at a time. The ammo mods can then be mapped to the power wheel. All ammo types should be available to all classes with the exception of warp.

*Keep the squad load out selection. It makes no sense to be able to change armours in the middle of a mission. The gear chosen is the gear you have until the mission is over. However, scanning the armour or weapon of a fallen enemy and then replicatinig it onboard the Normandy should be legit. And yeah, no more exposed skin or breathing masks in vaccuum space or chlorine atmospheres. Full protection for missions, civvies for chillin',

*Sell stuff. I have 402551 of iridium. It needs to go.

*Unique or rare drops. Species specific items that would be odd to see off their homeworld. Example: Ceremonial batarian armour or salarian condoms.

*Destructable environments.

*Environmental hazards. More.

*Why do I undock everytime I get back on the Normandy? Do I need to slap EDI or Joker? When I want to leave, I'll do so.

*No multiplayer.

*Squadmates interacting with each other during downtime. Imagine walking into the mess hall and Garrus, Thane, Zaeed and Legion were sitting around discussing fav headshots.

*Car chase on the Presidium. I wants it.

*Planet scanning.. make it faster. We should be able to see a planet resources all at once. Iridium shows up as red, palladium is blue, etc. Suck those places dry and move on. The only time the  scanner crosshair thing should come into play is if were searching for the source of an anomolous signal. If there's an advisory, there should be consequences every once in awhile. ie: random confrontation with pirates, mercs. Or if the advisories were environmental, maybe the shuttle or hammerhead will be out of commish for a while. Choice then consequence.

These are my only suggestions/differences. I gotta go with Terror on the rest.

Modifié par Bennyjammin79, 02 novembre 2010 - 04:51 .


#20
Haventh

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Good list. However, i would disagree with bringing back the ammo upgrades in ME 1... i think we can all agree that the ammo upgrades in ME 1 required a lot of micro managing, this is not a strategy game, it's an RPG... ME 2's ammo power system is more smoother, and much less micro managing, and with that, much less annoying.



I also think that ME 1's armor , weapons/ inventory system required too much micro managing, spent too much time selling, buying and fixing inventory, which is just plainly annoying. ME 2 have , in my opinion enough weapon choices, and different types.



I however, wouldn't mind if there were more weapons availble, and armor looks, but i do not want ME 1's inventory system and it's micro managing back.



Thermal clips makes more sense, weapons getting overheated is damaging, might also destroy the weapon.



Everything else looks good to me, and i would specifically want the elevators back as well, or the options you suggested (loading screens break the "whole" feel of the game).


#21
Terror_K

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I don't so much have "love for The Mako" as much as I do "hate for The Hammerhead" which I personally think is a joke of a vehicle. I'd be more than happy to leave The Mako half-buried at the Normandy crash site if The Hammerhead got some serious tweaking to actually make it seem like a real vehicle instead of a toy in a game in levels more akin to Super Mario Galaxy than Mass Effect, or (even better) we got a third new vehicle that was a hybrid with the strengths of both and weaknesses of neither.

Keep in mind when I said cooldowns need to be a "little slower" I meant only a little bit more. Not as slow as they were in ME1 (though that didn't work too bad when they were individual) but just a tad slower than they were in ME2. In ME2 I felt the cooldown barely made that much of a difference: you could basically throw out your power, take cover for two seconds and it was ready again. I can see how this could annoy those who use powers more exclusively though, but I also think biotics need to be un-nerfed in ME2.

Which I haven't mentioned above... I should really do that now that it comes to mind.

Re: Ammo Powers vs. Mods -- Ammo powers just make no sense to me, and feel shallow. Why does one need to be a certain class to use what is still essentially a mod in a gun that's just presented in a different way? Why can only a Soldier or Vanguard use ammo mods that in the first game any class could use? It makes no sense for it to be a power tied to a class at all.

On top of that, I want more customisation with my weapons and actually want them to feel like my own. To me, the weapons system in ME2 was extremely shallow and linear, and I never actually got to tweak the gun at all. I don't think we need to go full-on inventory here and need individual mods for each gun or anything... just have them buyable or findable or researchable and then use the replication system to give you as many as possible. Also, eliminate the levels of them and just have one mod of each type. To me it's about customisation and actually building  a weapon, not merely having the same static item and upgrading it into a God-item by an oversimplified research system that doesn't give me a choice and doesn't limit me.

Seriously, how is more customisation a bad thing?

Modifié par Terror_K, 02 novembre 2010 - 10:01 .


#22
cihimi

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lol @ ppl who can't deal.

#23
Kronner

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Terror_K wrote...
 but I also think biotics need to be un-nerfed in ME2.

Which I haven't mentioned above... I should really do that now that it comes to mind.


Biotics are not nerfed in ME2..you just need to use them correctly.

#24
chris025657

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Kronner wrote...

Terror_K wrote...
 but I also think biotics need to be un-nerfed in ME2.

Which I haven't mentioned above... I should really do that now that it comes to mind.


Biotics are not nerfed in ME2..you just need to use them correctly.


Exactly. I thought biotics was nerfed until I learned about warp explosions. 

#25
Terror_K

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Biotics aren't as bad for an Adept who has Warp, but for a Vanguard they're pathetic. If enemies have any form of protection all it does is make them wobble for two seconds, despite evidence to the contrary in both the lore and cutscenes.