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My Idea of the Perfect ME3


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#301
Iakus

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Terror_K wrote...

The problem I have with the "lump sum XP" is that as it stands it seems completely arbritrary with no meaning or context at all to justify it. It's just a random number to me, that's always the same all the time no matter who I approach the mission. For all I know it really doesn't have any significance and could simply be a random number BioWare made up and put there to give the illusion of earning XP and make the game seem like an RPG to merely try and placate those who they knew would be disappointed by the overall lack of RPG elements as it was.

Now, I'm not saying one must earn XP for kills again necessarily, but when you earned XP gradually in ME1 as you went at least you knew how you got it, why you got it and that it was tied to your accomplishments. You could see it vary depending on things and see how those who did more were rewarded more and how going about things different ways earned you different amounts. It had context and meaning and you were clearly rewarded for your actions.

You could at least level-up randomly and mid-mission with ME1 as well, while with ME2 it's always at the same post-mission point every time, so it lacks surprise and variation. Hearing the level-up noise was a treat in ME1 because it was often unexpected and you'd go, "Yes, I leveled up! I get to become better!" With ME2 it's predictable and you don't even really know why you got it.

Put it this way: say you're a child, and as such your parents punish you when you're bad and reward you when you're good. ME1 was a case of Daddy and Mommy BioWare giving you rewards and punishments throughout the space of a year as you were either good or bad. ME2 is like 365 days passing with Daddy and Mummy BioWare ignoring you until that very last day and then suddenly taking you aside and spanking you 112 times and giving you candy bars 157 times, and then walking off to ignore you again until the next year rolled around.


THis had me thinking:

In Deus Ex, you didn't get xp for killing people (usually), but you'd earn points for other things in the game.  For example, you'd earn points for exploration if you located a hidden area.  or interacting with particular individuals.  Accomplishing secondary objectives, advancing the storyline.  Basically, you got points for participating in the game, rather than just shooting stuff.  You quietly racked up points and when you had enough to purchase your next skill rank, you did so. 

It sounds similar to what you were getting at.  You would get xp for accomplishing goals.  Not for body count, but for hitting particular markers.  How you get there matters less.  "Reached Mordin's Clinic, 100 points!"  'Destroyed Geth Colossus, 150 points!"

Of course, in that game, there was generally more than one way past many obstacles.  In ME2, you typically have to kill everyhting on the screen anyway, so a flat xp could make sense.  Total up the xp for everytthing in teh level, voila, your xp at the end of the mission!

#302
Terror_K

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iakus wrote...

THis had me thinking:

In Deus Ex, you didn't get xp for killing people (usually), but you'd earn points for other things in the game.  For example, you'd earn points for exploration if you located a hidden area.  or interacting with particular individuals.  Accomplishing secondary objectives, advancing the storyline.  Basically, you got points for participating in the game, rather than just shooting stuff.  You quietly racked up points and when you had enough to purchase your next skill rank, you did so. 

It sounds similar to what you were getting at.  You would get xp for accomplishing goals.  Not for body count, but for hitting particular markers.  How you get there matters less.  "Reached Mordin's Clinic, 100 points!"  'Destroyed Geth Colossus, 150 points!"

Of course, in that game, there was generally more than one way past many obstacles.  In ME2, you typically have to kill everyhting on the screen anyway, so a flat xp could make sense.  Total up the xp for everytthing in teh level, voila, your xp at the end of the mission!


You've actually given me an idea now. Not sure if it'd work, but it's a start...

How about this: many of us want the old ME1 style post-missing briefings/discussions with the crew again, right? And several of us want Mission Complete screens gone too, yes?

Okay, with that in mind, how about this: 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.

Thoughts?

#303
Iakus

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Terror_K wrote...

You've actually given me an idea now. Not sure if it'd work, but it's a start...

How about this: many of us want the old ME1 style post-missing briefings/discussions with the crew again, right? And several of us want Mission Complete screens gone too, yes?

Okay, with that in mind, how about this: 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.

Thoughts?


I really like the concept.  Heck I really like anything that would get the squad to speak up when they aren't the center of attention.

The only problem I can think of is with twelve characters who could potentially do the talking, that would take up a lot of resources.  Perhaps have just one voice , say Shepard or EDI do most of the talking, while relevant squaddies make comments on situations that would interest them?  For example, EDi would mention throwing the merc out the window.  Jacob would chime in that "That was a little extreme, Commander" and Grunt would just laugh at the memory.  Garrus would make a comment about Mouse or the C-Sec interrogation whether he was there or not, because that would be something of special interest to him.

#304
Spinotech

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Just thought of several ideas:

1. Traits should be added to allow deeper customization.  I saw something similar posted on another topic and I think it would be an interesting feature.  I think there should be 11 categories with 10 slots each wth a grand total of 60 points being available to spend by the end of the game.  To prevent Shepard from being overpowered, a full category should only yield a +10% increase.  I think the categories should be: Melee Damage, Weapon Efficiency, Health, Health Regeneration, Leadership, Barrier/Shield/Armor Strength, Barrier/Shield/Armor Regeneration, Power Damage, Power Radius, Power Cooldown, Damage Reduction.

2. Weapons and armor types from different species should be available for use and should have specific strengths and weaknesses.  To add a greater amount of loot, Shepard should be able to find loot in the form of weapon and armor pieces.  So, for example if Shepard kills a human blue suns merc, a blue suns armor chest piece could be found.  The idea would be that once Shepard finds all of the pieces: chest, helmet, arms, legs, research would be able to make that armor type.  The same could apply to weapon designs in the form of barrel, body, and end pieces.  At the private temrinal, Shepard should be able to view the prototype completion status, by showing the weapons and armors in a blueprint type format.  This way the element of loot could be re-incorporated in some form.

Modifié par Spinotech, 05 décembre 2010 - 12:26 .


#305
MassEffect762

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The Story to be extremely well written, intelligent and captivating.

The Shooter part of the game to remain "crisp" with a nice variety of weapons that are fully customizable. Get rid of ammo "powers" and bring back in-depth weapon/armor mods.

Create a hybrid system between thermal clips and weapon cool-down, some weapons being heavily reliant on thermal clips while others can run forever.(weapon characteristics will vary)

Thermal clips would be purchashed at stores or on Normandy, Thermal clips taken off fallen enemies transfer instantly.(no annoying drops to pick up)

Get rid of Universal cool-down for biotics and bring back all previous biotic skills/fun.

Get rid of mission complete screen and "press B to exit mission". Use Liara/The Council/Hackett/TIM to give you a verbal analysis after each critical mission.

The RPG aspects should be fully committed but well organized and rich in content.
Full armor sets/pieces for every member of your team with toggle helmets.
All armor is fully customizable.(damage protection, shields, appearance, etc)
Serious armor for every member, skin tight clothes and masks for wear only on the Normandy.
Stores with a wide selection of goods.
Inventory tab brought back.
No more Omni-gel.

You can toggle between party members while also giving action/defensive orders.

ALOT more personal/varied dialogue input from your teammates during the game.

ALOT more alternate routes or courses of action during the game, some being influenced by your teams personalitys.

Give the Reapers a face/voice/leader. This Reaper should know how to pull on every string Shepard/organics have. The Reapers should be extremely formidable taking shape/form of any kind.(big,small,bizzare)

The ending should be nothing short of EPIC, everything should be shown cinematically, nothing left to text scripts ala DA. All LIs getting special dialogue finales and scenes.

Secret endings, easter-eggs and characters unlocks .

Modifié par MassEffect762, 05 décembre 2010 - 09:07 .


#306
Googlesaurus

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Spinotech wrote...

Just thought of several ideas:

1. Traits should be added to allow deeper customization.  I saw something similar posted on another topic and I think it would be an interesting feature.  I think there should be 11 categories with 10 slots each wth a grand total of 60 points being available to spend by the end of the game.  To prevent Shepard from being overpowered, a full category should only yield a +10% increase.  I think the categories should be: Melee Damage, Weapon Efficiency, Health, Health Regeneration, Leadership, Barrier/Shield/Armor Strength, Barrier/Shield/Armor Regeneration, Power Damage, Power Radius, Power Cooldown, Damage Reduction.


Trait investment seems weak in this system. 10% doesn't go very far in a game where aim and accuracy are as important as your own physical stats. 

Spinotech wrote...

2. Weapons and armor types from different species should be available for use and should have specific strengths and weaknesses.  To add a greater amount of loot, Shepard should be able to find loot in the form of weapon and armor pieces.  So, for example if Shepard kills a human blue suns merc, a blue suns armor chest piece could be found.  The idea would be that once Shepard finds all of the pieces: chest, helmet, arms, legs, research would be able to make that armor type.  The same could apply to weapon designs in the form of barrel, body, and end pieces.  At the private temrinal, Shepard should be able to view the prototype completion status, by showing the weapons and armors in a blueprint type format.  This way the element of loot could be re-incorporated in some form.


I like the idea of bringing loot back in some form, but this brings back the old complaints of too much stuff. 

Modifié par Googlesaurus, 05 décembre 2010 - 03:32 .


#307
vargatom

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The trouble with selling loot and converting between credits and minerals is that it takes away Bioware's control over the progression of the player's upgrades.
If you could just strip mine all the planets in the galaxy and sell it for credits, you could then automatically buy every upgrade in the game before completing most of the story missions.
Limiting the availability of upgrades would result in the same effect as limiting the player's cash income, but a lot of time would be wasted on managing resources.

More things to find would be cool though, but vendors and loot are working from the same pool. Finding N7 armor pieces in random side missions may or may not work... and I'd still prefer limiting all the upgrades to story missions, they're just too important.

Branching upgrade trees (upgrade path A closes off upgrade path B; like, you either have AP bonus or shield piercing bonus for a certain weapon) would not really work because of other preexisting systems (weapons are already divided into "good agianst protection A/B but bad against protection B/A" categories). Armor customization already allows to develop player characters with higher health or better shields or more firepower or any combination of these (but more options would be welcome).


Modding weapons can only effect the base stats: damage, clip size, firing rate and their relations to each other and enemy types and protections. Most of the ME1 options were restricted to these stats, too, except for unimportant stuff like combat scanners.
So you could use mods in ME1 to create an assault rifle that fires a lot of relatively weak inaccurate shots but doesn't overheat for a long time, or is particularly effective against shields, and so on.
However, most of the possible combinations are already represented in the premade weapons in ME2. The real criticism here could - and should - be that many of them are restricted to payed DLC content and thus the default selection is more limited.
Seriously, what exactly would you like to change on the Mattock? Or the Widow? 4-5 weapons per class is probably enough to cover any reasonable variants. Anything else wouldn't really be modding, more like overpowering.

It's important to recognize that ME2 removed very few actual features, what it did was cutting redundancy and stuff that did not matter anyway, or was way too overpowered (immunity...). Nevertheless, I think that there's room for one more layer of options/customizations, and the existing systems should have a bit more elements, to offer more combinations.

Oh, and XP is awarded after accomplishing stuff - recruiting party members, solving side quests, completing main story elements. I also really enjoyed the Illusive Man's insights on the missions, it added a lot to his character, considering how few appearances he actually has in the game. Considering that he's probably going to be replaced with Liara in ME3, a similar system would be welcome; Liara staying on the SB base and Shepard returning there after main missions, or at least having a video chat to discuss events.

A lot of the other complaints simply ignore common sense entirely.
Adding two character models for each squad member just to calm the SF nerd that complains about lack of spacesuits is not a good investment of artist time. I'd much rather see the background characters upgraded to a higher quality instead of getting Miranda a Cerberus Space Suit. Others have already pointed out the benefits of individual looks for each party member compared to the generic and ever changing armor textures of ME1.
The number of party member combinations for inter-squad banter is above one hundred, even without the hopefully returning ones from ME1, or any new recruits. Writing and recording this dialogue would only take away resources from the story and side quests. Let everyone have more dialogue, sure, but don't waste it on every possible party combination.
Making larger spaces for the sake of larger spaces isn't fun either. Instead of one big Citadel we got Citadel, Omega, Illium and to some extent Tuchanka. I'd much rather have even more hub worlds instead of an oversized Citadel. And ME1's Citadel was mostly a set of interconnected small levels anyway (except for the Presidium).

Modifié par vargatom, 16 décembre 2010 - 07:50 .


#308
Jenova65

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I agree with pretty much all of the OP...................

#309
Teknor

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A pile of elitist hogwash.

Modifié par Teknor, 20 décembre 2010 - 02:53 .


#310
Googlesaurus

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vargatom wrote...

The trouble with selling loot and converting between credits and minerals is that it takes away Bioware's control over the progression of the player's upgrades.

If you could just strip mine all the planets in the galaxy and sell it for credits, you could then automatically buy every upgrade in the game before completing most of the story missions.

Limiting the availability of upgrades would result in the same effect as limiting the player's cash income, but a lot of time would be wasted on managing resources.


Bioware can control progression by spreading upgrades throughout the game, the exact same way they did in ME2.

Well, that's the problem of being able to strip-mine every planet regardless of circumstance. Sounds like the resource mining is at fault here. 

vargatom wrote...

More things to find would be cool though, but vendors and loot are working from the same pool. Finding N7 armor pieces in random side missions may or may not work... and I'd still prefer limiting all the upgrades to story missions, they're just too important.


And like any good RPG game, they would be context-sensitive. You wouldn't find random krogan armor in a salarian base, but you would find salarian armor and equipment. 

vargatom wrote...

Branching upgrade trees (upgrade path A closes off upgrade path B; like, you either have AP bonus or shield piercing bonus for a certain weapon) would not really work because of other preexisting systems (weapons are already divided into "good agianst protection A/B but bad against protection B/A" categories). Armor customization already allows to develop player characters with higher health or better shields or more firepower or any combination of these (but more options would be welcome).


I don't know anybody who wants upgrade trees for weapons. We want them for powers.

Armor customization has almost zero utility in ME2. Don't pretend otherwise. 

vargatom wrote...

Seriously, what exactly would you like to change on the Mattock? Or the Widow? 4-5 weapons per class is probably enough to cover any reasonable variants. Anything else wouldn't really be modding, more like overpowering.


Widow's rate of fire needs to be slowed down. Reduce the ammo count on the Mattock. 

vargatom wrote...

Oh, and XP is awarded after accomplishing stuff - recruiting party members, solving side quests, completing main story elements. I also really enjoyed the Illusive Man's insights on the missions, it added a lot to his character, considering how few appearances he actually has in the game. Considering that he's probably going to be replaced with Liara in ME3, a similar system would be welcome; Liara staying on the SB base and Shepard returning there after main missions, or at least having a video chat to discuss events.


The XP is the same for character recruitment and loyalty missions regardless of difficulty. Same thing for N7 missions and little sidequests. 

vargatom wrote...

Adding two character models for each squad member just to calm the SF nerd that complains about lack of spacesuits is not a good investment of artist time. I'd much rather see the background characters upgraded to a higher quality instead of getting Miranda a Cerberus Space Suit. Others have already pointed out the benefits of individual looks for each party member compared to the generic and ever changing armor textures of ME1.
The number of party member combinations for inter-squad banter is above one hundred, even without the hopefully returning ones from ME1, or any new recruits. Writing and recording this dialogue would only take away resources from the story and side quests. Let everyone have more dialogue, sure, but don't waste it on every possible party combination.


So you would not care if Garrus pulled a "Batman can breathe in space" moment?

vargatom wrote...

Making larger spaces for the sake of larger spaces isn't fun either. Instead of one big Citadel we got Citadel, Omega, Illium and to some extent Tuchanka. I'd much rather have even more hub worlds instead of an oversized Citadel. And ME1's Citadel was mostly a set of interconnected small levels anyway (except for the Presidium).


Nobody said that either. 

Modifié par Googlesaurus, 23 décembre 2010 - 02:58 .


#311
The Unfallen

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All I want really, is for them to bring back the feel from the original Mass Effect. Pleeeeeease. I just remember the feeling I got on worlds such as Ilos, Virmire, hell, even the original Normandy (I know the latter is gone forever, but the least BioWare could do is let us revisit Virmire as a "hub" world. My dreams would come true, and ME 3 would be teh sex.)

#312
CaseyPreston

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* 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 - THIS IS POSSIBLY THE WORST IDEA I HAVE EVER HEARD, it was great that in me2 you didnt need to bring a techy everywhere just in case you saw a box, are you saying an adept is not computer-abled nor a soldier. It makes sense that all classes can hack but only the engineers can some how turn holograms into a physical entity that zaps stuff.

#313
Terror_K

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If anybody not familiar with tech can just hack, decrypt and open things then why even bother to lock them in the first place? Being able to open things was partially what defined the tech-based classes, but now just anybody can do it without any need of skill and that doesn't make sense and makes Shepard automatically too uber and versatile, no matter what his/her class. The whole point of classes in an RPG is to define a character's skills, and in ME2 it's just completely failed to do that by taking said skills away and just letting anybody do it because a bunch of whiners went, "I don't want to have to take a tech character with me all the time! I want everything handed to me on a silver platter with no effort or drawbacks! Waah! Waah!"



Though in either case, I've revised that concept since to a different method, one that is sadly more streamlining, but in the process actually at least brings them back as skills and gives tech-based characters a reason to have them without "punishing" players too much. It's actually more of a compromise that I'm not entirely happy with, but I know that there are going to be far too many players these days who will whine if it actually goes back to how it should.



The compromise is I believe on the previous page. Simply put, it allows tech-based classes to invest points in said skills in order to make the mini-games easier and eventually get rid of them entirely. That way non-tech classes simply have to play the minigames as they do in ME2 already, but tech classes with points in the skill can just gain access to the items/info within as if there was no lock or decryption at all.

#314
sinosleep

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I quite like the compromise, even if I agree with you that it should come back full force for tech characters. You plan on updating the OP any time soon?

Modifié par sinosleep, 24 décembre 2010 - 02:49 .


#315
Terror_K

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sinosleep wrote...

I quite like the compromise, even if I agree with you that it should come back full force for tech characters. You plan on updating the OP any time soon?


Done, as per your request. The original post now contains said compromise and the concept of mission summaries replacing "Mission Complete" screens.

#316
Orange Face_

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It's hard to fully explain... it's very much a tone and style thing. The original game just reminded me of the sci-fi movies and shows of old, during what I'd consider to be sci-fi's golden age. The look, the syth music, the fact it wasn't afraid to take its time with things, the themes explored, etc. just felt very classic. ME2 just seems too modern; like it's all about style over substance, and the style is more flashy and trying to be full-on and action packed and in your face and a little juvenile and immature rather than mature. It also falls into the trap of failing at actually being dark and just going for this silly modern trend of being gritty and hard-edged and overly violent and grim but missing the true darkness that comes from tone and emotion. Having more violence, swearing, mature themes and dark visuals doesn't make something dark, it's the execution and how to tie it to emotions that does. And ME2 just felt like it was trying too hard to appeal to the mainstream by being like the rest of the "dark and gritty" stuff out there today rather than actually putting effort into really exploring dark themes. i.e. style over substance.



The amped up combat isn't a problem here so much as the overall style and presentation and how this shift has even warped the narrative a bit.



(Hits the nail on the head)

#317
The Unfallen

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They should also bring back the sound effects from ME 1, such as the piano menu sounds.

#318
Angel-Shinkiro

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Terror_K wrote...

If anybody not familiar with tech can just hack, decrypt and open things then why even bother to lock them in the first place? Being able to open things was partially what defined the tech-based classes, but now just anybody can do it without any need of skill and that doesn't make sense and makes Shepard automatically too uber and versatile, no matter what his/her class. The whole point of classes in an RPG is to define a character's skills, and in ME2 it's just completely failed to do that by taking said skills away and just letting anybody do it because a bunch of whiners went, "I don't want to have to take a tech character with me all the time! I want everything handed to me on a silver platter with no effort or drawbacks! Waah! Waah!"

Though in either case, I've revised that concept since to a different method, one that is sadly more streamlining, but in the process actually at least brings them back as skills and gives tech-based characters a reason to have them without "punishing" players too much. It's actually more of a compromise that I'm not entirely happy with, but I know that there are going to be far too many players these days who will whine if it actually goes back to how it should.

The compromise is I believe on the previous page. Simply put, it allows tech-based classes to invest points in said skills in order to make the mini-games easier and eventually get rid of them entirely. That way non-tech classes simply have to play the minigames as they do in ME2 already, but tech classes with points in the skill can just gain access to the items/info within as if there was no lock or decryption at all.


Well Terror_K, if they were to implement that they should also allow non tech based classes to learn decryption or electronics because it wouldn't be fair to the player to have to bring techies on missions where either they are ineffective in combat(Reaper Iff or Collector Base where there tech abilities are render moot.) or they dont make sense story wise: Though you didn't know at the beginning Noveria had the Rachni where Wrex makes sense to bring and also had Benezia making wise to bring Liara.

#319
Terror_K

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Angel-Shinkiro wrote...

Well Terror_K, if they were to implement that they should also allow non tech based classes to learn decryption or electronics because it wouldn't be fair to the player to have to bring techies on missions where either they are ineffective in combat(Reaper Iff or Collector Base where there tech abilities are render moot.) or they dont make sense story wise: Though you didn't know at the beginning Noveria had the Rachni where Wrex makes sense to bring and also had Benezia making wise to bring Liara.


No, because --once again-- giving the skill to every class defeats the purpose of having it entirely. You don't give biotic skills to characters without biotics after all.

Besides, with the proposed method you wouldn't need tech-based classes to hack and decrypt anyway. The whole point of said compromise is that any class can make the attempt to do it and play the mini-games, but only those with the skill can make them easier and get to the point of simply never having to play them and gain instant access to whatever is there. The basic concept behind is that non-tech classes would have to make an attempt at it while a tech-based one either has it easy or is so good they get instant successes. Then it's up to the player whether they want to take whoever they like and possibly still have to play all the minigames to gain access to stuff, or whether they take a tech-based class with the appropriate skills to make it simpler and eventually eliminate mini-games entirely.

#320
azerSheppard

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I'm ok with any suggestion, as long as it improves on ME2, not regresses to ME1, what's next, you want to "remember to drink water, and fly 5 hours realtime"?



Seriously, 85% of the changes from ME1 to 2 where progressive. The other 25% was the lessening of RPG value and storyline and some music(me1 had more SciFi feel, but who can say they didn't enjoy Mordins theme f.e. or LotSB or pretty much any other song?).

Everything else was WAAAY better than ME1



If you don't allow the devellopers to evolve, there won't be anything "fresh" in ME3, it'l be like playing Crackdown 2 after finishing the first one...

#321
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Shepard needs his/her own unique body model. It really troubles me that Shepard has the exact same body as everybody else. Jacob and Miranda have their own ones, so I don’t see why Bioware can’t make one for Shepard. Doing this would make Shepard more unique and players will feel more attached to him/her.

Think about it this way -- in ME1, Ashley tells Shepard that he has a great ass, but hey, that’s the exact same ass as Harkin’s and Udina's. Image IPB

Modifié par AwesomeEffect2, 07 janvier 2011 - 12:55 .


#322
The Big Nothing

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- I really like the idea of KOTOR 2's crew interactions, where maybe Jacob and Kasumi speak to each other when Shepard is absent.



- I really like the idea of a de-briefing after every main mission, a la first Mass Effect.




#323
padaE

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Nah, to much ME2-was-not-a-rpg-bring-rpg-back bs in this topic. Althought there are some good points.

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In short, they have to keep the line of evolution from ME1 to ME2 meaning a even more consistent shooter gameplay with more options, a more coplex cover system, etc...

#324
tonnactus

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Played batman dark asylum the last days.Even this adventure game didnt give flat exp and let the player influence the amount of points possible to get from fights with combinations.But of course,with crappy combat parts like on haestrom with the endless spam of drones until the player pass a certain point,a fixed xp count make sense somehow...
Endless amounts of drones not so much.

#325
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Bioware, seriously, and for the love of EVERYTHING -- NO! MORE! ******!!! SHEPARD!!!

Here are a few moments that made me want to shoot myself in the head.

*to Saren during the meeting with the Council*
Shepard: The mission on Eden Prime was top secret. The only way you could have known about it is if you were there!
Saren: I have the files, you idiot.

*to Liara*
Shepard: Are you telling me that the asari can actually reproduce with their OWN species?

*talking to Wrex about the Genophage*
Wrex: Well, there was this one time the turians nearly wiped out our entire race. That was fun.
Shepard: Yeah, they nearly did the same thing to us too.
Wrex: Its not the same!
Shepard: Sure it is.

*to Vasir after defeating her*
Shepard: I know who Cerberus are and what they’ve done. And it doesn’t matter.

*on Virmire when meeting Kirrahe*
Captain Kirrahe: Saren has discovered the cure for the genophage.
Shepard: What’s so important about this “genophage”?

*when meeting Thane*
Shepard: How did you know I was coming?
Thane: Gunfire and explosions! DUH!

And lets not mention how he never even considers about keeping the Collector base before TIM mentions it, or how about letting the wounded Blue Sun merc walk away with a radio, or not at least suspecting that Vasir could be working for the SB, or not calling the Normandy to shoot down Vido’s gunship, or not being more suspicious of Wilson after finding him surrounded with dead human corpses and no mech ones, or the horrible paragon lines during Mordin’s loyalty mission, or not noticing Legion pointing the sniper rifle at him and the husks “sneaking up” from behind, or placing Legion inside the AI core, or blowing up the derelict Reaper instead of keeping it for study, or entering the volus and elcor embassy only to just ask about their history and culture, or taking .... the whole team.... on shuttle, or……. argh, my head hurts.

Please, no more juvenile Shepard as well. Its dumb how Shepard asks simple questions like he is in primary school instead of just knowing them. Leave all the explanations and answers to the codex.

Modifié par AwesomeEffect2, 16 janvier 2011 - 09:24 .