Blue text: Me.
*Edit* Format and font color fixing
[quote]Jebel Krong wrote...
[quote]Terror_K wrote...
PRESENTATION
* Get back to the pseudo 80's sci-fi roots of ME1; less of the modern Hollywood approach of ME2.
noway - i thought me2 was a natural evolution - the areas that were supposed to be like me1 were, and those that weren't - weren't. it 's a big universe, it should not all look the same.I'll have to agree in this regard and the ME1 environments just felt too generic save for the Citadel.
*
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.
agreed with the latter, but i have a feeling the former, whilst it would be nice will cause technical issues - me2 didn't suffer from awful loading pauses. AgreedElevators 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.
latter
is again a nice idea but the former (elevators aren't - they were slow,
boring and unrepresentative of the vast distances you were supposed to
be going).
On top of this, I got sick of hearing the results of my side missions for the umpteenth time, and by the time I completed them, none of my squadmates would have a conversation anymore.*
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.
completely disagree - i liked the individual outfits in ME2, and whilst i would
have preferred extra outfits for certain environments, i can forgive not
wearing full helmets if i can see characters faces in conversations
etc. dressing your squad yourself in me1 was almost as dumb as the
armour system itself was (the same armour in different colours - wowee).
I like the individual outfits myself, considering we're already at the phase where we're researching bullet-proof T-shirts. What's to say the ME universe didn't perfect that tech by then. After all, there were some colonists/unarmored combatants with crappy shields in ME1. However, for space vacuum, that is questionable at best. I'd rather
make the armor optional just to keep both sides happy. If it's not possible to do both because of technical limitations (i.e. Extensive QA sessions), I'll just stick with ME2's system. I hated ME1's system just because I had to spend hours of my entire life using the "Save/Reload" trick just to get a few pieces of armor at a time, especially for the human characters.
* 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.
i'd like to see a cut-scene epilogue, personally.100% agreed.*
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.
agreed.
No argument there.*
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.
mission complete screens need to go for sure, but i don't need random xp for
reading a computer/whatever - it was removed in me2 to keep up the
flow/immersion in the gameplay and story and it works - if you are
spending all your time just worrying about maximising your xp for every
little thing then you're not playing properly (and i have OCD enough
that i explore absolutely everywhere many times, regardless).
This. I want to focus more on what's happening in the game, not spending more than five minutes looking at menu screens.*
Bring back elevators if possible instead of loading screens. This could also help make areas seem larger without them being larger if done right.
Elevators were slow, boring and unrepresentative of the vast distances you were supposed to be going - we do not need them back, loading screens are bad but preferable.
I have to agree. See my earlier comment about hearing the news reports for the umpteenth time.
*
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.
something new - neither me1's nor me2's was all that great - something in-between.I'm not sure what BioWare could change. A hybrid of both games will definitely work.
* Get rid of ammo-powers, the concept is stupid and makes no sense. Make them mods again like they were originally.
as a gameplay mechanic and crux of soldier class (currently) they need to stay, in lieu of something better to replace with.
This, considering Soldiers (especially Special Forces Marines) should be perfectly proficient with the weapons they're trained with that it's second nature.
*
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.
get rid of vehicles - the shuttle is fine to drop you off then explore and be immersed on foot.Have to agree, unless BioWare decides to give the Hammerhead some slightly thicker armor.* No multiplayer. Just... just no.
agreed.This. I'm already losing interest in gaming because of the heavy-handed focus in multiplayer. After Mass Effect, I'm most likely done with gaming since the rest of the library is nothing more than 4 hour $70 rentals. Might as well charge us $50 individually just to get a movie ticket while we're at it.
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).
agreed. more content and richer content is always good.No argument.*
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.with a big squad this is obviously much harder to do. if we can have a smaller squad with more of this then i'd settle for that, otherwise "observationplaces" counted for what? 2 convs that i remember?
Have to agree there. ME1 was doable just because it was six characters as your squadmates. 12 is a different story.
*
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.
no- don't make it randomly harder to find/do quests, it's just annoying (though i even take logical crewmates for specific places/missions anyway).Agreed. This type of **** is why I hated the older Western RPG games. As far as I remember, Summoner
1 for the PS2 had a ridiculously impossible to do side-quest at the beginning of the game, and that heavily relied on a random encounter. No iota of thought in that.
* 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. so passive crew cut-scenes? no i don't think so - anything that takes me out of the character should be kept to a minimum - i didn't really like
joker's segment in me2 for this reason alone.
Agreed. I'd rather BioWare spend more time in making sure the game runs without hitches or a "Galaxy Droid" caliber glitch.*
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.")
again nice, but so much harder with a big squad - i'd certainly like to see it though.No argument.
*
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 ofthem 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...
meh some characters just don't suit armour, so then what? seems like a waste of time...Other than Thane and Samara, almost everyone else could use some armor.*
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.
no - you don't need to be messing around with squadmates more than necessary -they stop being individuals and characters and more ciphers for your (and by proxy) shepard's own style, which is rubbish.
This. I had to more or less coordinate my squadmates with certain brands of armor just to get what I want, and that usually takes half a day to do (i.e. Most of the day being spent on "Save/Reload" just to get that Onyx/Agent/Mercenary/Collosus/Phantom/Armax Predator Medium Armor)
*
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.
a whole load of work some people will never see? can't see it. morinth was an attempt at this, and she is cool but how many people have her in a "canon" playthrough?This. QA is already going to be a bigger nightmare for a game as expansive as this.*
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.
no way - that is crap - you can do character progression without stupid "loyalty" states, 2 in
me2 was enough, thanks. you end up with weird "i can only romance character x at this point of loyalty" which happened in DAO and that is rubbish (especially when it's then fixed with "gifts" or some other get-out mechanic).
This. I already stopped playing Dragon Age: Origins entirely because of this.*
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 this with a few characters - a la both games (me2 you can talk to jacob, miranda and joker after most missions about them), but not all - perhaps to your romance partner and one other, again a lot of work that most people will miss. i would like a lot more character interaction with each other though - disagreements, fights, romances/whatever to
deepen them further.
I'd like the "What's your opinion" to be with the mainstay characters only. The mainstays being Jacob, Miranda, Garrus, Tali, and to a lesser extent, Jack and Thane. The others, I really don't care much.
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.
notgoing to happen - mainly because the skill is already tied to having influence one way or another, if you are paragon and can't exploit the paragon option, what's the point?
This. I hate having artificial restrictions where 3/4ths of my gameplay is invalidated just because "I took the wrong path." Alpha Protocol suffered from this badly and got its rightly deserved bad reviews because of it.
*
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.
was referenced, but other than the odd mention shepard is far more famous for being a spectre than anything else. to reference it too much reduces the universe.I wouldn't mind, actually. I'm surprised no one in ME2 knew much about Shepard's past at all (I mean, no one, even Garrus and Tali.)
*
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.
lot of work for very little gain.This. No Priiiiize worth the heavy risk.*
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.
then you have to build more content for paragons and make up for that with more for renegades, too - further adding to the already-enormous workload of choices to be resolved/seen through.
Agreed.COMBAT
* Bring back crouch.
NO - and: why? it serves NO purpose with the gears-style cover system. there isn't even anywhere you would use it in me2.Have to agree. The reason why crouch got axed was because it was easy to exploit the bad A.I. in ME1.*
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.
that's pretty sound.
Wasn't a big fan of the Universal cooldowns to be honest, but on the other hand, if this is what prevented biotic spamming from Biotic Terrorist 117, I'll have to live with it. However, it shouldn't be painfully slow for a fast-paced action RPG. Alpha Protocol already had "45 second cooldowns" and that takes *
STILL*too ****ing long.
*
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 areand decides to incorporate a hybrid system.
getrid of clips, go back to cooldowns - BW swallow your pride and just admit they were a rubbish idea. (and they already said they tested a hybrid system and it didn't work).I more or less expected Alan Wake's flashlight system hybrid-wise. I agree with unlimited ammo coming back to the fray here.*
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.
or,simply start a mission with enough "ammo" to finish it - within reason.
a sniper would take enough bullets to use that as his primary weapon -
not be reliant on an SMG/whatever unless in CQB ranges, unexpectedly.
No argument here. I ended up using nothing but the Viper as my primary sniper rifle because of the ammo surplus. Same thing goes for the M8 Avenger, the M3 Predator Pistol, the M9 Tempest and the Revenant. I never bothered with the other weapons as a result.
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.
no
- i don't want to have to take tali just to open some boxes, and if you're giving alternatives anyway you might as well not arbitrarily limit the player for the sake of convention.This. The reason why they did away with the system in the first place was so that we could pick whichever squadmate we wanted without being railroaded into bring a techie. All ME1 promoted was "Bring only this squadmate with you at all times just to get that ally achievement."
*
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.
no armour classes - that was dumb and another of those arbitrary rpg
mechanics you love so much, the modular amrour pieces already do a lot
of what you described. just have more customisation for at least the N7
pieces, whilst keeping (helmet-removable) "special" armours.
This. I found the Light and Heavy armors to be ridiculous aestheically and practically. Light
Armor was nothing more than a skin-tight wet suit, and Heavy Armor
looked ****ing ridiculous (Heavy Collosus had ridiculously thick
shoulder pads and a laughable pair of gloves)and was nothing more than a
waste of valuable skill points. Medium actually looked normal and even then finding those is a needle in a haystack..
*
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.
the current system works fine, they should just make the powers more differentiated upon speciality - Liara's singularity has almost no difference other than in one variation its comically long duration. even now some of the differences are just annoying to make you change occasionally - like the odd time you need more persuasion ability, for example - that's just annoying and immersion-breaking rather than functional.
Agreed.*
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.
overlord-style worlds on foot. no vehicles needed. i wouldn't mind some space combat or something if they can work it, but neither vehicle has worked right in either game, so just drop it. you can have the exploration, in-character, on foot far better, you just need the dev time to make sure the quality is there.
I'll be fine with on-foot battles myself. Space combat, I'd rather leave that to cutscenes. Shepard is the space equivalent of a Navy SEAL, not a Navy pilot.* 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.
i kinda liked the minigames in ME2 - a lot more than ME1's anyway. i'm sure they could do a few more variations, but it's not something i'm clamouring for.This. The only thing I miss from ME1 is the Omni-gel option, but I can live without it. I don't want any extraneous mini-games just for the sake of having them. The Tower of Hanoi puzzles already got old, and I hated the math problems in KOTOR.
* 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.
this i totally agree with - i always play renegades, but not racist jerkwads, the intelligence of both paragon and renegade options should just be played up more - with such moral ambiguity at times, neither good/bad is necessarily wrong and you can justify a lot - play that up, not the "thug" element. i'd also like to see more paragon/renegade interrupts where you can shoot people/whatever - adding a bit of finality and drama to conversations at times, more dynamicity.This.* 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.
can't see it changing much given they finally got interrupts in and working, tbh. i think "middle-road" players will just have to suffer it a bit, but if they at least make both paragon/renegade options more desirable/logical/justifiable that would certainly help.Have to agree. I hated ME1's system and ended up using Lorik Qu'inn just to max out both bars and access both the Negotiation and Besieged Base Missions. Not my ideal type of fun.
INVENTORY AND ITEMS
* 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.
yes, but less emphasis on heavy weapons, please, with some customisation (even if it's just cosmetic) - let me make my weapons mine.Agreed. I never found myself using Heavy Weapons, period.
* Visible stats on weapons and armour. Simple as that.
doesn't bother me one way or another as long as it doesn't turn the game into a spreadsheet, which both games did at times (ammo mod x for shields, ammo mod y for amour, ammo mod z for health - jesus they are goddamn bullets - the variations on something that small travelling at fractions of lightspeed are going to be tiny!).I really don't care about stats. All I do item-wise is "If there's more plusses than minuses, I'm keeping. If there's more minuses than pluses, I'm selling like a .50 hooker."
* 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.
i don't get this - armour is not going to withstand aforementioned bullets for more than a few shots - have you seen how even bullet-proof vests work? your shields and cover are your primary survival mechanics.Have to agree here. Even Dragon Skin isn't going to work right especially since hot weather can fubar its internal systems.* 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...
some yes, but combat optics was generally a waste of time. but i don't think you should be arbitrarily limited to stupid conventions like damage/cooldown/firing speed. i'd be happy with even just cosmetic customisation if it was a balance issue.Have to agree here. I only used Combat Optics on pistols and sniper rifles, and that's about it.* 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.
NO - i don't like the me1 system, you certainly don't need so many levels of the self-same ****. ME2 did this ok, just didn't have enough guns to start with, as mentioned already. again i don't like arbitrary limits as a gameplay convention.This. I more or less ended up using Pinnacle Station for every single Shepard I had just to outfit my entire squad with the best available equipment and did not look back.* 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.
unnecessary and ties into bringing otherwise useless squad-mate "y" that i hate for only that reason.Agreed.
* 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.
yeah quite nice - more stuff, less "having to feed the fish after every mission" though.Agreed.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.
yes but it will be difficult so i will cut them some slack if it's not quite as in-depth as everyone seems to expect.Have to agree with Terror. What's the point of hyping up the data import if it's not going to be used as extensively? I wanted something like "Thanks a lot Shepard, the Geth invaded the Attican Traverse because you didn't destroy their bases." I blame it on the "Let's make ME2 stand-alone for the n00bs" direction.
* 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.
i also chose anderson (i can't believe anyone chose the idiot), but there's plenty of reasons why that could change, as long as it's plausible i don't mind. plus i don't count the books as canon, as they're not great.More or less this. I really hated Drew's writing style, period. I'll take Mac just because he actually tackled shades of gray, and was responsible for Wrex and Garrus. Liara was just painfully awkward and finding a woman like her is as common as a needle in a skyscraper full of haystacks.
* 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.
yeah, i agree with this.Agreed.* 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.
not sure how this would go - a lot of people hated being forced to do collector missions at certain points in ME2 - i didn't mind, because it forces you along the story, keeping up narrative coherence and tension.I didn't mind, myself, but I can see why players felt railroaded, especially if no one knew how to prioritize their tasks ahead of time just because the game threw fast punches without warning.
* 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.
that'd be nice.Please no open-ended. When I'm done with the story, I'm done with the game. What's the point of having post-credits gameplay other than to screw around? Nothing much at all. Hell, I do the side-stuff in GTA first because it will make my life a lot easier when I do my main missions.
SIDE QUESTS
* 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.
i'd prefer less "fetch this" and more "this colony has gone offline - find out why" tbh.This. * 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.
just make the worlds/hubs and missions less linear and this takes care of itself. i don't particularly want to be running fetch quests all over the galaxy, especially if it costs me fuel for a few credits and a sentence or two from a krogan.This X1,000,000* 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.
yup totally agree, even if we got less worlds to explore - make some more barren, some denser but keep the exploration factor and people will be happy enough.Meh. I hated ME1's Uncharted Worlds because it was more or less "Explore the same barren planet with the same cave or bunker layout 50 times."
* Another quest or two related to Shepard's backgrounds please. Either related or unrelated to the ME1 ones.
yes yes and yes - although i think Liara will be the main one in LoSb, and i can't see working for the alliance much (maybe a few missions for hackett - kahoku is dead).Agreed.[/quote]
Modifié par Lunatic LK47, 11 novembre 2010 - 08:30 .