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My Idea of the Perfect ME3


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#51
Haventh

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-Skorpious- wrote...


*I vastly prefer Thermal clips over ME's mindless bullet spam at later levels. However, I do agree that a balance between both systems would be preferable to either system(and would help fix the lore at the same time).

I am curious, what do you exactly mean here?  That weapons can overheat, and reloading thermal clip is not automatic?

Modifié par Haventh, 03 novembre 2010 - 12:28 .


#52
Nightwriter

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Terror_K wrote...

Nightwriter wrote...

I want customizable casual outfits.

Why is this not on the list. Why. I must have it. I must.


You mean the ability to colour them, ala the armours? That'd be neat. Personally I'd just be happy with a bigger selection, especially less Cerberus stuff (thank you altered Coalesced.ini file)


I want both. I want more selections and the ability to color them. And change the pattern. And stuff.

#53
Getorex

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-Skorpious- wrote...

I know I said differently, but I couldn't help but post my respose sooner rather than later. Anyways, I'll follow a similar guideline set by sinosleep, albeit with a few changes -

Red means I disagree. Whenever I post a disagreeance, I'll explain my reasoning (in a different color mentioned below).
Orange means I don't necessarily disagree with the idea, but would rather Bioware devote their resources towards other goals.
Standard means I agree/accept the proposed idea.
Green means I absolutely love the suggested idea.
Blue text means the following is in my words


Terror_K wrote...

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.

---snippy snip----



Wow. I actually went through and read everything in the post (colored text makes it easier to get into really long posts). I must say that I agree with virtually every single suggestion/wish you provide. You hit on things I hadn't even considered (yet at any rate). Perhaps the job of Mass Effect Lead Advisor is open at Bioware?

#54
Getorex

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Mallissin wrote...

I agree with all of the things Terror has said, and especially so with the Ammo Powers that seems to be highly contentious.



It makes no sense why each class can only use one type of ammo. It's just another type of material in the bullet or whatever.



I would prefer to go back to something closer to the first game, where you could mix mods or ammo types on a per weapon basis to your playing style and not be forced into using particular ammo for your class.


Minor point (considering the other suggestions/wishes expressed) BUT it is nonetheless important. Weapon modding isn't just cosmetic (and each 'mod' has a cost/benefit associated):
Image IPB

It has actual functional significance. ME1 had this, ME2...not at all.

Modifié par Getorex, 03 novembre 2010 - 03:13 .


#55
Captain_Obvious_au

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Weapon modding ala GRAW would be awesome. It's the same as ME2 in that the weapons themselves don't change throughout the game, but you can add or remove various pieces of equipment to have each gun exactly the way you want it, and customise the guns your squad mates have too.

#56
Jebel Krong

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Terror_K wrote...

PRESENTATION

* Get back to the pseudo 80's sci-fi roots of ME1; less of the modern Hollywood approach of ME2.
no way - 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.
* 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. 
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.
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).
* 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.
yup, i always wondered why levels weren't designed like real places, but levels, though every game is guilty of this.
* 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).
* 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.
* 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 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).
* 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.
* 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.
* 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.
* 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.
* No multiplayer. Just... just no.
agreed.

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.
* 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 "observation places" counted for what? 2 convs that i remember?
* 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).
* 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.
* 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.
* 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...
meh some characters just don't suit armour, so then what? seems like a waste of time...
* 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.
* 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?
* 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).
* 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.

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.
not going 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?
* 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.
* 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.
* 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.

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.
* 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.
* 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.
get rid 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).
* 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.
* 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.
haestrom was great - even some hazardous UNCs in ME1 had something akin, there's lots that can be done. with later UE3 improvements, lots of vegetation and proper grass (not the 2d crap we got in overlord, for example) should be easily possible.

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.
* 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.
* 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.
* 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.
* 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.
it's annoying, just like refuelling but they've already stated it's staying so.. whatever.
* 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.
* 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.
* 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.

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.
yes, but less emphasis on heavy weapons, please, with some customisation (even if it's just cosmetic) - let me make my weapons mine.
* 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!).
* 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.
* 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.
* 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.
* 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.
* 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.

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.
* 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 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.
i counted 2 ways to get the garage pass (or 4 if you count the different resolutions to the parasini/salarian guy situation), none really after that. noveria hub also felt particularly unfinished, like there was supposed to be more there but it got cut, so i'm not sure why this is the "shining" example of how to do mass effect missions. i did like the split-up locations though. all i would ask for is more realistic environments, less linearity and more dynamism in conversations/resolutions. i also disliked the splitting up of environments in me2 to "areas where you could draw your guns and shoot" and not - leave it all like the former to make the change jarring, even if it has not other repercussive effect (how people react or whatever).
* 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.
* 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.
* 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.

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.
a lot of people want the reverse, but i agree with you here - variation is good and broadens the universe.
* 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.
* 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.
* 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.
* Presentation needs to improve from the N7 ones. See the remaining points in this section for examples:
apart from mission-complete screens (awful) most were okay and certainly diverse in ME2.
* Shepard and companions should actually speak now and then, have some dialogue choices and even some moral choices.
again more work, this effort might be better off spent on main worlds - exploring is important for me, but odd lines of dialogue aren't.
* 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).
the mech mission and blue suns ones were good in me2 - they way they linked into each other and were varied - more like this.
* 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.
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).


feedback in red. agree with quite a bit actually, but disagree on some fundamentals, more in the "classic rpg trope" area.

Modifié par Jebel Krong, 03 novembre 2010 - 04:13 .


#57
DownyTif

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I agree with some points and disagree with others. But one thing I would like to add is this, based on my personal review of ME2 (social.bioware.com/forum/1/topic/105/index/3011193) and LotSB (http://social.biowar...5/index/5154775)



- Make the missions longer. I could take less missions, but make it longer. I loved the missions in ME1. In ME2, well when you really get in the mood of the mission, it's over.



- Bring back the romance/love scene of ME1.

#58
Getorex

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Jebel Krong wrote...

Terror_K wrote...

PRESENTATION

* Get back to the pseudo 80's sci-fi roots of ME1; less of the modern Hollywood approach of ME2.
no way - 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.
* 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. 
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.
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).
* 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.
yup, i always wondered why levels weren't designed like real places, but levels, though every game is guilty of this.



Far Cry, Crysis, and Far Cry 2 (this later wasn't a great game at all but it had ONE huge level/area to play in) each had huge, explorable areas with lots of different types of terrain. You were even able to take cover/hide in dense undergrowth, behind trees, etc. Almost all the cover was realistic (I said ALMOST all).

You could do things like that, each as a "level" in standard ME form style.

Modifié par Getorex, 03 novembre 2010 - 05:24 .


#59
-Skorpious-

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Haventh wrote...

-Skorpious- wrote...


*I vastly prefer Thermal clips over ME's mindless bullet spam at later levels. However, I do agree that a balance between both systems would be preferable to either system(and would help fix the lore at the same time).

I am curious, what do you exactly mean here?  That weapons can overheat, and reloading thermal clip is not automatic?


No. I meant that I disliked having infinite ammo in ME (it made the combat less tactical imo) and preferred ME2's system of having to weigh the consequences of using sniper rifle or an smg to take out a particular enemy. Basically, if ammo is limited, it forces you to think more about the weapons you use.

On the other-hand however, thermal clips gave ME's established lore the finger. Having essentially unlimited ammo is much more useful in combat than having quicker reloads, meaning the technology of the games universe seemed to be taking a step back instead of moving foward.

When I proposed a mix of the two systems I meant the following - If you run out of ammo for a particular weapon it will enter a "passive" cooldown state. During this time the weapon will cooldown and slowly replenish ammo, but could be used again if a thermal clip is entered into the gun, allowing you to "bypass" the cooldown process and immediately resume firing said weapon.

Of course this would mean severe tweaking to ME2's system; I would rather that Bioware focused more on ending the trilogy with a bang than providing slight gameplay improvements. But honestly, my main problem with all this is the fact that lore seemed to move backwards rather than fowards.

Modifié par -Skorpious-, 03 novembre 2010 - 05:20 .


#60
Getorex

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-Skorpious- wrote...

Haventh wrote...

-Skorpious- wrote...


*I vastly prefer Thermal clips over ME's mindless bullet spam at later levels. However, I do agree that a balance between both systems would be preferable to either system(and would help fix the lore at the same time).

I am curious, what do you exactly mean here?  That weapons can overheat, and reloading thermal clip is not automatic?


No. I meant that I disliked having infinite ammo in ME (it made the combat less tactical imo) and preferred ME2's system of having to weigh the consequences of using sniper rifle or an smg to take out a particular enemy. Basically, if ammo is limited, it forces you to think more about the weapons you use.

On the other-hand however, thermal clips gave ME's established lore the finger. Having essentially unlimited ammo is much more useful in combat than having quicker reloads, meaning the technology of the games universe seemed to be taking a step back instead of moving foward.

When I proposed a mix of the two systems I meant the following - If you run out of ammo for a particular weapon it will enter a "passive" cooldown state. During this time the weapon will cooldown and slowly replenish ammo, but could be used again if a thermal clip is entered into the gun, allowing you to "bypass" the cooldown process and immediately resume firing said weapon.

Of course this would mean severe tweaking to ME2's system; I would rather that Bioware focused more on ending the trilogy with a bang than providing slight gameplay improvements. But honestly, my main problem with all this is the fact that lore seemed to move backwards rather than fowards.


Except for a nit. All the weapons (except heavies) use the same "ammo" and thermal clips. If I had my druthers, I'd never use anything except the mattock interspersed with the Widow. If I run out of "ammo"/thermal clips for the mattock, guess what? The shotgun, pistol, hand canon, sniper rifle all use exactly the same thing and are fully loaded up. Why don't I just scavange from my pistol or shotgun and continue using the mattock? Why do I have to get brand-spanking-new thermal clips just for the mattock when they are all interchangeable in that regard?

#61
-Skorpious-

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Getorex wrote...

-Skorpious- wrote...

Haventh wrote...

-Skorpious- wrote...


*I vastly prefer Thermal clips over ME's mindless bullet spam at later levels. However, I do agree that a balance between both systems would be preferable to either system(and would help fix the lore at the same time).

I am curious, what do you exactly mean here?  That weapons can overheat, and reloading thermal clip is not automatic?


No. I meant that I disliked having infinite ammo in ME (it made the combat less tactical imo) and preferred ME2's system of having to weigh the consequences of using sniper rifle or an smg to take out a particular enemy. Basically, if ammo is limited, it forces you to think more about the weapons you use.

On the other-hand however, thermal clips gave ME's established lore the finger. Having essentially unlimited ammo is much more useful in combat than having quicker reloads, meaning the technology of the games universe seemed to be taking a step back instead of moving foward.

When I proposed a mix of the two systems I meant the following - If you run out of ammo for a particular weapon it will enter a "passive" cooldown state. During this time the weapon will cooldown and slowly replenish ammo, but could be used again if a thermal clip is entered into the gun, allowing you to "bypass" the cooldown process and immediately resume firing said weapon.

Of course this would mean severe tweaking to ME2's system; I would rather that Bioware focused more on ending the trilogy with a bang than providing slight gameplay improvements. But honestly, my main problem with all this is the fact that lore seemed to move backwards rather than fowards.


Except for a nit. All the weapons (except heavies) use the same "ammo" and thermal clips. If I had my druthers, I'd never use anything except the mattock interspersed with the Widow. If I run out of "ammo"/thermal clips for the mattock, guess what? The shotgun, pistol, hand canon, sniper rifle all use exactly the same thing and are fully loaded up. Why don't I just scavange from my pistol or shotgun and continue using the mattock? Why do I have to get brand-spanking-new thermal clips just for the mattock when they are all interchangeable in that regard?


Which is why I said the current system would need some serious tweaking for this idea to work. The only fix to this problem would be if each weapon had a set amount of shots required before the cooldown was enacted, and severely limiting the amount of Thermal clips Shepard picks up.

#62
Lunatic LK47

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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. 

Agreed

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.

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 .


#63
Undertone

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OP was so full of win it brought a tear to my eye. I agree with everything.



I want to stress weapon customization - the ability to customize weapons should not only reflect function but also be cosmetic. Being able to give them decals and color them like the armors would be amazing too. Allow us to put attachments on it etc.



Improved melee combat. I am not saying we should add a Halo sword but having retractable short blades of sort should improve the close combat. The super powered elbow/arm attack is just so unrealistic.



Weather changes and day/night changes! - Returning to a place to find it the same all the time is unrealistic. Sure the citadel is a different case but for any other planet/city that should take an effect and add the element of surprise, change the battlefield.

#64
cachx

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That's a lot of text! for the sake of brevity, i'll only comment on those I feel more strongly about.

[quote]* Get back to the pseudo 80's sci-fi roots of ME1; less of the modern Hollywood approach of ME2.[/quote]
This is highly subjective. To me the overall feeling of ME1 was dark, depressing and slow. In a 2 hour movie that may be cool, but a game is much longer and 'the feeling' becomes a big nuisance, in my latest playthorughs I only played in small chunks, lest I become really depressed and bored out of my skull. Compromise:  How about only having certain missions / planets that share that feel?

[quote]* 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.[/quote]
This always bothered me, not enough to use expletives though... I understand that in ME2 it was for the sake of both aestetics and uniqueness. Compromise: every squadmate has 2 looks, a casual one and a combat one.

[quote]* 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 "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.[/quote]
So you like slideshows or don't you? make up your mind. XP gains right now are fine (leveling up middle mission would kill the flow), however a little something extra, like receiving bonus XP for completing secondary objectives would be really nice.

[quote]* 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.[/quote]
Agree. At the very least, bring back the map.

[quote]* Get rid of ammo-powers, the concept is stupid and makes no sense. Make them mods again like they were originally.[/quote]
It makes perfect sense for gameplay and class balance, specially the soldier, since most of the Soldier abilities from ME1 don't make sense under the current design of combat. Compromise: If they make it so that class are balanced and with great unique powers, I wouldn't mind the return of mods.

[quote]COMPANIONS[/quote]
Since I love companions and dialogue, I would agree with everything here, but I'm sorry to say it's mostly wishful thinking. No way that there is enough time or resources to implement every single thing on the list.

[quote]* 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.[/quote]
Then why even have a p/r system at all? the game has to move forward one way or the other.

[quote]* 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.[/quote]
Agree

[quote]* 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.[/quote]
I can't recall an instance in wich renegade choice "blows up in you face" (without selectivly metagaming anyway), if you paragon Elnora, she gets away with murder, if you do the ringh thing during Talis trial, you lose her loyalty. Seems to me this is already in. And since ME3 is the last game I don't thing there are more chances to affect things long term.

[quote]* Bring back crouch.[/quote]
For what purpose?
[quote]* 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.[/quote]
I like locking out all skills, because it encourages to use your squadmates (and makes you think more about wich one to take) I would actually increase some of the cooldowns, and avoid power spamming . Compromise: Create more "combo" moves so that it encourages playing with squadmates instead going on your own, and would also make using your cooldowns more satisfying.
[quote]* 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.[/quote]
Disagree, weapon choice is a big part of the class system and balance. A extra bonus during the game like in ME2 would be cool to have again.

[quote]* 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.[/quote]
It's leagues better than the racist a-hole from ME1. Hopefully it will keep improving.

[quote]* 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.[/quote]
Why having a system at all then? if you ask me, ME2 was not punishing enough with wishy-washy people (with bonuses from importing, I can do pretty much whatever I want anyway, with the exception of 2 o 3 'hard choices'). Sacrificing skill points for charm/intimidate in ME1 was much, much worse way to handle it.

[quote]* More weapons overall. ME1 had too many, ME2 far too few. If we had all the
* Visible stats on weapons and armour. Simple as that.DLC items along with all the ME2 items in ME3 it would be about right, so I pretty much suggest that.[/quote]
The low quantity of weapons make sense, because due to the new battle system, each weapon is really different and feels unique, giving 100 weapons that only differ on damage does not help at all. I do agree with stats, only because I'm a fan of numbers.

[quote]* 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.[/quote]
Basically what you're asking is a new "protection" stat for every character. Technically shield and health count as that. Besides under the new combat, it makes a lot more sense that you're fragile against bullets or else the whole cover, shoot thing falls apart, and you can just tank your way to everything.

Mmm... I'll have to leave the rest for a future post.

#65
sinosleep

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Undertone wrote...

OP was so full of win it brought a tear to my eye. I agree with everything.

I want to stress weapon customization - the ability to customize weapons should not only reflect function but also be cosmetic. Being able to give them decals and color them like the armors would be amazing too. Allow us to put attachments on it etc.

Improved melee combat. I am not saying we should add a Halo sword but having retractable short blades of sort should improve the close combat. The super powered elbow/arm attack is just so unrealistic.

Weather changes and day/night changes! - Returning to a place to find it the same all the time is unrealistic. Sure the citadel is a different case but for any other planet/city that should take an effect and add the element of surprise, change the battlefield.


It's NOT an elbow attack. While initially I thought people were just calling it that out of affection (and to be fair some people have come out and said as much) I thought it was pretty clear that the melee attack is in fact this

Image IPB

The high rifle butt stroke. Granted it looks silly doing it with a pistol, but with any of the long guns it's fitting.

And depending on the material the weapon is made out of it can EASILY kill a man.

Modifié par sinosleep, 03 novembre 2010 - 08:40 .


#66
Pocketgb

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Why does that look more painful than being *shot?*

#67
Undertone

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Oh common, don't even try to defend it's realism because it has next to none. The only time it's conceivable to kill someone is if it's in head. 3/4 of the time Shepard hits them in the armor. Where the most it can do is make them lose balance or get them on the ground. In most cases it shouldn't do anything. I am not even going to mention this while you are holding a pistol. I am not asking to have lightsabres or energy swords or whatever. Small retractile blades with the correct animation and the correct condition should be perfect. And if you are adamant about not having melee weapons as some people are then fix the animation to at least make it appear as if Shepard is hitting them in the head, or make it impossible to kill somebody like that but rather incapacitate them.

#68
sinosleep

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Did I say I was opposed to melee weapons? No, all I did was correct your erroneous assertion that it was some kind of "elbow/arm" attack instead of what it actually it is. Frankly this is another area where I DON'T care how "unrealistic" it is due to the fact that it's a gameplay mechanic.

You want to know why hardly anyone bothers with the new melee kills in Halo and instead stick to the trusty but "unrealistic" old melee attack? Because drawn out animations get you killed. If the choice is between some irritating animation (which is exactly what they would have to do to get perfect hit placement regardless of when you hit the melee button) or an unrealistic attack that properly rewards the player for risking getting into melee range in the first place then I'll take the unrealistic attack.

Modifié par sinosleep, 04 novembre 2010 - 04:00 .


#69
Undertone

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I wasn't offering a drawn animation. That's not the only way you can make it more realistic. But at any rate perhaps you are right that it's a very minor issue.



I still can't stress enough how much I would like visual as well as functional weapon customization as well as weather and day/night change which would make places enjoyable and unpredictable to return to. Plus everything OP mentions.

#70
Terror_K

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Just going to comment on the ones I won't budge on, because I feel very strongly about it.

[quote]Jebel Krong wrote...
* Get back to the pseudo 80's sci-fi roots of ME1; less of the modern Hollywood approach of ME2.
no way - 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.[/quote]

It's not the look so much as the tone and presentation. The visual design of ME2 remained pretty consistent, but the way it was put across seemed rather more akin to the "style over substance" and "Action! Action! Action!" approach of modern Hollywood rather than the homage to classic 80's-era sci-fi that ME1 was. ME2 often came across as juvenile and too bombastic and more about being cool and badass rather than being good and having some depth to it. As I've said before, ME1 felt aimed at intelligent 25+ year old sci-fi fans while ME2 feels more aimed at the average teenager of today who prefer Fast the the Furious movies and Michael Bay's Transformers. Not that ME2 is as bad as those, but that seems to be the tone and style more than classic sci-fi.

[quote]
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).[/quote]

Only if the elevators are slow. Make them as fast as the loading screens and they wouldn't be as much of an issue.

[quote]
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).[/quote]

Sorry, but I won't step aside from this request. I'm not saying we can't have individual outfits, just that them running around in dangerous environment and battle in civvies while being perfectly fine and getting all the benefits of a set of armour (including kinetic shields and medigel dispensers) is immersion-breakingly retarded and stupid, and I personally think whoever thought it was a good idea should have been fired from the Mass Effect team. That is how much I hate it and how pathetically stupid I think it is.

I'd be simply happy with two outfits for each crewmember if they're going to continue this whole "non customisable" approach with ME3: a set of civvies for on the ship and in non-combat locales, and a proper set of armour for combat that's also unique to them. Like Shepard, Grunt and Garrus the helmet only needs to appear when the places are hazardous. Considering a great majority of the time you speak to them they're on the ship anyway, I don't see the harm. Shepard has civvies and armour, so why not them? It's not too often one would be in hazardous places in conversations anyway. Ignoring the ability to actually dress your squaddies there, what was so bad about the ME1 method? They all wore their own gear on The Normandy and then proper armour in battle, with the helmet only up if you either told them to or they were in hazarous places. That made sense. ME2's retarded little "a breathing mask protects against all" method is beyond insulting to my intelligence, makes it look like the ME2 team don't give a damn about the integrity of their universe and just pulls me right out of the game every time I see it (especially with Jack).

[quote]
i'd like to see a cut-scene epilogue, personally.[/quote]

Many have said this, but I don't see how without a lot of unneccesary work. It just seems like too much effort for what is essentially a little summary of things beyond the scope of the game, especially if one takes into account all the variations that could be (especially if consequences also affected each other).

I'd like it too, but it seems like a waste of time and resources when a still or two and a blurb would be enough to get it all across.

[quote]
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).[/quote]

Sorry, but ME2 dumbed down the XP experience so much I'm not even sure if I am getting XP and it's not just a random number being thrown at me. I have no context and no sense of accomplishment, especially when the number is the same no matter what I did or how I approached things. The whole point of XP beyond leveling up is the concept that you're earning it for your efforts. With ME1 I knew when I was getting XP, why I was getting XP and was rewarded more for doing more or making the extra effort. With ME2 it's just an arbritrary number that's meaningless and inevitable to me, no matter how I go about things.

Also, I feel there are too many things that have gone in favour of immersion. And it amazes me how many things BioWare changed in order to improve immersion, yet completely ruin any sense of it entirely far more than ME1 ever did with things like "Mission Complete" screens, loading screens, linear levels, a lack of true variation on consequences, The Hammerhead as a whole and squaddies running around in pyjamas with breathing masks in dangerous places and combat.

[quote]
something new - neither me1's nor me2's was all that great - something in-between.[/quote]

I personally had no problem with ME1's HUD: it gave just the right amount of info in a clear and concise manner. To me, ME2's was a classic case of fixing something that wasn't even broken with something worse in almost every sense.

[quote]
not going 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?[/quote]

Because having both be epic win buttons all the time is silly, IMO. And it doesn't make sense that in every case every person you deal with would cave with both paragon and renegade attempts. It's not that you can't use it, it's just that not everybody would react positively to it. I'm not saying this should be common, but just now and then. As long as there's an alternative way to do something or the objective involved isn't absolutely crucial I don't see the harm. As it stands Paragon and Renegade options are basically two different ways of getting the exact same result in 90% of cases, with the exception of all the "Paragon lets live, Renegade kills" options. What's the point in having two variations on dealing with things if both are pretty much the same most of the time, and all that changes is the cutscene and dialogue that sets up that same result. On top of that, some of the Paragon and Renegade moments are incredibly weak and unbelievable, but because the player has to win using them they frce the outcome anyway.

[quote]
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.[/quote]

The reason I suggested this is because it always seems likt the Paragon options get the better outcomes. It would be more realistic and balanced if now and then the Renegade options actually got the advantage. The whole game is supposed to be about the reality and depth of choices and consequences, but all it teaches us thus far is that "Paragon always wins and Renegade always loses out" for the most part. A Paragon choice almost never results in less lives saved than the Renegade one. The only real exception was the asari merc on Samara's recruitment quest who if you fell for her story and let her go you later found out she was a liar and was a psychotic murderer. Basically, I'm saying "more of this!"

[quote]
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.[/quote]

But as it stands it's made the tech character nowhere near as useful, when they used to be the "rogue/thief" of the ME universe. It also makes the mini-games completely pointless, especially when they're so easy. For the sake of convention or not, the whole angle has been dumbed down for the sake of simplicity, shallowness and making combat the only real point of the game. There needs to be obstacles and challenges beyond just killing things, and that's always what locks, crates, traps, etc. have been about. ME2 makes them pointless... it's pathetic.

[quote]
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.[/quote]

It's not an abritrary limit. The ME2 research/upgrade system is so broken, it's more God-modding and breaking than the much maligned Spectre Weapons ever were. Being able to upgrade everything to the max without any effort is just linear and makes a mockery of the whole point of RPG upgrade systems entirely. It takes away choice and customisation by not limiting the player and forcing choice on them, which is what's needed. As it stands everybody can just mod everything to the max without really even maying attention with no downside: it's so insultingly linear and stupid and makes the whole system arbritrary: you may as well have the whole thing do all the work for you, because it already does beyond you clicking some buttons every so often, especially when every damn upgrade is in the same tedious place every time.

Sorry, but this is one of my biggest beefs with the game and I really think it either needs to go or needs some major tweaking. It's a classic case of modern games dumbing things down so much and doing most of the work automatically for the player to the point of pointlessness and taking away player choice and customisation in the process. This is an element so in need of fixing to me that if BioWare end up just keeping it the same the game will automatically be a failure in my books and worse than ME1.

[quote]
unnecessary and ties into bringing otherwise useless squad-mate "y" that i hate for only that reason.[/quote]

Disagree completely. The elimation of both was just a classic case of oversimplification. Everybody who needs them has them anyway, so why not actually give us some choice and customisation when it comes to this instead of just doing it all automatically for you. Another victim of the awful research/upgrade system that needs to return to give the game some depth.

Modifié par Terror_K, 04 novembre 2010 - 09:14 .


#71
CroGamer002

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I hate 80s style in ME1 since 80s are boring.



And I disagree that you have to be pure Paragon on Renegade whole playthrough in ME2.

#72
CroGamer002

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Terror_K wrote...

i'd like to see a cut-scene epilogue, personally.


Many have said this, but I don't see how without a lot of unneccesary work. It just seems like too much effort for what is essentially a little summary of things beyond the scope of the game, especially if one takes into account all the variations that could be (especially if consequences also affected each other).

I'd like it too, but it seems like a waste of time and resources when a still or two and a blurb would be enough to get it all across.



There should be epilogue.
It's last game of Mass Effect that follows Shepard.
So unless they create some sandbox ME4 where you play some new character( any race) and you play in universe that your Shep affected, epilogue is a must go.
Or at least in DLC's.

#73
Clover Rider

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Mesina2 wrote...

I hate 80s style in ME1 since 80s are boring.

And I disagree that you have to be pure Paragon on Renegade whole playthrough in ME2.

Oh 80s can be good but ME1 was not at all like the 80s:whistle:

#74
Jebel Krong

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[quote]Terror_K wrote...

[quote]
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).[/quote]

Sorry, but I won't step aside from this request. I'm not saying we can't have individual outfits, just that them running around in dangerous environment and battle in civvies while being perfectly fine and getting all the benefits of a set of armour (including kinetic shields and medigel dispensers) is immersion-breakingly retarded and stupid, and I personally think whoever thought it was a good idea should have been fired from the Mass Effect team. That is how much I hate it and how pathetically stupid I think it is.

I'd be simply happy with two outfits for each crewmember if they're going to continue this whole "non customisable" approach with ME3: a set of civvies for on the ship and in non-combat locales, and a proper set of armour for combat that's also unique to them. Like Shepard, Grunt and Garrus the helmet only needs to appear when the places are hazardous. Considering a great majority of the time you speak to them they're on the ship anyway, I don't see the harm. Shepard has civvies and armour, so why not them? It's not too often one would be in hazardous places in conversations anyway. Ignoring the ability to actually dress your squaddies there, what was so bad about the ME1 method? They all wore their own gear on The Normandy and then proper armour in battle, with the helmet only up if you either told them to or they were in hazarous places. That made sense. ME2's retarded little "a breathing mask protects against all" method is beyond insulting to my intelligence, makes it look like the ME2 team don't give a damn about the integrity of their universe and just pulls me right out of the game every time I see it (especially with Jack).[/quote]

i'll just take a few of your points as i don't want to derail your thread: in me1 every single character had the same body model (one female, one male), so when you had the ship-outfits or armour, it didn't matter - the models were the same and only the textures changed depending on the armour, in mass effect 2 all the body models are different (except the normandy crew), so having both systems would be a ton of work, not to mention memory allocation etc.

it might be a tad immersion-breaking for some on missions, but at least i don't confuse my squad with each other or enemies (not that you could in me1 because of the stupid ally AI) - when everyone looks the same it's just boring: i like looking at miranda in her sexy outfit, or liara in her lab coat thingy (LoSB), garrus in his damaged armour, thane in his custom suit etc - it helps me identify with the characters, despite the occasional absurdity of conditions.

[quote]Terror_K wrote...
[quote]
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).[/quote]

Sorry, but ME2 dumbed down the XP experience so much I'm not even sure if I am getting XP and it's not just a random number being thrown at me. I have no context and no sense of accomplishment, especially when the number is the same no matter what I did or how I approached things. The whole point of XP beyond leveling up is the concept that you're earning it for your efforts. With ME1 I knew when I was getting XP, why I was getting XP and was rewarded more for doing more or making the extra effort. With ME2 it's just an arbritrary number that's meaningless and inevitable to me, no matter how I go about things.

Also, I feel there are too many things that have gone in favour of immersion. And it amazes me how many things BioWare changed in order to improve immersion, yet completely ruin any sense of it entirely far more than ME1 ever did with things like "Mission Complete" screens, loading screens, linear levels, a lack of true variation on consequences, The Hammerhead as a whole and squaddies running around in pyjamas with breathing masks in dangerous places and combat.[/quote]

does it matter? i mean really why does xp matter? it's just a (bad) way to show character development during the game. if they had no xp but you just unlocked certain skills or guns our outfits after finding them or research or tech on certain missions, that would be much better, imo, and more realistic (especially if the research took some time to complete). having a random lump sum (ME2) or some for every little action you take (ME1) is immersion-breaking and forces you to focus on: the fact that you're playing a game; and worrying about what xp you're getting and not the mission/dialogue etc.

[quote]Terror_K wrote...
[quote]
not going 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?[/quote]

Because having both be epic win buttons all the time is silly, IMO. And it doesn't make sense that in every case every person you deal with would cave with both paragon and renegade attempts. It's not that you can't use it, it's just that not everybody would react positively to it. I'm not saying this should be common, but just now and then. As long as there's an alternative way to do something or the objective involved isn't absolutely crucial I don't see the harm. As it stands Paragon and Renegade options are basically two different ways of getting the exact same result in 90% of cases, with the exception of all the "Paragon lets live, Renegade kills" options. What's the point in having two variations on dealing with things if both are pretty much the same most of the time, and all that changes is the cutscene and dialogue that sets up that same result. On top of that, some of the Paragon and Renegade moments are incredibly weak and unbelievable, but because the player has to win using them they frce the outcome anyway.[/quote]

you don't always have paragon and renegade options, but in important cases, where it makes sense, obviously you do - partly to impart gravitas to the situation and also because it emphasises to you (player) and shepard your effect on the gameworld - if all you are doing is talking and then every situation ends in peace or a gunfight regardless, that's rubbish - i want to see more interrupts (mega i-win) and dynamic mechanics, not less.

[quote]Terror_K wrote...
[quote]
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.[/quote]

The reason I suggested this is because it always seems likt the Paragon options get the better outcomes. It would be more realistic and balanced if now and then the Renegade options actually got the advantage. The whole game is supposed to be about the reality and depth of choices and consequences, but all it teaches us thus far is that "Paragon always wins and Renegade always loses out" for the most part. A Paragon choice almost never results in less lives saved than the Renegade one. The only real exception was the asari merc on Samara's recruitment quest who if you fell for her story and let her go you later found out she was a liar and was a psychotic murderer. Basically, I'm saying "more of this!" [/quote]

i don't play paragons, but apart from the occasional silly/jerkwad comment i don't see this tbh - they both come out about the same. renegades are generally more ruthless, so there will always be a few more hats left on the ground than a paragon would leave, doesn't make them stupid/wrong.

[quote]Terror_K wrote...
[quote]
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.[/quote]

But as it stands it's made the tech character nowhere near as useful, when they used to be the "rogue/thief" of the ME universe. It also makes the mini-games completely pointless, especially when they're so easy. For the sake of convention or not, the whole angle has been dumbed down for the sake of simplicity, shallowness and making combat the only real point of the game. There needs to be obstacles and challenges beyond just killing things, and that's always what locks, crates, traps, etc. have been about. ME2 makes them pointless... it's pathetic.[/quote]

soldier is less useful, too, but you want to get rid of ammo powers - soldier in me2 is crap (and the reason i changed all my me1 soliers into infiltrators in me2 because that is an awesome class). i don't want to be forced to take characters i hate just to open boxes thanks!

[quote]Terror_K wrote...
[quote]
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.[/quote]

It's not an abritrary limit. The ME2 research/upgrade system is so broken, it's more God-modding and breaking than the much maligned Spectre Weapons ever were. Being able to upgrade everything to the max without any effort is just linear and makes a mockery of the whole point of RPG upgrade systems entirely. It takes away choice and customisation by not limiting the player and forcing choice on them, which is what's needed. As it stands everybody can just mod everything to the max without really even maying attention with no downside: it's so insultingly linear and stupid and makes the whole system arbritrary: you may as well have the whole thing do all the work for you, because it already does beyond you clicking some buttons every so often, especially when every damn upgrade is in the same tedious place every time.

Sorry, but this is one of my biggest beefs with the game and I really think it either needs to go or needs some major tweaking. It's a classic case of modern games dumbing things down so much and doing most of the work automatically for the player to the point of pointlessness and taking away player choice and customisation in the process. This is an element so in need of fixing to me that if BioWare end up just keeping it the same the game will automatically be a failure in my books and worse than ME1.[/quote]

you don't need arbitrary limits, and it's not god-modding, because the enemies scale up. i maintain there are cleverer ways of increasing difficulty than limiting the player at every turn. the technology within the universe (other than taking a huge step back with the ammo system) is sufficiently advanced that you can see the benefit of each upgrade without it being an either/or situation all the time. it's one of the reasons i thought the cooling system of me1 worked so well - it was reasonably realistic and if you were clever it didn't restrict the player overly.

[quote]Terror_K wrote...
[quote]
unnecessary and ties into bringing otherwise useless squad-mate "y" that i hate for only that reason.[/quote]

Disagree completely. The elimation of both was just a classic case of oversimplification. Everybody who needs them has them anyway, so why not actually give us some choice and customisation when it comes to this instead of just doing it all automatically for you. Another victim of the awful research/upgrade system that needs to return to give the game some depth.
[/quote]

again: i don't want to be forced to take characters i hate just to accomplish a certain simple task!

#75
Jebel Krong

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Mesina2 wrote...

I hate 80s style in ME1 since 80s are boring.


the clean style of a lot of ME1 was similar to the style of some films in that period (star trek the motion picture springs to mind), but it fitted a few of those locations you visited in ME1: more heavily weighted to council space/the citadel than me2. the sequel had the same influences, but a darker, more blade-runner vibe (which i naturally prefer) i liked both and hope they keep the same feel as both going into ME3. actually thinking about it they are more akin to the contrast in star wars films: "a new hope" compared to "empire strikes back", though not quite as different.

Modifié par Jebel Krong, 04 novembre 2010 - 09:25 .