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ME3: "Deeper RPG Elements" suggestions (with pictures)


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#1
Vena_86

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Christina Norman stated that deeper RPG elements are one of the goals for Mass Effect 3.
These are some rough sketches of how I think the usabilty of ME2 could be maintained while adding more depth and diversity (currently lacking on the long run).
You are welcome to post your elaborate opinion, but please don't do it based on wrong assumptions. The explanations to the pictures are there for a reason.

Character Screen with "Traits"

Image IPB
full version here: http://img192.images...raitsshepsm.jpg

Character Screen for Squad Mates

Image IPB
full version here: http://img843.images...raitsgrunts.jpg

Explanation:

Durability - Increases character health and health regeneration.

Agility - Increases sprint speed, the speed of cover interaction, ability use (not the cooldown), reloading and switching weapons speed. This all refers to the animations speed (not responsiveness), so that for instance high agility will make taking cover, leaving cover and jumping over cover faster.
Imagine beeing able strip down the shields of an enemy and almost instantly change to a pistol, to line up some headshots.

For squad mates it is the same, only that additionally the general movement speed during combat is increased.
It does not change control responsiveness, it only increases the speed at which the animations are performed! Not investing in the trait would not make Shepard slower than in ME2. I only intend a possible improvement and possibly faster more responsive gameplay for experienced shooter players who can handle it, without making it overpowered, or forcing it on all players.


Power Cooldown - guess what it does...

Persuasion - Determines how adept Shepard is at negotiating with or intimidating dialogue partners. Paragon and Renegade options will always be available at the same time to actually allow making choices, aka roleplaying. Who does not invest in the skill enough will have to stick with the standard dialogue options, giving them an actual purpose. Alternatively, Ecael has already made good suggestion for this matter: social.bioware.com/forum/1/topic/105/index/2656020

Accuracy (SQUAD MATES ONLY!!!) - Increases the chance of a squad member to hit an enemy with their ranged weapons. Becomes more important at greater distances, making it essential for snipers.
The actual damage of the weapons is increased through weapon upgrades/mods.
Now please pay attention, there is no stat that changes accuracy for the player (Shepard). I don't intend any change to that over ME2.

To be clear, all these "stats" already exist in Mass Effect 2! The only thing I did was removing the single power that combined all these unrelated character values and split it up into traits. So the players are allowed to specialize on what they prefer, rather than beeing forced to upgrade everything just a small bit at a time. This does NOT mean that Shepard or the squad are weaker than they start in ME2. In fact they would start out just as good.

Choosing weapons and weapon balance

Image IPB
full version here: http://img18.imagesh...ect2weapons.jpg

Goals for weapons:
-fast, intuitive and easy way of comparing weapons without number crunching (could be added though)
-balanced weapons, meaning no weapon is clearly better than the other, but rather fills certain roles better than others

Note that accuracy is not skill based and only refers to the weapons. Weapons in ME2 already have differing accuracy (Locust SMG is much more accurate than the other SMGs). This, among other things, should be visible to the player without inspecting game files, forums or the Mass Effect wiki.

Also, please check out Ecael's inventory/mod/armor suggestions:
social.bioware.com/forum/1/topic/105/index/2917490
and Terror_K's weapon info screen:
img535.imageshack.us/img535/7189/me3idea.png

Modifié par Vena_86, 07 décembre 2010 - 03:57 .


#2
Chuvvy

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You put some work into these shops bro. Well done. Anyway I agree. Sounds good.

#3
TheNexus

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I really like the idea of the persuasion mechanic, because in any given situation you should be able to either choose the paragon or renegade option as it's indicative of the two sides of human nature in every human being. That to me is far more indicative of human nature than the current system. No matter how heavenly a character you may be, there is always temptation. It doesn't make sense to have a paragon option and not a renegade one or vice versa.

#4
Babli

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We need to go deeper.

#5
FuturePasTimeCE

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Babli wrote...

We need to go deeper.

LMAO

Image IPB

they should give shepard a inception like mission... 

#6
AdmiralCheez

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This could be a good thing, yes.

Not dexterity, though. Every time I hear dexterity, I think D&D. And I remember trying to play it and cringe.

Modifié par AdmiralCheez, 01 décembre 2010 - 12:02 .


#7
YAHG

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i don't like your weapon ideas. i thought ME2 had it down perfectly.



i do like your ideas on dialogue, though.

#8
halogod1986

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Wow, I really am impressed. Vena_86, you've done some impressive work here.

#9
Catsith

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Good job OP, not too far off from what I would have preferred. The current skill system for Shep and squadmates is just unacceptable to me for a 40 hour shooter-rpg. I really hope they add in a trait or perk system or something similar, or at the very least just a few more non-combat skills for every class... that'd be nice.



Your weapons info screen is alright. Being able to visually see the various stats of a gun as well as info about all upgrades is essential to me in any shooter game.. the way it was in ME2 with only a block of flavor text was just useless. There's no reason to hide info like that from the player. "This gun is good against shields" doesn't cut it for me.



Hopefully Christina is working hard to keep that promise... we'll probably soon see what she's been up to.

#10
wizardryforever

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Honestly, I don't really see anything wrong with the current way character stats are handled.  There's less tweaking and optimizing and more actual playing of the game.  Stats can be helpful for customization, but they really don't add much to the game other than tedium as you agonize over what you should spend your points on.  As cool as the photoshopping skills you've displayed are, I have to disagree with your first idea.

The second one doesn't change the way the game works (which is good, since it works fine as is), but gives the player more information, which is always a plus.  A lot of people want more detailed (less relativistic) information on weapons and how they compare.  Ironically, in ME1, when almost every gun of the same class functioned the same, they had this.  But in ME2, where there are noticable differences between weapons, they don't.  I support your second idea.

In case anyone's interested, I had my own idea for how to make powers and leveling up more fun.  Here: social.bioware.com/forum/1/topic/103/index/4632282

#11
Dasher1010

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I'd like to see either squad weapon damage be the same as Shepards or have squaddies have more skills and skill points. It sucks when I gain a level and my squadmate doesn't gain a single point, making that level-up do nothing for the character.



Also, the fact that Jacob and Miranda could ignore their first skill and max out their second while other characters couldn't also greatly annoyed me. I'd like to see squaddies get a boot in power since right now, I feel like they barely contribute to the battle aside form deplating medi-gel. As it stands, I kill every enemy in almost every battle and my squadmates never seem to do any damage, I've even noticed that snipers with the mantis rarely fire it. It's like they sit in cover (or out in the open) and let me do all the fighting. I even tested one fight out and I found that my teammates wee far less aggressive than my enemies, making my only want to pick squadmates for story purposes as they're almost entirely useless except for active powers, even ammo powers do nothing since they rarely even fire their nerfed guns.

#12
RinpocheSchnozberry

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Good effort on the 'shops, but I'm fine with weapons being handled the way they're handled now.



In fact the only "deeper RPG" elements I'm interested in are more dialogue and story choices. More variety of "win" conditions on missions.

#13
The Spamming Troll

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i like any idea that makes shepard more unique so as long as i can invest points into something im happy. i like your ideas so far but what if weapons had mods similar to ME1 weapons? at first i thought your weapon loadout screenshot was showing two weapon mods instead of comparing two weapons. it got me excited.

#14
adam_grif

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Bring back weapon mods, reduce the number of bullshize weapon variations from all of the DLC. 3 of each kind of weapon, maybe 4 at most, and then various weapon mods to put on them to change it up.



I support a persuasion skill.

#15
Zurcior

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This actually looks cool. If BioWare doesn't fully embrace it, I can only hope that they are inspired by it. But I guess I should reserve judgement until BioWare releases ME3 info. Until then, I really like this idea.

#16
Failmaster9000

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Babli wrote...

We need to go deeper.


They need that sound more often in ME :3

#17
Undertone

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More weapons, armor and helmets please. ME2 lack of any inventory was appalling.

#18
Jaron Oberyn

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Seems like you've really thought this out. Not many people put visuals up with their suggestions. Good job on that. :)



-Polite

#19
Terror_K

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Persuasion needs to come back in some form, that's for sure, as do non-combat skills/traits, so I approve of this.



The way weapons are handled in ME2 were far too shallow and oversimplified, so I approve of this. We just need weapon mods back as well and this would be much better.



So, two thumbs up from me here.

#20
Urazz

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I wouldn't mind seeing some sort of stats on our weapons to help us decide what ones we want to use and the persuasion stat definately needs to come back in ME3. It is much better when you can get any conversation option you want if you had the stat high enough and the paragon and renegade meter was more for unlocking missions and/or you get bonuses based on your meters.

#21
SolitaireOne

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Vena_86 wrote...

Choosing weapons and weapon balance

Image IPB

Two goals here:
-fast, intuitive and easy way of comparing weapons without number crunching (could be added though)
-balanced weapons, meaning no weapon is clearly better than the other, but rather fills certain roles better than another

INDEED and a fine screenshot example -- I loved the "yellow/red bars" while comparing weapons in ME1 and find that I really missed those visuals in ME2.   It would better assist in making the right weapon choice when facing different tactical situations (ie: high damage vs. ammo capacity, increased accuracy vs. rate of fire, etc).

Image IPB

Modifié par SolitaireOne, 01 décembre 2010 - 04:18 .


#22
Epic777

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Dasher1010 wrote...

I'd like to see either squad weapon damage be the same as Shepards or have squaddies have more skills and skill points. It sucks when I gain a level and my squadmate doesn't gain a single point, making that level-up do nothing for the character.


That is offset by two things, the squad members have unlimited ammo and do not not miss (100% accuracy)

Modifié par Epic777, 01 décembre 2010 - 05:17 .


#23
NvVanity

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Great suggestions and great visuals. I couldn't agree more.

#24
Rzepik2

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Couldn't agree more.

ME3 needs something like this. And ammo as items, not an ability.

#25
MisterDyslexo

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Woman, are you on crack?!
Everybody knows that the Carniflex fires faster than the Phalanx, duh. You total noob;)


Seriously though, good idea with the guns. Maybe have a larger range for each stat though. I have mixed feelings about the traits. What you picked makes total sense-don't worry about that. Maybe I'd feel better if there were some more/different traits. Great job with 'shop, and nice imput for ME3. Keep it up