Do you want to manually enter and exit your ship in ME3?
#26
Posté 16 décembre 2010 - 12:40
#27
Posté 16 décembre 2010 - 12:42
Gibb_Shepard wrote...
Bamboozalist wrote...
Gibb_Shepard wrote...
Yes, it'd be preferable to manually enter and exit the ship.
But something that is even more preferable to me, is some goddamn exploration. Some in this thread want it completely cut, and i can't fathom why. If you feel there is a sense of urgency, DON'T EXPLORE! For people who like to take their time in a marvelous game, however, there should be some kind of non-mission exploration.
I wouldn't mind a massive epilogue with tons of exploration but not during a war.
Wel you might aswell cut all side quests out of ME aswell, most have no relevance to the plot at all, and is essentially wasting time. And Omega, that strip club that people only go to to have fun. And any other places of leisure. This is still a videogame, and in video games, fun is usually had. I don't want to be put into a linear storyline with nothing else to do, like Mafia 2.
You can have a multiple different branching paths and still have a sense of choice and urgency. But touching down on a planet just to see what is there solely to explore during an open war really destroys that urgency. Now if they want to do it like ME2 did with the collector abduction where the longer you take the more people die that's fine and it keeps the immersion, but you can't advocate deeper immersion and then advocate allowing people to spend weeks exploring worlds while the Reapers rampage around. Also side quests aren't exploration, that's something with a clear goal.
#28
Posté 16 décembre 2010 - 12:53
Bamboozalist wrote...
Also side quests aren't exploration, that's something with a clear goal.Gibb_Shepard wrote...
Bamboozalist wrote...
Gibb_Shepard wrote...
Yes, it'd be preferable to manually enter and exit the ship.
But something that is even more preferable to me, is some goddamn exploration. Some in this thread want it completely cut, and i can't fathom why. If you feel there is a sense of urgency, DON'T EXPLORE! For people who like to take their time in a marvelous game, however, there should be some kind of non-mission exploration.
I wouldn't mind a massive epilogue with tons of exploration but not during a war.
Wel you might aswell cut all side quests out of ME aswell, most have no relevance to the plot at all, and is essentially wasting time. And Omega, that strip club that people only go to to have fun. And any other places of leisure. This is still a videogame, and in video games, fun is usually had. I don't want to be put into a linear storyline with nothing else to do, like Mafia 2.
It's still wasting time, and still killing off humans. You can't say exploration ruins immersion and is a waste of time when a war is going on, but side missions aren't. Most have absolutely nothing to do with the plot, and are there for FUN and a BREAK from the plot. Thats what exploration is.
#29
Posté 16 décembre 2010 - 12:57
#30
Posté 16 décembre 2010 - 12:58
Gibb_Shepard wrote...
It's still wasting time, and still killing off humans. You can't say exploration ruins immersion and is a waste of time when a war is going on, but side missions aren't. Most have absolutely nothing to do with the plot, and are there for FUN and a BREAK from the plot. Thats what exploration is.
But side missions can still be kept realivent to the on going plot. Most of the ME1 side missions and ME2 side missions made sense in terms of what was going on and what you were doing, it was a break but it was a break you could see logically. ME1 most of the side quests was helping the alliance, which you're part of. ME2 most of them ended with you gathering object X that could marginally help you. Droping down to explore a planet (I'm not talking about like finding a distress beacon and then being able to explore the surrounding area and not just be limited to the distress becon like in ME2) that you have no reason to go to other than to explore just feels really out of place. Also non-galaxy side quests in ME tend to be mostly "I'm in the area and this would take like 10 minutes in real time (not the travel time planetary exploration would realistically take) so why the heck can't I do it"
Modifié par Bamboozalist, 16 décembre 2010 - 12:59 .
#31
Posté 16 décembre 2010 - 01:02
Just ME2 combat with ME1 elements. I would like that ^^
#32
Posté 16 décembre 2010 - 01:07
Bamboozalist wrote...
Gibb_Shepard wrote...
It's still wasting time, and still killing off humans. You can't say exploration ruins immersion and is a waste of time when a war is going on, but side missions aren't. Most have absolutely nothing to do with the plot, and are there for FUN and a BREAK from the plot. Thats what exploration is.
But side missions can still be kept realivent to the on going plot. Most of the ME1 side missions and ME2 side missions made sense in terms of what was going on and what you were doing, it was a break but it was a break you could see logically. ME1 most of the side quests was helping the alliance, which you're part of. ME2 most of them ended with you gathering object X that could marginally help you. Droping down to explore a planet (I'm not talking about like finding a distress beacon and then being able to explore the surrounding area and not just be limited to the distress becon like in ME2) that you have no reason to go to other than to explore just feels really out of place. Also non-galaxy side quests in ME tend to be mostly "I'm in the area and this would take like 10 minutes in real time (not the travel time planetary exploration would realistically take) so why the heck can't I do it"
The exploration doesn't have to be going down to a random planet for the hell of it. It can be making your way to some kind of objective, but your not limited to either teleportation or narrow hallways like in ME2. On the way to some kind of objective you are able to further explore the landscape, taking alternate routes and picking up additional resources. I don't see how this could really break the urgency factor in ME3, it could make it so much more diverse and enjoyable.
#33
Posté 16 décembre 2010 - 01:08
Same with the elevators. Great Idea and would love for them to return, but the loading times where bad. Especially that little elevator on the original normandy on the 360. Holy crap. You could eat a 3 course menu and still be waiting. That was luckily solved in the PC version.
And the only times that you actually left the ship via the door was when you were docked at a station like the Citadel or in a dock like Noveria. All other times you were dropped with the mako on the planet. Which is similair what is done now with the shuttle, minus the actual image of embarking. They actually did that with the firewalker package. They would show the hammerhead being dropped on the planet and sometimes even returning back to the ship. Which was never shown for the mako.
But we shall see what they think of when it comes to ME3
#34
Posté 16 décembre 2010 - 01:11
Gibb_Shepard wrote...
Bamboozalist wrote...
Gibb_Shepard wrote...
It's still wasting time, and still killing off humans. You can't say exploration ruins immersion and is a waste of time when a war is going on, but side missions aren't. Most have absolutely nothing to do with the plot, and are there for FUN and a BREAK from the plot. Thats what exploration is.
But side missions can still be kept realivent to the on going plot. Most of the ME1 side missions and ME2 side missions made sense in terms of what was going on and what you were doing, it was a break but it was a break you could see logically. ME1 most of the side quests was helping the alliance, which you're part of. ME2 most of them ended with you gathering object X that could marginally help you. Droping down to explore a planet (I'm not talking about like finding a distress beacon and then being able to explore the surrounding area and not just be limited to the distress becon like in ME2) that you have no reason to go to other than to explore just feels really out of place. Also non-galaxy side quests in ME tend to be mostly "I'm in the area and this would take like 10 minutes in real time (not the travel time planetary exploration would realistically take) so why the heck can't I do it"
The exploration doesn't have to be going down to a random planet for the hell of it. It can be making your way to some kind of objective, but your not limited to either teleportation or narrow hallways like in ME2. On the way to some kind of objective you are able to further explore the landscape, taking alternate routes and picking up additional resources. I don't see how this could really break the urgency factor in ME3, it could make it so much more diverse and enjoyable.
See I don't consider that exploration, that's open level design. Exploration to me is ME1 style where you go to a planet simply to explore. I specifically said "I'm not talking about like finding a distress beacon and then being able to explore the surrounding area and not just be limited to the distress becon like in ME2".
Modifié par Bamboozalist, 16 décembre 2010 - 01:12 .
#35
Posté 16 décembre 2010 - 01:16
Bamboozalist wrote...
Gibb_Shepard wrote...
Bamboozalist wrote...
Gibb_Shepard wrote...
It's still wasting time, and still killing off humans. You can't say exploration ruins immersion and is a waste of time when a war is going on, but side missions aren't. Most have absolutely nothing to do with the plot, and are there for FUN and a BREAK from the plot. Thats what exploration is.
But side missions can still be kept realivent to the on going plot. Most of the ME1 side missions and ME2 side missions made sense in terms of what was going on and what you were doing, it was a break but it was a break you could see logically. ME1 most of the side quests was helping the alliance, which you're part of. ME2 most of them ended with you gathering object X that could marginally help you. Droping down to explore a planet (I'm not talking about like finding a distress beacon and then being able to explore the surrounding area and not just be limited to the distress becon like in ME2) that you have no reason to go to other than to explore just feels really out of place. Also non-galaxy side quests in ME tend to be mostly "I'm in the area and this would take like 10 minutes in real time (not the travel time planetary exploration would realistically take) so why the heck can't I do it"
The exploration doesn't have to be going down to a random planet for the hell of it. It can be making your way to some kind of objective, but your not limited to either teleportation or narrow hallways like in ME2. On the way to some kind of objective you are able to further explore the landscape, taking alternate routes and picking up additional resources. I don't see how this could really break the urgency factor in ME3, it could make it so much more diverse and enjoyable.
See I don't consider that exploration, that's open level design. Exploration to me is ME1 style where you go to a planet simply to explore. I specifically said "I'm not talking about like finding a distress beacon and then being able to explore the surrounding area and not just be limited to the distress becon like in ME2".
Well then you and i have different definitions of exploration.
#36
Posté 16 décembre 2010 - 01:20
Gibb_Shepard wrote...
Well then you and i have different definitions of exploration.
No, we have the same definition of exploration, the ability to search (explore) an area and look for crap and not simply be restricted to a linear level. We have different defintions of what exploration is as a game play feature. What you want its what I consider non linear/wide open level design which means exploration isn't the primamy game play element the side quest/primary mission is, with the added ability to explore. Exploration as the primary element to me is what we had in ME1 where you could land on planets simply because they were there and you wanted to see what was down there.
So when someone says I want more exploration, that's not the same thing as I want more wide open mission/level design.
#37
Posté 16 décembre 2010 - 01:41
#38
Posté 16 décembre 2010 - 01:41
#39
Posté 16 décembre 2010 - 02:30
Also, glad to see that almost every single person wants the elevators back, just optimized.
For some reason Bioware took the great idea that they had with replacing load times with elevators, and after receiving negative feedback about the length of some of them, decided to listen to the small crowd of whiners that wanted them gone altogether.
We just wanted better elevators, not NO elevators.
#40
Posté 16 décembre 2010 - 02:36
And so everyone you know must be playing a completely different game, because you don't teleport to just outside the airlock in ME2, you teleport to where the CIC is or the Briefing room if you just had a cut-scene in there before you control Shep againNormandy30 wrote...
I loved the decon chamber on the SR-1. I made a thread pretty simular to this one about the elevators if peoplewould like to see them return along with the decon chamber and being able to walk off the ship. One thing that left me in aww of the detail of the game in ME1, was the decon chamber and the ship VI logging when the CO left the ship and who command was handed over to and when he returned. I really hope they bring this back, no one i know ever complained about about the ship boarding feature in ME1. ME2 however everyone thata i konw and talk to hate the fact that you suddenly teleport from the galaxy map to just outside the airlock on the port.
Whilst I agree that I miss the decon chamber thing, what people seem to forget is, this was just like the elevators. It was there to cover loading. So basically put all that time spent in there the game is loading up, whereas thanks to the previous cut-scene and the minimal loading screen, ME2 loaded up quicker.
The one thing that does need fixing is the issue Zulu mentioned earlier, whereby you'd go to your ship that was at a HUB planet and it'd go through the whole mess of doing the exit location cut-scene or go straight to the loading screen and the CIC with the idea that you've left port, so have to go through the whole process of docking again. Now due to the obvious controls of the ship on the galaxy map it does make it harder as to when you fire up the exit scene if leaving it till then, but I think this was handled better in ME1 and my only question to the devs is whether it could be reimplemented someway in ME3. So that if you don't go into the map to go somewhere else and just got on board because you finished some mission or went back to sort something out on board before going back to the HUB planet you get the chance to go to the air dock and it allows you to port back to the entryway to the HUB.
As much as I thought the whole decon thing cool and immersive, I'll have to admit, I'd rather have a quicker loading screen. Maybe for this instance they could have it so the screen is dark coloured and it shows x-ray of your squad choices going in the chamber for the briefest of seconds that you are in the loading page.
So am agreeing to the original question, but ok for it to remain as loading screens if they are quicker AND they fix the issue of the Normandy undocking and us having to redock if all we are doing is going on board to sort something out and then going back to the HUB.
Edit: @Bianco 'many people' erm, Gibb has posted a fair number of posts in this topic as has some other people, if you think this 2 pages is 'many' I'd hate to think what you think is a small crowd. Because am betting that 'small crowd' you were talking about was bigger than this topic is. They probably also gave constructive criticism rather than just some of the stupid "I don't like it, it ruins immersion I want us to go back to the system we had before." If the system was THAT good, I don't think bioware would have changed it. If there would have been a way to fix it without ditching it completely, am sure Bioware would have done so.
Example in point, Normandy Elevator
ME took at least 5 seconds and that was just going from 1 floor to the next.
ME2 takes couple of seconds if that (on PC) and it had more floors. So old system would've took about 20 seconds or more to get from Captains Cabin to Engineering. New system couple of seconds if that.
Modifié par Sir Ulrich Von Lichenstien, 16 décembre 2010 - 02:47 .
#41
Posté 16 décembre 2010 - 02:39
Modifié par CannotCompute, 16 décembre 2010 - 02:40 .
#42
Posté 16 décembre 2010 - 02:44
"Decontamination in progress"
#43
Posté 16 décembre 2010 - 02:58
no i was talking about wheen you start a mission landing in a port such as the citidel, or illium or omega. No while returning back to the ship, or at the end of a mission.Sir Ulrich Von Lichenstien wrote...
And so everyone you know must be playing a completely different game, because you don't teleport to just outside the airlock in ME2, you teleport to where the CIC is or the Briefing room if you just had a cut-scene in there before you control Shep againNormandy30 wrote...
I loved the decon chamber on the SR-1. I made a thread pretty simular to this one about the elevators if peoplewould like to see them return along with the decon chamber and being able to walk off the ship. One thing that left me in aww of the detail of the game in ME1, was the decon chamber and the ship VI logging when the CO left the ship and who command was handed over to and when he returned. I really hope they bring this back, no one i know ever complained about about the ship boarding feature in ME1. ME2 however everyone thata i konw and talk to hate the fact that you suddenly teleport from the galaxy map to just outside the airlock on the port.
Whilst I agree that I miss the decon chamber thing, what people seem to forget is, this was just like the elevators. It was there to cover loading. So basically put all that time spent in there the game is loading up, whereas thanks to the previous cut-scene and the minimal loading screen, ME2 loaded up quicker.
The one thing that does need fixing is the issue Zulu mentioned earlier, whereby you'd go to your ship that was at a HUB planet and it'd go through the whole mess of doing the exit location cut-scene or go straight to the loading screen and the CIC with the idea that you've left port, so have to go through the whole process of docking again. Now due to the obvious controls of the ship on the galaxy map it does make it harder as to when you fire up the exit scene if leaving it till then, but I think this was handled better in ME1 and my only question to the devs is whether it could be reimplemented someway in ME3. So that if you don't go into the map to go somewhere else and just got on board because you finished some mission or went back to sort something out on board before going back to the HUB planet you get the chance to go to the air dock and it allows you to port back to the entryway to the HUB.
As much as I thought the whole decon thing cool and immersive, I'll have to admit, I'd rather have a quicker loading screen. Maybe for this instance they could have it so the screen is dark coloured and it shows x-ray of your squad choices going in the chamber for the briefest of seconds that you are in the loading page.
So am agreeing to the original question, but ok for it to remain as loading screens if they are quicker AND they fix the issue of the Normandy undocking and us having to redock if all we are doing is going on board to sort something out and then going back to the HUB.
Edit: @Bianco 'many people' erm, Gibb has posted a fair number of posts in this topic as has some other people, if you think this 2 pages is 'many' I'd hate to think what you think is a small crowd. Because am betting that 'small crowd' you were talking about was bigger than this topic is. They probably also gave constructive criticism rather than just some of the stupid "I don't like it, it ruins immersion I want us to go back to the system we had before." If the system was THAT good, I don't think bioware would have changed it. If there would have been a way to fix it without ditching it completely, am sure Bioware would have done so.
Example in point, Normandy Elevator
ME took at least 5 seconds and that was just going from 1 floor to the next.
ME2 takes couple of seconds if that (on PC) and it had more floors. So old system would've took about 20 seconds or more to get from Captains Cabin to Engineering. New system couple of seconds if that.
#44
Posté 16 décembre 2010 - 03:14
#45
Posté 16 décembre 2010 - 06:45
#46
Posté 16 décembre 2010 - 07:07
Whilst me and a few others agree with you on that.... with regards the fish, that is what Kelly is forDarth_Ultima wrote...
I just don't want to have my ship take off just so I can feed my fish or change my armor. The galaxy may be in danger and the human race may be under attack but I got responsibilities to my pets dang it.
If she is dead, then we need EDI to auto-feed the fish
#47
Posté 16 décembre 2010 - 07:43
Elevators and similar ways to hide the loading screen would be fine. Having an option to skip the elevator and go to the load screen would be fine.
#48
Posté 16 décembre 2010 - 07:44
#49
Posté 16 décembre 2010 - 08:41
Whilst it may seem like such a small thing to players, it isn't when it comes to the mechanics of it working.Netin wrote...
Yes, please bring back the airlock. It's such a small thing and it would greatly help immersion.
The more I think about this, the more I am sure I remember some people had issues with the elevators and the Decon area where the game would crash mid-load and they'd just be stuck in said areas.
Think about it, you have the Normandy, then you have the Decon room and then whatever HUB planet that had a dock for you to land on. When you went into the Decon room, it went through the procedure of loading either the Normandy or the HUB whilst giving the illusion of scanning you to ensure you were decontaminated, then once loaded allowing the transition to occur. Any crash in that area and you could be stuck in a loop (like on the old game spectrums when you were trying to load a game up on cassette and it wouldn't load right and you'd just get stuck in the loading screen)
As I've said before, to me it would be nice if we did 'enter/exit' at the airlock when it comes to HUB planets. Hell part of me would even argue that maybe in ME3 when we do missions when we've used the Shuttle or whatever vehicle we have in the lower area of engineering we should find ourselves down there when coming back from missions, not too fussed about the exit from the ship on those missions, because it would make more sense to do a cut-scene similar to one particular event in ME2 for those kind of missions. The thing is, going back to the airlock scenario and one of the issues some of us have with regards to the entry/exit of ship when on HUBs (ship leaving dock and us having to go back again), is how you then implement it so we do 'take off' when we want to. An obvious answer is we go to the Galaxy map and when we bring it up, it brings up the screen with the details about the HUB planet and gives us the option to leave.
This could be done via the decon, but I think if those issues of old can't be fixed, then I don't see the issue with us arriving at the location, us leaving the map, going to airlock, it then brings up quick load screen and we're on the dock outside the ship. Same vice versa and when we want to leave as mentioned, we click on galaxy map and click undock and we get leaving cut-scene and then get to fly as normal.
With regards the 'load tunnels' it wasn't just the fans that had a go at Bioware about this but critics did also. I imagine if they can find a way to fix it so the load tunnels don't take so long or can find a way for my above idea to work am sure Bioware would implement it.
#50
Posté 16 décembre 2010 - 08:42





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