I dunno give AdmiralCheez the Achievement of "Feedback" Make a post on Insanity difficulty while in the Bioware forums being both reasonable and well written.
I should go.
Modifié par Bluko, 31 janvier 2011 - 07:52 .
Modifié par Bluko, 31 janvier 2011 - 07:52 .
Bluko wrote...
You know I've been trying to think how I could possibly critique or add to your post. I honestly can't. It's like the OP Embraced Eternity with me or something. Is that wrong? Anyways this is like the first post I've seen that hasn't made me want to warp-detonate and throw a Pyjack into the Turian Councillor for the prize.
I dunno give AdmiralCheez the Achievement of "Feedback" Make a post on Insanity difficulty while in the Bioware forums being both reasonable and well written.
I should go.
Modifié par Valadras21, 31 janvier 2011 - 08:22 .
-Skills and squadmates. Again, I
like the direction ME2 went in--it was nicely streamlined and forced
the player to think more carefully about where to spend squad points. I
also liked how each squadmate had a unique set of powers and weapons so
that there was minimal overlap and no obviously superior combination.
The one thing I could suggest is more opportunities for powers to branch off, instead of just one final evolution for each. As it is, though, it works great.
Modifié par Vena_86, 31 janvier 2011 - 08:50 .
Modifié par Lumikki, 31 janvier 2011 - 11:36 .
Had to bring this one out separately. I think this would probably be the best way to go, if they are set on maintaining a clear visual image for each character in most circumstances (which would appear to be the reason for the ME2 approach).Terror_K wrote...
Preferably squaddies would have their civvie gear and their combat gear, or at least an alternate or fixed get-up for dangerous locations that automatically triggers (like how the helmets/masks already do this when needed, but have the entire costume change).
Modifié par Funker Shepard, 31 janvier 2011 - 11:42 .
Modifié par War Houndoom, 31 janvier 2011 - 12:16 .
Bluko wrote...
You know I've been trying to think how I could possibly critique or add to your post. I honestly can't. It's like the OP Embraced Eternity with me or something. Is that wrong? Anyways this is like the first post I've seen that hasn't made me want to warp-detonate and throw a Pyjack into the Turian Councillor for the prize.
I dunno give AdmiralCheez the Achievement of "Feedback" Make a post on Insanity difficulty while in the Bioware forums being both reasonable and well written.
I should go.
I think giving Shepard a skill branch for persuade would be the best way to encourage your own type of play (going into that grey area). So, if you want to be your enemies worse nightmare but your friends best mate you can. At the moment, if you try to do both, you end up with neither paragon or renegade points high enough to succeed in the pivitol points of the game, Tali / Legion, Mairanda / Jack. Of course, talent points would have to be looked at, depending of course, on how Bioware handle skill trees etc. But those who invest in persuade skill branch, will be awarded more conversation choices and better discounts at stores.Terror_K wrote...
-Paragon/Renegade system.
The problem too is that the self-feeding nature limited roleplaying, ultimately forcing you to be pretty much either full on Paragon or Renegade and without letting you truly explore the grey in-between. Especially if you wanted to be able to succeed at some of the bigger Charm/Intimidate moments such as in Miranda and Jack's confrontation and being able to choose Morinth or not, etc. It basically forced players to constantly go for one path just so they could pull off these dialogue choices. Something needs to be done to split the ability to choose away from the meter itself, whether it be going back to having two separate skills or just having one "Persuade" style skill.
Modifié par beefcake 85, 31 janvier 2011 - 01:50 .
If anyone feels that they are force to be either full Paragon or Renegade because game system, these players are METAGAMERS. That is FACT. Roleplaying is limited by THREE choises in right side of dialogs, paragon, neutral and renegade.beefcake 85 wrote...
Well put OP, and also well done to Terror_K. They have put down how I feel about ME2, I just want to expand on something Terror wrote:I think giving Shepard a skill branch for persuade would be the best way to encourage your own type of play (going into that grey area). So, if you want to be your enemies worse nightmare but your friends best mate you can. At the moment, if you try to do both, you end up with neither paragon or renegade points high enough to succeed in the pivitol points of the game, Tali / Legion, Mairanda / Jack. Of course, talent points would have to be looked at, depending of course, on how Bioware handle skill trees etc. But those who invest in persuade skill branch, will be awarded more conversation choices and better discounts at stores.Terror_K wrote...
-Paragon/Renegade system.
The problem too is that the self-feeding nature limited roleplaying, ultimately forcing you to be pretty much either full on Paragon or Renegade and without letting you truly explore the grey in-between. Especially if you wanted to be able to succeed at some of the bigger Charm/Intimidate moments such as in Miranda and Jack's confrontation and being able to choose Morinth or not, etc. It basically forced players to constantly go for one path just so they could pull off these dialogue choices. Something needs to be done to split the ability to choose away from the meter itself, whether it be going back to having two separate skills or just having one "Persuade" style skill.
-Skorpious- wrote...
However, I would like to add my two cents by stating my desire for a return to the classic "sci-fi" music of ME1. If ME2 had the same basic music as ME1 the atmosphere would have improved tenfold in my eyes (yes, the music is that important to me).
AdmiralCheez wrote...
-The Galaxy Map. ME1's was virtually perfect (apart from the fact that it didn't tell you which systems you'd already visited, which could get pretty frustrating). Oh man, did this get the little astronomy nerd in me going. It was a beautiful, easy-to-use interface that made me feel like I was actually plotting a course for a starship and checking out alien planets from orbit. Wow. I don't understand why you guys went and changed it in ME2 (props for trying something new, at least), but turning navigation into hokey little mingames that cost me time and money took the fun out of it for me. My ability to zoom around the galaxy at will was suddenly castrated by my Cerberus paycheck. Not only that, but I had to spend time and money buying fuel and mining if I wanted to finish the game without losing half my team. Now, I'm all for realism and careful resource management, but not at the cost of player enjoyment. It wasn't a big deal, no, but bringing back the ME1 galaxy interface will make me squee joyously.
AdmiralCheez wrote...
-Squadmate Armor. I have no problem with Jack running around shirtless, but doing so in a blizzard while being shot at is insane, even for her. While I despised ME1's inventory and was glad to see it go, I sort of miss being able to put everyone in Phoenix armor for the lulz. At the very least, give everyone the option of wearing armor in appropriate places. At best, give us the option to customize it (and some folks wouldn't mind the return of light armor for spellcaster-type Shepards as well). Of course, if you don't, I'm not gonna fuss about it. After all, I love your character designs. Best regards to Matt Rhodes, for that man is a BAMF.
AdmiralCheez wrote...
-Exploration. The first time I played ME1 and landed on an uncharted world, I was beyond wowed. I remember hopping out of the Mako and walking up a hill, where I was greeted by a blazing sun peeking through a distant cloudbank, with a giant moon looming high above it. It was like I really was the first person to step on that planet, and suddenly I remembered why I dreamed of being an astronaut as a kid. However, the thrill wore off when I realized that pretty much every world looked like that, except with different colors and a merc base in the other corner of the map. Maybe if these landing zones weren't so copy-paste, it wouldn't have recieved as much criticism as it did. However, I think cutting out wide, open spaces like this was a mistake. Improve, Bioware, don't remove!
AdmiralCheez wrote...
-Vehicles. I know the Mako recieved a lot of hate, but I think that's not really its fault: the rough and repetitive terrain was to blame. Sure, the Hammerhead was a lot faster and easier to control, but it had crap weapons and zero armor/shields. Maybe the best solution is to combine the two somehow, or perhaps have them both? Other games include multiple vehicles with no problem, so really the only issue here is whether or not we can fit another tank in the cargo hold. We can use the Mako for heavy combat, and switch to the Hammerhead for recon and quick snatch-and-grabs. I dunno, just throwing out my goofy ideas. Really, whether a vehicle's included or not isn't going to be a gamebreaker for me, but like I said with exploration, sometimes it's worth trying to improve something as opposed to cutting it entirely. You've got one more shot at this, Bioware, so do it right!
AdmiralCheez wrote...
-Interaction. The thing I love most about Mass Effect (2) is its wonderful cast of characters. At times I was duped into thinking of them as real people, and thus I made an effort to look after them. However, I was a little disappointed that they didn't really act as a team. They hardly ever talked to one another. Now, it's hell to program unique conversations between all members of the squad when you have so many of them, but the elevator convos (which used an overlapping question-response-reaction formula that allowed for more dialogue with less lines) and loyalty conflicts proved that you can do it. Just a little more of that, enough to make it seem like the team is a team, would be great. Also, more conversations with the team in general would be nice; it really sucked when characters would arbitrarily cut me off because I didn't romance them. Shepard shouldn't have to resort to prostitution for the sake of a friendly chat.
AdmiralCheez wrote...
-Level design. Both ME1 and ME2 suffer from the rooms-with-boxes curse. ME1 was a little too bland, while ME2 was too boxed in. This resulted in things getting repetitive after a while. I'd love to see ME1's opennes combined with ME2's intricacy, if possible. Also, multiple paths or ways of solving a problem are good, such as with Noveria and Tali/Zaeed's loyalty missions. Just a touch more of that would be marvelous. No matter what you decide to do, though, variation is key. Make each fight feel fresh, each location feel unique. I know you can do it because I've seen you do it: Mass Effect 1's main quests, ME2's Suicide Mission and DLC, etc. Just stick to it, because when you're at your best, you're awesome. When you're at your wost, though, you're repetitive. Repetition is kind of boring.
AdmiralCheez wrote...
-Endgame. Okay, I had to include this section for the sole purpose of letting you guys know how unbelieveably awesome the end levels of ME1 and ME2 were. Everything from Virmire/The Reaper IFF on had my heart pounding, and I (among others) really want to see you guys top this. The Battle of the Citadel was intense, sure, but the stuff you implimented in the Suicide Mission--the idea that everything you had done in the game up to that point could affect the final outcome--was brilliant. I am really hoping to see everything from all three games come together in ME3's final battle, with all important decisions that you made up to that point either helping or hindering your final effort. It will be a serious challenge to top the awesomeness that took place beyond the Omega 4 Relay, but if you do, expect me to send you cookies and love letters.
AdmiralCheez wrote...
-One more thing. Just a bit of personal imput here, but whatever you do, don't reduce ME2's entire squad to emails and two-minute cameos. I understand that squadmates are the most labor and resource-intensive thing in a game like this, but putting in the extra effort here would really make a lot of fans happy. I'm not a believer in wussing out on a whole character just because he or she happens to be dead in a small amount of saves. Yeah, they can't have a plot-essential role (since you can't exactly advance the story if you're dead), and I'm perfectly happy with them being non-recruitable so long as their new roles are done well, but you guys have a reputation for going above and beyond people's expectations, especially with content not all players will see.