[quote]AdmiralCheez wrote...
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The Galaxy Map. *snip*
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Pretty much agreed as I too preferred the ME1 map. I see some people say that it was kind of incoherent at points though and I can understand why. I think maybe this was because you tended to arbitrarily travel through the mass effect relays at points when you were just browsing the map - making it seem like you were travelling (if I remember correctly). If they replaced 'survey' with 'travel to planet' (or something more eloquent, which I am not) and only used the relay 'cutscenes' after you fully selected what planet you wanted to travel to it might alleviate the confusion. I've also seen people complain that sometimes there are too many markers on the galaxy, which I've sometimes experienced. What if the system details would 'pop up' like those vid screens you walk near and the interface pops up. It would be a tidy little window,that would show you wanted you wanted, when you wanted it, but otherwise wouldn't obscure the galaxy view.
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Squadmate Armor. *snip*
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I think a good solution would be to introduce another variable to the already existing armor customization screen: light/heavy/medium. With bonuses appropriate for the classes which would mostly used them (Light having more biotic/tech enhancement, heavy more constitution, with medium a mix). If even two more 'styles' were introduced (styles as in that top bottom armor split, or the basic armor you have on initially) it would also really make things more individualized. There were plenty of unique armor styles in ME1 to draw from too, so new design work wouldn't even be necessary. Same with patterns. There were only three in ME2, but say we got a couple more (which would be easy to implement as it is just colouring, I think) it would make things feel much more personal.
As for squaddie armor, I definitely agree there should be casual armor (which shows personality) and offship armor (which is functional) it makes more sense lore wise by far. I'd even be willing to give up multiple armors if only to have this distinction
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Exploration. *snip*
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I personally thought the terrain was handled excellently in the Ovelord DLC and would like to see more of it. It worked well with the vehicle, gave a sense of open world, and was absolutely beautiful. I absolutely agree that the feeling of 'final frontier' was missing from ME2 though. The exploration of undeveloped planets really gives a feeling of 'holy ****! I AM in space!' which you didn't really get from the maps in ME2 (which were pretty much all developed). If it was implemented like the landscapes in overlord it would be
awesome.
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Vehicles. *snip*
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I agree that most of the problems were primarily with the landscapes, but the Mako did have some issues. There were times when driving that you'd hit just a small rivet or bump and the Mako would go careening off in some arbitrary directino. This was exacerbated by the fact that the mako turned extremely sharply. You'd try to correct and all of a sudden you were heading the opposite direction, and repeat ad nauseum. When this happened I'd often have to fully stop reorient before going fast forward again which was irritating.
If the Mako returns I'd like to see this fixed. If the hammerhead returns I'd like to see a heavy gun (makes you feel like you're actually doing something rather than endless pew pew pew), the ability to save while in the vehicle and be able to exit the vehicle at will. Armor I'm kind of torn about. On one hand it would be nice to have more armor, but the hammerhead is more 'go fast and don't get hit' than 'soak up fire and outlast your enemy.'
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Experience. *snip*
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I disagree and think experience should be given as a lump sum at the end. This is simply because it limits choices/impacts gameplay if the only way to level up efficiently is to kill every thing possible. If you get a lump sum at the end it allows you to A) resolve the situation peacfully or

Kill everyone possible. Both are acceptable solutions, and thus should net you the same XP. Perhaps if there was something else to encourage exploring the environment, like more dialogue points during missions, more collectable (like the Quarian ship model, research upgrades, etc.)
I do think that the end mission screens should be relocated though. Some of them were also jarringly placed. At the end of a particular recruitment mission, you have the option to look around first, and when you eventually choose to go back to the normandy you just stare jarringly at someone for a moment then 'bing!' mission end screen! You're back on the normandy. It just kind of takes you out of the game. Even if a small shot was shown in these scenarios where shepard leaves the building/area/gets in the shuttle whatever would be a bit better. I also think the end mission screen could be relocated to a terminal. Either Shepards' or (if she returns in ME3) Miranda's. Miranda could be writing mission reports, or maybe Shepard simply keeps a log. That way the players who want to see how many creds/minerals they collected etc. can see, and the ones who don't won't have it interrupting their game. Also since it's basically just a text email it would be easy to make.
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Paragon/Renegade system. *snip*
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I fully agree. I loved loved loved the paragon/renegade interrupts, but I don't think your 'points' should be indicative of your game choices. I would love to see a branching (or generic) persuade skill back in the game. Becuase yes, I really do feel pressured to pick choices I might not have otherwise if only so I can achive certain dialogue options later on. Perhaps keep the paragon/renegade meter result only from plot decisions, but have dialogue work with persuade? That seems more logical anyhow. I honestly don't have an opinion on the scarring since it could be removed, though I wanted to see more attention to the cybernetics as a whole.
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Powers. *snip*
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Global cooldowns made a lot more sense to me on every level - lore and gamplayl. Biotics probably can't toss out five high level 'spells' in a row and maintain them all (in canon they're draining!) and engineers might have trouble running multiple programs at a time, etc etc. They also made the game more tactical which I liked. I don't think the powers need to be changed for biotics because a lot of the 'ineffective' ones still had impacts on the enemies (which is what I think you were suggesting)... just not as advertised. You can use singularity on shielded enemies for instance, and it staggers them. I use 'ineffective' powers all the times - oftentimes to buy me time, and I think that's fine as is, though that's just my opinion. As a whole I have no complaints on how the biotics work, I just see people complain about them on the forum a lot.
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Shepard's animations. *snip*
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Agreed. The femshep man walk was a bit strange. Not terrible, but would have been nice to have a seperate animations so fshep doesn't drink ryncol through her nostrils.
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DLC armor. *snip*
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Agreed! Or if not a toggle then at least gone at plot appropriate points! I was wearing my dragon armor when I first saw Tali again and she 'recognized' me. Really? How did she manage that? I was wearing a solid metal faceplate and gender-ambiguous body suit! Also drinking through the helmet was impressive certainly, but really weird.
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Heat sinks. *snip*
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I believe this was more a gamplay issue. In another thread a dev said that they actually tried that model, but that it didn't play as well (they also offered up the files or info to mod your game in order to allow that system if you wanted to try). If they combined the two I would think the guns would have to overheat reasonably quickly (aka you couldn't shoot for a a minute straight). Shooting endlessly was completely broken in ME1, and you had to specifically hamstring yourself in order to not experience this (no frictionless materials or spectre gear). So you'd have to develop good judgement (when to stop shooting), or stick to reloading every time. Simply allowing for the ME1 gameplay mechanic while restricting sinks wouldn't work. If they restricted heatsinks then everyone would have to play ME1 style or else they would run out quickly, especially on insanity... which ultimately doesn't result in a combat choice. As a design style to help keep the lore consistent there was another thread where a person altered the 'reloading' graphic so that instead of showing 'zero ammo' it simply showed the gun as overheated. Each shot filling the bar a bit. This I think would feel more in place with the lore, without changing the ME2 gameplay.
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Loyalty missions. *snip*
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Entirely agreed. Loved them, but in the next game instead of having them as a specific and separate thing I'd like to see them incoroporated in to other plot specific missions as you mentioned.
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Weapons. *snip*
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I agree. I really liked how ever weapon had it's own niche, but I'll have to take your word that the SMG selection was rather sprase in vanilla game - I can't remember!
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Skills and squadmates. *snip*
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I am torn on this one. I definitely liked how skills were more streamlined, but I wasn't so keen on how each level took more points to go up as it often left 'orphan points.' More branching powers would be awesome, but I don't really expect or require it.
My major gripe was the points requirements in certain areas. If my points are going to be restricted in this way then for the love of god let me put them where I want to. I can understand why some skills might require you to put some points in before unlocking another skill.. but Disruptor ammo half way to get Cryo ammo? Why? Other than being ammo powers they're not particularly related. I could see needing a couple points in warp to get warp ammo for instance, or a couple points in overload to get disruptor ammo, but some of them just seem so arbitrary. Also if I do this to get cryo ammo then I have orphan points. The worst part though (I'm not sure if this was a glitch) but some of my squaddies had points automatically alotted when I got them (particularly their loyalty skill, they'd often have one point in it)... but what if I don't want their loyalty skill? This means I can only max out two talents instead of three because of that arbitrary point in their loyalty skill that I didn't want. If that's a glitch it needs to be fixed, if it's not well.. it's something that I would prefer not be implemented again in ME3
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Boss fights. *snip*
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I have no opinion on this really.
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Interaction. *snip*
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I both agree and disagree with this. The characters in this game actually talked
a lot, far more than in ME1 I found. Because I'm a total dork I scratched down numbers of character comments during one the second surprise plot mission. I took Garrus (1) and Kasumi (2). Garrus spoke nine times. Kasumi spoke eight times. EDI spoke six. Garrus also had three interaction cutscenes were he spoke, Kasumi had two, and EDI had three. (+/- 1 because I have a short attention span). So I honestly think the character dialogue was much more present in this game. However I agree that we really didn't see the characters talking to each other - it felt like every character was lying dormant between missions since they barely seemed to interact at all. We got no feel for group dynamics excepting two 'crisis' loyalty points. This is something that I'd really like to see in ME3 (dragon age spoiled me!).
Although I don't know about the elevators. I didn't mind the elevators as load screens, but the artificially lengthened ones.. eugh. The load screens in ME2 are way faster for me. If the elevator only lasted as long as it took for the dialogue to end then I wouldn't mind a return (and if there was no dialogue for it to only be as fast as the loading time).
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Level design. *snip*.
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I pretty much agree. I'd like to see ME1s visual bigness coupled with ME2s (more) differentiated enviroment - though I'd still like to see a bit more work on the atmosphere of the game. I'd also like to see more 'alive' environments. All it takes is a couple of extra NPCs
walking around - they don't even have to say anything! It would keep the hub worlds from feeling so static. The shadow broker DLC felt amazing to me for it's unique enviroments that looked fresh and unique, the overlord LDC was great for this too (as well as parts of Kasumi's). So I hope to see more of it in the future.
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Endgame. *snip*
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I also loved the way that the specififc things you did altered your success or failure during the Suicide mission, my only critique is that what those things were were pretty transparent. I would like to see these kinds of decisions a bit more spread out and varied - maybe their effects arent' immediately obvious. I'd like to se more stuff like you save this guy on random planet A and later he gives you protoype plans for something awesome which will save someone's life. Or heck, maybe you do some dirty work for someone and your reward is some intel that saves someone's life. But I definitely loved the way that your decisions actually made a difference.
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One more thing. *snip*
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Agree so hard. I hope all ME2 return significantly in some capacity. They don't even have to be squaddies, but so long as they make a difference (and not just a 2 min cameo or an email).