Lunatic LK47 wrote...
Mass Effect 1 is the polar opposite. ME1 relied on stat-based aiming, which I found to be ridiculous for a Special Forces marine (i.e. Cream of the crop soldiers that have hardcore training and spend at least hundreds of hours in the firing range) to have to invest in skill points just to shoot a weapon accurately like a basic soldier. Equipment was nothing more than junk items that you either convert to hair gel or sell for money just to get the best weapons there is, and the skill sets were too numerous that a good majority of them are useless.
Let's look at the Adept for example:
Basic Armor
Pistol*
Throw
Lift*
Warp
Singularity*
Barrier
Stasis
Adept/Nemesis/Bastion
Charm**
Intimidate**
Spectre Training.
*: Requires spending skill points on an item above the highlighted skill.
**: Morality-based, and requires skill points just to progress it.
At max, you can only max out seven trees by the time you hit level 50, and guess what, the skills I marked with one * required that you had to spend points into the skill above them just to UNLOCK the stuff. Alpha Protocol had the right idea in terms of "You can pick any skill you want." Just this alone, I avoided the Adept like the freaking plague. The Charm and Intimidate Persuasion skills, I always end up using the Lorik Qui'nn glitch just to max out the meters so I can play around with whatever persuasion items I wanted.
So where exactly do you stand then on skill progession and how it should be implemented? What I'm getting is that neither ME1 (which I have no experience with ) and ME2 (my opinion of which has been stated) handled it very well.
One point that you bring up is rather important to the whole RPG /TPS problem. In RPGs you're likelyhood to hit or do damage to something is based on your skill with the weapon/power/spell you're wielding. In a shooter, if I have the skill, I want to be bombing with that. Playing a good shooter is a skill to learn. I want the bullets to be landing where I aim them no matter my characters skill at "aiming". If I'm ripping off head shot after head shot that's because I did it. And that's true for SOCOM, Rainbow Six, Uncharted, Gears, Killzone, all the CODs or any any other pure shooter.
Back in the day it was easy to balance guns just like a spell or a sword because it was all isometric views and it was a mouse click and the roll of the dice to see if you hit. You were just watching it happen. You hit or you didn't based on your skill, whether it was a ray gun, a spell or a sword. That changes drastically when you give the aiming control to the player. The only option the devs have at that point is to gimp the damage hits do or ignore hits due to lack of "accuracy" as a skill. That's the inherent problem with a modern shooter RPGs.
Of all the modern RPGs, with a shooting mechanic at its base, I think Fallout faired best at moving from an isometric view to a FPS while still keeping its RPG roots. Of course it did so with VATS which paused the action and essentially turned it into a standard RPG by doing so. It gave visual percentages to what was normally behind the scenes. Once your skill was high enough in a particular weapon set though you could pretty much treat it like an FPS. Those skills were your choice though. Out of 25 or so. People have actually made no kill runs of the main story of both FO3 and New Vegas. Something that blows my mind because I can think of a million situations in those games where I have no choice but to shoot my way out.
Anyway, I digress, both Bethesda Fallouts start with a player that is a clean slate. No classes in those games. No history. The very point is to craft a character and the world is wide open. That's not Shepard in the ME universe. ME can't be quite that open and either way it's going run up against the RPG/Shooter dichotomy because in BW games you're either talking or you're in a shooting gallery. That's the case in both their main titles: DA or ME. In DA though, nightmare is fun, and challenging and there's a bunch of ways to come at that difficulty because there are a bunch of different party builds that work. There's a million skills. You can choose very different approaches in your spells and how to deal damage and how to deal with weaknesses and strengths of a foe and you can make them work. In ME2 it's strip, strip, strip rinse and repeat. You can get away with two powers and a gun. Nightmare in DAO was a raging ****. Not to mention, like many RPGs, you could gimp your character, making it even worse due to bad choices but every time I was killed I'd take a different approach. In ME2, on Insanity, it's just tedium. And that's because of the limited tools at your disposal. As a shooter it's clunky at best, and as a skill based RPG it allows two skills to do every job in combat. That's it's nebulousness.
So, I don't know the solution to that. Too much has already been established to change a whole lot. Plus I've just got back from the bar with some friends, are a good bit tipsy, went on for too long already and am going to play some ME2 to get a bit more of this Insanity run out of the way. So apparently the game ain't all bad. Still: MORE CHOICE!
G'night.
Edit: Addendum: In DAO if I lose a party member on Nightmare it's basically game over. In ME2 that just means the fight is that much longer. There's something wrong there.
Modifié par Capeo, 14 février 2011 - 02:25 .