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Wow! Mass Effect called "Dumbed Down RPG" in article comparing it to Dragon Age II.


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#126
Whatever42

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Thanks for illustrating my point so well, Iakus.

Again, with one exception, none of those provide for alternate paths to completing a mission. They simply provide a subjectively better outcome to the mission. With that one exception, I still have to kill my way to the end; there is no persuade option for a different resolution.

In some RPGs, I have the option of talking my way past the fight, sneaking past the fight, or fighting. I have skill points I allocate to reflect my playstyle. In ME1, I can allocate points to persuastion but I still always have to fight (except the Apocalypse Now mission). So it was all screw finesse, keep firing. Only at the end, I can choose to talk my buddy out of blowing his head off or not. But that's not the same thing, not remotely.

So without providing alternate paths, a persuade skill should not be in the game.

Modifié par Whatever666343431431654324, 19 février 2011 - 07:24 .


#127
Iakus

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Whatever666343431431654324 wrote...

Or we could accept that this was written that you work for both the paragon and renegade faction in ME1 and ME2 as an intentional plot design. As a renegade in ME1, I stuck it to the Council every step of the way and finally let them die. As a paragon in ME2, I can stick it to TIM every step of the way and finally snatch his prize away from him. Saying that we shouldn't have to work for Cerberus should also mean that we shouldn't have to work for the council.


Insulting, threatening, cutting off person in mid conversation (assuming you choose to speak to them at all)  and finally letting them die vs vaguely sulky answers, financally inconveniencing them and  a cuttoff in mid conversation being the final "screw you"

My bad, they're exactly the same! Image IPB

#128
Iakus

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Whatever666343431431654324 wrote...

So without providing alternate paths, a persuade skill should not be in the game.


I still think more alternate paths would have been the far far better way to go than scapping it completely.  It seems...more rpg...that way.  Wouldn't you say?

#129
AlanC9

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Evil Johnny 666 wrote...
Or when Bioware decided to change the nature of the Genophage from "it affects fertility AND causes stillborns" to "it ONLY affects fertility. All the moral implications from trying to control a dangerous group with relatively murderous means are gone.


Huh? Who in ME2 said the genophage doesn't cause stillbirths? Mordin didn't specifically mention them, but why should he?

Or do you just mean that they should have rubbed it in the face of players who didn't play ME1?

2. Did you forget bits like "let's leave the Normandy for an unspecified mission/shore leave so our ship can conveniently be attacked by Collectors". Did you ever came up with a reason why they had to leave the ship? Or why the Council made Shepard go search for Geth while a clearly superior ship almost destroyed the whole Citadel space fleet and the whole place? Among others.


Well, we can put that one right next to Shepard needing a major fleet operation to break through to Ilos, until he suddenly doesn't. Anyone who plays Bio games learns to put up with this sort of thing.

If ME1 is good guy Shepard against bad guy Saren, then ME2 is let's build a squad of the most generic badasses of the most generic badasses and get to kick ass in a suicide mission. Oops, if ME1 got to deal with the Protheans, the Reapers and other things in relative detail, ME2 is pretty much the description I said save for a line or two here actually about the Reapers or something. And in case you didn't realize, the ME2 description is far more detailed than the ME1 one, obviously ME1 isn't consisted of duel after duel of Saren and Shepard, but the ME2 description says 90% percent of what happens in ME2 versus the 5% of ME1.


 We got plenty of detail in ME2 about what the Reapers are, what they do and why they do it. 

As for the 90%-5% figure, I'm not quite sure how seriously I'm supposed to take that.

#130
Whatever42

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iakus wrote...

Whatever666343431431654324 wrote...

So without providing alternate paths, a persuade skill should not be in the game.


I still think more alternate paths would have been the far far better way to go than scapping it completely.  It seems...more rpg...that way.  Wouldn't you say?


Absolutely. I will always vote yes for more roleplaying options.

#131
AlanC9

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iakus wrote...

Insulting, threatening, cutting off person in mid conversation (assuming you choose to speak to them at all)  and finally letting them die vs vaguely sulky answers, financally inconveniencing them and  a cuttoff in mid conversation being the final "screw you"

My bad, they're exactly the same! Image IPB


I'm not sure that comparison makes ME1 look good. A lot of Shepard's anti-Council dialog choices are not only kind of childish, they're somewhat irrational -- assuming Shepard wants to stay a Spectre. Unless the Spectres have a strong enough union that the Council can't just fire Shepard without due process.

#132
Iakus

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AlanC9 wrote...


Evil Johnny 666 wrote...
Or when Bioware decided to change the nature of the Genophage from "it affects fertility AND causes stillborns" to "it ONLY affects fertility. All the moral implications from trying to control a dangerous group with relatively murderous means are gone.


Huh? Who in ME2 said the genophage doesn't cause stillbirths? Mordin didn't specifically mention them, but why should he?


Wrex does:

"It makes breeding nearly impossible.  Thousands die in stillbirth, and most never get that far.  Every krogan is infected.  Every one.  And no one's rushing to find a cure"

emphasis mine

Modifié par iakus, 19 février 2011 - 07:37 .


#133
Iakus

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AlanC9 wrote...

iakus wrote...

Insulting, threatening, cutting off person in mid conversation (assuming you choose to speak to them at all)  and finally letting them die vs vaguely sulky answers, financally inconveniencing them and  a cuttoff in mid conversation being the final "screw you"

My bad, they're exactly the same! Image IPB


I'm not sure that comparison makes ME1 look good. A lot of Shepard's anti-Council dialog choices are not only kind of childish, they're somewhat irrational -- assuming Shepard wants to stay a Spectre. Unless the Spectres have a strong enough union that the Council can't just fire Shepard without due process.


I'm not saying they're necessarilly "better" given the situation.   I'm saying the comparisons are not the same at all.  Shepard has no opportunity to be "childish" or "irrational" towards the Illusive Man.  Which makes no sense because it is entirely possible (I'd say likely for roughly 1/3 of the backgrounds) that Shepard would not in fact want to work with Cerberus except under the most extreme of circumstances, and not be happy about it even then.

Those dialog options may not be appropriate for a Spectre who wants to stay a Spectre, but they'd be perfectly appropriate for a Spectre that the Illusive Man has managed to put a leash on and make his...well you get the picture.

#134
Obadiah

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2papercuts wrote...
...
the gameplay is almost identical to gears of war,almost all of the controls are exactly the same
not every cover game has the exact same controls

your right, the games aren't completely the same right now, but should gears of war add dialogue  they would be almost entirely identical 

Note to self: get Gears of War.

#135
Guest_Lemrick109_*

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Something tells me that Gears of War and Mass Effect 2 are both very different games. It might have something to do with the fact that I thoroughly enjoyed my Mass Effect 2 experience, and though Gears of War was okay, it didn't really leave me with anything to remember it by.



Plus, biotically slamming someone to the ground mercilessly is oddly more satisfying than chainsawing someone in half.



Never thought I'd actually say that.

#136
AlanC9

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iakus wrote...

AlanC9 wrote...


Evil Johnny 666 wrote...
Or when Bioware decided to change the nature of the Genophage from "it affects fertility AND causes stillborns" to "it ONLY affects fertility. All the moral implications from trying to control a dangerous group with relatively murderous means are gone.


Huh? Who in ME2 said the genophage doesn't cause stillbirths? Mordin didn't specifically mention them, but why should he?


Wrex does:

"It makes breeding nearly impossible.  Thousands die in stillbirth, and most never get that far.  Every krogan is infected.  Every one.  And no one's rushing to find a cure"

emphasis mine


I asked who in ME2 says that the genophage doesn't cause stillbirths, so you quote someone from ME1 saying that the genophage does cause stillbirths?

Did you somehow get the idea that when I said " Who in ME2 said the genophage doesn't cause stillbirths?" I was actually asking  "Who in ME1 said the genophage does cause stillbirths?"

If not, what's your point?

#137
AlanC9

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iakus wrote...

I'm not saying they're necessarilly "better" given the situation.   I'm saying the comparisons are not the same at all.  Shepard has no opportunity to be "childish" or "irrational" towards the Illusive Man.  Which makes no sense because it is entirely possible (I'd say likely for roughly 1/3 of the backgrounds) that Shepard would not in fact want to work with Cerberus except under the most extreme of circumstances, and not be happy about it even then.

Those dialog options may not be appropriate for a Spectre who wants to stay a Spectre, but they'd be perfectly appropriate for a Spectre that the Illusive Man has managed to put a leash on and make his...well you get the picture.


Check. So the two situations aren't the same, and the dialog responses to the situations aren't the same either.

Maybe both games would be better if the ME1 Council options were swapped for the ME2 TIM options.

#138
Thompson family

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[quote]Evil Johnny 666 wrote...

[quote]Thompson family wrote...

ME1's good guy/bad guy Shep vs. Saren plot had all the storyplaying depth of a bad 1950s comic book.[/quote]

You missed the whole Reaper/galaxy instinction cycle/Prothean thingy[/quote]

Wow. What a shatteringly brillant comeback. I guess you missed the whole Bruce Wayne shattered childhood thingy and the sole surviving Krytonian thingy orphaned on Earth. You should read more.


[quote]

Except Wrex is nuanced. (etc.) [/quote]

I've heard my favorite character in the whole ME universe called a lot of things before, but "nuanced"?!
"Just because I like you doesn't mean I won't kill you."
"Ah the old days. Flying into the unknown. Killing it with big guns. Good times."

Absolutely Shakespearian.

[quote]Garrus may not be particularly nuanced (etc.) [/quote]

"Scoped and dropped."

[quote]And Liara, well, what would you expect from someone who never speak to anyone?[/quote]

Oh come on. Even you have to admit that Liara T'soni was a vastly more fleshed-out character in ME2+Lair of the Shadow Broker than she was in ME1. Even before LOTSB, she was a deeply conflicted, hurting, wiser character.

She's the best example there is of exactly what I'm talking about.

[quote]If everyone were super deep characters with extremely conflicted views and thoughts, well that wouldn't be particularly realistic or even fun, no? [/quote]

You just admitted ME1 has simpler, less deep characterization, voiding your previous points.

And no, I do not believe shallow characters make for a better game -- least of all in an RPG..

[quote]There's plenty of people in real life like her. And she's quite out of character in ME2, 2 years isn't that long for someone who just got to talk to a bit more people.[/quote]

She not only had someone she loved very much die -- she fought for his corpse, and turned it over to evil people who were his/her worst enemies. "Two years" is nothing. Wrenching emotion and shock made Liara T'soni someone else.

[quote]And the Council are STILL the clueless political leadership in ME2, I don't know why you're referring to something this if it hasn't changed.[/quote]

So you admit, again, that much else besides the council has changed and gained in complexity. Thanks again.

[quote] And let's talk about ME2 characters!

1. Angst-ridden emo girl? Check.[/quote]

Angst-ridden and emotional victim of childhood abuse who has deep conflict with another member of your crew.


[quote]2. Krogan killing machine? Check.[/quote]

On whose behalf Shep goes on a rite of passage and becomes one of the few off-worlders to go to Tuchanka, where he learns more about Krogan civilization every five minutes s/he's there than in the entire game of ME1. Did you even talk to the Shaman after the Rite?

[quote]3. An Asari justicar who can't do anything but follow her dumb code? Check.[/quote]

Sworn to hunt down and kill her own child.

The very idea of a code and a Justicar is a much more nuanced and fleshed out than Spectres ever were.


[quote]4. Boring disilisioned ex-Alliance soldier? Check.[/quote]

Even Jacob has "issues" with working for Cerberus -- quite like Garris had conflicts about working for C-Sec.


[quote]5. Bred for perfection by greed ice queen but happens to actually have emotions when talked to? Check.[/quote]

Let's break that down:

1. Breed for perfection
2. By greed, not for any noble purpose.
3. Ice Queen -- who actually has emotions when talked to.

And a sister who she's willing to die for, and a best friend who betrays her and is killed in front of her, and a father who has become her sworn enemy..

Liara T'soni's still your worst example. Miranda's a close second.

[quote]I'm okay with Tali and Garrus, but since you whined about them in ME1:[/quote]

I did not whine. Read my post. I said I'm a proud fan of ME1. I'm just not starstruck.

[quote]Garrus: frustrated cop who goes all or nothing and turn vigilante;[/quote]

Agreed.

[quote]Tali: daughter of important diplomat who... gets important and wants to save her father from shame[/quote]

Whose loyalty mission -- again -- makes Shep one of the few off-worlders to visit the home of a major civilization in the game universe, where we learn more about that faction than we did in all of ME1.

[quote]Only Mordin and Thane are actually real interesting characters. [/quote]

Agreed that they're interesting. Disagree they're the only interesting ones.

[quote]But truth is, most of ME2's squad (which is more people than ME1's) are even more generic and boring stereotypes than any character in ME1. Nuanced character my ass.[/quote]

See all of the above


This post is getting long. I'll break my reply here and resume later.

Modifié par Thompson family, 19 février 2011 - 06:22 .


#139
Thompson family

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Re: Cerberus

[quote]Except Bioware didn't use the opportunity of the teaming up with Cerberus to do anything at all about the moral implications[/quote]

Missed the whole blowing up/keeping the Collector Base thingy? And the rescue in Overlord, too.


[quote] Bioware dropped the ball on making an actual mature game, they were tried too much to be sure to not loose the new group of people they were catering to, as showed by oh so many narrative elements scattered throughout the whole thing - music, cinematics, etc..[/quote]

Which is it: Dumbed down or all things to all people? You can't have both..

[quote]And the fact that you had no choice cheapened the whole thing. How the hell can there be moral implications if you do not choose yourself to worth with them? [/quote]

I presume you meant "work" instead of "worth."
Because my Sherpard is a loyal member of the Alliance who doesn't go get Mordin first. He goes straight to the Citadel to present Cerberus' new major investments -including himslef -- to the Alliance and the Council, only to find that they have decided to put him, his ship, the crew and the Cerberus connections to good use.


[quote]Just being able to team up with the Alliance would have made things much more complex and give real implications. Do I go with Cerberus, because they ressucitated me, already know the collectors are a threat and will be much more considerate of the lives of those humans, or I go with the Alliance because Cerberus are [is] evil, I am Alliance, and A or B. There's no moral implication whatsoever, you just accept and do what they tell you to do, how does this have any depth?[/quote]

Your choice is made for you in ME1 and is the ultimate in simplicity.
For the record, I don't like working with Cerberus either, but it is, plot-wise, the far more interesting situation.


[quote]Or when Bioware decided to change the nature of the Genophage from "it affects fertility AND causes stillborns" to "it ONLY affects fertility.[/quote]

Uh ...

"No, human, you have not seen the piles of the children who never lived," or something to that effect. It's in the scene where Shep's confronting the Weyrlok representative.

We can get into a "does life begin at conception" debate if you want, but the fact is that fertility rate is determined by the number of living offspring. Mordin's argument that the genophage just effects fertility rates is technically correct, but largely a rationalization of his graphically displayed guilt -- another instance of high drama compared to ME1 -- that ignores a horrific consequence.

[quote]All the moral implications from trying to control a dangerous group with relatively murderous means are gone. Half the interest of the Genophage disappeared because now the goal is much more positive than the "with plenty shades of grey" there was in ME1.[/quote]

I honestly don't know how anybody who played ME1 can say that. Wrex explained at length that the genophage left survivors. The real problem was a lack of leadership among the Krogan, their unwillingness to change and lack of any unity of purpose -- things Wrex's providing in ME2 after years of trying. Those attempts even led to an attempted ambush against him by his own father. Most of Wrex's followers were killed, he was exiled and he stabbed his father to death.

I respect those who see life and conception issues as a black and white thing. It's a principled stand. But I certainly don't see how the "goal has become much more positive."

"Look at the dead woman, Mordin. It doesn't seem like you helped her."

[quote] Again, dropping the ball rather than dealing with more mature themes. Even Cerberus are censored. They are much less murderous than in ME1, and even the Subject Zero thing was because of dissidents. AGAIN cheapening the whole moral thing I spoke of earlier.[/quote]

Like it or not, terrorist groups acquire political legitimacy in out own world. Again, you're arguing that ME2 was dumbed down and that, at the same time, it's not as simple (story wise) and black-and-white as it was.

I'm thinking you're a highly principled person who is appalled at the line the story has taken. That's a legitimate cause for not wanting to play the game, but not a valid criticism of the quality of the writing.

[quote]We must not be playing the same game if you think working with Cerberus has any implications or nuances things.[/quote]

See previous points.


[quote]More than three-quarters of the complaints I've read on this forum -- and that's a very conservative estimate -- about ME2's plot "holes" come from people who haven't bothered to follow each branch of the dialogue tree to each conclusion. I've lost track of the number of posts I alone have made telling people on this forum what a Dyson Sphere is, for instance.[/quote]



[quote]1. Well, who would thought most people caring about Mass Effect would go on a the official Mass Effect forum to talk about it{smilie}[/quote]

I actually read a book before going online to trash the thing.


[quote] 2. Did you forget bits like "let's leave the Normandy for an unspecified mission/shore leave so our ship can conveniently be attacked by Collectors". Did you ever came up with a reason why they had to leave the ship?[/quote]

Now that was cheesy. Almost as cheesy as searching monkeys for a data disk or being trapped in an abandoned mine and conveniently finding a whole other way out and any one of a number of other instances I could name.

[quote]Or why the Council made Shepard go search for Geth while a clearly superior ship almost destroyed the whole Citadel space fleet and the whole place? Among others.[/quote]

That was one of the most laboriously over-explained points in the whole game.


[quote] If ME1 is good guy Shepard against bad guy Saren, then ME2 is let's build a squad of the most generic badasses of the most generic badasses and get to kick ass in a suicide mission. [/quote]

Even if that were true, a group or squad is more interesting -- on its face.

[quote]Oops, if ME1 got to deal with the Protheans, the Reapers and other things in relative detail, ME2 is pretty much the description I said save for a line or two here actually about the Reapers or something. [/quote]

If that sentence has a point, it's poorly made.

[quote]And in case you didn't realize, the ME2 description is far more detailed than the ME1 one, obviously ME1 isn't consisted of duel after duel of Saren and Shepard, but the ME2 description says 90% percent of what happens in ME2 versus the 5% of ME1.[/quote]

There's something wrong with this sentence. I don't think you meant to say that "ME2 description is far more detailed than ME1." Please clarify.

[quote]PS: I went through every conversation option possible.
[/quote]

Good.

Modifié par Thompson family, 19 février 2011 - 06:49 .


#140
Elvis_Mazur

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So what? They can call it using whatever name they want. You guys can do the same. And no one will ever change my mind.



It's the best dawn game of my life, dumbed down or not.

#141
Sandbox47

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You'd think that guys is related to smudboy. Look, what does it matter which genre it belongs to? It's still a good game.

#142
Eledran

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Frakking hell, talk about a condescending tone in that article. The author must really have a great notion of his own superior intellect, what a ******.



Although the stuff on DA2 does sound good, I'm really getting excited for next Tuesday.

#143
Siven80

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Everyone has their own opinons on what ME2 is.



Personally i do think it was streamlined too much, but wouldnt call it dumbed down.



I liked the fact that teamates have their own outfits and unique abilities (and its something im glad DA2 has implemented). What i didnt like was the way the upgrades worked and lack of different weapons (not including DLC). So a win and loss their compared to ME1.



The story in ME2 i did find terribly boring. The story in ME1 had a far grander scope and felt more epic than ME2's grab some teamates help with their daddy issues then go on a suicide mission. ME2 didnt impress me at all story wise.



Combat wise ME2 was great. I loved the improvements they made in making it more of a shooter, though tech and biotic abilites could be made better and boss battles could be given more abilities to counter rather than just more shield etc. Infact all classes needed more abilities than they do atm imo.



I could go on about the lack of PC support in double clicking and mouse wheel scrolling too.



I do hope ME3 takes the good things from both games and also takes a look at DA2 while im development and implements all the good stuff to make ME3 the best of the series.

#144
SalsaDMA

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Eledran wrote...

Frakking hell, talk about a condescending tone in that article. The author must really have a great notion of his own superior intellect, what a ******.

Although the stuff on DA2 does sound good, I'm really getting excited for next Tuesday.


Tbh, the tactics thing in DA:O more or less turned me off from that game. That it sounds like they are putting even more emphasis on it doesn't exactly convince me about it. I found the whole tactic system they had implemented there count-intuitive and in some cases plain silly in regards to how dumb your members where. Even more frustrating when the triggers forced actions on the members that were counter to what you wanted, and it overrode manual orders you had given. Just beefing up the amount of options in tactics choices doesn't make a deep game, as the webpage linked seemed to asume. It just makes it more frustrating to make your people do what you want them to do if they follow the pattern laid out in DA:O. I sure hope we don't get this failure of team-member control in ME3.

As for ME2 being a 'dumbed down' rpg... In some areas yes, but not the areas that are usually pulled out of the hat by random hateposts. In my opinion the equipment thing was improved somewhat in ME2 compared to ME1, although the loss of modslots on weapons was something I would have preffered not happening. RPG is about being able to play a role. In the ME series this role is that of an ultra-elite spec ops character. One of the galaxys finest special operatives, in fact. Seen in this regard, there are some glaring issues with the games so far (at least as I see it):

-Spec ops without the ability to move stealthy. No, Cloaking is not the same as stealth (and even this is only the infiltrator). Stealth is moving through an area without the enemy ever realizing you are there. As far as 'rpg' is concerned in ME series, all spectres are gung-ho rambo wannabes that go in guns blazing wihtout any regard for stealth. Cause it's impossible to do any mission with a stealth approach. Hell, there isn't even a single silenced weapon in any of the games because they know it would be impossible to actually get any usage out of it with the limitations of the game engine as built.

-Spec ops with martial arts knowledge to... do a riflebutt.... I don't know what is more laughable. the fact that the branch of finest spec ops in the galaxy only knows how to riflebutt someone in close quarters, or the fact that there are people defending this overly simplification of what Spectres SHOULD be able to do in melee combat.

-All classes are variations of soldiers. Yes, I know the classes have different abilities, and in some minor ways play somewhat differently. But in reality they all follow the same principle of approach to deal with a problem: Identify target, go in, destroy target through superior use of force.
That's a soldiers way of completing an objective, yet it's the same principle we use as a sentinel, Vanguard, Infiltrator (!!!), engineer and Adept.
What they should have done, is something along the lines of (From the top of my head):
Soldier: As now.
Infiltrator: Able to complete a mission through stealth, circumventing security of a target area and picking up intel/taking out primary target without having to riddle every hostile on the route with bulletholes.
Engineer: More emphasis on ability with electronics and gadgets. which reminds me... Where are the gadgets at all for our spec ops characters? In ME1 engineer was a soldier with 'ability grenades'. In me2 he became a 'soldier with a decoy to make the enemy turn around'. Neither was really a portrayal of an engineer. Less raw power in combat, more utility effects from his gadgets, weapons and armor along with ability to set up 'ambush spots' with gadgets. Should be able to get better/different effects from accessing hostile security/computer systems (like ability to reprogram bots and such). Prefered method of engagement should be to let 'his gear do the talking' rather than raw damage from his weapons, by setting up ambush spots, utilizing mechanized combat equipment (sentient and non-sentient) and ability to deal with electronic security systems.
Adept: should rely mostly on biotics for both defence and offence. In some ways method of engagement is like a soldier, except preferences should be not to be open for return fire (no proper defence) and utilization of enviroment to gain a leverage on the battlefield. Ie. throw people of ledges, throw heavy crates into people, levitate up cover that is being used by hostiles to allow team-members clear shots, fly up to areas where melee combatants can't reach you and to get superior sight of the fight and so on.
Vanguard: One of the few classes that got a decent unique playstyle. So not much to change there really. (at least not that I can think of at the moment)
Sentinel: Supposed to be the biotic/tech hybrid, but is more commonly in current games refered to as a 'tank' because of tech armor. I guess this could be emphasized more in better abilities to withstand sustained fire while toning down the ability to deal damage at the same time. In other words, the rule of engagement for this class would become more focused on 'I draw their fire while my team-mates get into position and do the killing' than it is now.

#145
Ahglock

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SalsaDMA wrote...

Eledran wrote...

Frakking hell, talk about a condescending tone in that article. The author must really have a great notion of his own superior intellect, what a ******.

Although the stuff on DA2 does sound good, I'm really getting excited for next Tuesday.


Tbh, the tactics thing in DA:O more or less turned me off from that game. That it sounds like they are putting even more emphasis on it doesn't exactly convince me about it. I found the whole tactic system they had implemented there count-intuitive and in some cases plain silly in regards to how dumb your members where. Even more frustrating when the triggers forced actions on the members that were counter to what you wanted, and it overrode manual orders you had given. Just beefing up the amount of options in tactics choices doesn't make a deep game, as the webpage linked seemed to asume. It just makes it more frustrating to make your people do what you want them to do if they follow the pattern laid out in DA:O. I sure hope we don't get this failure of team-member control in ME3.



The tactics thing felt like a poorly done version of FF12's gambit system,  And not many people really loved the gambit system from FF12. 

#146
Eledran

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SalsaDMA wrote...

Eledran wrote...

Frakking hell, talk about a condescending tone in that article. The author must really have a great notion of his own superior intellect, what a ******.

Although the stuff on DA2 does sound good, I'm really getting excited for next Tuesday.


Tbh, the tactics thing in DA:O more or less turned me off from that game. That it sounds like they are putting even more emphasis on it doesn't exactly convince me about it. I found the whole tactic system they had implemented there count-intuitive and in some cases plain silly in regards to how dumb your members where. Even more frustrating when the triggers forced actions on the members that were counter to what you wanted, and it overrode manual orders you had given. Just beefing up the amount of options in tactics choices doesn't make a deep game, as the webpage linked seemed to asume. It just makes it more frustrating to make your people do what you want them to do if they follow the pattern laid out in DA:O. I sure hope we don't get this failure of team-member control in ME3.


I honestly don't think they are putting more emphasis on it in DA2 than they were doing in DAO. I think the guy was probably using that example to show that you still need to know what you're doing when going up against a boss.

I'm personally more of a micromanagement guy, so I really never used the tactics in DAO but paused the game regularly to give new orders. Although like you, I do hope they improved the basic AI.

As for ME2, I think the "dumbed down" argument is just moot, the term itself means little to nothing imo, it's just used by people who can't let go of their own predetermined image of what the game *should* be.

It's true that Mass Effect 2 really isn't as heavy on party management as Dragon Age is, but it doesn't need to be the same RPG or even resemble the same party based RPG that DA and many other BW games are.
ME can stand on its own feet by doing what it is good at: being an intense story driven, third person shooter Role Playing Game.

Just like DA can for its own way of play imo.

Modifié par Eledran, 19 février 2011 - 06:03 .


#147
Iakus

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AlanC9 wrote...

I asked who in ME2 says that the genophage doesn't cause stillbirths, so you quote someone from ME1 saying that the genophage does cause stillbirths?

Did you somehow get the idea that when I said " Who in ME2 said the genophage doesn't cause stillbirths?" I was actually asking  "Who in ME1 said the genophage does cause stillbirths?"

If not, what's your point?


Point is, I was up way to late answering posts and misread your question.

My badImage IPB

#148
AlanC9

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SalsaDMA wrote...

Tbh, the tactics thing in DA:O more or less turned me off from that game. That it sounds like they are putting even more emphasis on it doesn't exactly convince me about it. I found the whole tactic system they had implemented there count-intuitive and in some cases plain silly in regards to how dumb your members where. Even more frustrating when the triggers forced actions on the members that were counter to what you wanted, and it overrode manual orders you had given. Just beefing up the amount of options in tactics choices doesn't make a deep game, as the webpage linked seemed to asume. It just makes it more frustrating to make your people do what you want them to do if they follow the pattern laid out in DA:O. I sure hope we don't get this failure of team-member control in ME3.


Itals mine. You sure about that? Not to my recollection. And of course, you can always just disable Tactics.

Anyway, Tactics are bad compared to what?

#149
marshalleck

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I'm not seeing the problem with the article's title or premise. DA2 is going to be way more of an RPG than ME2 was.

Now personally I wouldn't use the phrase "dumbed down." I'd call it streamlined to the point of being extremely over-simplified.

Modifié par marshalleck, 19 février 2011 - 07:01 .


#150
Ahglock

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marshalleck wrote...

I'm not seeing the problem with the article's title or premise. DA2 is going to be way more of an RPG than ME2 was.

Now personally I wouldn't use the phrase "dumbed down." I'd call it streamlined to the point of being extremely over-simplified.


Dumbed down is loaded term so it isn't a good one to use IMO.  Though streamlined doesn't really get the feel for what happened either. Streamlined can be used as a term for when you are bringing something overly clunky down to the correct range, it doesn't really tell people what happened.  And while there were things in ME1 that were overly clunky, the premise of what the person was arguing was that they went to far for RPG types and older gamers.  Though given that I am an RPG player and an older gamer and loved the mechanics, I am not sure the old timer thing really is accurate.  I'd go with ME2 had less empahsis on RPG mechanics. It is accurate and can be positve or negative depending on what you want in the game.  As a hybrid, shooter/RPG I think it is somewhat essential to trim down the RPG mechanics.  Though I'd like more in character building and equipment mods, it was still a good game.