Commander Waha wrote...
1: ME1 had twice-three times the amount of skills, but most of them were gun skills/healing skills.
Since ME1 had regenerating health/shields much as ME2 does, the healing skills are directed at people who are terrible at ME1 (I'll touch on this later, but seriously consider not passing on your genes if you had trouble beating ME1) Gun skills are innaccurate. I'm not asking for all things to be true to life, but guns should not do more damage, or be more accurate because I use them more often. One could argue that YOU the player are becoming more accurate, but then why doesn't AR aiming skill carry over to shotgun aiming skill? God knows they are similar enough. Gun skills are just empty places to put points. Placeholders saying that "if you play longer you do more damage, don't ask questions". And I'm okay with that, but ME2 did it better. ME2 had health/damage skills in one tier, which I found was smoother overall. It's easier, but not in a bad way.
You mean the First Aid skill? Yeah it's pretty useless, but there are times when you want use Medi-Gel in ME1. And at higher levels you do need to invest in it so you can heal a chunk of your health. Also I believe only Soldier can regenerate health. If you were any other class you pretty much had to equip Health Regeneration into your suit.
Really I don't have a problem with everyone having regenerating health, since you'd be stupid not to use health regeneration items in ME1. Also I really have no qualms with the skill system in ME2. It's a lot more straightforward, which is good in my book. First time I played ME1I had no clue what skills to invest in and had to learn the trial and error way. It's not that ME1 had an overly complicated skill system, it's just the game did a terrible job explaining the importance of such things. ME1's tutorial just was not very good as a tutorial.
Commander Waha wrote...
2: You could put more points into each skill in ME1, but each point meant less.
ME2 had half the levels of ME1, and half the skill points, but each level up actually meant something. In ME1 I'd often not level up for 5 or 6 levels, whereas in ME2 you almost always level up immediately every time. It's more fulfilling to level up in ME2.
I agree leveling was pretty lackluster in ME1. In ME2 when you level up, it actually amounts to something.
Commander Waha wrote...
3: ME1 had a more in depth inventory system, but ME2 accomplished the same ends by using ammo powers.
Don't get me wrong, I wish ME2 had more weapons, and it would have been cool to switch armours out for squadmates without appearance packs, but I'm talking more about weapon addons. I certainly don't miss spending twenty minutes of flowbreaking inventory assessment trying to figure out what to equip my guns with.
In ME2 it's a much faster, on the fly decision. Synthetics? Disruptor ammo. Armored opponents? Incendiary rounds. Anything? Warp Ammo. It keeps the player in the game, which is what really counts.
You have a point. Inventory management was kind of extreme in ME1 to the point of mind numbing. Although I don't think they needed to remove it utterly like they did. Really ME1's problem was you always had way to much stuff. If they made it so there were less upgrades and you only got a couple of items from every mission, instead of like 50 it would have been fine.
Again Ammo Powers don't really bother me, though I feel as a skill they are a bit silly and make the classes in ME2 unbalanced. Although it's funny how somethings don't change. Cyro Ammo is still usless, well, unless you're fighting exclusively Husks.
Commander Waha wrote...
4: ME1 had a much bigger RPG element, but you could beat the game on insanity without dying without putting a single point into anything. ME1 was pisseasy. RPG elements should make you feel truly more powerful over time. 2% extra damage versus synthetics on wednsdays after 6PM doesn't count as feeling more powerful. I would love to see a non-gibbed playthrough of ME2 without using development points on insanity. It isn't likely to happen. ME2 is a much harder game, and it requires it's RPG elements more than ME1 did.
LOL have you actually played ME1 on Insanity? Cause I don't think you have. True you could probably beat it without ever leveling up, but still. ME1 as a whole is
way more difficult. ME2 on Insanity really only has a few tough parts (mostly Collector missions) and the autosave feature makes dying not a big of a deal. Of course I played ME1 on the 360, which is more prone to lag and other issues I think.
Somehow I get the feeling if you have played ME1 on Insanity you either skipped a lot of stuff or just don't remember. Don't tell me the Geth Armature Ambush on Therum is a cakewalk on Insanity, or that Krogan are any easier to kill.
Anyways like I've said I have no gripe with ME2's skill system. It works and I understood it a lot better the first time I played. I actually hope ME3 is like ME2 in that regard.
My big issues with ME2's RPG elements are:
1)
You only get XP for completing MissionsI don't care for this. How come I don't get experience for killing enemies or hacking? Players who go out of their way to do more stuff should get more XP. Also the lack of XP is I think one of the reasons why ME2's levels are so incredibly linear. You pretty much have to kill a set number of enemies unless you push ahead past certain spawn points.
2)
Lack of inventory/armorI don't understand why they needed to remove this. The Armory System isn't bad in ME2, but it only let's you chose weapons. I really would like to be able to modify weapons, amps, and omni-tools to a certain degree. Most people like customization just as long as isn't overly complex. If people didn't like weapon customization, then why is CoD so popular?
While Shepard has a good selection of armor, the fact that squadmates have none or no customization is just disappointing. I don't it expect it to be as in-depth as Shepard's armor customization. But being able to choose between 2-3 suits and or modify a few parts would have been nice.
Also I hate the fact that a large majority of squadmates wear little more then clothes. These characters are suppose to be combatants, not a bunch of people going to the 2185 Galactic modeling covention.
3)
Linear upgrade systemI'm sorry but the upgrade system in ME2 is stupid and pointless. Pretty much everything works in a linear progession where you can only get "x" before "y". Really it's sole purpose seems to be to make you scan planets
for teh elements! Yeah you can choose what things you upgrade first, but why not just tie that stuff in with the levels?
I really hope ME3 gives us a bit more room. For Example: Do I choose to make my Pistols more accurate or more damaging? And you
can only choose one option, not both. This would give the game a lot more depth and help it compete with other TPS shooters that offer these sorts of things. Resident Evil and Dead Space come to mind, and both those games have done pretty well for it.
Really those are my only tue complaints in regards to the "RPG Experience".
Of course I'm not fan of Thermal Clips either, namely cause it breaks continuity. But it's been talked about to death here already and really isn't RPG specific. Plus I doubt Bioware is going to change it, cause apparently most gamers are apparently too stupid to play a shooter that doesn't use ammo. You may say there are other reasons, but that was pretty much Bioware's whole intent.
Modifié par Bluko, 08 mars 2011 - 05:30 .