How COULD they do loot?
#26
Posté 25 mars 2011 - 04:41
Also maybe add some "armor mods" to squadmembers, so you can sort of upgrade them while keeping their unique appearance.
#27
Posté 25 mars 2011 - 04:59
aimlessgun wrote...
There are tons of options for weapon mods. There are the standard ones: Silencers, extended mags (er rather extended heat sinks), grenade launcher attachments, scopes. Then of course you could have damage amplifiers, recoil reducers, range increasers, ROF increasers, fire selection modifications, the works.
I could maybe go with a weapons modification format that is similar to the way armor mods work in ME2. You assemble everything at the fabrication plant on the ship, and no swapping out on missions, like in ME1. And the number of modifications should be low, but dynamic. Big differences, not minor stat changes. I always was a "wonderous item" kind of guy for loot (as that's how Vance did it, and he is the grand-grand-daddy for RPGs).
I guess the real issue is how that plays out with the companions. Do you just want weapon mods for Shepard or for everyone?
#28
Posté 25 mars 2011 - 05:01
#29
Posté 25 mars 2011 - 05:50
*start the game with some examples of the previous games upgrades, suffer an attack which for some reason will bypass all of your defenses for no clear reason, and throw you back to square one.*
#30
Posté 25 mars 2011 - 08:34
It would add more to the combat too if you actually had to read you mission description, predict what type of enemy you will be facing and bring the right weapons and mods for the job rather than being able to switch things out and install new mods on the fly.
#31
Posté 25 mars 2011 - 09:10
I want my character at the end actually look and play more powerfull and experienced than at the beginning. The journey in between should give you these sweet "nice, something new!" moments which you don't get with purely stat based research upgrades that you will never notice or appreciate since the fights feel exactly the same throughout the game and it is so easy to just research everything without consideration.
Dropped loot, researched, store items...it can all work if the people working on it actually care and try to balance it and view loot as an opportunity and not just RPG baggage. In both games that aspect was handled in a very careless, lackluster way. You can't slap these elements on just to please the RPG audience, it has to work properly within the game. The goal should not be having loot for the sake of having loot but for the overreaching reasons there has been loot in games in the first place.
#32
Posté 25 mars 2011 - 09:40
Vena_86 wrote...
I don't really care how (and there are coutnless games with very good examples) as long as I get a satifying feeling of progression unlike in ME2 where there is no feeling of progression and rise in power at all.
I don't understand this statement at all.
First of all, progression does not require loot. Historically, progression in RPGs goes through leveling. And leveling in ME2 is just fine. It may not be fine if you are of the generation that played games with 50-100 levels and got a new reward every level. But I grew up playing RPGs with (soft) level caps around level 12, so I think it is fine. Furthermore, you cannot tell me that my level 30 Adept is not radically different than the level 5 one I start out with. Maybe this is different for other classes like the Soldier.
Loot is an alternate progression system, and it has been historically abused as exploit around level caps (this is what caused D&D to go from a game with few magic items to assembly-line manufacturing of items). Game balance for loot progression is very, very hard. Twinking is the rule, not the exception. Therefore, it is best to push most of the progression into leveling. This is what D&D 3.x tried to do; more powers intrinsic to the character levels, but heavy restrictions on character wealth and items (which everyone promptly ignored).
#33
Posté 25 mars 2011 - 09:47
Walker White wrote...
Vena_86 wrote...
I don't really care how (and there are coutnless games with very good examples) as long as I get a satifying feeling of progression unlike in ME2 where there is no feeling of progression and rise in power at all.
I don't understand this statement at all.
First of all, progression does not require loot. Historically, progression in RPGs goes through leveling. And leveling in ME2 is just fine. It may not be fine if you are of the generation that played games with 50-100 levels and got a new reward every level. But I grew up playing RPGs with (soft) level caps around level 12, so I think it is fine. Furthermore, you cannot tell me that my level 30 Adept is not radically different than the level 5 one I start out with. Maybe this is different for other classes like the Soldier.
Loot is an alternate progression system, and it has been historically abused as exploit around level caps (this is what caused D&D to go from a game with few magic items to assembly-line manufacturing of items). Game balance for loot progression is very, very hard. Twinking is the rule, not the exception. Therefore, it is best to push most of the progression into leveling. This is what D&D 3.x tried to do; more powers intrinsic to the character levels, but heavy restrictions on character wealth and items (which everyone promptly ignored).
What DM hasn't been faced with realizing his campaign has gone Monty Haul and that the only step up is battling gods because that character just happened to acquire the Holy Avenger +15 Black Razor Vorpal Battle Axe of Smiting. But it seemed like a fun weapon at the time!
#34
Posté 25 mars 2011 - 09:47
Walker White wrote...
aimlessgun wrote...
There are tons of options for weapon mods. There are the standard ones: Silencers, extended mags (er rather extended heat sinks), grenade launcher attachments, scopes. Then of course you could have damage amplifiers, recoil reducers, range increasers, ROF increasers, fire selection modifications, the works.
I could maybe go with a weapons modification format that is similar to the way armor mods work in ME2. You assemble everything at the fabrication plant on the ship, and no swapping out on missions, like in ME1. And the number of modifications should be low, but dynamic. Big differences, not minor stat changes. I always was a "wonderous item" kind of guy for loot (as that's how Vance did it, and he is the grand-grand-daddy for RPGs).
I guess the real issue is how that plays out with the companions. Do you just want weapon mods for Shepard or for everyone?
Yeah it would definitely work well from a ship interface. Like with the armor you'd get a preview of the weapon and get to see how cool it looked with the silencer/scope/damage amplifier nodule thingy.
What's your definition of 'low'? I mentioned 6-7 things. That sounds low to me.
#35
Posté 26 mars 2011 - 12:03
Gentleman Moogle wrote...
Any thoughts?
No loot. Me2 system is fine. Move along.
#36
Posté 26 mars 2011 - 12:14
#37
Posté 26 mars 2011 - 12:14
This is elementary for an rpg(especially pre-EA Bioware) imo, feel free to disagree.
The vast variety of weapons in ME2 sure did cater to some folks.
Just hire me Bioware, I'll square you away while keeping the Shooter and RPG crowd happy.
Modifié par MassEffect762, 26 mars 2011 - 12:27 .
#38
Posté 26 mars 2011 - 01:37
#39
Posté 26 mars 2011 - 02:02
This private contractor bull**** just doesn't fly with me, i want my spec ops funding back.
#40
Posté 26 mars 2011 - 05:11
#41
Posté 26 mars 2011 - 05:40
MassEffect762 wrote...
Little to no numbered variants than ME1 and WAY more variety/impact/depth than ME2.(i.e. unique stat based upgradable armors/weapons and mods)
This is elementary for an rpg(especially pre-EA Bioware) imo, feel free to disagree.
Put a "C" in front of the "RPG" and I'll accept it as a standard. Still wouldn't make it any good.
#42
Posté 26 mars 2011 - 05:44
scarface71795 wrote...
Well i just hope i rejoin the Alliance
This private contractor bull**** just doesn't fly with me, i want my spec ops funding back.
Ummm.... Cerberus funds you.. The Alliance doesn't give you much of anything-- though they graciously let you buy stuff.
#43
Posté 26 mars 2011 - 06:03
The Shadow Broker wrote...
why loot when your crew has far advanced weapons than most of enemies, and the first time you kill a group of "better" armed foes (collectors-Horizon) you actually loot the collector beam canon...
Precisely, and I'd wager that even the default N7 armour is better than anything your average Blue Suns mook has on, though I do think looting for credits, clips, and medi-gel doesn't seem like a stretch, these are all things that they're likely to have and all things Shepard can actually make use of as well as carry easily.
#44
Posté 26 mars 2011 - 06:20
#45
Posté 26 mars 2011 - 06:25
#46
Posté 26 mars 2011 - 06:37
#47
Posté 26 mars 2011 - 06:38
If they go anti-loot though I hope they at least give us more customization. Yeah I want to change the color of my weapons, my squaddies' armor and especially the style of my hair from time to time (Black Emporium for life).
I mean sh*t, they've gotta know how many times people are playing these games, and the customization/loot/variety keeps it fresh.
#48
Posté 26 mars 2011 - 06:42
Modifié par Rurik_Niall, 26 mars 2011 - 06:42 .
#49
Posté 26 mars 2011 - 06:55
e: Where was I going with that? Er, yeah... loot needs to have those highly sought after/ rarely found items to keep you hoping for riches. ME1 had Rage armor. Fallout: NV had a blinged out Pip-Boy and a gold sniper rifle among other things. RDR had the black horse. If the forums teach us anything it's that people need to be made to feel special. Special items would cater to us all.
Modifié par habitat 67, 26 mars 2011 - 07:00 .
#50
Posté 26 mars 2011 - 06:58
I'm not a huge fan of the inventory system in ME1 from a realism standpoint, yea i know it's a game but having the protagonist carrying around 150 items at any given time makes no sense what so ever.
A few more items in the shops would be nice.Maybe have diffrent things in the shops the shops at different times in the game too, currently once you've bought everything the first time you go to a shop theres absolutly no point in returning to it.
Modifié par piemanz, 26 mars 2011 - 07:01 .





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