What we miss from ME1 :( *Now with a group of over 140 members!* *We have reached over 40 pages!* *Now with poll!*
#801
Posté 05 mai 2011 - 04:22
#802
Posté 05 mai 2011 - 04:28
I also miss being able to charge in with my Vanguard and destroy opponents. I will never understand who thought it would be a good idea to create a class the requires charging into groups of opponents, but then requiring cover to survive. The Vanguard pretty much goes against every design change they made for combat.
Modifié par KLGChaos, 05 mai 2011 - 04:28 .
#803
Posté 05 mai 2011 - 04:49
I do not miss the larger non-combat environments. For example, on Noveria, you needed to take an elevator (load up a new environment) every time you wanted to get to Lorik. Let's not forget the run across the room to Gianna. What you have is a lot of empty space in the middle and what is essentially wasted time getting from point A to point B. The transition between events is just too long.
Granted, I understand that it's supposed to be a corporate enclave, and therefore large and impressive, but when you play ME2, you can clearly see Bioware's improvements to their transitions: better implementation of the taxi service, using NPCs as gateways into missions, choosing squad makeup when a mission started, choosing weapon layout and point allocation upon start, and oh, the restart option to the load menu.
As for larger combat areas, I'd be inclined to agree that I liked them in ME1 only because your NPC AI was so damned stupid and the positioning system was incredibly inefficient; fighting in ME1 was far less about tactics and far more about brute forcing your enemy into submission. Experimentation aside, there was a reason unlimited ammo existed in ME1: you were supposed to outlast your enemy, not quickly overpower them. Heck, I couldn't have been the only person who noticed just how any bottlenecks were present in some of the 'harder' fights.
That large fighting space was there for your benefit as much as it was for your squad mates - they get a lot of room to run around and look for cover, while you get a lot of room to get out of their way as they flail around getting themselves shot.
I'm not sure how I'd feel about larger combat areas now. Too much range means weapons like the shotgun, SMG, and pistol are nullified, but not enough means that weapons like the sniper rifle become redundant. I give Bioware a lot of credit when I think about the effort they put forth to ensure that every weapon could find a use on every major mission.
Modifié par AK404, 05 mai 2011 - 04:56 .
#804
Posté 05 mai 2011 - 04:50
Well, I sort of miss Kaidan.
But apart from his absence, everything in ME2 is better.
#805
Posté 05 mai 2011 - 04:52
That's where the RPG comes in. Focus on pieces of armour and research upgrades that increase your melee.KLGChaos wrote...
I loved both ME1 and ME2. I also miss the environments and part of me misses the play style. While ME2 is superior shooter-wise, it lacks so much RPG-wise, so it's nice to see some of it coming back. I'm hoping ME3 removes the "layered protection" that keeps me from using Biotics until the opponent is dead.
I also miss being able to charge in with my Vanguard and destroy opponents. I will never understand who thought it would be a good idea to create a class the requires charging into groups of opponents, but then requiring cover to survive. The Vanguard pretty much goes against every design change they made for combat.
#806
Posté 05 mai 2011 - 05:25
Spaghetti_Ninja wrote...
Nothing.
Well, I sort of miss Kaidan.
But apart from his absence, everything in ME2 is better.
Good for you,
i also love watching loading screens, buying fuel, or mining planets, i especially love seeing my squadmates showing skin in the vacuum of space, and let's not forget charging the hammerhead into a bunch of geth troopers, or fighting t-8000
#807
Posté 05 mai 2011 - 05:56
KLGChaos wrote...
I also miss being able to charge in with my Vanguard and destroy opponents. I will never understand who thought it would be a good idea to create a class the requires charging into groups of opponents, but then requiring cover to survive. The Vanguard pretty much goes against every design change they made for combat.
The problem is that you're charging into groups of enemies: you take out stragglers first, then start closing in, but you do it smartly. I've seen multiple videos that show just how strong the vanguard really is, even without cover.
#808
Posté 05 mai 2011 - 07:16
#809
Posté 06 mai 2011 - 01:20
Personally I think hes just talking out his arse. (It wouldnt be the first time either) EA arent developing it BioWare is. And I have full faith in BioWare despite being dissapointed with ME2 and DA2.Franzius wrote...
Harmless Crunch wrote...
I'll agree that I did feel that ME1 was a portal to a futuristic galaxy but the game-play was flawed.Franzius wrote...
I miss the sense of deepness, of living in a real galaxy, attention to all small dettails.
ME1 was a window to another galaxy, a portal to a futuristic dimension...
ME2 instead to me is just a monotone TPS... Unfortuantelly ME3 will be like ME2 for what we have see/read so far.
Whislt ME2 lacks the same amount of "openess" ME3 looks like it well have a upgraded version of ME2's combat and a story more in the style of ME1. (Sounds like the perfect game for me...)
H.C. you have still hope for ME3 after the recent Financial Statments of Riccitiello ?
I lost my faith with ME2... To this you can also add: no more Drew Karpyshyn, 2 year development time, the "uncharted" parallelism made by GI...
Also the GI special is focused only on action and enemies... They just speak about weapons customization (a la Crysis 2 I think) and richer abilities trees (aka arcade power-up)....
Now Riccitiello said that ME3 will be MORE MAINSTREAM than ME1 and ME2....
I miss ME1 but more than ever I miss the two sequels that could have been but we will never see...
Thanks EA
Casey Hudson and the rest of the BioWare team know the criticisims of ME2 and all there other games.
They know people werent to happy with how limited costumisation was, they know people disliked the more enclosed levels Etc. And havng watched the Game informer videos I have full faith in them.
It was this that (Said by Robe Blake, lead audio designer on ME3) made a big impact on me:
"For ME3 were still very much sticking with the original design of the Mass effect series and I think the goal is to not push it even more into that sort of "dude/bro" angle.
And were deffinetlly sticking to the core of what it means to be in the Mass effect universe and making sure we have that sort of retro futuristic vibe and keeping our iconic kind of charcter that people really love about Mass effect.
And that means a lot to us and uphold what we keep as our key part of our frachise"
Oh and then the unforgettable ME1 theme tune is played.
Easily the biggest dissapointment for me when it came to ME2 was the shift from retro Sci-Fi to the more "dude/bro" angle of Sci-Fi.
So I'll take the word of an actual BioWare employe who is working on the audio over a EA represintive saying a bunch of marketing fluff.
#810
Posté 06 mai 2011 - 01:25
Yeah I get the feeling thats what BioWare want in ME3, for combat and the majority of gameplay BioWare seems pretty satisfied with ME2's direction. So I'm always going to consider ME2 to be a amazing game that lead the path for the even better ME3....or at least thats how I hope it will be like...Had-to-say wrote...
I agree with the majority of the comments in this thread. I am one of the people who believes that I should be able to enjoy both great story and awesome gameplay. Some of the elements that were removed from ME 1 like the planet exploration and elevators were frowned upon and now are greatly missed. Mass Effect now plays like a third person adventure game and is losing it's identity to become more mainstream. It is my hope that we can recapture the unique feel and pace of ME without removing features but by replacing them with more in-depth RPG elements.
#811
Posté 06 mai 2011 - 01:32
Yeah thats deffinetlly true, and thats another thing I miss from ME1....not having to take cover all the time.....I mean try playing ME2 and not taking cover? Yeah its bassiclly impossible.....ME1 on the other hand....sure it was helpfull to take cover but you didnt need to every minute.....KLGChaos wrote...
I loved both ME1 and ME2. I also miss the environments and part of me misses the play style. While ME2 is superior shooter-wise, it lacks so much RPG-wise, so it's nice to see some of it coming back. I'm hoping ME3 removes the "layered protection" that keeps me from using Biotics until the opponent is dead.
I also miss being able to charge in with my Vanguard and destroy opponents. I will never understand who thought it would be a good idea to create a class the requires charging into groups of opponents, but then requiring cover to survive. The Vanguard pretty much goes against every design change they made for combat.
#812
Posté 06 mai 2011 - 01:35
Yeah BioWare did do a good job making sure no class was very overpowerd in ME2, but I think BioWare is up to the chanllege of making a more complex version of ME2's combat system......AK404 wrote...
I miss the helmet toggle. I miss being able to replenish my medi-gel simply by walking to the infirmary and opening the doctor's first aid kit. I miss Lift and Dampening. I miss the inter-party banter, and this from the people who made Bladur's Gate 2.
I do not miss the larger non-combat environments. For example, on Noveria, you needed to take an elevator (load up a new environment) every time you wanted to get to Lorik. Let's not forget the run across the room to Gianna. What you have is a lot of empty space in the middle and what is essentially wasted time getting from point A to point B. The transition between events is just too long.
Granted, I understand that it's supposed to be a corporate enclave, and therefore large and impressive, but when you play ME2, you can clearly see Bioware's improvements to their transitions: better implementation of the taxi service, using NPCs as gateways into missions, choosing squad makeup when a mission started, choosing weapon layout and point allocation upon start, and oh, the restart option to the load menu.
As for larger combat areas, I'd be inclined to agree that I liked them in ME1 only because your NPC AI was so damned stupid and the positioning system was incredibly inefficient; fighting in ME1 was far less about tactics and far more about brute forcing your enemy into submission. Experimentation aside, there was a reason unlimited ammo existed in ME1: you were supposed to outlast your enemy, not quickly overpower them. Heck, I couldn't have been the only person who noticed just how any bottlenecks were present in some of the 'harder' fights.
That large fighting space was there for your benefit as much as it was for your squad mates - they get a lot of room to run around and look for cover, while you get a lot of room to get out of their way as they flail around getting themselves shot.
I'm not sure how I'd feel about larger combat areas now. Too much range means weapons like the shotgun, SMG, and pistol are nullified, but not enough means that weapons like the sniper rifle become redundant. I give Bioware a lot of credit when I think about the effort they put forth to ensure that every weapon could find a use on every major mission.
#813
Posté 06 mai 2011 - 03:58
ADelusiveMan wrote...
The Mass Effect crew could really learn something from Dragon Age 2 as far as inter-party banter goes, that's for sure.
I agree with this. Dialog is much more interesting when supplemented with travelling/blastingthebadguys. Bioware had the right idea with all the banter between party members you could listen to while you went on your travels/adventures in DAO.
I'd love to see something similar in Mass Effect - some way of providing dialog among party members who are travelling together so that it helps deliver the story/plot/dialog in a more enjoyable, engaging fashion.
Actually, Dragon Age isn't the first game to use this technique. I've seen similar kinds of things used in the Grand Theft Auto series of games as well: like after you start a mission, as you are riding in the car with a friend to the mission site, the friend will be talking to you about the mission, life in general, or about something deeper/more-plot-related.
These kinds of features help deliver dialog without making the listener bored with excessive amounts of dialog. Shifting some percentage of in-game dialog to be delivered in a more enjoyable fashion like this could go a long way toward broadening Bioware's customer base imo, and I really enjoy this dialog-delivery technique whenever I see it used in my experience.
#814
Guest_makalathbonagin_*
Posté 06 mai 2011 - 05:36
Guest_makalathbonagin_*
#815
Posté 06 mai 2011 - 06:20
#816
Posté 06 mai 2011 - 09:24
Yeah there were some amazing vistas.......makalathbonagin wrote...
massive enviromentsi do miss them
Oh and nice avatar, u got some mad skillz with teh charcter creator!
#817
Posté 06 mai 2011 - 09:24
Romance pack for ME2 DLC!!!Had-to-say wrote...
I'd love to have a long conversation with my LI in that pic above, wow! what a view.
#818
Posté 06 mai 2011 - 09:35
I certainly hope that's the off-duty suit, well I can't say I'm against women in catsuit, but not in a hostile situation. Part of Ash's charm was that she hasn't dressed like a wh.re, but like a military operative, even on board the Normandy. She isn't Miranda, she doesn't have to show off every talent of hers to be a character we are interested in.bobobo878 wrote...
#819
Guest_makalathbonagin_*
Posté 06 mai 2011 - 10:15
Guest_makalathbonagin_*
#820
Posté 06 mai 2011 - 10:34
As for the Vanguard, I do know what to do to play it properly-- but I still miss being able to charge into enemies and drop quite a few before needing to take cover. I don't want to be invincible like I was with my Soldier (good armor + Immunity + Adrenaline Rush = no way too die). But I do miss the feeling of being able to kick everything butt in that fashion. I pretty much play the Vanguard like I do a regular Soldier with weaker weapons-- SMG everything down at range, toss in a few shockwaves (or Energy Drain for Synthetics) and then only use Charge at the end, when I don't really need it and would probably be better off just staying at range. It just feels like Charge, which is it's core ability isn't really all that useful. It's like Singularity for Adepts-- nice looking power, but especially on higher difficulties, it's better to spam Warp. I blame that more on the layered protection than anything, though, which I mentioned before.
I'm not a huge fan of the shared cooldowns, either. I might be able to use powers more often, but many times, it restricts you to using the same power over and over again instead of using a variety.
Modifié par KLGChaos, 06 mai 2011 - 10:43 .
#821
Posté 06 mai 2011 - 10:45
#822
Posté 06 mai 2011 - 11:27
This.I'm not a huge fan of the shared cooldowns, either. I might be able to use powers more often, but many times, it restricts you to using the same power over and over again instead of using a variety.
I've had to drastically alter my leveling methods.
In ME1, I made sure my character made it to mid-level (the middle triangle) with every talent, so they'd have maximum versatility. Then I'd spend final points only maxing out particular talents to suit my playstyle.
In ME2, I just max out one talent. Then I max out another talent. My character just runs around shooting with one spammy spammy power. It's all wrong.
My Sentinel is busy spamming Slam on everything 80% of the time. And spamming is the key word (Slam every 2 seconds with passive talent cooldown reduction?!)... I'd prefer shared cooldowns with moderate timers for me.
Unfortunately it's not possible to mod this in to ME2, as SharedCooldowns=True just makes it so cooldowns are delayed and sometimes buggy (had my cooldowns freeze altogether once as an Infiltrator when I tested it), but definitely not shared.
So I just doubled cooldown times.
Modifié par CajNatalie, 06 mai 2011 - 11:30 .
#823
Posté 06 mai 2011 - 11:31
Harmless Crunch wrote...
Yeah there were some amazing vistas.......makalathbonagin wrote...
massive enviromentsi do miss them
Oh and nice avatar, u got some mad skillz with teh charcter creator!
what I missed the most about this was searching the whole area and almost always finding nothing, very fun.
#824
Posté 06 mai 2011 - 11:50
Shepard: *snicker* Wrex.
Kaidan: That might have been a little extreme, Commander.

I'd love to be able to choose squaddie armor again.
I love ME2, but I think we just need more of those moments that stick with you. The ones that made ME1 a game I can play again and again. More Oooooh moments:

More Awwww moments:

More Oh Sh*t moments:

And more AMG YAY moments:

I don't care what they do to combat as long as we have an awesome atmosphere and good writing this time around.
#825
Posté 06 mai 2011 - 01:11
PlumPaul82393 wrote...
what I missed the most about this was searching the whole area and almost always finding nothing, very fun.
Hey dude, speak for yourself, I always found plenty.
I don't get why people hated the Mako sequences. I loved the thrill of finding something new on an alien landscape, even if it turned out to be a small cache of minerals or a couple of corpses.
Modifié par Chaos Gate, 06 mai 2011 - 01:18 .





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