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What we miss from ME1 :( *Now with a group of over 140 members!* *We have reached over 40 pages!* *Now with poll!*


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#1026
Harmless Crunch

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Steffen wrote...
All of this, the plot especially, and the feel/sheer sence of scale, the characters, Ash(disjointed as she may have been) being a mentor more than a team mate, and that music, you know the song:

Walking up on deck, the intense close-up, this is where a man like Hideo Kojima shines, he really knows how to treat the old fans, i mean walking seeing Shadow Moses in mgs4, hearing "the best is yet to come" slowly arise in the background, i have to admit i got a little misty eyed thinking about the 90ies. Hopefully Casey Hudson has something similar for us who have been there since day1.

Yeah I miss the sense of scale too. I've never played Metal Gear Solid (Though I've heard its really good) but I think I know what you mean.

#1027
Harmless Crunch

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Varen Spectre wrote...

More than 1000 posts, 110 active members and some serious ideas to think about. The problem is, it's too large and too general to go through it all.

I don't know, but you guys seem quite serious about your agenda. Therefore I would recommend you to make one big list of the things that you miss, put it in the OP and say hey these are the things from ME 1, that we miss. It would be much easier to analyze those things. You can add remove the ideas from it depending on the develpment of discussion here.

Now I am pretty sure that somebody has already proposed this but I am not going to verify it because the thread is too large. [smilie]http://social.bioware.com/images/forum/emoticons/joyful.png[/smilie] 

Thanks for the suggestion but I'd rather not do it, theres just so much to list it would be very hard. Also I dont see how this thread being large is a problem. Nobody needs to know whats been said on previous pages to say there idea.

#1028
The Spamming Troll

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its because its biowares job to sort out this madness, not ours.

#1029
Harmless Crunch

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@The spamming troll
What madness?...What?

#1030
The Spamming Troll

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bioware is great at inspiring ideas with its games, so its easy to fill a forum with every one of them, but your not supposed to make a list to sum up the best aspects of ME1, we leave that up to bioware.

....altho they did take complaints about the mako and inventory a little to seriously.

Modifié par The Spamming Troll, 18 mai 2011 - 02:00 .


#1031
Harmless Crunch

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@The spamming troll
Gah tell me about it, or why was so little of ME1's soundtrack used in ME2 despite it being incredibly popular....

#1032
Da Mecca

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The Spamming Troll wrote...

bioware is great at inspiring ideas with its games, so its easy to fill a forum with every one of them, but your not supposed to make a list to sum up the best aspects of ME1, we leave that up to bioware.

....altho they did take complaints about the mako and inventory a little to seriously.


I just think they handled it the wrong way.

Remove and improve are two very different things.

Modifié par Da Mecca, 18 mai 2011 - 04:43 .


#1033
Kakistos_

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I miss Biotics.

#1034
Captain Kibosh

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Ahglock wrote...

CajNatalie wrote...

You miss the Mako...
...when you realize that 50% (or more!) of your first ME2 playthrough was planetscanning (if you went for all survivors)
...when you realize that even the Hammerhead has to hide behind cover because it blows up in five bullets


While planet scanning took up way too much time from my first play through 50% is a bit more of an exageration than I care for.  Maybe a 10th of the game given that we didn't come with cool tricks on how to speed it up and we didn;t really know how much we would need.  

I miss the mako purely because I think exploration is one of the coolest features you can add to a game.  


Further to Ahglock's point about exploration, a related virtue (to my mind) was that the Mako allowed for the player to physically transition from driving the vehicle to "popping" out to walk on foot.  That moment of coming out from a protected, heavily armored vehicle into a relatively whisper thin space suit added to the sense of awe and yes...vulnerability that a space explorer might feel, especially in environmentally hostile planets.

It also created a tactical choice for the player to engage an enemy on foot or in the vehicle, although in terms of sheer firepower, there was no real inventive to step out of the vehicle unless it was an issue of environment accessibility (something which I think was a missed gameplay opportunity, finding some tactical reason to step out of your vehicle, maybe as a patrol escort or providing sniper cover fire, or whatever).

I never dared consider taking on a thresher maw on foot in ME1 (so scarey when they popped out unexpectedly), and in ME2, well, it's basically presented as a boss fight, but in ME 3, wouldn't it be an AWESOME game play moment if you were FORCED from time to time to abandon the safety of your vehicle to fight the thresher maw? (Maybe it ends up flipping your vehicle and you have to crawl out before your worm food.)  Such a dramatic moment would be lost with an ME2 vehicle disembarkation load screen.

I mention this idea of vehicle embarkation/dismbarkation among other suggestions I made in a topic thread about how to improve the "epic-ness" of ME3 (borrowing some cues from ME1): http://social.biowar...01882/1#7396363

I did like the almost tactile nature of the Mako crawling over dunes and dipping into valleys, but I won't wax so blindingly nostalgiac so as not to point out that in its gameplay execution, the lack of variation in planetscapes made driving seem like a grind at times.  Maybe some cinematic cutscenes could have been used to break up the monotony, but on a programming level I'm sure that would have been hard to build in without the cut scenes becoming monotonous in looping the same ones or unmanageable in trying to come up with new ones for different planets.

I also liked the way the Mako was implented in Ilos, especially when burning rubber for the mini-Mass Effect Relay (while ignoring several Geth Colossi) in order to get back to the Citadel.  That was sooooooo badass.  I don't think any of the Hammerheard DLC missions ever offered an emotional experience as cool as that.

For me the Hammerhead was...meh.  I felt like I was flying a weaponized version of the hoverboard from Back to the Future, not a badass cutting edge military vehicle.  Furthmore, the Hammerhead build definitely had a multiple personality disorder.  Apparently the vehicle could slam into solid planetside rock face with little more consequence than an ungainly metal thud and scrape, but a few artillery shells and you wonder if the Cerberus engineers used lego blocks instead of ablative armor.  Also, NO APPARENT HUD to tell you any kind of status about your vehicle--WTF?.  Welcome to the future where a high-tech space commando only option for damage control assessment is to look out the window to see his anti-gravity chasis smoking!

Finally, planet scanning...ummmmmmm so I take it there was NO focus group testing...?  :blink:

Modifié par Captain Kibosh, 18 mai 2011 - 06:07 .


#1035
Evil Johnny 666

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Captain Kibosh wrote...
Further to Ahglock's point about exploration, a related virtue (to my mind) was that the Mako allowed for the player to physically transition from driving the vehicle to "popping" out to walk on foot.  That moment of coming out from a protected, heavily armored vehicle into a relatively whisper thin space suit added to the sense of awe and yes...vulnerability that a space explorer might feel, especially in environmentally hostile planets.

It also created a tactical choice for the player to engage an enemy on foot or in the vehicle, although in terms of sheer firepower, there was no real inventive to step out of the vehicle unless it was an issue of environment accessibility (something which I think was a missed gameplay opportunity, finding some tactical reason to step out of your vehicle, maybe as a patrol escort or providing sniper cover fire, or whatever).

I never dared consider taking on a thresher maw on foot in ME1 (so scarey when they popped out unexpectedly), and in ME2, well, it's basically presented as a boss fight, but in ME 3, wouldn't it be an AWESOME game play moment if you were FORCED from time to time to abandon the safety of your vehicle to fight the thresher maw? (Maybe it ends up flipping your vehicle and you have to crawl out before your worm food.)  Such a dramatic moment would be lost with an ME2 vehicle disembarkation load screen.

I mention this idea of vehicle embarkation/dismbarkation among other suggestions I made in a topic thread about how to improve the "epic-ness" of ME3 (borrowing some cues from ME1): http://social.biowar...01882/1#7396363

I did like the almost tactile nature of the Mako crawling over dunes and dipping into valleys, but I won't wax so blindingly nostalgiac so as not to point out that in its gameplay execution, the lack of variation in planetscapes made driving seem like a grind at times.  Maybe some cinematic cutscenes could have been used to break up the monotony, but on a programming level I'm sure that would have been hard to build in without the cut scenes becoming monotonous in looping the same ones or unmanageable in trying to come up with new ones for different planets.

I also liked the way the Mako was implented in Ilos, especially when burning rubber for the mini-Mass Effect Relay (while ignoring several Geth Colossi) in order to get back to the Citadel.  That was sooooooo badass.  I don't think any of the Hammerheard DLC missions ever offered an emotional experience as cool as that.

For me the Hammerhead was...meh.  I felt like I was flying a weaponized version of the hoverboard from Back to the Future, not a badass cutting edge military vehicle.  Furthmore, the Hammerhead build definitely had a multiple personality disorder.  Apparently the vehicle could slam into solid planetside rock face with little more consequence than an ungainly metal thud and scrape, but a few artillery shells and you wonder if the Cerberus engineers used lego blocks instead of ablative armor.  Also, NO APPARENT HUD to tell you any kind of status about your vehicle--WTF?.  Welcome to the future where a high-tech space commando only option for damage control assessment is to look out the window to see his anti-gravity chasis smoking!

Finally, planet scanning...ummmmmmm so I take it there was NO focus group testing...?  :blink:


Great post! Pretty much agreed with everything you said.

#1036
Ahglock

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Captain Kibosh wrote...

Finally, planet scanning...ummmmmmm so I take it there was NO focus group testing...?  :blink:


Since they are keeping it in ME3 they want to double down on mistakes.  :)  

Honestly as bad as it was, I generally prefer the idea of fixing features to removing them.  So good for them, in trying to fix planet scanning.  

I agree with your entire post, well said.  

#1037
Aumata

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Playing ME2 right now, on my infiltrator run. Miss storm speed. Shepard is way to damn slow, looks more like a damn jog. At this point I been getting pissed because it feels like I am fighting against the damn game in order to play it. There isn't a toggle for aim assist to cut off. So sniping is a freaking pain in the ass unless I get a OHKO. Every one seems to know where Shepard is so moving for a better position unnoticed is a pain in the ass. Maybe it is the fact that shields lasted longer and we had bigger health, but I swear I didn't noticed this type of **** in ME1. I playing as a class that has cloak I, no one should no where I am till I fire a damn shot, or someone sees me.

Also miss teammates having full sets of skills, and full damage. Good god I don't want to play the infiltrator like a soldier class. Even Gears of War allowed me to kill cats with them not noticing me. though it is as of now the top of the class as far as I know in TPS.

Modifié par Aumata, 18 mai 2011 - 08:33 .


#1038
Da Mecca

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Well storming in ME2 make everyone else slower, not you faster.

It's kind of cool when your playing as a soldier and you combine that with adrenaline rush, it looks like everyone's standing still.

100 million dollar man style.

#1039
Harmless Crunch

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Yeah it gets pretty over powerd by the end of the game though......if you get maxed adrenaine rush + the mattock + maxed special ammo you can end up one shotting Harbinger.....

#1040
Da Mecca

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DLC greatly added to my enjoyment of ME2.

It turned an okay game into an amaing one in my opinion.

I love the Mattock and the Geth shotgun so much.

#1041
Aumata

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Da Mecca wrote...

Well storming in ME2 make everyone else slower, not you faster.

It's kind of cool when your playing as a soldier and you combine that with adrenaline rush, it looks like everyone's standing still.

100 million dollar man style.

I rather take speed than to for everyone else to move slow, I barely see the difference.  I have to play as a solider to see the difference is stupid IMO.

#1042
Da Mecca

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You know what hurts?

Seeing your squad mates and enemies crouch when you cant.

Also, seeing tKrogans use carnage when you can't.

That's just....why would you do that?

#1043
Aumata

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Playing as a Vanguard and using Carnage with pull field would be sick. Hoping it will come back.

#1044
Harmless Crunch

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Yeah that is odd that you cant do those things....
Maybe its possible to mod it on a PC?

#1045
CajNatalie

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Carnage was repurposed as Concussive Blast... less damage and more knockdown, and works with all weapons... but only Soldiers have it. =(

Personally I'd like to see the return of all the 4 special weapon powers, and one for SMGs too.
I mean, if you're going to be able to pick any weapon you want in ME3, there needs to be motivation to pick those pea-shooters instead of defaulting to ARs...
In ME1, the Pistol was a harder-hitting more accurate alternative to the Assault Rifle, but the Marksman ability only worked a few seconds at a time and the fire-rate was slower (though there is a way to get the cooldown and duration exactly equal eventually, but I don't think they intended for that when designing it, lol).

Anyway, Aumata, Infiltrator is my second favorite class for ME2 (and ME1, for that matter)... the cloak does work, I'm not sure why enemies seem to be acting like they're still tracking you. When you cloak they all focus on your squaddies, and if they're close by that means you can still end up running through gunfire.
Cloak breaks as soon as you shoot, though.

Pull Field never interested me as a Vanguard... I prefer Improved Shockwave. That thing powers through an entire battlefield. I'm using it all the time in Insanity. Even though the enemies are 'protected' by magic bars it still smashes them back from cover and lets me and my squaddies shred them... and on lower difficulties it makes husks hilarious.
In the Collector Ship, when a wave of husks comes at you... run around the corner to them and hurl Improved Shockwave... almost all of them are decimated...

I love Shockwave... it's one of the few biotics that's still useful with the awful biotic nerfing of high difficulties. I still have basic pull though... good for ripping individual enemies out of cover once they're weakened at times when it's still too risky to charge.

Modifié par CajNatalie, 19 mai 2011 - 01:11 .


#1046
Harmless Crunch

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Mmmm I'll have to give Shockwave a better chance on my next playthrough. I genrally use my portal gu-I mean Singularity when I'm playing a biotic...

#1047
Aumata

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CajNatalie wrote...

Carnage was repurposed as Concussive Blast... less damage and more knockdown, and works with all weapons... but only Soldiers have it. =(

Personally I'd like to see the return of all the 4 special weapon powers, and one for SMGs too.
I mean, if you're going to be able to pick any weapon you want in ME3, there needs to be motivation to pick those pea-shooters instead of defaulting to ARs...
In ME1, the Pistol was a harder-hitting more accurate alternative to the Assault Rifle, but the Marksman ability only worked a few seconds at a time and the fire-rate was slower (though there is a way to get the cooldown and duration exactly equal eventually, but I don't think they intended for that when designing it, lol).

Anyway, Aumata, Infiltrator is my second favorite class for ME2 (and ME1, for that matter)... the cloak does work, I'm not sure why enemies seem to be acting like they're still tracking you. When you cloak they all focus on your squaddies, and if they're close by that means you can still end up running through gunfire.
Cloak breaks as soon as you shoot, though.

Pull Field never interested me as a Vanguard... I prefer Improved Shockwave. That thing powers through an entire battlefield. I'm using it all the time in Insanity. Even though the enemies are 'protected' by magic bars it still smashes them back from cover and lets me and my squaddies shred them... and on lower difficulties it makes husks hilarious.
In the Collector Ship, when a wave of husks comes at you... run around the corner to them and hurl Improved Shockwave... almost all of them are decimated...

I love Shockwave... it's one of the few biotics that's still useful with the awful biotic nerfing of high difficulties. I still have basic pull though... good for ripping individual enemies out of cover once they're weakened at times when it's still too risky to charge.

Cloak works fine.  Just when I get out of it, everyone wants to shoot me despite the fact that I hid behind a wall that covers me completely.  That and having a slow sprint, irks me because I try to play it more stealthy than what the game is allowing me to do.  If it works like this in Mass Effect 3 I would be a happy camper.  Guess I am used to stealth games more so than I thought.  I tend to use AR, and Charge as a way to move about the field as much as to kill.  So the tactical cloak not being tactical kinda messes the way I want to play it.  Saw Bozo usage of shockwave, and was thinking of making a class to use it, glad to see that it works.  Redid my adept as my cannon playthrough for ME3.

I am getting use to the Infilitrator, just that the style of play that I want is hard when most is shooting at you the moment you are out of cloak.  Probably made enhanced more useful as you can move about the field while assassin lets you pull off OHKO, or CQC.

Modifié par Aumata, 19 mai 2011 - 02:15 .


#1048
Aumata

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Delete post.  Thought I hit the edit button.

Modifié par Aumata, 19 mai 2011 - 02:14 .


#1049
CajNatalie

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The thing I've noticed in ME2 is that the enemies prioritise shooting you instead of your teammates a hell of a lot more. In ME1 you didn't have the notoriety or fame yet so you were just 3 commandos to everyone... now in ME2 everyone's like HOLY CRAP IT'S SHEPARD so despite how frustrating it was sometimes I accept it, and have gotten used to it.
Plus, you're the only one who looks like they're taking things seriously... with actual armor... or rather, what looks like actual armor but is actually glorified paper. You stand out.

Besides, your teammates get shredded in no time if they're targetted... one of the things I noticed as an Infil... if I cloaked too often I found they kept getting owned leaving nothing for the enemies to get out of cover to shoot at, ruining my chances of being able to line up a shot at their exposed heads.
Teammates get owned quickly enough on Insanity without cloak to redirect enemy priority.

Anyway as to how enemies spot you so quick when you de-cloak...
Radar. You're that red dot that just re-appeared (if their radars have your team in red, lol).
Best explanation I can think of.

Edit: By the way, anyone interested in giving Shockwave a chance should be aware it has a disastrous cast time.
It's best to stand behind a full-height wall (do not stick to it), side-step and cast it, but step back behind the wall while casting it. As long as the wall wasn't in front of you during the time you hit the button, it should go where you sent it.
If you just cast it at the wall it'll often go sideways instead.
If you're sticking to cover and casting it normally... well it usually comes at the cost of all your shields. I make sure it counts when I do this.

Modifié par CajNatalie, 19 mai 2011 - 03:05 .


#1050
Harmless Crunch

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@CajNatalie
Ah thanks for the shockwave tips. When I get onto my next Renagade Fem Shep I'll use that.