[quote]Terror_K wrote...
What are you even
talking about? Beyond the fact that the current ME2 upgrade system and Ammo powers have more problems themselves than they have benefits,[/quote]
Problems? Which problems exactly do they have? I'd love to listen to your complaints about them, since I don't find any problems that they cause.
[quote]what "progression issues" and "other problems" did the original modding system cause? I can't think of any, unless one is going to be petty and suggest that having to switch them all the time, etc. is an issue when that's not really mod-specific at all and more just a side-effect of ME1's inventory issues as a whole.[/quote]
Imbalance. You can rape everything with Frictionless Materials for example. As well as I to X upgrades with no meaning, that are messy and make your inventory full of junk.
[quote]I don't recall people complaining about mods... they just seemed to disappear in ME2 for no apparent reason, taking proper customisation with them.[/quote]
I beg to differ. The inventory was the main thing Mass Effect was criticized for, and the ME1 weapon mods have had a very important role on it.
[quote]Why not. It's not exactly hard to do. Even without LotSB which just hands them to you on a platter.[/quote]
Yes, it is exactly hard to do.
Unless you mod your game or mine every single planet, yes, it is quite hard.
[quote]Aside from Zaeed mentioning them from a time before they existed and them being on Aeia: a planet isolated from the rest of the galaxy for a decade, they are a massive logic error in so many ways. The fact we're supposed to believe that the whole galaxy changed within two years, including quarians and those on Omega, to the point of complete extinction of the old system. The fact that everybody so willingly agreed on a standard like that so quickly, despite the fact that it's giving up essentially unlimited and unrestricted firing ability for something that depends on a finite resource. America can't even change to the metric system and we're supposed to believe a whole galaxy agreed to a standardised cooling system? That's just scratching the surface, since I don't really want to get into the lace tablecloth of plotholes here where it's not really relevant to the thread and because it's been gone over so many times before it's just tedious now.[/quote]
Except that they didn't change from one thing to a completely different one.
Thermal clips are heat sinks that are just removed more often, I don't understand what point you are trying to make.
[quote]Uh... you
do realise that's precisely what I described: the research and upgrade system of ME2 is
exactly this in a nutshell. That's what I said, and now you're pulling out the definition in defense only to prove me right? That's just... there aren't words...

[/quote]
First of all, 'god-modding' is a term that applies only in matters of role-playing. For example, 'You can't take down a giant with your fists, that's god-modding!'
Secondly, how was what you said god-modding. I think that you are confusing this term, you might want to use a different one to have your point come across.
[quote]It's not adding more in the long run when you take away and narrow the focus in the end. What you're essentially saying is that because there were ten oranges, then five were taken away and then another two added that it means there's more. It doesn't work that way. And it is dumbing things down when the skills that went now mean any class is capable of using their attributes and when everything is now just about combat.[/quote]
I don't understand why 'two were added' and why not 'five were added' or 'seven were added'.
Unlike combat powers, passive skills had a minor effect on how I, personally played my game.
[quote]
Yes, but again, if everybody can do everything without restrictions the very factors that define them are gone. How many times do I have to repeat this factor until it sinks in with you? I just get the feeling I'm talking to a brick wall, except that a brick wall is actually capable of absorbing things.[/quote]
I suggest that if you are incapable of staying calm and phrasing polite arguments instead of personal attacks, you should avoid debates on the future.
I am afraid that you haven't proved how weapons are class-defining in the Mass Effect games.
Unlike a mage's staff for example, there is nothing lore-wise that implies that Biotics can't fire ARs for example.
[quote]So that's how you define how an RPG system works and how classes should be defined and restricted: as long as God-modding is avoided everything else is fine. How many RPGs have you
actually played?[/quote]
[quote]How many RPGs have you
actually played?[/quote]
Interesting, I was under the impression that RPGs were special because they allowed you more freedom than other games. As long as the freedom is game-breaking, how exactly is it bad?
[quote]Yes and Soldier sklls are
not biotic skills or tech skills. You can't just give biotic and tech skills to a soldier and still call them a Soldier. It's not a hard concept, so why do can't you absorb it?[/quote]
A basket that carries applies is called an apple basket because it carries apples, not because it doesn't carry oranges.
[quote]Making everything about just combat now and nothing else. Again, it's reduced the system from skills to just combat powers. That's shallow and narrowly focussed.[/quote]
Could you explain why?
[quote]Not when you don't know how to do it, and that's the
entire point. That's the whole
point of specialists in an RPG in the first place.
Yes, your skill should determine it, but if you don't have the skill then you can't do it. That's the entire purpose of having said skills. If you have no mechanical knowledge or skill whatsover do you realistically expect to be able to just walk out the door and know how to fix a broken car? Similarly, if you have no knowledge of tech or computers do you realistically expect to be able to hack a computer terminal or bypass an electronic lock? Apparently the answer to you is "yes" because you just seem to see it as a mini-game and that's it. When you're properly roleplaying your character and class you should acknowledge exactly what's going on in the universe as you do it. ME1 realised this and handled it appropriately. ME2 basically said any fool with an omni-tool can just get into anything with no need of knowledge or skill.[/quote]
Therefore, once the skill is unlocked it shouldn't be upgraded anymore?
That doesn't sound bad.
[quote]Except that you seem to think giving players near-on unlimited freedom is a good thing, while I know that it isn't and players need boundaries and restrictions in an RPG to stop it being a broken, pointless system.[/quote]
But how will it be broken, unless you god-mod?
[quote]But you don't care if it's a broken, pointless system... in fact, you seem to prefer it that way. Because that way you can have your cake and eat it too. I personally find such approaches to be tedious, shallow and mindless.[/quote]
No, what I believe is that freedom is very important in RPGs.
As long as it doesn't break my game, I want as much freedom as I can have.
[quote]Uh... wasn't that was I just said? How is my argument broken by something I outright stated as a direct supporting point? I was saying that that's how ME2 fails: because its shooter aspects are far too far removed from its RPG ones, breaking the entire system in the process and making it fail as an RPG overall from the statistical/ruleset side of things. It's just too damn shallow, automated and unrestricted.[/quote]
You mean that the shooting elements should be determined by the classic RPG elements?
Well, that's not a hybrid. That's an RPG with a few shooter elements.
[quote]It's just too damn
shallow, automated and
unrestricted[/quote]
These two tend to be opposites.