[quote]Terror_K wrote…
That ammo powers make no logical sense[/quote]
Which scientific principle of the 22nd century do they conflict with this time?
[quote] hat the upgrade system is a shallow, linear over-automated mess.[/quote]
[quote] hat the upgrade system is a shallow[/quote]
As shallow as upgrading from Upgrade I to Upgrade II. The difference is, weapons are (more) diverse inME2, and they are not basically the same items with different stats.
[quote] linear[/quote]
Again, less linear than upgrading from I to II?
I can understand how a couple of the ME1 mods had an actual effect in the gameplay, other than changing a stat, but how do you compare these with ammo powers and diverse weapons?
[quote]over-automated[/quote]
You mean, linear? Yeah, you already said that.
[quote] mess[/quote]
Is this sarcasm.
‘mess’
Hmm
[quote] For somebody who claims to like freedom in their games they sure prefer a system that restricts ammo types to particular classes when they weren't before and an upgrade system that just does all the work for you with no real customisation at all. The former is a classic case of a restriction that's stupid (after all, my Adept and Engineer could use any mods they wanted in ME1, so how come only Soldiers and Vanguards can use them now?) and the latter is a case of too much freedom to the point where it does all the work for you and takes the player almost entirely out of the equation.[/quote]
But it is quite simple, I think.
The upgrade system was done so obscenely wrong in ME1 that all that they did was to cut the fat. They didn’t improve it, they fixed it. Why it was bad?
You had a lot of upgrades, right?
Most had no effect in your gameplay, at all, other than a minor modification of some stat. And then, there are ammo types, which actually worked. If I remember correctly, ammo types, did return in ME2.
And, the problem is. Someone thought that making 10 versions of the same upgrade with minor improvements would make the upgrades good.
Well, they made the improvements worse. They filled your inventory and the way of upgrading your weapons was automated. No one has the patience to find turning Explosive Ammo I to II in all of your squadmates inventories, one by one as ‘fun’.
[quote] and the latter is a case of too much freedom to the point where it does all the work for you and takes the player almost entirely out of the equation. [/quote]
And yet, how is ME1 any more ‘restricted’? You could regardless of class, find numerous upgrades that did nothing but change your stat.
[quote]
While Frictionless Materials was a tad overpowered, it was only available in the three highest tiers, so you were already pretty much a god by the time you could get them. I to X upgrades are not limited to mods but were a factor that plagued the whole inventory system and all items, so that doesn't count (since my initial claim supporting the ME1 mods was that their only issues were ones globally related to the inventory as a whole). One could easily have just kicked the likes of I to X aside like they did for everything else in ME2 and simply kept mods, as well as reducing them to the same "scan once and you've got all you'll ever need" approach the weapons, armour and other upgrades took. It would have been a damn sight better than the linear, automated piece of crap system we got. In either case, modding is back in ME3 so I'm happy. [/quote]
Frictionless Materials, was one of the overpowered upgrades.
Most upgrades from VII to X were already ridiculously overpowered.
And from what you say, the only problem you had with the ME2 system was the fact that the upgrades were global?
[quote] Again, as I said and you seem to ignore, this was related to the inventory as a whole. Mods were no guiltier than weapons and armour were, and they didn't go the way of the dodo. I'd also like to see omni-tools and biotic amps return in some form, but I get the feeling that won't be the case. Overall though, mods themselves didn't really cause many issues, and were one of the things fans missed most (which is stated in the GI article and why they're coming back, albeit in an altered form).[/quote]
Yes, they are as guilty as the weapons and armour.
Items with no extra properties other than a slightly different statistical value. We already had enough identical weapons and armour, why did we need 10-stage upgrades as well?
[quote] Let me guess, you didn't import. If you import from ME1 with a Level 60 character you can get most of your stuff bought and researched without even having to scan a single place. Wih my main Shepard I got all the upgrades easily well before even LotSB came out and had resources to spare, and I didn't even scan all that much. It's not hard at all if you're a completionist.[/quote]
[quote] . It's not hard at all if you're a completionist.[/quote]
Thank you very much for proving my point.
[quote]
What's so hard to understand? You seem to be looking at it from a purely gameplay standpoint from the sounds of it. Most of my issues related to thermal clips are from a lore and in-universe one, as clearly stated in my prior statement. I can see why they did it from a gameplay perspective, but it breaks the universe in order to do it, and I'm not sure that the ME universe should be taking such a silly hit for a gameplay mechanic I don't really consider to be lore-breaking worthy in the grand scheme of things.[/quote]
A game mechanic doesn’t need a lore explanation, but I still don’t understand how it’s against what we know already?
[quote] lore-breaking worthy in the grand scheme of things.[/quote]
In the grand scheme of things, the gameplay has been always the most important part of a game, except for text adventures were it’s just one of the important parts of the game. (i.e. Having the ability to accept several words as commands, directional commands etc)
[quote]It's God-modding in the sense that by the end of the game all your weapons and items are maxed out and there's no trade-offs or limitations on this at all.[/quote]
Incorrect statement.
[quote] People complained about the Spectre Weapons in ME1, but the research/upgrade system of ME2 is far worse IMO because with no real effort or downside you can basically turn everything you have into Master Spectre Gear as if it's slotted with every mod there is.[/quote]
Another one. Even if you unlock all of the upgrades, effort is still required to kill an enemy, unlike the Spectre Gear, let alone an upgraded Spectre Gear weapon.
[quote] At the end of the game, with everything researched and upgraded, all your equipment is maxed out in every way. [/quote]
But, as you said yourself, even as a completionist, it is very hard to ‘max out’ everything without NG+ or the import bonus. So, no.
[quote]They are God-modded items essentially, just like a God-modded sword made by a modder for Dragon Age, NWN or Oblivion would be. In an RPG there should be top tier items and/or ways to upgrade your stuff, but you should always have to make a choice between A or B or C when doing it. With ME2's system at the end you just have every item with upgrades A and B and C and beyond all the way to Z. It makes the whole system linear and broken, takes away real choice and customisation and doesn't really engage the player at all because it's just so automated and impersonal. My weapons are going to be the same as every other Mass Effect 2 player at the end of the game pretty much because I can have my cake and eat it too, and so can they.[/quote]
In this paragraph, you are just stating things which you have kept saying again, while still assuming that maxing out everything is ‘normal’.
[quote] So you didn't have to make sure you had a tech-based character with you
in ME1 if you weren't tech-based yourself so you could
open/unlock/hack/decrypt things then?[/quote]
I do hope that you consider unlocking crates a minor element of the Mass Effect 1, otherwise, there seems to be a problem with the game.
So, let me make this clear.
Engineers are supposed to be nothing but crate-opener experts? Fabulous.
[quote] In either case, when you narrow down an RPG to only focus on combat like that, you basically reduce it to just being a bunch of powers and that's it. The whole point of RPGs and classes when it comes to builds is to have various skills to deal with various situations and circumstances. ME2 reduces it to just one type of skill and one type of sitation or circumstance: combat.
[quote]That's it. If you're going to do that, you may as well just create the game like one of those old shoot-em ups where you earn credits and spend it on giving your ship new abilites and weapons at the end of each stage, because that's basically what it's become now.[/quote]
“Mass Effect 2 is basically a shoot-em up now”
Credibility lost completely.
Unless you have never played a shoot’em up before, please don’t make such ridiculous statements.
Focusing powers on combat has nothing to do with dumbing the game down, or even worse, comparing to a shoot-em up.
Just because these forums has a tendency of allowing comments like
‘omg it’s only a dummed daun shooter now you only preas speiss, how is that an ar pee gee’ it doesn’t mean you can get away with such hyperbols.
If you want a rational argument, a prerequisite would be to be ration yourself.
[quote] when you narrow down an RPG[/quote]
Hmm. You mean restrict an RPG?
[quote] I'm not intending to insult, it's just that it's so frustrating trying to communicate things to you when you either seem to just not get it or are stubbornly adamant that restrictions aren't necessary when they are.[/quote]
Considering that I am replying to your arguments and posing questions in order to advance the debate, you might want to consider the possibility that you are in some cases, wrong.
If you come in a debate thinking that you are completely right and what you think is a fact, there is no way the debate is going to end well.
[quote] It's about training. A Soldier is a pure, military fighter... a marine basically, who concentrates on combat and weapons directly. A biotic specialises in using their biotics more than anything, and a tech-based class specialises in tech. While everybody in the armed forces can fire a weapon, not all of them have extensive combat training and know how you use all the weapons. The same would apply to the Alliance military. A biotic Shepard would have spent more time honing their biotic skills than using more advanced weapons, and the same goes for a tech-expert. There's no real reason they can't, but they probably wouldn't have. Beyond that, it just balances the classes better to have the restrictions in place, IMO.[/quote]
Well, as I said, lore-wise, no weapon is directly associated to a specific class.
Now, of course, soldiers should be encouraged to use weapons more often, whereas the rest of the classes will have to invest in powers.
The power ‘upgrade’ part seems to imply that powers will be more important and powerful. The set list itself, allows for different combinations which will lead to more builds, so if done right, I don’t see how it is a negative feature.
[quote] Too much freedom is game-breaking though. RPGs offer more options overall than most other types of games, but they also close off more as well, and limit them. Again, classes are defined by their skills. If anybody can have those skills and has pure freedom to just pick from the whole selection then the skills that once-defined those classes no longer do and are no longer special. RPGs are about offering great freedom and choice, but in order to have choice you need to be able to cut off other options when choices are made, otherwise it's not really choice at all. You shouldn't be able to have your cake and eat it too in a good RPG, not in the right areas. If you're a Soldier then you have to accept that you can't have biotic or tech skills, and visa versa. [/quote]
Too much freedom? What do you mean too much? If you can’t god-mod how can any additional freedom be bad? And how is a class having unique skills restricting the rest of the classes? It’s not a restriction, it’s an addition!
[quote] , but they also close off more as well, and limit them[/quote]
Like?
[quote] That may be, but if you put oranges in it it ceases to be an apple basket and just becomes a fruit basket instead. And that's the issue here: restrictions are needed to define what something is. A Soldier may not technically cease to be a Soldier if another class has his skills, but he certainly ceases to be special, defined and unique any more. An RPG needs a whole bunch of different kinds of fruit baskets to work by restricting the fruit, otherwise instead of having "apple baskets" and "orange baskets" etc. you just have fruit baskets. Freedom and customisation is pointless when there are no limits. Again, when everybody can be special, nobody can.[/quote]
You are begging the question.
Nobody suggested putting oranges in an apple basket.
An apple basket would be just another basket, if it didn’t hold apples. The apple basket shares some basic elements with the orange basket.
They are both made of, let’s say wood, and have the ability to hold objects.
Why they are not ordinary baskets? Because they hold apples, or oranges.
Saying that an orange basket is an orange basket because it doesn’t include all of the hundred other fruit that it could hold is absurd as a concept.
A black car is black because it’s colour is black, not because it isn’t white, blue or red.
[quote] No. Skills are not binary or static. RPGs are about progression and experience. The more you do something, the better you get at it, and this is often reflected in RPGs by you investing points in some manner to improve the skill. Skills should also be restricted to those who suit them and not just be handed around anywhere. Allowing anybody with no training to just become a tech expert is no better than just letting a non-biotic have a biotic power for no real reason except "they can." Again, restrictions need to be put in place, and these restrictions help define the classes. Singularity doesn't make an Adept special or unique if every class can have it, and being able to use passive tech abilities is no longer special when anybody can do it and it's reduced to not even being a skill at all.[/quote]
As I said, it’s understandable why only a tech would be able to let’s say for example, tofix a skycar.
It is not understandable, why players themselves, once they are experts should be unable to progress in their own learning curve, instead of a skill point curve.
Think about it.
I am awful at shooting weapons because I am not experienced enough with them.
So, what do I do? Practice more and become better? Yeah, that makes sense doesn’t it?
Well, RPGs don’t seem to like that. If you earn XP by killing enemies in hand-to-hand combat and assign the XP on the shooting skill you somehow are better at shooting. How does that make sense?
[quote] Again, too much freedom without restrictions and boundaries does break the game. I've explained this countless times already. This is getting tiresome.[/quote]
As have, I.
How does it break the game? As long as you don’t god-mod, how exactly does the game break?
[quote]Which is exactly how Mass Effect started with the original game, funnily enough.[/quote]
I thought that the ME trilogy games were hybrids, but ME1 just failed at the particular element?
[quote] In either case, that's not exactly what I meant. What I meant is that the shooter factors need to gel with and work in with the RPG ones and be part of them, rather than be loosely connected and isolated.[/quote]
No. This is exactly what the issue is.
The shooter elements must not be consumed by the RPG elements, as much as the RPG elements must not be consumed by the shooter elements.
When I shoot, I shoot.
When I roleplay, I roleplay. End of story.
Imagine adding RPG elements in the shooting part or shooter elements in the roleplaying part.
[quote] If by this point you can't see why they're not, I give up. [/quote]
But they do tend to be opposites!
Something shallow is something with very small depth, therefore with very limited space.