Aller au contenu

Photo

ME3: "No meaningless non-combat stats" says Bioware


  • Ce sujet est fermé Ce sujet est fermé
617 réponses à ce sujet

#301
Embrosil

Embrosil
  • Members
  • 338 messages

Nathan Redgrave wrote...

Embrosil wrote...

Really? So why todays armies do not all use the same weapons? It really does not matter how far or how fast can each weapon fire, right? It always depends on the one who is firing it, right?


Point... missing it. Ah, well.

Look, one handgun that fires 9mm rounds is going to be just about as powerful as another 9mm handgun, regardless of model. There may be quality differences on the whole, but that 9mm round is going to pack just about the same good ol' 9mm punch.



Have you ever fired a gun?  Or are you making fool of yourself deliberately. Please explain to me, how come that British 17 pounder (76.2 mm) AT gun could knock out Tigers and Panthers at range of 1500m while US 76.2mm AT gun had trouble even at 500m. They were both 76.2mm, right? They had to have the same punch, right?

How come that Dragunov has a max. firing range about 1300m while AK47 has 2800m. They both use 7.62 ammo, hence they are identical, right?

Modifié par Embrosil, 06 mai 2011 - 03:32 .


#302
didymos1120

didymos1120
  • Members
  • 14 580 messages

JKoopman wrote...

You can play 6 Degrees of Kevin Bacon and link pretty much anything with anything.

By your, erm... unique definition, the original Baldur's Gate would be a hack'n'slash action game. Simply because a skill or ability has some utilitarian or auxiliary combat use doesn't make it a "combat skill". Persuasion skills, by and large, were used primarily to avoid combat situations. And Hack/Bypass leading to loot or credits which pertain to combat no more makes them "combat" skills than Lockpicking was in any traditional D&D RPG. Neither is something like First Aid a "combat skill". It can facilitate combat in the same way that a Priest in WoW can facilitate combat, but neither would be considered "combat-oriented".


No, the point is everything stat-wise in ME ultimately fed into combat (excepting of course Charm/Intimidate).  Seriously: tell me how they didn't. Where were all these other applications of these things? Like First Aid: did it have any real use outside of combat (and no, healing after you killed the last geth or whatever does not count)? And don't bring up completely different games.  They're irrelevant to how ME worked, which is what we're actually talking about.

Modifié par didymos1120, 06 mai 2011 - 03:33 .


#303
Guest_Tigerblood and MilkShakes_*

Guest_Tigerblood and MilkShakes_*
  • Guests
SoAb well at least i have skyrim to play.even though some of the rpg is changing at least it still has some....

#304
Embrosil

Embrosil
  • Members
  • 338 messages

Tigerblood and MilkShakes wrote...

SoAb well at least i have skyrim to play.even though some of the rpg is changing at least it still has some....


Yup. and prior Skyrim you can try the Witcher 2.

#305
Severyx

Severyx
  • Members
  • 1 609 messages

Tigerblood and MilkShakes wrote...

SoAb well at least i have skyrim to play.even though some of the rpg is changing at least it still has some....


Skyrim isn't RPG. Haven't you heard? It's been dumbed down to a first person slasher.

#306
CoS Sarah Jinstar

CoS Sarah Jinstar
  • Members
  • 2 169 messages
So ME3 will be even further streamlined into just an action click fest. Thanks for saving me 60 dollars Bioware. no thx.

#307
thompsonaf

thompsonaf
  • Members
  • 262 messages

Nathan Redgrave wrote...

Embrosil wrote...

Really? So why todays armies do not all use the same weapons? It really does not matter how far or how fast can each weapon fire, right? It always depends on the one who is firing it, right?


Point... missing it. Ah, well.

Look, one handgun that fires 9mm rounds is going to be just about as powerful as another 9mm handgun, regardless of model. There may be quality differences on the whole, but that 9mm round is going to pack just about the same good ol' 9mm punch.


Incorrect assumptions. Allow me to give an example.

Kel-Tec P-11 9mm

Beretta 92 9mm

The Kel-Tec P-11 is a subcompact pocket pistol.

The Beretta 92 is a compact duty pistol.

Both pistols fire the 9x19mm Parabellum pistol round.

I have owned and fired both pistols, and as such, can give an accurate account of each.

Beretta 92

PROS
Accurate (for a pistol)
Decent size magazine
Low recoil (large heavy frame absorbs most of the recoil)
Easy to handle and use for 90% of hand sizes
Decent stopping power

CONS
Large size, even for a compact pistol
Heavy (in comparison to new lightweight polymer pistols)

Kel-Tec P-11

PROS
Small enough to fit in a pocket
Very light

CONS
Very inaccurate (due to small size and super short barrel)
Lower stopping power (in comparison to Berreta 92 even using same 9mm rounds)
Recoil is heavier (small light frame sends all of the force into your arm)
Difficult to hold and aim (due to tiny size)
Small magazine

Why do two pistols which fire the same exact round have such differences? Well first look at the stopping power and accuracy. The Berreta has a longer barrel, therefor more time is spent spinning the bullet making increasing speed.

A good example of this is the .44 round and .45 round. In the old west the .44 was used in both rifles and revolvers. Same exact bullet, different firearms. But when this .44 round was fired from a rifle with a long rifled barrel it impacted with much more force and was far more accurate than the pistol firing the same round.

The .45 ACP. The famous 1911 and Thompson submachine guns both fired this round. But when the Thompson SMG fired it there was more force and a bit more accuracy. The longer barrel of the SMG allowed this.

Recoil. Weapon size and form alters recoil in significant ways. The larger the weapon the more recoil is absorbed by the weapon rather than being absorbed by your arm and shoulder.

Ease of use. Pocket pistols are easy to carry but are so small that most hand sizes cannot get a good grip on them. Full size can be to large for some. Compacts are a very good medium size that fits almost all hands. Ease of use for the wielder can alter accuracy and handling in significant ways.

Just because the same round is used doesn't mean that different weapons will have the same ballistics.

Modifié par thompsonaf, 06 mai 2011 - 03:41 .


#308
Embrosil

Embrosil
  • Members
  • 338 messages

didymos1120 wrote...

Embrosil wrote...

Oh, sorry. But the answer is stil yes. At the beginning my assault rifle would score hit with the firs two or three bullets before firing all around the target. At the end, I even do not have to crouch to hit anything.


But do you actually consider that as dramatic a difference as the SR?  I mean, yeah, I agree: improvements were noticeable with the skills, but they largely crept up on you over a long period of time as I see it (with some exceptions. Largely, the biotics: they had those ranks which acted as a hard limit such that stuff like Lift would just suddenly work on, say, an armature, despite the fact that, according to the stats, you really hadn't improved that much).  The SR was an anomaly because it went from just plain crazy-unusable initially to something you could cope with in fairly short order, due largely to the fact that the scope-view was quite literally in your face and, as a consequence, made the decreasing sway impossible to not notice.


Well I can not tell for biotics, as I never play as one (reminds me of magicians, and I hate those :) ) I am just telling that I saw an improvement after investing points to assault rifles or sniper rifles.

But of course I could live without these points IF there were other ways to differentiate guns. E.g. the possibility to add modules to them. Really the idiotic +10% damage is a joke. 10% from what? From 1? Then the damage is 1.01? Then of course we need some stats and not only a text this weapon is good against barriers and armor vs. this weapon is good agains barriers and armor. Really descriptive, someone had to think hard to get this out.

Modifié par Embrosil, 06 mai 2011 - 03:41 .


#309
Nohvarr

Nohvarr
  • Members
  • 1 854 messages

CoS Sarah Jinstar wrote...

So ME3 will be even further streamlined into just an action click fest. Thanks for saving me 60 dollars Bioware. no thx.


Well it was a pleasure having you on the forums and good luck where ever else you go.

Seriously though I've seen this all before, since I was around for the run up to ME 2. From my point of view, ME was never the type of rpg some of these people are referring to as the gold standard. I mean they keep decrying how non-combat skills/stats are being removed and I'm trying to figure out what they are talking about. As a number of people have pointed out, everything except for charm fed back into the combat system in ME 1. There were no crafting skills for non-combat related items in ME 1.

#310
Nohvarr

Nohvarr
  • Members
  • 1 854 messages
[quote]bald man in a boat wrote...

[quote]Scimal wrote...

[quote]Gatt9 wrote...

Mr. Priestly,  I'm going to do my best to describe the problem,  and why Bioware's *really* on the wrong track.

In an RPG,  a character is defined by a series of attributes,  and depending on the system,  a series of skills that may or may not have their own stats.  These attributes and stats define the character,  has abilities within the world,  and how he interacts with the world.[/quote]

The problem is, in ye olden days those stats described basic movement and capabilities. How fast you could run, how many things you could do at once, how many items you could carry, how quickly you could solve puzzles, and the list goes on.

Stats were implemented so each person could customize their character to play a particular role they had in their head. You could be the frail wizard, the dextrous rogue, the horrendous - yet intelligent - orc cleric, etc.

There is a single role to play in ME. That of Shepard. Yes, Shepards vary, invariably so. However, Shepard has set physical limits - and the mental limits are those of the player him/herself. There's no need to quantify Shepard's strength or dexterity in a game like ME, because a weak or clumsy Shepard is a dead Shepard. There's no need to quantify how good Shepard is at solving puzzles and then immediately present the puzzle to the player - who may not be as smart as Shepard.

If you want Shepard to be capable and also let the player solve the puzzles (since that's the goal here - the player is Shepard), then out of your standard Str, Con, Dex, Wis, Int, Char stat set... You have all the physical characteristics pre-defined and mental characteristics unable to be defined in game terms. That leaves all of Charisma, the only one that deals with personality.

Personality is (at least partially) defined by the Paragon/Renegade system, and by your personal choices in-game. The player makes choices which affect how Shepard interacts with the world, and through those actions "levels up" stats in either Renegade or Paragon.


[quote]Now I'm not going to bother with a PnP example,  I'll use a CRPG,  one you are likely pretty intimately familiar with.  Fallout.  In Fallout your character is defined by a series of visible attributes,  visible skills with stats,  and invisible stats(Reputation).  Your character's attributes directly impact the way the game plays,  if you have a low intelligence,  you speak like the village idiot,  and you cannot have conversations regarding complex topics.  If you have a high intelligence,  you can.[/quote]

How would Shepard work with a low Str, low Int, or low Con score? Do you doom some players to simply having half the HP of others because of luck or the unwillingness to deal with other RPG systems? For that matter, how would a low Wis score affect Shepard? Is that stat even necessary when there aren't unidentified items to pick up?


[quote]Further,  if you have a high Science skill,  you open more conversational paths,  high repair skill opens other paths.  Etc.  Your attributes and skills have a direct impact on combat and non-combat situations in myriad ways.[/quote]

While it's fun to think of that in theory, the very nature of stats is to limit possibilities. Think of ME1; I didn't put many points into repair. So, instead of spending more time experiencing the story and the world around me, I spent countless hours repairing the Mako after stumbling into an occupied area for the first time. That's not fun.

It's only fun in your head where you can go, "Man, I should really ask Tali how to use this Omnigel better!" followed by leveling it up. That follows a sort of logic. However, the actualy experience - as opposed to the hypothetical situation - is mind numbingly boring.

It's also limiting in that if you start assigning major elements to stats, you dip into the party system and the holy trinity. Again, in ME1 - if you didn't have many points into hacking, you pretty much had to bring someone who knew how to hack. That limited your choice of squad mates right off the bat.


[quote]Bioware has removed Attributes,  so an idiot can talk quantum physics.  Bioware has condenced the attributes into minor skills,  like Charm,  removing many of them in favor of player skill instead of the Character the player is supposed to be playing.[/quote]

The "Character" the player is supposed to be playing is the player-as-Shepard. That's always been ME's goal. You can create other characters (like Ugly Shep), but ultimately the system fits best when you apply yourself in Shepard's shoes. The attributes have been removed because they're either not necessary, like the physical characteristics of Shepard, or rely on the player's input.


[quote]So it's no small wonder that you suddenly discovered that Charm really doesn't serve any purpose,  you've removed everything that is supposed to be directly connected to it and distilled it into a "Can you pick this one line of dialogue",  which is the exact same function "Paragon" performs.  Had Charm remained a mechanic that affected people's "Liking" you,  the conflict and redundancy never would have arisen.  You've removed most of the purpose from the attributes,  and then you discovered the little bits you left have no purpose.[/quote]

What benefit would they serve, though? Why does forcing a play-style (let's say, by your Int-based dialogue system earlier) feel better for the ME setting than letting the player decide how Shepard acts?

What good does it do to the game if you suddenly have an Int of 3 and keep forgetting your credit chit, or can't understand EDI? It's momentary entertainment and a possible challenge to complete the game with such an enormous handicap which (maybe) 5% of the gamer population will undertake.

[quote]In 1998(99?),  Fallout offered more features,  more customization,  more player driven interaction than Bioware offers in 2011 were their latest works.  Why is that?  It's because you've distilled out all of the RPG systems in favor of Player based ones.

Why is this a problem?  You've ceased making RPGs.[/quote]

Seeing as there isn't a firm definition for "RPG" (at least the type you're talking about), I can't help but find this claim unfounded.


[quote]The players no longer take on a Role,  the person on screen is an Avatar for the player,  with it's success or failures wholely dependent on the Player's personal abilities.  That's not an RPG,  in the case of Mass Effect,  it's a Shooter with a story.  Now there's nothing wrong with that,  and it's something the Shooter genre desperately needs,  but there's a massive conflict with what you're claiming.[/quote]

Why is the defining character of an RPG a set of stats describing the physical and mental capabilities of the character to you?

ME has stats. Even ME2 has stats. HP, Paragon, Renegade. They describe Shepard physically and psychologically. They are not "traditional" RPG stats, but not every RPG has to tread Gygax's water.


[quote]I understand Bioware wants to create a Player driven narrative,  and that systems such as Charm serve no function as they currently exist.  The problem is,  in an RPG,  the narrative is supposed to relate directly to the Character you've created,  and by pushing the game to become a full-on Shooter,  there's no Character.  Look at ME2,  what about any given character in ME2 defines who Shepherd is?[/quote]

Paragon/Renegade? Loyalty missions? Romances? class chosen? They all describe who Shepard is and what Shepard does. Just because most are not transparent numbers doesn't mean they don't exist.

If you want Shepard to be an oaf, have Shepard screw up loyalty missions, forget upgrades, take the Neutral path when it fits. If you want Shepard to be sexy and suave, you romance half the crew, have a fun night with Kelly, and then re-gain loyalty.

Why must numbers be a crutch?


[quote]Nothing,  it's a handfull of combat related powers.  I cannot create an incredibly persuasive but combat-inept Character...[/quote]

Every single background possible has Shepard as a highly-trained military operative, and the game focuses around Shepard's military (or mercenary) actions.

It doesn't matter how silvery Shepard's tongue was, if Shepard can't handle a gun they die.

However, if you want to play a combat-inept Shepard, why not just not hit anything with the reticle? Have Shepard hide behind boxes while the squaddies take care of things. It won't be fun, but you certainly can.


[quote]I can't create a combat-powerhouse that can't talk his way out of anything...[/quote]

Quite a lot of the confrontations have Renegade choices, Renegade interrupts, or Neutral choices which result in battle instead of the peaceful Paragon choices. Shepard is, by default, a combat-powerhouse.

A very real option that's defined by the player, not by stats.


[quote]I can't create a thieving madman,  or an egghead.[/quote]

Now that you mention it, I could never play a muppet who had a kink for buttered toast in Fallout. Hrm. Obviously not as much of an RPG as you thought.


[quote]All I can do is get combat-related bonuses with my own personal skill being far more important than anything in the character sheet.  I'm just as persuasive,  just as good at hacking and lockpicking as the next guy,  no matter what kind of character he "Created".[/quote]

Why is this bad? Is there a competition going on? Did you bet money on having a higher hacking stat than your roomie or something? Do you want a handicap? Do you want him to have a handicap? Why would you want either of those things? Do you want to be forced to bring Tali everywhere just so you can afford the upgrades?

Why are you so bothered by Shepard's ability to be defined by actions instead of numbers? Is it not just definition of a different sort?


[quote]That's what the problem is Chris,  you're offering us far less than way we had over a decade ago,  and in the end,  my Character is really no different than every other person on this thread's character.[/quote]

Maybe in capability, but I guarantee you my Shepard is vastly different from yours. My Shepard's reasons for doing things, my Shepard's pre-Akuze past, my Shepard's desires...

You dismiss these things because I can't assign a value to them, but they make the character. It is not necessarily a better or worse RPG system, merely a different one.


[quote]I know what's coming,  the market hasn't changed.  ME2 is Gears of War with a slightly more interactive story,  RPGs haven't changed,  they're still what they were,  RPGs.[/quote]

Oh, but my fellow forumite... That's where you're wrong. RPGs have changed to fit the medium, and will always change to fit the medium they're presented in. Just because they're not what you're used to doesn't invalidate the title.

Plus, maybe it's time for some change. I just finished playing BG2 after playing DA:O, and to be honest, the gameplay isn't that exciting (aside from summoning an army to drop on my opponents' heads in BG2). Sure, it was tactical, but after the orders have been issued it's wait and hope your PC doesn't get Imprisoned! I'm not saying it's a bad system, per say, but it's been the same system for over 10 years. It's a rut that the genre desperately needs to get out of.


[quote]Labelling a Shooter an RPG doesn't mean RPGs have changed,  it just means that someone thinks Shooters will sell.[/quote]

Or that there's more than one definition of "RPG". ;-)

I love HL2. I adore it. Ep1 and Ep2 are in my top 5 games of all time (in no small part to Alyx Vance). I would consider them RPGs because I have a role to play, and my actions cause the game to progress. Yes, it's linear. Yes, there aren't many major plot-defining decisions, but I have never been so casually suckered into believing in the HL2 world before or since.

You would not list it as an RPG. There aren't any stats outside of Ammo/Shields/HP, and there isn't a giant box full of dialogue choices for the mute protagonist.

However, my definition is not invalidated. It's merely referring to a different experience. Sure, while playing BG2 I watched my character take part in the story, but in HL2 I took part in the story. I would say the experience is about as close to becoming another person as there can reasonably be, and if that's one more way to define "RPG" - is it also wrong?


[quote]Seriously,  Bioware needs to be honest,  if you want to be a Shooter studio now,  just say it,  just label the games Shooters.  Don't continue to claim to be an RPG studio,  put Shooters in the box,  claim Shooters are now RPGs.  You won't get nearly the fuss about making the game combat oriented if you just drop the pretenses that you're making RPGs.[/quote]

This is definitely one stance to take. I'd wager to guess a stance on shaky ground that only follows a road to disappointment as the specific types of RPGs you're talking about become rarer and rarer for the forseeable future, but a stance nonetheless.

I'm not even saying it's the wrong stance. However, given the bleak future of your current stance, maybe it's time to consider a new one?

Maybe ME1 and ME2 are RPGs - which would mean that the genre has suddenly seen an influx of new customers waiting to experience similar venues. Maybe ME1 and ME2 are RPGs and BioWare is experimenting with the genre, not destroying it. Maybe there's a flip side which leads to less dissapointment and more appreciation for games as games and not as shining examples of an idealized definition.

Kudos. :D
[/quote]

*Stands and applaudes Scimal*
[/quote]
 Quoted because it's worth repeating.

#311
Severyx

Severyx
  • Members
  • 1 609 messages
Oh LORD! My scroll finger... Challenged again by the mighty post of Scimal...

#312
JKoopman

JKoopman
  • Members
  • 1 441 messages

didymos1120 wrote...

JKoopman wrote...

You can play 6 Degrees of Kevin Bacon and link pretty much anything with anything.

By your, erm... unique definition, the original Baldur's Gate would be a hack'n'slash action game. Simply because a skill or ability has some utilitarian or auxiliary combat use doesn't make it a "combat skill". Persuasion skills, by and large, were used primarily to avoid combat situations. And Hack/Bypass leading to loot or credits which pertain to combat no more makes them "combat" skills than Lockpicking was in any traditional D&D RPG. Neither is something like First Aid a "combat skill". It can facilitate combat in the same way that a Priest in WoW can facilitate combat, but neither would be considered "combat-oriented".


No, the point is everything stat-wise in ME ultimately fed into combat (excepting of course Charm/Intimidate).  Seriously: tell me how they didn't. Where were all these other applications of these things? Like First Aid: did it have any real use outside of combat (and no, healing after you killed the last geth or whatever does not count)? And don't bring up completely different games.  They're irrelevant to how ME worked, which is what we're actually talking about.


I would first ask if you consider a Healer in an RPG (part of the "Holy Trinity" with Tank and DPS filling the damage mitigation and attack roles) to be a "combat class". He heals, after all. And the only reason to restore HP is if HP is being lost in combat. Hence, a Healer should be a combat class, no, since health restoration has no application outside of combat?

Except, Healers aren't considered combat classes. In fact, they're considered the antithesis of combat classes.

Oh, wait. You said not to mention any other game but Mass Effect. If I'm expected to follow your arbitrary rules, I guess I would say that if I want to make myself the squad medic, never fire my gun and just let my teammates take care of all the enemies while I manage their health, I don't consider that to be engaging in combat. Hence, I do not consider First Aid to be a combat skill. It is a support skill.

Again, simply because something can facilitate combat does not make it combat-oriented. Using your logic, you could easily say that a theft skill would be combat-oriented because you could potentially steal weapons or weapon mods from enemies, thus facilitating combat. Yet, I don't think anyone (besides you) would make the claim that theivery is combat. In fact, I would ask you to name anything from any RPG that couldn't conceivably be tied to combat using your "6 Degrees of Separation" method.

Modifié par JKoopman, 06 mai 2011 - 03:55 .


#313
Nohvarr

Nohvarr
  • Members
  • 1 854 messages
Yet, more so in Mass Effect than these other RPG's all these skills, except charm, fed into combat. This has always been ME's thing, that your skills deal with combat more than anything else. They just admitted that fact to themselves in ME 2.

#314
CARL_DF90

CARL_DF90
  • Members
  • 2 473 messages
ANY sort of opinion I may have will be kept to myself until we all can see a demo of some kind either at E3 or wherever Bioware feels it is ready to be shown off. Later! :)

#315
didymos1120

didymos1120
  • Members
  • 14 580 messages

JKoopman wrote...
Oh, wait. You said not to mention any other game but Mass Effect. If I'm expected to follow your arbitrary rules, I guess I would say that if I want to make myself the squad medic, never fire my gun and just let my teammates take care of all the enemies while I manage their health, I don't consider that to be engaging in combat. Hence, I do not consider First Aid to be a combat skill. It is a support skill.


What relevance do other games have to how Mass Effect works?  What is so difficult to comprehend about this?  I mean, we're discussing the ME games, are we not? And your contived example of First Aid is meaningless.  I never said it was a combat skill (by which you actually mean "offensive skill").  I said it has no application outside of combat.  Hardly anything in ME1 skill-wise does. I don't see how you can even argue the point.  There are a bare handful of instances (like the Tower of Hanoi puzzle on Noveria using Omni-gel if you want) where your skills/gear see use outside of combat and that also aren't somehow directly related to combat (e.g. Mako repair, unless you're one of those OCD people who can't stand having a damaged tire after falling off some mountain), other than Charm/Intimidate.

Modifié par didymos1120, 06 mai 2011 - 04:22 .


#316
Ahglock

Ahglock
  • Members
  • 3 660 messages

Jebel Krong wrote...

Terror_K wrote...

As for Schimal's post... well, I have to say I disagree with it. It's that attitude and point of view that are the reason RPGs are so shallow, dumbed-down and unsatisfying these days, and why we're getting the likes of Dragon Age 2 these days amongst a myriad of action titles. And I quite frankly think it's sad that the industry has gone this way thanks to people with that mindset... I really do.


surprise surprise, because schimal pretty much comprehensively refuted every criticism you also had the ME2? the thing is - some people embrace change, some people are simply afraid of it and unwilling to adapt to it. the latter go extinct. like i've always said in discussions with you - genres are never stagnant, and these days the genres themselves are becoming irrelevant, as games get more complex, you don't need to define everything by numbers or stats, and you can't force everyone else to, just because you want them to be.


how do you refute an opinion with an opinion.  There wasn't a comprehensive anything.  It was a list of RPG elements he didn't think were important to RPGs.  

To me and I suspect others his post was why would you want any RPG in your RPG, your game would be much better if you took the RPG out because it really isn't needed.  

#317
Evercrow

Evercrow
  • Members
  • 210 messages

JKoopman wrote...

Tony_Knightcrawler wrote...

I didn't mind the transition of how Renegade/Paragon worked in ME2 from ME1. Charm was always the first thing I invested points in in ME1, so for me personally, it's like I'm getting free points.


It's really not though. All tying your "Charm/Intimidate" to your morality did is limit your ability to role-play. Now you either play 100% Paragon/Renegade or you gimp yourself and get locked out of dialog/narrative options.

you can gimp yourself pretty bad if you invest in both Charm and
Intimidate(and you HAVE to invest 22 points, or you  won't have all the
dialogue options available at all times) in ME1. In ME2 you can actually
get both meters high enough to access 90% of persuasion options(I think
I only didn't had enough for Zaeed, because i did it early, and for
Tali mission.)

#318
didymos1120

didymos1120
  • Members
  • 14 580 messages

Evercrow wrote...

you can gimp yourself pretty bad if you invest in both Charm and Intimidate(and you HAVE to invest 22 points, or you  won't have all the dialogue options available at all times) in ME1.


Well, there's always the trick where you use NG+ to farm free Charm/Intimidate points. Of course, it takes three playthroughs.  Or if you're on the PC, just give yourself the damn points via the console and be done with it.  But yeah, people really seem to forget just how many dialogue options in a fresh run-through of ME1 are either unavailable permanently due to being one-shot deals with high requirements or can't be used for very long time because you don't have the points to spend and/or you haven't gotten enough P/R yet to open the additional ranks.

#319
Village_Idiot

Village_Idiot
  • Members
  • 2 219 messages
Image IPB

#320
Evercrow

Evercrow
  • Members
  • 210 messages

didymos1120 wrote...

Well, there's always the trick where you use NG+ to farm free Charm/Intimidate points. Of course, it takes three playthroughs.  Or if you're on the PC, just give yourself the damn points via the console and be done with it.  But yeah, people really seem to forget just how many dialogue options in a fresh run-through of ME1 are either unavailable permanently due to being one-shot deals with high requirements or can't be used for very long time because you don't have the points to spend and/or you haven't gotten enough P/R yet to open the additional ranks.

Yeah, well i prefer to replay the game with different class or gender, so that farming was pretty much useless to me.And for ME2 you have save editor too - even less effort needed :)

Btw,  at least some numbers were behind weapons and upgrades in ME2, i think.Or, here it is, stickied right at the top!
Imho, base damage stat are not that important - because of scaling of enemy levels in ME1 i also had hard time seeing how various weapons of same tier compares to each other. There were the same formula of latter weapon = better weapon, except for some exclusive manufacturers(which i had to hunt for by plowing through oversized inventory).

Modifié par Evercrow, 06 mai 2011 - 05:02 .


#321
Bail_Darilar

Bail_Darilar
  • Members
  • 407 messages

Terror_K wrote...

Yeah, but the weapons themselves don't even have (visible) stats any more. They're no more proper RPG items than the guns you collect in Doom or Quake are.


Maybe if Bioware were to make the stats visible that would quiet people but that doesn't change the fact that they exist.

Depends. Are the talents actually going to branch and be different and diverse, or is it just going to be more of this "more damage vs. more targets" and "more defense vs. more offense" stuff?


Isn't that essentially what upgrades in most RPGs do anway. Whether your asking if the abilities will remain linear that's something that only BW know.

ME2's problem was that there was already too much relegated to merely "behind the scenes" and we lost too much control of things we should have had more control over. If this is what's going. they shouldn't be removing these things in ME3, they should be putting them back in the hands of the player. When I've constantly said that many of ME2's mechanics were so shallow and/or automated that they were completely pointless and may as well not be there at all, I didn't actually mean that the answer to that is to remove them entirely!


I don't know what mechanics exactly your referring to apart from the armor/gun customisation. Because earlier you agreed that the skill based combat was a positive and that they remved the pointless talents. There wasn't much else we had control over.

#322
bald man in a boat

bald man in a boat
  • Members
  • 428 messages

Terror_K wrote...

As for Schimal's post... well, I have to say I disagree with it. It's that attitude and point of view that are the reason RPGs are so shallow, dumbed-down and unsatisfying these days, and why we're getting the likes of Dragon Age 2 these days amongst a myriad of action titles. And I quite frankly think it's sad that the industry has gone this way thanks to people with that mindset... I really do.


Of course you do. 


 

Modifié par bald man in a boat, 06 mai 2011 - 05:14 .


#323
RyuGuitarFreak

RyuGuitarFreak
  • Members
  • 2 254 messages
They're getting of P/R system then?

Is it a bad thing?

#324
Evercrow

Evercrow
  • Members
  • 210 messages

RyuGuitarFreak wrote...

They're getting of P/R system then?

Is it a bad thing?

I don't think they are. It's too tied with all that story choices and consequences deal. Oh, and it's much easier to use with the dialogue wheel :)

#325
didymos1120

didymos1120
  • Members
  • 14 580 messages

RyuGuitarFreak wrote...

They're getting of P/R system then?


I highly doubt it.  That's part of the dialogue side of the game.