Let's stop arguing about if this "change" is bad or good and think about what is this even suposed to be.
Let's look back on Mass Effect 1.
Pick a skill, let's say Decryption:
Decryption has 12 levels, just as most of the skills in Mass Effect 1:Level 1: you can use dectyption on easy targets, you lean sabotage.
Levels 2 to 4: Increases % dammage ammount of sabotage and some other powers.
Level 5: you can use decryption on medium targets, your sabotage skill gets buffed.
Levels 6 to 8: Increases % dammage ammount of sabotage and some other powers + unlocks the First Aid line.
Level 9: you can use decryption on hard targets, your sabotage skill gets buffed.
Levels 10 to 12: Increases % dammage ammount of sabotage and some other powers.
I don't see any "meaningless behind-the-scenes stat games" over here. I see a direct impact of every bar invested in the skill line - when the skill says that now the power will do % more dammage I can see it doing more dammage, when it says that now it will have a shorter recharge time - it does and I can feel that in combat as I can use it more often, when the radius is bigger I instantly see that I score more enemies with it, + with the story-side of the skill, I see that I can decrypt harder targets with each major bar in the skill line (level 1, 5 and 9). The only arguable part is the % - I agree, not many people bother to calculate stuff while playing a shooter. One more thing that indeed is quite meaningless is that throw's power is shown in newtons, I doubt anyone would ever check it, I doubt the game even actualy calculates it, it's just a way to show it's getting stronger.
There is no such thing as behind-the-scenes stats in ME1 system as it doesn't use statistics like STR, AGI or DEX. The only thing that might be confusing and seem meaningless are the constant % statistics and that half of your skills affects other skills in some degree.
Summing it up: Dunno how about you but in ME1 I felt that combat was shifted with each skill point invested somewhere, not dramaticaly but it did, more dammage, shorter recharges. It was confusing at times tho.
Next thing is Mass Effect 2:
Mass Effect 2 alredy got rid of story-side skills like Persuade and Intimidate skill and the opening/hacking skill that made it necesary to take certain companions with you and. Persuasion skills got simply incorporated into the Paragon / Renegade morality system so it's not like you get to pick whatever dialogue option you want, it actualy works THE EXACLY SAME WAY IT DID IN MASS EFFECT just without investing skills in it.
Here I'll pick Overload:
Overload has 4 ranks as every other power in Mass Effect 2:
Rank 1: shorter recharge, + radius, +dammage.
Rank 2: +dammage, now stunns synthetics.
Rank 3: +dammage, overheats enemy weapons
(I just noticed how badly this doesn't make sense, it works as the weapons could be overheated like in ME1 while they can't since they use heat sinks now... good job in consistency again).
Rank 4: +massive dammage or +dammage and radius.
Now there are literaly nothing you could remotely call meaningless or behind-the-scenes, the only ones that has anything to do with % are the class specific powers like Tech Mastery, everything else is straight forward, the only way to make it clearer would be to display exact numbers of hit points above heads of the mooks you have to clear. Everything you do in the screen that some proudly call the "skill tree" has clear and direct impact on the powers you use in game. You unlock a power, you invest in the power, the power is more powerfull. Throw is still measured in newtons so I'm guessing that it wasn't confusing and meaningless enough for BioWare to get rid of it and simply write "throws enemies further", "throws enemies even further" and finaly "throws enemies far as fu
ck"
(and just now I noticed that acording to this newton measuring Biotics were stronger in ME1 - without other skills boosting it Master Throw had power of 1250n while Heavy Throw from ME2 only reaches 1200n - funny).
Summing it up: I can't possibly imagine what could be called meaningless or back-stage here, simple as it comes.
And now the look into future... Mass Effect 3 is going to be rid of everything skill / stat related that doesn't directly and visibly affect the gameplay... sooo... what can that be? Seriously?
If we are going to remove ANYTHING that might not seem like it's affecting your Shepard going wild with a rifle, we should get rid or all the ranks and levels. The skill tree should be exacly that - a skill tree where you only unlock new skills without upgrading them or investing anything in them. Skills should be only used as a way to unlock newer skills... or the next ranks of every skill sholuld go along this like:
Overload:
Rank 1: Overloads enemy shields.
Rank 2: Rank 1 + overheat of weapons.
Rank 3: Rank 2 + Stunn enemies.
Rank 4: Rank 3 + Drops a jumbojet on the enemy's head.
So basicaly it would be exacly like Mass Effect 2 but without numbers.
Conclusion: Mass Effect 3 is going to aim at people who can't add 2 to 2 or BioWare or EA have a need to keep a constant flow of "information" on their game to keep the media interested in it and give people something to talk about as long as it's ME3 related so they are repeating the same idiotic and atractivly sounding information everywhere in interviews.
TL;DR: It's marketing talk about nothing.
PS: don't qoute this post.
Modifié par Mr.Kusy, 05 mai 2011 - 11:59 .