Branching skill trees and customisable weapons sound good to me. Especially if the differences between branches are obvious in practice.
I'd take that over tiny incremental increases in stats and hordes of weapons that, in practice, are often indistinguishable from one another.
Still hoping that we'll get to customise squadmates armour like shep's in ME2.
RPG Elements and Stats in ME3
Débuté par
javierabegazo
, mai 07 2011 06:03
#401
Posté 11 mai 2011 - 06:25
#402
Posté 11 mai 2011 - 06:34
I'm not making any implications on which is better or worse. Just pointing out similarities.Cainne Chapel wrote...
But again i'm wondering.... what "STATS" in ME 1 made a HUGE impact? All it did was have a minor incremental effect.
#403
Posté 11 mai 2011 - 08:07
theSteeeeeels wrote...
illium i talked to liara. nothing else worth remembering
The biggest difference between Mass Effect 2 "hubs" and the ones in Mass Effect,aside from the size:
In Mass Effect 2,in most cases you could only talk with people connected with a quest.
In the citadel,i can talk with the volus and the Elcor diplomat without doing any quests involving them.
I can talk with some of the merchants. With the asari receptionist. With the citadel security human guy and his boss.
This makes this places "alive"
In Noveria,i can talk with the mechanic,the security officer(even learn something about their past),again their are not involved in any quest.





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