javierabegazo wrote...
I do NOT want this. at least not in Mass Effect 3. The mass effect trilogy was never concieved as, nor eventually made to be a cRPG by any means at all. The fact that DAO has all of that and Mass Effect doesn't is one of the reasons why I've done 12+ playthroughs in ME2, and only 3 in DAO.
TBH I’m not one for categorising games into specific genres. I think it pigeon holes them and doesn’t truly describe the experience to its fullest extent. But the talk of abilities, classes, skills, loot, companions, dialogue trees, exploration, deep meaningful character progression and player choices in the first ME previews is what got me interested. And that’s pretty much what we got.
Some people throw around RPG / Shooter hybrid, and that’s fine, since my other favourite games include Fallout 3, VTM Bloodlines, SS2 and Deus Ex, which are also often described as hybrids. My point is that all of those games had the type of CRPG things I mentioned in my previous post in them, to some extent or another. As does ME1, albeit labelled and / or implemented differently. In many cases they weren’t as fun or well implemented as they could have been, hence some of the huge wish-list threads we saw before the forum move. But I don’t think most fans were complaining and wanted their removal, infact I think most gamers were very impressed, and were asking for subtle improvements to be made, so that they worked as well as they do in some of those other games I just mentioned.
However multiple paths through levels is certainly something that I want
If you are saying you want larger explorable environments then I agree. But most shooters these days feature multiple paths through levels, even A to B, linearly scripted shooters like Gears of War squeezes some of that in to its shooting game-play.
But that’s not what I’m talking about. I'm talking about more diverse play styles, with perhaps even a few that don’t even share the common theme of combat.
Well what do you think about AI hacking, Dominate, or Area Pull, or Area Overload, or Singularity or Stasis, were those not enough?
I think many of the classes (playstyles) tend to equate to just a different form of causing damage. They dont really feel different enough sometimes. I mean sure those are all cool abilites, particularly when combined with other abilities. But I’m talking about character building / skills in which we can specialise our team members in certain areas, rather than some form of meta-damage dealer. I guess you could say I was asking for an even greater difference between each class, that also applies outside of combat. Baiscally instead of only taking the best combat characters with you, you have an incentive to take characters that might not be so great at combat.
Just because players don't want to spend an hour before each battle making sure I've calculated my "survivability %" doesn't mean they don't want to customize their ability set.
And that’s why devs should also include casual difficulty settings, so that those types of players can go into pretty much any battle without having to spend lots of time tweaking. But for those of us that want that challenge and detail, it should be there, otherwise we probably just aren’t going to enjoy it as much as the devs would like us to.
Alternatively, go the other way and put it in a hardcore mode like Fallout New Vegas does.
Don't be disapointed if you don't see armor distribution in ME3 then, because there's probably a 80% chance that we won't see it at all. The downside to no armor distribution is obvious, less player customization.
The up side to armor distribution is something that a lot of players take for granted, and that's individual animations per character, and having them be more of their own person rather than you getting to play dress-up.
It will still be missed.
Modifié par kalwren, 08 mai 2011 - 01:16 .