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Bioware's decision on ammo for ME3 and why I respect it


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#576
Bozorgmehr

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onelifecrisis wrote...

I don't mind having to press a button to reload, but gathering clips is not fun and breaks immersion. Why is Shepard the only person in the galaxy who has a limited supply of clips? Why do collectors and husks and even varren drop clips? If clips are universal, how come I can't use my SMG ammo in my sniper rifle? All of these problems could be solved by just making it so that Shepard has an unlimited supply of clips.


Gathering clips breaks immersion? Does picking up medkits, collecting credits, looking for upgrades breaks immersion too? Let's remove all that nonsense from the game so we don't have to bother about those things - it's fun to be invincible, mega rich, and have all the cool goodies without having to bother finding and researching em, right?

If you want to massively simplify things, go ahead - give every weapon unlimited ammo. But as far as I know things like simplifying, streamlining, dumbing down etc are not the most popular terms at the BSN. Just saying, oh and Varren and Husks don't drop clips - they have none ;)

#577
Blacklash93

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Meshakhad2 wrote...

The ammo system in ME2 was fine. As the OP noted, it works in almost every other shooter. However, I actually LIKED the overheating mechanic, and thought it was innovative.

My idea would be a merger of the two. You would use thermal clips to extend the duration you could fire without worrying about overheating. Once you're out of thermal clips, back to overheating.

That would make the most sense lore-wise. Still, thermal clips should be abundant enough that including such a feature would be redundant. It wouldn't be worth the memory and programming required.

#578
onelifecrisis

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Bozorgmehr wrote...

onelifecrisis wrote...

I don't mind having to press a button to reload, but gathering clips is not fun and breaks immersion. Why is Shepard the only person in the galaxy who has a limited supply of clips? Why do collectors and husks and even varren drop clips? If clips are universal, how come I can't use my SMG ammo in my sniper rifle? All of these problems could be solved by just making it so that Shepard has an unlimited supply of clips.


Gathering clips breaks immersion? Does picking up medkits, collecting credits, looking for upgrades breaks immersion too? Let's remove all that nonsense from the game so we don't have to bother about those things - it's fun to be invincible, mega rich, and have all the cool goodies without having to bother finding and researching em, right?

If you want to massively simplify things, go ahead - give every weapon unlimited ammo. But as far as I know things like simplifying, streamlining, dumbing down etc are not the most popular terms at the BSN. Just saying, oh and Varren and Husks don't drop clips - they have none ;)


Oh, my bad on varren and husks then, but still, I'd like to see you explain the collectors dropping them (not to mention the people on Jacob's mission).

And yes, actually, picking up medkits and hacking every terminal for credits also breaks immersion. It totally breaks the flow of the combat and story. And in several places it just makes no sense at all.

Shepard on Horizon: "The collectors aren't getting away with more colonists! Just let me hack the colonist's bank accounts and wall safes and then we'll go save them."

Shepard on Omega: "Stealing from the dead... that's pretty low. I should know, I've looted every apartment in this district!"

And so on.

#579
DieBySword

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onelifecrisis wrote...

Bozorgmehr wrote...

onelifecrisis wrote...

I don't mind having to press a button to reload, but gathering clips is not fun and breaks immersion. Why is Shepard the only person in the galaxy who has a limited supply of clips? Why do collectors and husks and even varren drop clips? If clips are universal, how come I can't use my SMG ammo in my sniper rifle? All of these problems could be solved by just making it so that Shepard has an unlimited supply of clips.


Gathering clips breaks immersion? Does picking up medkits, collecting credits, looking for upgrades breaks immersion too? Let's remove all that nonsense from the game so we don't have to bother about those things - it's fun to be invincible, mega rich, and have all the cool goodies without having to bother finding and researching em,
right?

If you want to massively simplify things, go ahead - give every weapon unlimited ammo. But as far as I know things like simplifying, streamlining, dumbing down etc are not the most popular terms at the BSN. Just saying, oh and Varren and Husks don't drop clips - they have none ;)


Oh,
my bad on varren and husks then, but still, I'd like to see you explain the collectors dropping them (not to mention the people on Jacob's mission).

And yes, actually, picking up medkits and hacking every terminal for credits also breaks immersion. It totally breaks the flow of the combat and story. And in several places it just makes no sense at all.

Shepard on Horizon: "The collectors aren't getting away with more colonists! Just let me hack the colonist's bank accounts and wall safes and then we'll go save them."

Shepard on Omega: "Stealing from the dead... that's pretty low. I should know, I've looted every apartment in this district!"

And so on.

Its tedious but I agree with Boz its not a immersion braker >>for everyone<< for gods sake :pinched: fixed :devil:
@Boz unlimited ammo dosnt always mean simplyfing, I think you wanted to say: making weapons fire indefinitely without need to stop simplyfies things.

Modifié par DieBySword, 29 mai 2011 - 04:42 .


#580
onelifecrisis

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DieBySword wrote...

onelifecrisis wrote...

Bozorgmehr wrote...

onelifecrisis wrote...

I don't mind having to press a button to reload, but gathering clips is not fun and breaks immersion. Why is Shepard the only person in the galaxy who has a limited supply of clips? Why do collectors and husks and even varren drop clips? If clips are universal, how come I can't use my SMG ammo in my sniper rifle? All of these problems could be solved by just making it so that Shepard has an unlimited supply of clips.


Gathering clips breaks immersion? Does picking up medkits, collecting credits, looking for upgrades breaks immersion too? Let's remove all that nonsense from the game so we don't have to bother about those things - it's fun to be invincible, mega rich, and have all the cool goodies without having to bother finding and researching em,
right?

If you want to massively simplify things, go ahead - give every weapon unlimited ammo. But as far as I know things like simplifying, streamlining, dumbing down etc are not the most popular terms at the BSN. Just saying, oh and Varren and Husks don't drop clips - they have none ;)


Oh,
my bad on varren and husks then, but still, I'd like to see you explain the collectors dropping them (not to mention the people on Jacob's mission).

And yes, actually, picking up medkits and hacking every terminal for credits also breaks immersion. It totally breaks the flow of the combat and story. And in several places it just makes no sense at all.

Shepard on Horizon: "The collectors aren't getting away with more colonists! Just let me hack the colonist's bank accounts and wall safes and then we'll go save them."

Shepard on Omega: "Stealing from the dead... that's pretty low. I should know, I've looted every apartment in this district!"

And so on.

Its tedious but I agree with Boz its not a immersion braker for gods sake :pinched: Yet unlimited ammo dosnt always mean simplyfing, I think Boz wanted to say: making weapons fire indefinitely without need to stop simplyfies things.


It breaks my immersion. I don't think you are any authority on what breaks my immersion, no offense.

And as for simplification: ME1 (the supposedly less "dumb" game) had unlimited ammo.

Modifié par onelifecrisis, 29 mai 2011 - 04:22 .


#581
DieBySword

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onelifecrisis wrote...

It breaks my immersion. I don't think you are any authority on what breaks my immersion, no offense.

And as for simplification: ME1 (the supposedly less "dumb" game) had unlimited ammo.


I forgot to add "for everyone" before the "for god" part :bandit: my bad

If it breakes your immersion state it brakes only yours next time :P what you said before was "I don't mind having to press a button to reload, but gathering clips is not fun and breaks immersion."

It dosnt break my immersion. I don't think you are any authority on what breaks my immersion too, no offense.

New tought:

Everyone has the right to like or not certain aspect of the game but we cant forget the greater picture here.

Me1 weapons had to cool down or overheat while it could be seen as an immersion braker it was a gameplay mechanic the same way as ammo is in Me2. Looting money, minerals or research data is in the same box, it can be a immersion braker for few but its a integral gameplay and story mechanic.

If its braking your immersion then its like saying Firing a gun in a shooter is breaking your immersion too. Im not saying you cant be bothered by that, I understand firing a gun in a shooter breaks your immersion but then why are you punishing yourself to play the game in the first place :huh:

Modifié par DieBySword, 29 mai 2011 - 04:58 .


#582
onelifecrisis

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DieBySword wrote...

onelifecrisis wrote...

It breaks my immersion. I don't think you are any authority on what breaks my immersion, no offense.

And as for simplification: ME1 (the supposedly less "dumb" game) had unlimited ammo.


New tought:

Everyone has the right to like or not certain aspect of the game but we cant forget the greater picture here.

Me1 weapons had to cool down or overheat while it could be seen as an immersion braker it was a gameplay mechanic the same way as ammo is in Me2. Looting money, minerals or research data is in the same box, it can be a immersion braker for few but its a integral gameplay and story mechanic.

If its braking your immersion then its like saying Firing a gun in a shooter is breaking your immersion too. Im not saying you cant be bothered by that, I understand firing a gun in a shooter breaks your immersion but then why are you punishing yourself to play the game in the first place :huh:


For someone who respects other people's opinions you certainly have a knack for rubbishing them.

No, it's not like saying that firing a gun breaks my immersion. It really just isn't.

Looting money and minerals is just busywork. There's no skill, no chance of failure, and the loot is not even randomised. Two players who go through the same part of the game will end up with the same upgrades, the same credits, the same resources. The various minigames you have to play in order to gather these things in ME2 is just padding, there for the purpose of lengthening the game and providing a distraction for people with ADD. Hacking and bypassing are no different than planet scanning, except in their mechanics. Stripping out this busywork would not decrease gameplay depth at all.

Modifié par onelifecrisis, 29 mai 2011 - 05:09 .


#583
Someone With Mass

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Medkits, clips and lockers/vaults are mostly made for gameplay mechanics, and if they in some kind of rather ridiculous and nitpicking way are breaking immersion, that's too bad.

#584
DieBySword

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onelifecrisis wrote...

For someone who respects other people's opinions you certainly have a knack for rubbishing them.

No, it's not like saying that firing a gun breaks my immersion. It really just isn't.

Looting money and minerals is just busywork. There's no skill, no chance of failure, and the loot is not even randomised. Two players who go through the same part of the game will end up with the same upgrades, the same credits, the same resources. The various minigames you have to play in order to gather these things in ME2 is just padding, there for the purpose of lengthening the game and providing a distraction for people with ADD. Hacking and bypassing are no different than planet scanning, except in their mechanics. Stripping out this busywork would not decrease gameplay depth at all.


Sorry if I offended you, im not a native english user so the things I write migh not fully express what I want in a good way.

The thing is the looting money and minerals while it is busywork it is a integral and high-profile piece of the game, without it you would not gain better weapons and defence or ship upgrades which result in ppl dying on the SM. So yes its tedious and busywork but its got a big importance to the game and its flow with the story.

In ME1 we had minerals hunting but there it was actual a way to lenghten the game without any importance to the game while in ME2 its a integral part and its quicker than exploring a big map for one drop point of minerals in a buggy terrain with a zero-g frog jumping mako

#585
Weiser_Cain

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Someone With Mass wrote...

Medkits, clips and lockers/vaults are mostly made for gameplay mechanics, and if they in some kind of rather ridiculous and nitpicking way are breaking immersion, that's too bad.

Except ME1 went on and on about theadvantages of the new system. And it tied in well with mass effect fields.
Switching to thermal clips is like telling Luke he just has a nasty midichlorian infection.

#586
The Spamming Troll

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DieBySword wrote...

onelifecrisis wrote...

For someone who respects other people's opinions you certainly have a knack for rubbishing them.

No, it's not like saying that firing a gun breaks my immersion. It really just isn't.

Looting money and minerals is just busywork. There's no skill, no chance of failure, and the loot is not even randomised. Two players who go through the same part of the game will end up with the same upgrades, the same credits, the same resources. The various minigames you have to play in order to gather these things in ME2 is just padding, there for the purpose of lengthening the game and providing a distraction for people with ADD. Hacking and bypassing are no different than planet scanning, except in their mechanics. Stripping out this busywork would not decrease gameplay depth at all.


Sorry if I offended you, im not a native english user so the things I write migh not fully express what I want in a good way.

The thing is the looting money and minerals while it is busywork it is a integral and high-profile piece of the game, without it you would not gain better weapons and defence or ship upgrades which result in ppl dying on the SM. So yes its tedious and busywork but its got a big importance to the game and its flow with the story.

In ME1 we had minerals hunting but there it was actual a way to lenghten the game without any importance to the game while in ME2 its a integral part and its quicker than exploring a big map for one drop point of minerals in a buggy terrain with a zero-g frog jumping mako


i dont think you can say planet scanning is needed just because thats how we upgraded the normandy. planet scanning was terrible, alot of people agree, why they feel the need to keep it in game is beyond me. bioware completely removes ME1s so called "problem" areas, but its trying to retool ME2 most hated???

comparing mako driving to planet scanning, id rather have neither. im not against the thrill of exploration, but i dont like pointless effort like ME1, and mini games like ME2.

#587
Bozorgmehr

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onelifecrisis wrote...

And yes, actually, picking up medkits and hacking every terminal for credits also breaks immersion. It totally breaks the flow of the combat and story. And in several places it just makes no sense at all.


I don't like ME mini-game either, but that does not mean you cannot put limitations on money, medkits, resource and/or ammo. It's easy to remove all loot and mini-games completely; and replace it by a per-level-based-system > Money and resources are earned by completing missions only. You always start missions with X medkits and fully loaded. Weapon A has X shots (there is no ammo to collect, so when you've used those X shots, weapon A will be useless for the rest of the mission - it will be fully loaded when you start the next). You can even use checkpoints that will restore ammo after each fight, but your most powerful weapons always have only a few shots available per fight so you cannot use them 24/7 but you also don't have to look for ammo.

I'm not saying such a system is preferable, I only try to point out that limited ammo doesn't equals scavenging for ammo all the time.

DieBySword wrote...

@Boz unlimited ammo dosnt always mean simplyfing, I think you wanted to say: making weapons fire indefinitely without need to stop simplyfies things.


An unlimited supply of anything will always simplify things; You're thinking in restrictions in a more general way.

I think most will agree that ME2's heavy weapons are pretty cool, I think we can also agree that it wouldn't be fun if we could use those weapons all the time - it would make the game way too easy. All ME2's heavy weapons are balanced using ammo (limitations) which cannot be replaced by another system, like ME1's overheat-cooldown system. The Flamethrower and Particle Beam can both be fired continuously, it's only limited by your supply of HW ammo (it's what makes these weapons so effective and powerful). The Grenade Launcher, Arc Projector and Avalanche can be used to shoot one or only a couple shots in quick succession, but you can also unload everything (all HW ammo) at once.

It's impossible to have these kind of weapons if you have unlimited ammo. You can easily replace heavy weapons with whatever other weapon (type) you can think of. Putting a limit on ammo simply allows the creation of a lot more interesting weapons without ruining balance - you'll always end up with fewer (balanced) weapons using unlimited ammo.

#588
onelifecrisis

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Bozorgmehr wrote...

onelifecrisis wrote...

And yes, actually, picking up medkits and hacking every terminal for credits also breaks immersion. It totally breaks the flow of the combat and story. And in several places it just makes no sense at all.


I don't like ME mini-game either, but that does not mean you cannot put limitations on money, medkits, resource and/or ammo. It's easy to remove all loot and mini-games completely; and replace it by a per-level-based-system > Money and resources are earned by completing missions only. You always start missions with X medkits and fully loaded. Weapon A has X shots (there is no ammo to collect, so when you've used those X shots, weapon A will be useless for the rest of the mission - it will be fully loaded when you start the next). You can even use checkpoints that will restore ammo after each fight, but your most powerful weapons always have only a few shots available per fight so you cannot use them 24/7 but you also don't have to look for ammo.

I'm not saying such a system is preferable, I only try to point out that limited ammo doesn't equals scavenging for ammo all the time.


Yes, I agree, that could work as well.

#589
Dave666

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Bozorgmehr wrote...

onelifecrisis wrote...

And yes, actually, picking up medkits and hacking every terminal for credits also breaks immersion. It totally breaks the flow of the combat and story. And in several places it just makes no sense at all.


I don't like ME mini-game either, but that does not mean you cannot put limitations on money, medkits, resource and/or ammo. It's easy to remove all loot and mini-games completely; and replace it by a per-level-based-system > Money and resources are earned by completing missions only. You always start missions with X medkits and fully loaded. Weapon A has X shots (there is no ammo to collect, so when you've used those X shots, weapon A will be useless for the rest of the mission - it will be fully loaded when you start the next). You can even use checkpoints that will restore ammo after each fight, but your most powerful weapons always have only a few shots available per fight so you cannot use them 24/7 but you also don't have to look for ammo.

I'm not saying such a system is preferable, I only try to point out that limited ammo doesn't equals scavenging for ammo all the time.

DieBySword wrote...

@Boz unlimited ammo dosnt always mean simplyfing, I think you wanted to say: making weapons fire indefinitely without need to stop simplyfies things.


An unlimited supply of anything will always simplify things; You're thinking in restrictions in a more general way.

I think most will agree that ME2's heavy weapons are pretty cool, I think we can also agree that it wouldn't be fun if we could use those weapons all the time - it would make the game way too easy. All ME2's heavy weapons are balanced using ammo (limitations) which cannot be replaced by another system, like ME1's overheat-cooldown system. The Flamethrower and Particle Beam can both be fired continuously, it's only limited by your supply of HW ammo (it's what makes these weapons so effective and powerful). The Grenade Launcher, Arc Projector and Avalanche can be used to shoot one or only a couple shots in quick succession, but you can also unload everything (all HW ammo) at once.

It's impossible to have these kind of weapons if you have unlimited ammo. You can easily replace heavy weapons with whatever other weapon (type) you can think of. Putting a limit on ammo simply allows the creation of a lot more interesting weapons without ruining balance - you'll always end up with fewer (balanced) weapons using unlimited ammo.


Boz?  Why is it that whenever the overheat mechanic for normal guns is mentioned, you always bring up Heavy Weapons?  Nobody has suggested that they should have the same system. The whole discussion is about Thermal Clips and Heat sinks NOT Energy Cells.  It is perfectly possible to have different types of weapons in a single game.  You yourself have pointed them out, Half Life 2 had them, normal guns needed ammo, the Jeep and boat had regenerating ammo.  Why must it always be extremes?  It does not have to be all or nothing. 

If ME:2 had come out and normal guns (Assault Rifles, Sniper Rifles, Shotguns, Sub Machine Guns and Pistols) all had a balanced overheat system where you could pop in a Thermal Clip for instant cooldown and Heavy weapons had limited ammo, nobody would have batted an eye.  It makes sense that weapons like the Cain, Avalanche etc should be limited.

#590
DieBySword

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The Spamming Troll wrote...

i dont think you can say planet scanning is needed just because thats how we upgraded the normandy. planet scanning was terrible, alot of people agree, why they feel the need to keep it in game is beyond me. bioware completely removes ME1s so called "problem" areas, but its trying to retool ME2 most hated???

comparing mako driving to planet scanning, id rather have neither. im not against the thrill of exploration, but i dont like pointless effort like ME1, and mini games like ME2.


I didnt mean the scaning game I ment the concept of using money and resources is a vital part of the game. Yeah it could be achieved in another way that scaning planets and looting containers but what was there wasnt that much of a bother and taking into account what we did in ME1 to get minerals it was an upgrade to the unsatisfying planet scavanging for a mineral depot.

"bioware completely removes ME1s so called "problem" areas, but its trying to retool ME2 most hated??? " << isnt it good that this time around they wont drop ME2 problem areas completly like with the first game ? Why make the same mistake again :huh:

#591
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Weiser_Cain wrote...
Except ME1 went on and on about theadvantages of the new system. And it tied in well with mass effect fields.
Switching to thermal clips is like telling Luke he just has a nasty midichlorian infection.

And ME2 explained why the switch was made. Technology constantly evolves. There's no way around that.

#592
Dave666

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DieBySword wrote...

The Spamming Troll wrote...

i dont think you can say planet scanning is needed just because thats how we upgraded the normandy. planet scanning was terrible, alot of people agree, why they feel the need to keep it in game is beyond me. bioware completely removes ME1s so called "problem" areas, but its trying to retool ME2 most hated???

comparing mako driving to planet scanning, id rather have neither. im not against the thrill of exploration, but i dont like pointless effort like ME1, and mini games like ME2.


I didnt mean the scaning game I ment the concept of using money and resources is a vital part of the game. Yeah it could be achieved in another way that scaning planets and looting containers but what was there wasnt that much of a bother and taking into account what we did in ME1 to get minerals it was an upgrade to the unsatisfying planet scavanging for a mineral depot.

"bioware completely removes ME1s so called "problem" areas, but its trying to retool ME2 most hated??? " << isnt it good that this time around they wont drop ME2 problem areas completly like with the first game ? Why make the same mistake again :huh:


Because when it comes to 'planet scanning' the only way to make it more palatable and less tedious is to remove the 'scanning' part, basically we find a planet, launch a probe and get whatever resources are avalible.  Having to move a cursor over an entire planet is boring as hell no matter how you look at it.

ME:1's 'problem' was the Mako (for some people, personally I loved it) and to fix it they could have done a million and one things.  Fix the handling, fix the jump boosters, fix the repair mechanic, fix the maps, etc.  Had they done this then we'd probably still be feeling that sense of scale that comes from exploring alien worlds and they could have incorporated mineral gathering in any number of ways.  Can you honestly say that the N7 worlds felt anywhere close to the size of UNC worlds?

#593
DieBySword

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Bozorgmehr wrote...

DieBySword wrote...

@Boz unlimited ammo dosnt always mean simplyfing, I think you wanted to say: making weapons fire indefinitely without need to stop simplyfies things.


An unlimited supply of anything will always simplify things; You're thinking in restrictions in a more general way.


Well as a coder I see it differently, when I got to code a certain behaviour I first need to set limits on the design itself. Like make a virtual gun that shoot like a real one :P I need to set the paramenters of what the gun can do: how much ammo in the clip it got, how much total can I have, how fast can it fire. Then I code the gun that can fire a shoot and because its blank it can shoot unlimited times, then I add cerain limiters on it and its done.

Basicly limited ammo is a form of unlimited ammo with restrictions on it so does it mean the gun play in ME2 is simplyfied =]

Modifié par DieBySword, 29 mai 2011 - 07:41 .


#594
DieBySword

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Dave666 wrote...

Because when it comes to 'planet scanning' the only way to make it more palatable and less tedious is to remove the 'scanning' part, basically we find a planet, launch a probe and get whatever resources are avalible.  Having to move a cursor over an entire planet is boring as hell no matter how you look at it.


Ok so the same goes for exploring N7 world? Why have them, we should just send a probe too get the money,loot and artifacts from the planet. What about gunfight, why do we need to shoot enemies its pale and tedious why cant we just jump to the next dialog with the guy at the end of the gunfight.


Dave666 wrote...
ME:1's 'problem' was the Mako (for some people, personally I loved it) and to fix it they could have done a million and one things.  Fix the handling, fix the jump boosters, fix the repair mechanic, fix the maps, etc.  Had they done this then we'd probably still be feeling that sense of scale that comes from exploring alien worlds and they could have incorporated mineral gathering in any number of ways.  Can you honestly say that the N7 worlds felt anywhere close to the size of UNC worlds?


No they didnt but at least they had a unique feel and something to do there than ME1 baren planet with a bunkier in the middle that every planet had the exact same bunkier and interior design. I agree that it was a bad choice to drop ot completly, thats why its nice that they wont do the same mistake again in ME3. We lost some ME1 elements but at least we wont loose any ME2 elememnts this time around ;)

#595
Dave666

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DieBySword wrote...

Dave666 wrote...

Because when it comes to 'planet scanning' the only way to make it more palatable and less tedious is to remove the 'scanning' part, basically we find a planet, launch a probe and get whatever resources are avalible.  Having to move a cursor over an entire planet is boring as hell no matter how you look at it.


Ok so the same goes for exploring N7 world? Why have them, we should just send a probe too get the money,loot and artifacts from the planet. What about gunfight, why do we need to shoot enemies its pale and tedious why cant we just jump to the next dialog with the guy at the end of the gunfight.

There's quite a difference from exploring a world, fighting enemies, locating lost treasures etc and sending a probe to gather minerals and you know it. lol

Dave666 wrote...
ME:1's 'problem' was the Mako (for some people, personally I loved it) and to fix it they could have done a million and one things.  Fix the handling, fix the jump boosters, fix the repair mechanic, fix the maps, etc.  Had they done this then we'd probably still be feeling that sense of scale that comes from exploring alien worlds and they could have incorporated mineral gathering in any number of ways.  Can you honestly say that the N7 worlds felt anywhere close to the size of UNC worlds?


No they didnt but at least they had a unique feel and something to do there than ME1 baren planet with a bunkier in the middle that every planet had the exact same bunkier and interior design. I agree that it was a bad choice to drop ot completly, thats why its nice that they wont do the same mistake again in ME3. We lost some ME1 elements but at least we wont loose any ME2 elements this time around ;)


That rather depends upon the elements in question and how they are kept and fixed.  Some elements are simply not worth keeping, especially when they had a counterpart in a previous chapter that worked better (I'm looking at you Charm and Intimidate system).

Modifié par Dave666, 29 mai 2011 - 07:46 .


#596
Weiser_Cain

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Someone With Mass wrote...

Weiser_Cain wrote...
Except ME1 went on and on about theadvantages of the new system. And it tied in well with mass effect fields.
Switching to thermal clips is like telling Luke he just has a nasty midichlorian infection.

And ME2 explained why the switch was made. Technology constantly evolves. There's no way around that.

That's not how technology works. Especially when there are obvious advantages to the old tech. Virtually limitless ammo is a pretty big bonus, certainly the sort of thing that would be kept, even if only in small arms not meant for rapid fire in the first place.
Relying om you enemy dropping extra clips is stupid, it's double dumb if you're a sniper and that clip only gives you one shot. If you weigh those options it's wait for a cooldown or never shoot my main gun again in a fight, especially at range. Which is a whole new level of dumb!

#597
Someone With Mass

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The guns still have unlimited ammo. It's the thermal clips that are ejected. And if you have enough of them to last a battle, I really fail to see the problem.

#598
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Someone With Mass wrote...

The guns still have unlimited ammo. It's the thermal clips that are ejected. And if you have enough of them to last a battle, I really fail to see the problem.


If you can't fire a gun without a Thermal Clip then functionally it is the same as ammo.

#599
Someone With Mass

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People are so overreacting about the clips, anyway. There are plenty of them scattered here and there on the field. But most people are acting like if it's the end of the goddamn world if they have to reserve some for a gun and use another one or powers while collecting them.

And don't expect me to show some sympathy, because I'm not crying the second I have to switch something out. I'm just doing it, and moving on without a fuzz.

Modifié par Someone With Mass, 29 mai 2011 - 08:06 .


#600
Weiser_Cain

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Someone With Mass wrote...

People are so overreacting about the clips, anyway. There are plenty of them scattered here and there on the field. But most people are acting like if it's the end of the goddamn world if they have to reserve some for a gun and use another one or powers while collecting them.

And don't expect me to show some sympathy, because I'm not crying the second I have to switch something out. I'm just doing it, and moving on without a fuzz.

If it's such a non-issue why do you care either way?

Modifié par Weiser_Cain, 29 mai 2011 - 08:14 .