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Gamespot's E3 Interview with Casey Hudson- Weapon customization confirmed and expanded powers + Screenshots


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#276
Kabanya101

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Everything looks amazing. The blue background made it easy on the eyes and enlightening to look at, rather than that hideous orange.

Larger class trees AND more passives, yes mother ****ersssssss!!!

Weapon customization looks great, and I like the breakdown of stats for the weapons. BUT, I don't like the Mattack single fire, BRING back the Revenant with the 80 round clip, then and only then will I be pleased with an assualt rifle. I need something that says, DON'T **** WITH ME. High clip, high rate of fire, and high damage says beast all over it.

#277
Crackseed

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SalsaDMA wrote...

crackseed wrote...

SalsaDMA wrote...

Now I'm just waiting for them to come clean with us if they actually got some rpg stuff to show us.


Could you clarify that? What other RPG stuff are we waiting on to see? I mean is the above discussion not about the most asked about RPG elements being brought back? Deeper skills and weapon modifications with more meaningful paths to specialize.


Eh...

Details of the combat engine is not rpg, you know that, right?

You could make the same details of a combat engine in straigth shooter, a straigth tactical topdown strategy game, and so on.

All we're seeing are details of the combat engine in various ways. We're seeing nothing about how players can affect the world in meaningfull and consequential ways. If anything, we've heard that bioware don't want to "punish" people for making choices, so irregardless of the choices you have made, you will still get the same stuff... How is that consequential or meaningfull choices? How does that make you feel like you are in the characters boots making real choices, feeling real involvments when you can't really decide what your character want to do.

I realize there are limits appliable because of system limitations, but evolving a rpg is about testing those limits. From the sounds of it, the only limits that are being tested is how to evolve their combat engine, which makes me think of the game as a shooter, and not a rpg.


Fair points, but what I'd like to point out is that given how ardent fans are about spoilers, we're unlikely to see more of the convo/RPG choices shown off at this point, considering most of those will showcase squad/story points and people prefer to discover those ingame by themselves.

Most of the concerns have been over the RPG elements supporting the game, which has generally been the stats/modifications/customization portions that were taken from ME1 and removed with ME2, which all this new info here satisfied. I'd love to see more on some of the upgraded convos and choices, but that would be a hard line to tread because any of it would probably spoil plot points.

#278
InfiniteCuts

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Phaedon wrote...

Except that what you are thinking of is this:
Unlike traditional RPG systems, you can reset your build, in ME2, what you choose is final, other than the ammo powers of course, which you can change at all times.

This is a property of the concept of the system, but it is not a step backwards as you claim, neither to ME1's system or ME2's, it's a step forwards to a completely new system.

You have yet to prove how being able to add or remove two icons from a screen is in any way similar to selecting a part of the weapon and changing it.  Just because it shares the property of addition/removal, that doesn't mean that it's inspired or even a progression (which it is nothing alike, believe me) of any previous upgrade system.

It's clear to me now that we're looking at this through completely different frames of reference.  I'm a "big picture" kind of guy and try my best to avoid the minutiae of gaming systems.  This might explain why you're so caught up in definitions and the like, when the crux of what I'm saying is very simple: ME3 weapon mod system is similar in concept to that of ME1 (already stated why).  I am refering to components that affect weapon performance in general and not just visual changes or select components.  As such, ME3's system is a progression of ME1's with added visual and audio enhancements, which is expected.  I have nothing to prove to you.  And yes, I will continue to ignore the (non)point you brought up about my use of the word "progression".

#279
Chala

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I haven't seen this pic around (I guess) so I'll put this around here...

Image IPB

If it was already posted, well, one more doesn't hurt anyone  :innocent:

#280
sp0ck 06

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El_Chala_Legalizado wrote...

I haven't seen this pic around (I guess) so I'll put this around here...

Image IPB

If it was already posted, well, one more doesn't hurt anyone  :innocent:



Wow that looks really intriguing.  I mean you could have endless possibilities with this leveling system

#281
jamesp81

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Nice pic here:

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I guess that's where the Reaper actually touched down.

BTW, is that a Reaper off in the distance?  It kind of looks like one, but it's hard to tell.

#282
javierabegazo

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Here you go guys

************************************************************************
Screen Captures from Mass Effect 3's Weapon Modding Screen and Abilities/Powers Menu- 25 images


************************************************************************

#283
xIREDEEMEDIx

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MACharlie1 wrote...

In case anybody wants screens from the Mission Computer.

I don't know what "Influence" means though.


I think it just means your paragon/renegade bonus. Like in ME2 depending on which master version of your class you chose...it was either 75% or 100%. But apparently on this screen shot, your bonus could be one of six different bonus' in conjuction with the path you choose for you power/ability set up.

#284
axl99

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Can't say I'm too crazy about the character customization UI just yet, but compared to the other UI we've seen for weapons and mods this one feels a little flat looking. If only because it's not floating in 3d space. This is more what came to mind.

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#285
TheCrakFox

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Sylvianus wrote...

100k wrote...

Correct me if I'm wrong, but does it look like NPCs have a Para/Rene meter as well!!!???? AWESOME!

Yeah. <3

A nice surprise bioware ! <3

They might, like KotOR, but I think it's also pretty likely that Bioware just hasn't finished cleaning up the GUI yet and the meter is only meant to be on Shepard's page.

#286
Sylvianus

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javierabegazo wrote...

Here you go guys

************************************************************************
Screen Captures from Mass Effect 3's Weapon Modding Screen and Abilities/Powers Menu- 25 images


************************************************************************

<3 Thank you.

#287
Bozorgmehr

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theelementslayer wrote...

Play on insanity, not totally useless. as an infiltrator I used disruptor and amour peircing ammo. Depending on the enemy I faced I would switch constantly. I would use disruptor against blue sons because it would kill them 1 shot to the head with the widow. But then the mechs came out and I would switch to armour pericing because again, 1 shot one kill. No its not useless at all and I love it :D


You don't need ammo powers on the Widow to one-shot normal grunts on Insanity, assuming you upgrade your sniper rifle (you can have all (6) SR upgrades 1/3 - 1/2 into the game. Plus the two classes that can use the Widow can use their signature power to boost damage. There are also very few levels with mixed enemy squads. You're right about the Mantis though, you do need ammo powers before you can get the Widow to OSOK. But you don't have to switch it during combat. In Mordin, Jack, Garrus and Grunt's recruitment missions and Horizon (the only missions you need to complete to get the Widow) you don't face mixed enemy squads (except 2 FENRIS during Jack's mission).

So we've got one weapon, where switching ammo powers during combat, in less than 20% of all missions which have mixed enemy squads, might make a difference = pretty poor imo, considering this is (likely) only going to affect gameplay on the hardest difficulty setting(s).

#288
jamesp81

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Fidget6 wrote...

Midnight Reyn wrote...

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Not sure if they've been capped yet....


Is that paragon/renegade points for the other characters? Is this gonna be a similar friendship/rivalry/approval system of Dragon Age? :huh:


Who knows.  It might just be an oversight and they'll have the bar disappear in the release version. Or they might just show Shepard's bar at all times no matter who you have selected.

Or, it could be an influence type system.  For example, if you fail and, say, an important Asari world is lost, Liara might get pissed and just leave your team or something.

#289
Beautiful_Perfection

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I notice that your squad members all wear the same thing still. So much for squad armor customization, huh?

#290
Sylvianus

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TheCrakFox wrote...

Sylvianus wrote...

100k wrote...

Correct me if I'm wrong, but does it look like NPCs have a Para/Rene meter as well!!!???? AWESOME!

Yeah. <3

A nice surprise bioware ! <3

They might, like KotOR, but I think it's also pretty likely that Bioware just hasn't finished cleaning up the GUI yet and the meter is only meant to be on Shepard's page.

Ah yes, maybe. :s

#291
B.Shep

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Did you guys notice Anderson didn't die, he stayed behind to fight the Reapers on Earth.

#292
Bozorgmehr

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kregano wrote...

Bozorgmehr wrote...
Why would you want to change ammo mid combat? In ME2 it's completely useless.

If BW is unable to think of something to be used directly on enemies (not passives or buffs, but a real power); I would settle with ammo. But I believe the ME3 team should be able to come up with something a little more sophisticated than ammo.

I clearly recall using Disruptor ammo, chewing through shields and stunning synthetics; warp ammo busting down Harbinger's barrier and Collector armor, and incendiary ammo killing vorcha regen. It's not as useless as you say.


I said switching ammo mid combat is useless - ammo is useful but is equipment, not a power.

#293
Ultai

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Beautiful_Perfection wrote...

I notice that your squad members all wear the same thing still. So much for squad armor customization, huh?


But then how will EA be able to provide you with those amazing alternate appearance pack dlcs?! ;)

#294
jamesp81

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Relix28 wrote...

Some more screens.

Legion and some other fem Quarian on the 2nd.



Image IPB 



Holy ****.  See the sphere on the holo display, with the energy source in the center?  That's the True Geth's Dyson Sphere we've heard about.

I wonder what kind of a weapon you could power with an entire friggin' star onhand to drive it.

#295
kregano

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axl99 wrote...

Can't say I'm too crazy about the character customization UI just yet, but compared to the other UI we've seen for weapons and mods this one feels a little flat looking. If only because it's not floating in 3d space. This is more what came to mind.



Nah, the stock UI looks a bit cleaner and the tilt of the Skill trees would make it hard to read when you are looking at it from an angle from the right of the TV.

#296
SalsaDMA

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crackseed wrote...

SalsaDMA wrote...

crackseed wrote...

SalsaDMA wrote...

Now I'm just waiting for them to come clean with us if they actually got some rpg stuff to show us.


Could you clarify that? What other RPG stuff are we waiting on to see? I mean is the above discussion not about the most asked about RPG elements being brought back? Deeper skills and weapon modifications with more meaningful paths to specialize.


Eh...

Details of the combat engine is not rpg, you know that, right?

You could make the same details of a combat engine in straigth shooter, a straigth tactical topdown strategy game, and so on.

All we're seeing are details of the combat engine in various ways. We're seeing nothing about how players can affect the world in meaningfull and consequential ways. If anything, we've heard that bioware don't want to "punish" people for making choices, so irregardless of the choices you have made, you will still get the same stuff... How is that consequential or meaningfull choices? How does that make you feel like you are in the characters boots making real choices, feeling real involvments when you can't really decide what your character want to do.

I realize there are limits appliable because of system limitations, but evolving a rpg is about testing those limits. From the sounds of it, the only limits that are being tested is how to evolve their combat engine, which makes me think of the game as a shooter, and not a rpg.


Fair points, but what I'd like to point out is that given how ardent fans are about spoilers, we're unlikely to see more of the convo/RPG choices shown off at this point, considering most of those will showcase squad/story points and people prefer to discover those ingame by themselves.

Most of the concerns have been over the RPG elements supporting the game, which has generally been the stats/modifications/customization portions that were taken from ME1 and removed with ME2, which all this new info here satisfied. I'd love to see more on some of the upgraded convos and choices, but that would be a hard line to tread because any of it would probably spoil plot points.


That's a fair point too. The issue, however, is that they already stated that the essence of choices would be meaningless (not using those words, off course, as those are negaitvely ladden, which they wouldn't use in pr scheme. They used the term that choices wouldn't punish players, so everyone got to see the same stuff, irregardless. aka. meaningless choices in my book). As long as they aren't even dismantling this earlier statement verbally, I'm not holding much hope in this regard, tbh.

Thinking on the trailers released so far, another thing is starting to worry me too now. What we've seen looks like the maps suffer from the same corridor-railing shooter problem we had in ME2.

ie.
You start a mission.
You get a starting location.
You move along a predetermined path setting off scripted events as you move through the map.
you end the map at a predetermined point.

Such railing isn't exactly making my rpg senses tingle with joy, tbh.

Could we get more info on wether or not the maps are indeed as railroaded as they were in ME2, or (shudder) even more so than in ME2?

#297
PsychoWARD23

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My life is complete.

#298
Ahglock

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Walker White wrote...

Bozorgmehr wrote...

OoO - is it me or does it look like those nasty prerequisite crap makes a return?


Which is standard for all modern RPG design, pen-and-paper included.


Not really the same thing.  Pre-reqs in RPGs is so you can get better versions of the same thing or unlock more powerful abilities.  In ME2 it was unlocking a different but equal power.  Having to put points in disrupter ammo(anti shield ammo) so you can have inferno(anti armor) ammo isn;t about unlcoking a more powerful ability, it is just there because they are doubling down on the idiocy of their ME2 unlock power design.  

Locked powers are bad in ME.

Not directed at you, but I also think progressivley more expensive powers are bad because it is boring and lame to have to level 6 times in order to upgrade a power once.  It is the same problem as ME1 where the real upgrades happened every 4-5 levels everything else where minor damage increases, it is just worse in that you get nothing for those 6 levels.  Also you get left over points which also sucks.

 
Also the no-recharge frag grenade, you see it in action in their videos and it is impressive.  I suspect grenades have ammo and that is why there is no cooldown.  

#299
Hennex

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And now Bioware has made my fill of Mass Effect 3 E3 coverage. Still would like to see Tali though, but that's not gonna happen.

#300
Chewin

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Avian005 wrote...

And now Bioware has made my fill of Mass Effect 3 E3 coverage. Still would like to see Tali though, but that's not gonna happen.



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