Gamespot's E3 Interview with Casey Hudson- Weapon customization confirmed and expanded powers + Screenshots
#401
Posté 09 juin 2011 - 01:53
#402
Posté 09 juin 2011 - 02:45
bdm13 wrote...
Also cannot wait to see what VG charge looks like, the latitude to customize the skills allows for some crazy stuff
God I'm so pumped now.. ME3 is really going to be something else alright..
#403
Posté 09 juin 2011 - 03:38
Nighthawkk771 wrote...
To all those people who are saying that there aren't enough non-combat skills, I'd just like to point out that the only real non-combat skills in ME were Charm/ Intimidate and the decryption and Electronics skills.
From the video, it looks like there will be some sort of Charm/ Intimidate modifier, so I'm curious to know what other non-combat skills people want, as I would say the only other one I can think of is electronics, decrypt etc, which just seems superfluous.
Just off the top of my head...
Charm
Intimidate
Electronics
Decrypt
Medicine
Barter
Some form of Tinkering to boost weapon and armor mods
Search, which could yield more or better items and resources
The only reason it's superfluous is because Bioware removed and avoided any significant development of the related systems, or replaced them with largely pointless "Minigames".
Barter would be just fine, if Bioware hadn't removed shops selling stuff worth buying. Medicine would be just fine if they hadn't made you auto-regenerate life in 2 seconds, like Shooters do. Search would work well, if Bioware didn't put everything blatantly out in the open so people didn't have to bother exploring. Electronics and Decryption work just fine, except now it's a minigame based upon your reflexes rather than your character's skills.
Charm/Intimidate were perfect, giving Character based gateways into more conversation options. Of course, the reason that was changed was included in ME2's splash screens, "You have to talk to people to have a romance". Rather than keep their RPG market, they instead went after a market so disinterested in RPGs that apparently a significant number of them couldn't understand why a romance didn't just happen automatically, and that they should actually talk to people. So it's no big surprise that Charm/Intimidate went, because if you've gotta explain to people that they should talk to NPCs in an RPG, trying to explain what Character Based dialogue options are is a lost cause.
Non-combat skills aren't at all superfluous when you're making an RPG, problem is, looks like Norman's far more interested in making TPS's. Which is fine, I just wish she and Bioware would give up the pretense of making RPGs and just call it what it is, a TPS. Because then, we wouldn't be having this conversation.
#404
Posté 09 juin 2011 - 03:44
Dave666 wrote...
Phaedon wrote...
And these are definitely not meaningless stats.
Agreed. How your weapon performs, be it damage, accuracy or whatever is pretty damned important. lol
@Mesina, There aren't any stats, thats what I was getting at. Blue Bars that raise or fall depending upon which mods you install really don't tell us much of anything without some sort of number system.
I suggest to Bioware to include numerical stats when you mouse over the bars.
#405
Posté 09 juin 2011 - 03:45
#406
Posté 09 juin 2011 - 04:32
ShadowSplicer wrote...
Like I said, an RPG isn't loading a game out with numbers and crap, an RPG is making choices and being your own person. How is this so hard to grasp?
Um that is what you think an RPG is. Others obviosuly think differently.
#407
Posté 09 juin 2011 - 04:49
ME3 is no longer a freaking RPG game. It is an SHOOTER game with RPG elements. When will you guys accept this? Casey has been trying to bring ME3 into mainstream gaming by introducing MULTIPLAYER. However, he didn't think he could make a great multiplayer in ME3. The fact that BIOWARE was trying to make ME3 into multiplayer shows where BIOWARE is going with the ME series. I know its sad for hardcore RPG fanboys out there, but just look to the bright side and move on.
#408
Posté 09 juin 2011 - 04:59
#409
Posté 09 juin 2011 - 05:05
#410
Posté 09 juin 2011 - 05:55
twitter.com/#!/CaseyDHudson/status/78652178599915520
"Just watched your @gamespot piece from earlier, did I see right that squadmates have their own Paragon/Renegade meters? #ME3"
"Yea, we wanted to show some of the RPG stuff, but screens aren't done. Squad renegade/paragon won't be there."
#411
Posté 09 juin 2011 - 06:57
The ammo was fine. What is needed is some tweaking to make them more efficient and attainable. From the looks of of there are more skill points and evolutions, so that will help with diversity and give a wider arsenal to the soldier. ( in me2 you were really hurting for skill points of you wanted more than one ammo power plus adrenalin or a bonus power.)
The only thing I am dissapinted with so far, is that bioware hasn't really shown anything that shows the soldier being diversified from other classes. What will fortify be that sentinel armor doesn't do and more? The grenade is a nice start, but what else does the soldier bring to the table that another class doesn't? We can carry more weapons... But every class can use every weapon now. (which is a good thing aside from soldiers)
Well still I am happy for everything I am seeing so far, now I can't wait to see what all the other classes will be getting.
#412
Posté 09 juin 2011 - 07:01
#413
Posté 09 juin 2011 - 07:09
..........DO WE FINALLY GET TO INFLUENCE OUR SQUADMATES?!?!?!
#414
Posté 09 juin 2011 - 07:18
#415
Posté 09 juin 2011 - 07:18
Upsettingshorts wrote...
noisecode wrote...
In Exile wrote...
Are we back to KoTOR?
Why would that be bad?
If we're talking about morality meters, yes. That would be horrible.
This is why I actually never finished KOTOR.
#416
Posté 09 juin 2011 - 07:57
#417
Posté 09 juin 2011 - 09:35
#418
Posté 09 juin 2011 - 09:48
ChristianSoldier wrote...
I'll end this freaking thread for you RPG fanboys.
ME3 is no longer a freaking RPG game. It is an SHOOTER game with RPG elements. When will you guys accept this? Casey has been trying to bring ME3 into mainstream gaming by introducing MULTIPLAYER. However, he didn't think he could make a great multiplayer in ME3. The fact that BIOWARE was trying to make ME3 into multiplayer shows where BIOWARE is going with the ME series. I know its sad for hardcore RPG fanboys out there, but just look to the bright side and move on.
Honestly, ME was always a shooter with choice and RPG elements. The difference is that the shooter aspect isn't terrible anymore, like it was in ME1. Regardless of what people like to claim, you spent most of ME1 running around shooting stuff as well.
#419
Posté 09 juin 2011 - 11:28
Gatt9 wrote...
The only reason it's superfluous is because Bioware removed and avoided any significant development of the related systems, or replaced them with largely pointless "Minigames".
Mainly because the related systems failed in their implementation, for the most part. Which the decryption/inventory systems demonstrated pretty well. Why develop a system flawed at its very foundations?
Barter would be just fine, if Bioware hadn't removed shops selling stuff worth buying. Medicine would be just fine if they hadn't made you auto-regenerate life in 2 seconds, like Shooters do. Search would work well, if Bioware didn't put everything blatantly out in the open so people didn't have to bother exploring. Electronics and Decryption work just fine, except now it's a minigame based upon your reflexes rather than your character's skills.
And if I recall, decryption/electronics was also a minigame. Admittedly, if your character did not have the requisite levels, you would be unable to hack certain terminals. Still, the insane amounts of omnigel your character could acquire made hacking containers rather useless.
I'm also curious why you think search would work well in a tps/rpg hybrid when it hasn't been implemented since Neverwinter Nights.
Charm/Intimidate were perfect, giving Character based gateways into more conversation options. Of course, the reason that was changed was included in ME2's splash screens, "You have to talk to people to have a romance". Rather than keep their RPG market, they instead went after a market so disinterested in RPGs that apparently a significant number of them couldn't understand why a romance didn't just happen automatically, and that they should actually talk to people. So it's no big surprise that Charm/Intimidate went, because if you've gotta explain to people that they should talk to NPCs in an RPG, trying to explain what Character Based dialogue options are is a lost cause.
You mean a series which had mostly combat skills chose to focus on those combat skills?This is shocking to me. I would argue that the few non-combat skills we were given already felt out of place in a system which was already focused on action gameplay.
And as always, you seem incapable of posting any statistics or definitions to back up your claims.
Non-combat skills aren't at all superfluous when you're making an RPG, problem is, looks like Norman's far more interested in making TPS's. Which is fine, I just wish she and Bioware would give up the pretense of making RPGs and just call it what it is, a TPS. Because then, we wouldn't be having this conversation.
Hmm? What conversation? Most of your posts typically consist of 3 elements:
Fallout 2 is the best game ever!
Bioware makes shooter games.
RPGs for people who hate RPGs.
Which part of your posts would you like to enage in conversation regarding?
Modifié par Il Divo, 09 juin 2011 - 12:03 .
#420
Posté 09 juin 2011 - 11:49
#421
Posté 09 juin 2011 - 11:49
Gatt9 wrote...
Just off the top of my head...
Charm
Intimidate
Electronics
Decrypt
Medicine
Barter
Some form of Tinkering to boost weapon and armor mods
Search, which could yield more or better items and resources
Decrypt/Electronics were both there to give you overload and another combat ability (can't remember the name). Electronics also gave you a + boost to repairing the Mako and shields.
Medicine improved your medigel healing rate. These are all combat abilities. They were also retained, just moved.
You know where these bonuses were moved? The upgrade screen in ME2. The one where you purchase and research upgrades to your armour.
That's where you take medigel from partial health healing + unconscious member revival to 100% armour/shield recovery + 100% health recovery + full revival. It's where you double your total shields. And it's where you can buy +50% to your decrypt time.
Moreover, barter was implemented overtly in dialogue by having Shepard use charm/intimidate.
So these were all features that were kept the game and even expanded. But since it meant upgrading gear on a linear path (you know, like how Ursa IX was a linear upgrade of Ursa X, and all armour was objective better with the exception of Predator/Colossus), apparently none of those should count as RPG features.
Barter would be just fine, if Bioware hadn't removed shops selling stuff worth buying. Medicine would be just fine if they hadn't made you auto-regenerate life in 2 seconds, like Shooters do. Search would work well, if Bioware didn't put everything blatantly out in the open so people didn't have to bother exploring. Electronics and Decryption work just fine, except now it's a minigame based upon your reflexes rather than your character's skills.
Decryption was a mini-game based on your reflexes. On the 360 and the PC. In fact, on the PC it was even more dependant on reflexes than the 360. All that Bioware removed was a requirement of a base level of a skill to open any container.
Charm/Intimidate were perfect, giving Character based gateways into more conversation options. Of course, the reason that was changed was included in ME2's splash screens, "You have to talk to people to have a romance". Rather than keep their RPG market, they instead went after a market so disinterested in RPGs that apparently a significant number of them couldn't understand why a romance didn't just happen automatically, and that they should actually talk to people. So it's no big surprise that Charm/Intimidate went, because if you've gotta explain to people that they should talk to NPCs in an RPG, trying to explain what Character Based dialogue options are is a lost cause.
Charm/Intimidate was expanded in the sequel. Like I pointed out: you could use it to barter directly for a discount and you could now use it with companions to resolve minor conflicts. In ME3 it's being (potentially, based on our seculation) being expanded to include a direct influence on the beliefs of your companions, and a separate friendship branch is being added.
Not to mention that acting as if an RPG is at all a staple of RPGs is silly, given that almost all non-Bioware RPGs still don't include them (e.g. Bestheda/Obsidian releases).
Non-combat skills aren't at all superfluous when you're making an RPG, problem is, looks like Norman's far more interested in making TPS's. Which is fine, I just wish she and Bioware would give up the pretense of making RPGs and just call it what it is, a TPS. Because then, we wouldn't be having this conversation.
Name the last non-D&D Bioware game that had non-combat skills. Which was it? KoTOR? Or do you count crafting + AI tactics + persuasion in DA:O, where the only difference between it and the ME series was that you had to level up a skill to craft items.
Modifié par In Exile, 09 juin 2011 - 11:50 .
#422
Posté 09 juin 2011 - 11:52
You make me sad.laecraft wrote...
The weapon and abilities customization screens make my eyes glaze over, and I want to take a nap and return to the game when those screens go away.I hope there's a button "just upgrade everything unpgradable automatically without even having to look at those screens". Not everyone wants to spend hours on learning and tweaking various abilities that have no real impact on the game. In ME2, I never even touched the armor customization, because I couldn't see what difference it made. I just end up shooting everything in my way anyway.
Call it "RPG abilities fatigue." I want to get to the interesting stuff like dialogues, plot, and cutscenes already. Even having to choose from more than two weapons to fire at the enemy causes me fatigue. They're all shooting bullets, the situation changes too quickly, what's the difference. Unless there is a very specific situation that calls for instant heavy fire, or a situation that requires a single good sniper shot, I just use one weapon throughout the game, and that's it for customization. Honestly? My Shepard can get through with a single, basic gun. He's just that awesome.
Not that it matters, of course, since this stuff makes a lot of people happy for some reason, and there was an option in ME2 called "automatic level up", so I'm hoping there will be something like that in ME3, too, plus an option "optimize all weapons automatically."
#423
Posté 09 juin 2011 - 11:58
#424
Posté 09 juin 2011 - 02:20
Someone With Mass wrote...
Dave666 wrote...
Hmmm...Well, they said they were getting rid of 'meaningless stats', so now we have meaningless bars that grow or shrink and gives us absolutely no usable information. I do hope that is changed before release.
You're kidding, right?
What, is "You're dealing 542 damage" useful information?
Not to me.
I just need to know that some things boosts the damage/rate of fire/whatever on my weapon. That's it.
I'm so sick of whiners always complaining "Y I CANT SEE STATS IN MY RPG?!"
That's right! Just like me, you measure a guns effectiveness not by the "Points of damage" but by the size of the exit wounds.
#425
Posté 09 juin 2011 - 02:26
Some of you are sick of people having an opinion that differs to yours? Or that they express their disdain of a system they don't like?
Complaining about complainers complaining is ridiculous.





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