Sylvius the Mad wrote...
I think you've made a mistake right out of the gate. ME combat was not built around player aiming. It was built around stat-driven aiming, and it had an analog target selection mechanic that mimicked player aiming.
No, you are abolute wrong here. Stat based aiming in combat doesn't require player aiming at all, only selecting targets. Remember character is now doing fully the aiming. Example basic RPG has it so that player move cursor and selects target, then click action. Shooter combat is where player targets enemy with aiming cursor and will have to follow the target with aiming to have ability hit the target when shooting. That's player based aiming. ME1 had that, but it was also affected by stat what was the wrong move to have two different thing to do same thing.
I will absolteuly agree that the system wasn't well implemented, especially at the beginning of the game.
Did you think why?
Because RPG progression, from rat to God. That's what RPG is character progression, but in aiming situation it doesn't work, because character "stats" are BAD in the beging of progression, but player isn't. So, stat based aiming forces player to fail in aiming. That's the problem when you mix two aiming.
That doesn't mean stat-driven aiming was a bad idea. That's far too broad a conclusion.
Not really, only way to fix is it is to reduse stats affects to player aiming. Then you can ask why is it affecting at all? When only thing it in end does is harm players aiming. RPG and TPS doesn't mix well with aiming. You can make seperated system to assit players aiming, but you can never make players own aiming worst. Thats ME1's mistake and it's comming from mixing TPS and RPG.
Second combat issue was pistols, like adding few points to pistol skill and through some miracle you have machine gun in hand. Thirth issue was overhead what could be totally elimated by adding some cooling mods to guns. Then instant ever shooting guns. Then because weapons and armors had so stong affect you abilities survey, you can become allmost like superman in later game. Meaning specter weapons and armors where way too good. Then comes the issue that most weapons in same category feeled same, like they where same weapon with small stat differences. Then comes because defence where so good player doesn't really needed to use cover. Then comes that bionic power where extreme powerfull, even in companions. Try to have Liara and Vrex with you and see all enemies flying in air. Then there was issue that pistol could be come so effective that it makes other weapon DPS as obsolite. And so on and so on...
None of that has anything to do with stat-driven aiming, so I don't know why you're bringing it up.
I did bring them up, because most of these problems are also RPG related and they are all affecting combat baddly. You self keep saying how good it did work, when it wasn't in end really that good. Sure it worked, but it has a lot of issues. How ever, I agree they aren't aiming related, just general RPG.
And I liked ME1's combat a lot more.
I don't even have to say how bad it was. It's the second thing that spoiled other ways excelent game.
That's guaranteed by it having been RPG combat. you've just presupposed your own conclusion. If ME had RPG combat, then obviously any problems in ME's combat would be related to the RPG-ness of the combat, as that's all their was.
Nope, they had two option. One was remove TPS and fix RPG combat. How ever fix RPG combat was not option, BECAUSE player aiming was in ME1, removing TPS aiming would have destroyed hole action side of combat and made hole game slow general RPG. Because player would have lost ability aim and forced to select enemy. Aiming is comming from TPS side. Like I sayed before half TPS and half RPG combat. Second option is to fix the bad thing what is affecting the aiming and that was what? STAT based aiming (character skills affecting players aiming).
But rather than address those issues, they just threw away the entire system - which had been quite a clever system that gave the player a lot of tactical and roleplaying freedom - and instead dropped in an incoherent and lore-breaking system that we've seen in dozens of other games.
Of cause they had no other choise, keep the current broken combat or make it work as redo it and accept full TPS combat. Because going full RPG wasn't really option to keep action RPG working well. Full RPG would have basicly destroyed what Bioware was trying to do.
So, conclusion (ME1 -> ME2): Some choises in combat:
1. Keep the currect system
- Players has issues, like the sniper riffle. Nothing really get fixed.
2. Redo the system as TPS combat
- Players have issues as accept TPS combat (like you). How ever the combat works.
3. Redo the system as normal RPG
- This would make game work, but hole nature from action RPG would be destroyed, because no fast shooting anymore. RPG combat is too slow, because targeting, select, do action. Takes too long in time. Some player has issues as accepting RPG combat.
4. Redo the system as Tabula Rasa type RPG.
- This could have worked all RPG player and still kept the fast tempo. Not as good as TPS but pretty close to ME1 current one. Also this would be totally character stat based, so no player aiming is required, but still it allows faster targeting. Of course all players who prefer shooter combat would not accept this as any good, like ME1. But the difference would been that for RPG's players those who gets TPS, this would not feel so broken, like the half way done ME1 combat was.
Blue line is player aiming, how high it's, is based players own skill. Red line is character progression related stat aiming where it starts and stop is game based. Black line near them is result of them togather as mix. First stats aiming is making total aiming worst, then later players own aiming is limiting total aiming result. Point been it doesn't matter how you do them togather, because total aiming is allways worst of them both.

PS: I have played ones pretty fast RPG, but it doesn't exist anymore. Tabula Rasa mmorpg. It's combat was RPG based, but it had auto locking feature. Meaning when you target enemy with cursor and start shooting, game automaticly locked in that target. So, shooting it self was also selecting target. It's not as good as TPS combat, but it's faster than basic RPG. Little like something between them.
Modifié par Lumikki, 11 juin 2011 - 08:38 .