sky_captain wrote...
There was no auto aim for ME2 which is the same base system being used in ME3
Your wrong; there was a aim assist. I fought the game countless times to aim at my targets.
sky_captain wrote...
There was no auto aim for ME2 which is the same base system being used in ME3
ME1 system was bad as a FPS. If you considered the aiming reticle as the target selector instead, it made for a very dynamic target selection system for a RPG. It was an unusual and inventive presentation, however, which confused some people.ChristianSoldier wrote...
ME1 system was terrible. To clarify on your statement.
There were accuracy stats in ME 2 as well. They reduce the starting crosshair spread. It is specially evident with the Revenant machinegun.ChristianSoldier wrote...
ME3 has the same shooter mech as ME2 but why is there an accuracy stat on the weapon customization?
Modifié par Xewaka, 11 juin 2011 - 10:20 .
it's probably going to be like ME2, yes yes yes noSylvius the Mad wrote...
Can we still aim while paused in ME3?
Will there be any stat-driven effects affecting aiming or damage (which can serve as an abstraction of accuracy)?
Can we still trigger biotic and tech abilities while paused?
Will we finally be able to use a scope while paused?
It seems that you have some sort of VATS system in mind, selecting the target and then letting stats determine if if hits or not. It could be nice, but I'm not sure if it could work well with moving enemies.Will we finally be able to trigger a weapon while paused?
Bozorgmehr wrote...
Gatt9 wrote...
I'm going to have to agree with your general premise here, that Character Based Skill and Player Based Skill cannot be mixed, and that attempting to do so generates all kinds of problems.
ME2 is a mix of character/class based skills and player shooter skills - it doesn't create any problems at all, in fact, it's a great way to mix those two genres.One of the two systems eventually must become dominant, either the Character Skills remain relevant through the entire game, in which case the Player Skills are always "Handicapped", or the Character Skills diminish to the point of irrelevance as the game progresses. There's no way to balance it.
Have you played ME2? If so, can you explain what you mean by this b/c I'm a bit confused here.
To play ME2 at full potential you'll need powers, weapons and teamwork - ignoring one of em will result in a "handicapped" playstyle. ME is about the balance between powers and shooting..I disagree that ME2's direction was a wise choice though, the shift to TPS did not help the game, primarily because it was an extremely weak TPS that boiled down to "Hide in cover, wait for pause, aim where they'll stand, wait for pause to expire, shoot". For every single fight.
Sylvius the Mad wrote...
So, Mass Effect had what I think was a terrific stat-driven aiming mechanic. It was the first time I'd seen a shooter with stat-driven aiming. It basically took traditional RPG target selection and converted it to an analog process so that it would fit inside a shooter interface.
I really liked it.
Then Mass Effect 2 took that away. I have a great many complaints about that, but what's important here is that ME2 still allowed the player to aim while paused, thus eliminating the need to have player skill determine Shepard's accuracy.
I think this is very important. If Shepard's an elite soldier, her accuracy should not depend on my accuracy. She shouldn't shoot less well if I'm drunk, or if I'm injured, and she shouldn't shoot more accurately just because I got some practise.
The ability to aim while paused saved ME2's combat from becoming nothing more than an action game. Without it, I likely would have found the game unplayable. On this topic, I have several questions about ME3:
Can we still aim while paused in ME3?
Will there be any stat-driven effects affecting aiming or damage (which can serve as an abstraction of accuracy)?
Can we still trigger biotic and tech abilities while paused?
Will we finally be able to use a scope while paused?
Will we finally be able to trigger a weapon while paused?
kstarler wrote...
Please explain to me what I failed to comprehend, besides sarcasm, which clearly doesn't always come accross in text? If your post was sarcastic in nature (I'm still unclear) then I apologize, though there are others who have made similar points in regards to this tired discussion, so the argument still applies.SalsaDMA wrote...
Gotta love it when people take you showing an argument to be fallible as if you are making the argument yourself...
10-4 for comprehension...
Can you show me where I claimed that it never existed? Oh, wait, "10-4 for comprehension..." See? I can do that too. I never claimed it didn't exist, I pointed out that the game developers wanted to make a Shooter/RPG hybrid. They failed to incorporate sufficient shooter mechanics in ME1, and adjusted for that when they designed ME2.SalsaDMA wrote...
I also find it funny that when the OP asks for something that exists in the series, it is claimed that it never existed at all... Again 10-4 for comprehension...
The only comprehension I see failing, again, is yours. They were saying in regards to a video game (not real life) that a well trained special operative would know how to aim and fire a basic weapon like an AR. The argument you are claiming they made does not exist.SalsaDMA wrote...
And the final 10-4 in comprehension: Figure out what the respons in regards to accuracy was actually a respons to: People claiming firing a gun was just pointing their gun at something and then they would magically hit what they were pointing at.
I'm not going to argue which opinion is more valid. The OP opined that they would rather have stat based aiming a la ME1. I opined that I would rather have aiming a la ME2. Clearly the OP was inviting just this type of conversation by creating the thread, so I fail to see how my post "should [not] have been added if [I] read the posts proper..."SalsaDMA wrote...
But at the very least you formulated well, despite not really having added anything that should have been added if you had read the posts proper...
Lumikki wrote...
That's odd, when you used machine gun, it's recoil cause accurity change as simulating kick.Mesina2 wrote...
Esbatty wrote...
Didn't Alpha Protocol work the same way as the ME1 shooting system?
Yeah.
It's better( mainly since weapons didn't had Accuracy stats) but it still sucks.
How ever, if you target enemy, the aiming cursor was very steady even in level 1.
In general this comment of course is right. How ever, if we talk aiming, character doing it or player doing, doesn't really prevent roleplaying.SalsaDMA wrote...
Roleplaying isn't everyones cup of tea, which is why discussions like this thread occur.
Modifié par Lumikki, 11 juin 2011 - 05:00 .
Sylvius the Mad wrote...
So, Mass Effect had what I think was a terrific stat-driven aiming mechanic. It was the first time I'd seen a shooter with stat-driven aiming. It basically took traditional RPG target selection and converted it to an analog process so that it would fit inside a shooter interface.
I really liked it.
Then Mass Effect 2 took that away. I have a great many complaints about that, but what's important here is that ME2 still allowed the player to aim while paused, thus eliminating the need to have player skill determine Shepard's accuracy.
I think this is very important. If Shepard's an elite soldier, her accuracy should not depend on my accuracy. She shouldn't shoot less well if I'm drunk, or if I'm injured, and she shouldn't shoot more accurately just because I got some practise.
The ability to aim while paused saved ME2's combat from becoming nothing more than an action game. Without it, I likely would have found the game unplayable. On this topic, I have several questions about ME3:
Can we still aim while paused in ME3?
Will there be any stat-driven effects affecting aiming or damage (which can serve as an abstraction of accuracy)?
Can we still trigger biotic and tech abilities while paused?
Will we finally be able to use a scope while paused?
Will we finally be able to trigger a weapon while paused?
Lumikki wrote...
In general this comment of course is right. How ever, if we talk aiming, character doing it or player doing, doesn't really affect roleplaying.SalsaDMA wrote...
Roleplaying isn't everyones cup of tea, which is why discussions like this thread occur.
I corrected that sentense in my post, because it wasn't right.SalsaDMA wrote...
Lumikki wrote...
In general this comment of course is right. How ever, if we talk aiming, character doing it or player doing, doesn't really affect roleplaying.SalsaDMA wrote...
Roleplaying isn't everyones cup of tea, which is why discussions like this thread occur.
Wrong.
Sure, but so does stat based aiming too.2 easy examples to show why this isn't the case:
1) The player is a better shot through the interface than the character should be. Breaks immersion.
2) The player is a worse shot through the interface than the character should be. Breaks immersion.
Not sure what you try to say here. It sounds to me like you are arguing that game where is player aiming can't be roleplayed? It seem to me, like you have taken attitude as thinking like only players who like classic RPG combat can be roleplayers?Which is why some people argue against shooting skills being the only skill that gets this 'special treatment' just to pander to a different target group than roleplayers.
Modifié par Lumikki, 11 juin 2011 - 05:15 .
Lumikki wrote...
Not sure what you try to say here. It sounds to me like you are arguing that game where is player aiming can't be roleplayed? It seem to me, like you have taken attitude as thinking like only players who like classic RPG combat can be roleplayers?
Modifié par Lumikki, 11 juin 2011 - 05:41 .
Lumikki wrote...
So when you deside behave of you character what choises to do, you aren't roleplaying, you are making your own personal judgement calls?
When some actor is acting role in movie, they are just them self, they can't really play any other role than them self, right?
Point been, when you do player aiming, you just take direct control of character like you do when you do any other choises behave of character. I can still roleplay my character even if I fail to arrive the level of my character physical aiming, like you intelligent may be too low to simulate you character choises right. Just been less good or too good in something as not been perfect, doesn't prevent ability roleplay as take role (acting).
Modifié par Lumikki, 11 juin 2011 - 06:40 .
Lumikki wrote...
Yeah, but you character in game doesn't have all abilities simulatated. The character doesn't make it's own decission based character abilities. Character is making decission based your ability make decissions.
What you argue is that giving order to puppet what to do, like walk that direction is better roleplaying than you deside where to shoot as aiming. I'm not in real life holding that gun I just deside what direction to shoot and when. That's same decission making than moving character by, go foward, stop, turn left.
My point been you are judging one style of decission making behave of character, while dismiss that you do these same kind of stuff all the time for you charcater. You call one roleplaying and other not, why?
I could even go so far that if you want all abilities be done by you character and you just deside directions as control. Are you anymore even roleplaying at all as taking role or are you just controlling character what you have define. Point been more direct control you have to you character, better possibilities you self have play a role. It's difference between creating role and controlling it, like a movie director and playing the role, like actor.
Right. Just like ME1.Lumikki wrote...
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.
Yes. I dislike shooters, and neither ME game requires this, so I don't know why you're using it as an example.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.
Not all RPGs have that steep a power curve. I've been asking for a shallower power curve for years, and ME would have been a great time to use one. If ME had started at level 40 and finished at level 60, the aiming system would have worked much better.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.
The player doesn't need to be aiming at all. He should just be selecting targets.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.
I think they mixed very well in ME1. That allowed real-time stat-driven aiming. ME2 only allows stat-driven combat if the player aims while paused, so it's ME2 that I think is a poor mix. If the goal was to make the combat faster and more actiony, it completely failed because it forces players to pause the game to remove their own skill from the mechanics.RPG and TPS doesn't mix well with aiming.
The combat is one of only two things in ME1 that I liked. I liked the open exploration on the uncharted worlds (particularly in the Mako, but also the freedom to leave the Make and explore on foot), and I liked the combat.I don't even have to say how bad it was. It's the second thing that spoiled other ways excelent game.And I liked ME1's combat a lot more.
As I mentioned above, the thing I like about ME1's combat is that it is a really traditional RPG combat system, but it's presented to look like a TPS combat system.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).
And yet, this is exactly how both ME games work if you aim while paused.RPG combat is too slow, because targeting, select, do action. Takes too long in time.
Your chart is completely irrelevant, because both ME games allow the player to aim while paused. So player skill, both in ME and ME2, never has to matter if the player doesn't want it to. The player can follow the red line through the whole game if he wants.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.
Modifié par Sylvius the Mad, 11 juin 2011 - 09:14 .
Not quite. VATS resolves theAmfortas wrote...
It seems that you have some sort of VATS
system in mind, selecting the target and then letting stats determine
if if hits or not. It could be nice, but I'm not sure if it could work
well with moving enemies.
That would harm roleplaying. If I'm having an emotional reaction to combat, that will inhibit my ability to determine Shepard's emotional reaction separately from mine.CaptainZaysh wrote...
Stat-based aiming isn't coming back. I hope they don't take out this ability to aim while using the power wheel, though. It sounds like a very boring way to play but it's obviously very important to some of the fans (and it even makes it playable for somebody with mild cerebral palsy, which is just excellent). BW should put back in the option to shoot from this mode. (Maybe as a semi-hidden menu toggle - hide it from the casual gamer under an "accessibility" menu option.)
That said, I think some grognards who are physically able are missing a trick by not playing the shooting parts. What you gain in micromanaging the shooting parts you lose in synergy with your PC. Barely surviving a wild shootout by making a sequence of correct split second decisions is not only an incredibly addictive and rewarding experience but I think it helps put you in a mental and emotional state more in line with where Shepard's would be.
It doesn't make any sense for me to be the one aiming the gun. I don't even exist within the game's reality.Golden Owl wrote...
Just curious, why would you want to aim while paused? wouldn't that take all the fun the challenge of a good head shot?
Reflex? You kiding? Pressing keys isn't physical task? Clicking mouse in right time to do spell attack isn't reflex?SalsaDMA wrote...
One decision is decided by how you want to roleplay your character, the other is decided by your reflexes.
That's the difference. Reflexes =/= roleplaying.
Modifié par Lumikki, 11 juin 2011 - 09:44 .
Modifié par Massadonious1, 11 juin 2011 - 09:45 .
Mass Effect has never been an RPGSylvius the Mad wrote...
It doesn't make any sense for me to be the one aiming the gun. I don't even exist within the game's reality.Golden Owl wrote...
Just curious, why would you want to aim while paused? wouldn't that take all the fun the challenge of a good head shot?