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Those big arrows...


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#51
xxSgt_Reed_24xx

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Praetor Shepard wrote...

Brenon Holmes wrote...

I believe so... but we've added a bunch more cover actions, we're up to 7 or 8 at the moment? Most of which are context sensitive, some of which have overlapping inputs. So you can imagine that the issue of being able to easily explore what is possible at a given moment without any kind of feedback might be difficult. :happy:

We might end up reducing that before ship, so maybe it's a moot point. But as things currently stand, I think it would be extremely difficult to play without the cover indicators. I would almost equate that to people asking to be able to remove the cross hairs... :mellow:

As I've mentioned before, it's been brought up... so we'll have to see where that goes.


7 or 8? Yeah!! :devil:

I hope the cover actions stay in that range for a solid variety, because I would like combat to feel more fluid and organic, when moving across the battlefield.


No doubt!!!

I can't wait to use all these different cover actions to close in on enemies stealthily... cause, let's face it... run and gun gets old quick. lol

#52
crimzontearz

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Ruud333 wrote...


And Brenon, some of us would like the corss hairs gone (and replaced with lasers sights) Posted Image


this

Laser sights FTW

#53
Brenon Holmes

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crimzontearz wrote...
hey if I made a thread about levelling up math would you give some insight :)?


Heh, I'd like to... but I think we're still in the process of working through the specifics, so I don't think I could say anything definite.

#54
AbsolutGrndZer0

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Brenon Holmes wrote...

I think there's a misunderstanding. They're context sensitive...

"Playing with them off because I know what I'm doing" isn't really very likely... unless you've memorized the complete graph of movements between all cover in all levels.

How do you know you can swat turn between two pieces of cover? You can't just blindly trust that there's an acceptable piece of cover off to the side... You'd probably have to turn the camera over to look. And is that cover close enough? Hard to tell just by eyeballing it... Then you would have to turn the camera back and initiate the action...

The icons are there to let you know you can do something, because it's not really feasible for people to "just know" that they can do a specific cover action (beyond some of the basic ones, like cover slip).

And yes... there could be an option in ME3 to disable them... but I think people should understand their actual use before disparaging their utility. :happy:


Do not disparage the readout, sir! Whatever the readout says becomes company policy.

#55
RPGamer13

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I played the Gears of War 3 Multiplayer Beta and the icons were actually helpful. Also, the directions held on the controller to what the action button would do when pressed while you held the analog stick a certain way weren't exact. Without them, I would have been wondering why the character was doing one thing instead of what I thought they were going to do.

#56
Brenon Holmes

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Ruud333 wrote...

And Brenon, some of us would like the cross hairs gone (and replaced with lasers sights) Posted Image


ha. Well... I don't know if you can do *exactly* that, but some of the scopes let you mod out your guns in some more interesting ways (I think there is a laser scope, but I don't think it cross hairs).

Keep in mind a lot of this is still not finalized yet... but we had a Revenant with a (sniper-style, 2x (I think?)) scope and some kind of barrel mod on it the other day... it was pretty... crazy... :o

Modifié par Brenon Holmes, 19 juin 2011 - 08:00 .


#57
Fiery Phoenix

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Brenon Holmes wrote...

Ruud333 wrote...

And Brenon, some of us would like the cross hairs gone (and replaced with lasers sights) Posted Image

ha. Well... I don't know if you can do *exactly* that, but some of the scopes let you mod out your guns in some more interesting ways (I think there is a laser scope, but I don't think it cross hairs).

Keep in mind a lot of this is still not finalized yet... but we had a Revenant with a (sniper-style, 2x only I think?) scope and some kind of barrel mod on it the other day... it was pretty... crazy... :o

:lol: Awesome!

#58
crimzontearz

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Brenon Holmes wrote...

crimzontearz wrote...
hey if I made a thread about levelling up math would you give some insight :)?


Heh, I'd like to... but I think we're still in the process of working through the specifics, so I don't think I could say anything definite.


hehe all I would like to know is if you are working to solve the issue there was in ME2 where you had 2 viable point spread distributions (for shepard....and only 1 for the squaddies) and everything else left you with un-used points because you just did not have enough to buy an even extra level of one of the non maxed skills

#59
Someone With Mass

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Ha, that sounds a little silly. A machine gun like the Revenant with a scope. Posted Image

#60
Apollo Starflare

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Brenon Holmes wrote...

Ruud333 wrote...

And Brenon, some of us would like the cross hairs gone (and replaced with lasers sights) Posted Image


Keep in mind a lot of this is still not finalized yet... but we had a Revenant with a (sniper-style, 2x only I think?) scope and some kind of barrel mod on it the other day... it was pretty... crazy... :o


You know that saying? "We're going to need bigger guns..." Yeah, that's the bigger gun. :P

#61
TheOtherTheoG

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They don't seem like things you could take off - they tell the player information about what will happen if they hit the cover button, they're not handholding. Sure, you say 'I'm too hardcore to use them' and play without them, but it would be like playing without a health bar, or an ammo count, it's like comparing playing the game on an uber-high AI difficulty to playing it with a blindfold, one is actively making the game more difficult, and the other is simply handicapping the player into the illusion that it's more difficult.

Oh, and we should be allowed to put sniper scopes on shotguns, like in Crysis. Sure, it wasn't helpful in any way, it only marginally increased it's accuracy, but it was pretty funny.

Modifié par TheOtherTheoG, 19 juin 2011 - 08:05 .


#62
Ruud333

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Brenon Holmes wrote...

Ruud333 wrote...

And Brenon, some of us would like the cross hairs gone (and replaced with lasers sights) Posted Image


ha. Well... I don't know if you can do *exactly* that, but some of the scopes let you mod out your guns in some more interesting ways (I think there is a laser scope, but I don't think it cross hairs).

Keep in mind a lot of this is still not finalized yet... but we had a Revenant with a (sniper-style, 2x (I think?)) scope and some kind of barrel mod on it the other day... it was pretty... crazy... :o


Thanks Brenon - crazy is good Posted Image

#63
Guest_Guest12345_*

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I would really prefer the arrows be disabled, or give the players the option to disable them.

Not to sound like an elitist, but I've played literally dozens of third person shooters and cover-based shooters. It is not hard to move around without giant glowing arrows, and should I happen to move wrong? I will get over it and make due.

It is more important that I have a visually enjoyable experience that is not cluttered with visual distractions than it is that I never make a cover-based mistake.

Please, allow players to disable on screen distractions like these glowing arrows, tutorial pop-up boxes that say "get behind cover when you're taking damage" and those terrible little floating heads.

Modifié par scyphozoa, 19 juin 2011 - 08:15 .


#64
Burdokva

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Brenon Holmes wrote...

And yes... there could be an option in ME3 to disable them... but I think people should understand their actual use before disparaging their utility. :happy:


With all due the respect, but can't you just provide the option and let the player decide if he wants the visual hints or not?

For me, at least, this is just another indication of dumbing down. Not only is it blatantly obvious, but apparently the devs think people are too stupid to figure out the movements by themselves.

Just put the option to switch the damned thing off, please. The less pointless visuals, the better.  

Modifié par Burdokva, 19 juin 2011 - 08:05 .


#65
Tony Gunslinger

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Someone With Mass wrote...

Ha, that sounds a little silly. A machine gun like the Revenant with a scope. Posted Image


Not as silly as a scoped Claymore :devil:

Actually I'm crazy enough to try that out.

#66
Brenon Holmes

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crimzontearz wrote...

hehe all I would like to know is if you are working to solve the issue there was in ME2 where you had 2 viable point spread distributions (for shepard....and only 1 for the squaddies) and everything else left you with un-used points because you just did not have enough to buy an even extra level of one of the non maxed skills


From what I've seen, there's a lot more depth in terms of the customization of abilities and powers. So you have a lot more options in terms of where you want to put your points.

I haven't really taken a close look at all the options, but I'm fairly certain you should have a lot more options in terms of viable builds for both Shep and for the party.

#67
crimzontearz

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Brenon Holmes wrote...

crimzontearz wrote...

hehe all I would like to know is if you are working to solve the issue there was in ME2 where you had 2 viable point spread distributions (for shepard....and only 1 for the squaddies) and everything else left you with un-used points because you just did not have enough to buy an even extra level of one of the non maxed skills


From what I've seen, there's a lot more depth in terms of the customization of abilities and powers. So you have a lot more options in terms of where you want to put your points.

I haven't really taken a close look at all the options, but I'm fairly certain you should have a lot more options in terms of viable builds for both Shep and for the party.


cool, I am OCD about all that....

#68
ventrue3000

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Brenon Holmes wrote...

ventrue3000 wrote...

Why don't you indicate action possibilities by making Shepard do something? Let him lean out a little, like he's preparing to roll over to another piece of cover. Same functionality, but more subtle.


This was also brought up in the last thread on this very topic. :happy:

Basically, you can't always see all of Shepard and unless you make large changes in pose - animation only solutions are generally not noticeable. Those two factors make the issue a little challenging... so even if we did do an animation solution, we'd probably still want to have some sort of GUI indicator and use the animations as reinforcement.


I think you might be understimating the gamers a little here :-)

If you spend a few hundred hours looking at the shoulders of a guy whose basic movement pattern repeats every 30 seconds, you immediately notice anything out of the ordinary. Especially, if the change is another repeating pattern you have seen a thousand times before.
This might at least be kind of a fallback option for those who decide to turn the arrows off, maybe after playing a while, once they know the animations.

#69
Bozorgmehr

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Tony Gunslinger wrote...

Someone With Mass wrote...

Ha, that sounds a little silly. A machine gun like the Revenant with a scope. Posted Image


Not as silly as a scoped Claymore :devil:

Actually I'm crazy enough to try that out.


To watch if that Vorcha has brushed his teeth before blowing his brains out, maybe?

Shepard the Dentist :P

#70
Ruud333

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Tony Gunslinger wrote...

Not as silly as a scoped Claymore :devil:


Dear BW,

I request that the above be implemented in ME3 and/or DA2.

Yours faithfully,

Ruud

#71
onelifecrisis

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Brenon Holmes wrote...

I think there's a misunderstanding. They're context sensitive...

"Playing with them off because I know what I'm doing" isn't really very likely... unless you've memorized the complete graph of movements between all cover in all levels.

How do you know you can swat turn between two pieces of cover? You can't just blindly trust that there's an acceptable piece of cover off to the side... You'd probably have to turn the camera over to look. And is that cover close enough? Hard to tell just by eyeballing it... Then you would have to turn the camera back and initiate the action...

The icons are there to let you know you can do something, because it's not really feasible for people to "just know" that they can do a specific cover action (beyond some of the basic ones, like cover slip).

And yes... there could be an option in ME3 to disable them... but I think people should understand their actual use before disparaging their utility. :happy:


^ This. Totally this. I hate HUDs filled with clutter, especially big glowing in-your-face "look at me!" clutter, but the ME3 arrows serve a proper function and aren't too invasive.

#72
Praetor Knight

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Brenon Holmes wrote...

crimzontearz wrote...

hehe all I would like to know is if you are working to solve the issue there was in ME2 where you had 2 viable point spread distributions (for shepard....and only 1 for the squaddies) and everything else left you with un-used points because you just did not have enough to buy an even extra level of one of the non maxed skills


From what I've seen, there's a lot more depth in terms of the customization of abilities and powers. So you have a lot more options in terms of where you want to put your points.

I haven't really taken a close look at all the options, but I'm fairly certain you should have a lot more options in terms of viable builds for both Shep and for the party.


My only pet peeves with how ME2 handled powers was having to unlock powers by spending three points in another power and also having unspent points with certain builds.

For companions, I would have loved having all squadmates work like Jacob and Miranda with how we can distribute points in ME2. And 31 points for the number of available powers should have been the standard for all companions, IMHO, (no wasted points that way). I hope that ME3 companions can distribute points as Jacob and Miranda are able to in ME2.

With Shepard, if the unlocking limit is still there in ME3, I hope unlocking powers only needs one point (or maybe two points), versus three points as we had in ME2 and that any build will be able to use all available points.

#73
Lumikki

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I have to agree with OP. I don't like the arrows, so option in menu to turn them off would be nice.

Oh, why I don't like the arrows?

They makes game more like game and not simulation of world. Meaning they lower my impression of game world as they aren't really part of it. As for hand held, I don't mind, but I don't allways want to be hand held, so let it be players choise.

You could make them default as on, if you think they are needed.

Modifié par Lumikki, 19 juin 2011 - 08:40 .


#74
RPGamer13

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The arrows aren't THAT big.... It's not like they take up half of the screen.  They also take up less of the screen than what I saw in the Gears of War 3 Multiplayer Beta.

TheOtherTheoG wrote...

Oh, and we should be allowed to put sniper scopes on shotguns, like in Crysis. Sure, it wasn't helpful in any way, it only marginally increased it's accuracy, but it was pretty funny.


The custom Shotgun in Metal Gear Solid 4 allowed you to attach a couple sights to it, one laser dot scope and one scope with crosshairs.  I thought they were pretty cool even if they weren't really useful.  So, I agree it would be cool to see at least one for Shotguns.

#75
Brenon Holmes

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Burdokva wrote...

With all due the respect, but can't you just provide the option and let the player decide if he wants the visual hints or not?


As I said earlier in the thread, the suggestion has been raised. We'll see what happens.