they proably have put a limited amout of time to get the army together before you fail or get a dissappointing ending.
like after getting the RFF and limited amout of time to resuce the kipnapped crew
do you think my theory is true
time limit in mass effect 3
Débuté par
sabin77
, juin 20 2011 08:17
#1
Posté 20 juin 2011 - 08:17
#2
Posté 20 juin 2011 - 08:19
Goes against the developers wanting to reward the players that are doing many side missions.
#3
Posté 20 juin 2011 - 08:21
I can't see it being as much fun either, it's one of those things where it's better for the game to avoid too much "realism".
#4
Posté 20 juin 2011 - 08:22
I hope not. I hate time limits. I'm a completionist and like to explore everything, so having a ticking clock in the background would be annoying.
#5
Posté 20 juin 2011 - 08:22
i can confidently say most of the community, would absolutely hate an arbitrary timelimit in a game thats largely exploration and lots of side stuff to poke at.
i think biowares smarter than that. the reaper IFF limit wasnt so bad because you could just hold that off till last and do everything else first. but a time limit always looming over you would be absolutely game ruining.
"well i kinda wanna explore this star cluster i just bought the starchart to but well, i gotta hurry or i lose the game, so blah!"
i think biowares smarter than that. the reaper IFF limit wasnt so bad because you could just hold that off till last and do everything else first. but a time limit always looming over you would be absolutely game ruining.
"well i kinda wanna explore this star cluster i just bought the starchart to but well, i gotta hurry or i lose the game, so blah!"
#6
Posté 20 juin 2011 - 08:22
No. I would hate this.
#7
Posté 20 juin 2011 - 08:25
Why would there be a time limit? There's no reason gameplay-wise to add such a thing.
#8
Posté 20 juin 2011 - 08:38
A time limit would ruin the player experience, making every run through feel like you are forced to play a certain way as oppose to playing your way.
Modifié par InHarmsWay, 20 juin 2011 - 08:40 .
#9
Posté 20 juin 2011 - 08:52
Eff global time limits. Hated them ever since Fallout 1. Bahh.
#10
Posté 20 juin 2011 - 08:59
A thousand times, no. I understand the logic behind it, but it would ruin the gameplay. The thing is you can use the same logic for ME1 or 2. Collectors will eventually finish their project, Saren will have Sovereign and the conduit ready before Shepard finds them. For gameplay reasons those aren't time pressured so you can enjoy the game at your own pace. I prefer it like that.
#11
Posté 20 juin 2011 - 09:00
This would be awful.
#12
Posté 20 juin 2011 - 09:26
I think I could live with a milestone based system like that used in ME2.
No time limit but certain, major story missions advance the plot both opening new mission arcs and closing off some side missions.
What might be more controversial are mutually exclusive major missions. Do you secure a cure for the genophage or deliver an essential resource to complete a rachni fleet? What side missions do each open/close?
No time limit but certain, major story missions advance the plot both opening new mission arcs and closing off some side missions.
What might be more controversial are mutually exclusive major missions. Do you secure a cure for the genophage or deliver an essential resource to complete a rachni fleet? What side missions do each open/close?
#13
Posté 20 juin 2011 - 09:36
Hell to the no.
#14
Posté 20 juin 2011 - 09:40
**Enters topic**
**Reads OP's post**
**Dramatically remembers Dead Rising 2**
Hell to the no.
**Reads OP's post**
**Dramatically remembers Dead Rising 2**
Hell to the no.
#15
Posté 20 juin 2011 - 09:43
I don't mind there being a time limit after reaching a set point, a point of no return - as long as that point is well advertised and doesn't hit you suddenly and you can choose when to say "Yep, lets go!"
But the whole game timed - no.
What I would like to see though, is where you have a situation where there are three areas on a planet, for example, the order you do them affect what happens to the other two when you get there- even if its in some small regard. Making the decision of which area to hit first for a tactical, moral reason etc would be awesome.
But the whole game timed - no.
What I would like to see though, is where you have a situation where there are three areas on a planet, for example, the order you do them affect what happens to the other two when you get there- even if its in some small regard. Making the decision of which area to hit first for a tactical, moral reason etc would be awesome.
#16
Posté 20 juin 2011 - 09:47
Don't think their will be real time limit, given the reapers take their time with harvesting. Plus think the devs said something about wanting people to do has much of the game has they can and plus time limits do make things unfun.
I think they did said there will be a time limit for some dialogue choices though can't recall.
I think they did said there will be a time limit for some dialogue choices though can't recall.
#17
Posté 20 juin 2011 - 09:48
A time limit wouldn't make any sense anyway. A time limit to what?
Invasion? already happened
Earth population wiped out? = arbitrary length of time
Earth population indoctrinated? = also arbitrary we don't know how that many reapers would effect all those people. Number or reapers/numberof people/size of planet means it could be weeks months or years so a time limit wouldnt make sense here either.
Time limit to citedal destruction? Now the reapers are here it will still be a target but again unless we learn their attack plans a time limit makes no sense.
So why do people some people think there should be a time limit?
Invasion? already happened
Earth population wiped out? = arbitrary length of time
Earth population indoctrinated? = also arbitrary we don't know how that many reapers would effect all those people. Number or reapers/numberof people/size of planet means it could be weeks months or years so a time limit wouldnt make sense here either.
Time limit to citedal destruction? Now the reapers are here it will still be a target but again unless we learn their attack plans a time limit makes no sense.
So why do people some people think there should be a time limit?
#18
Posté 20 juin 2011 - 09:51
say no to time limits... a gameplay mechanic that died gloriously some time in the 1990s. may it rot in hell.
#19
Posté 20 juin 2011 - 10:00
They have already said that aside from the major story missions, many of the side missions will also play a role in rallying the galaxy and giving you a better chance at a successful ending while also making the ending a little easier on yourself. A time limit on the whole game will absolutely not be happening. Like others have said though, like in ME2, some parts may be timed. The whole game will not be.
#20
Posté 20 juin 2011 - 10:01
I really don't want a timer, I am a completionist and it would really suck to play against a time-limit. I want to complete all quests, it's how I play.
#21
Posté 20 juin 2011 - 10:09
No to global time limits, I hated the time limit in Fallout 1 and thought it took away from the game.
#22
Posté 20 juin 2011 - 10:10
Because when the population of Earth is being exterminated is inexcusable for Sheppard to be stopping on illum to buy some pretty shoes for Liara.
Sometimes the whole nature of an RPG and sidequesting really doesn't fit with the urgency of a main storyline. Yet sidequests are a key reason that an RPG has any depth at all.
Tune this too much in favor of sidequesting and the main story can seem irrelevant. I definitely never bothered to complete the main plot of Oblivion. Tune this to far to the main story and poor Sheppard is wondering how many humans got sawed in half by reaper particle beams while the Hanar shopkeeper blathers on.
The inclusion of some time constraint is a concession to the importance and urgency of the story.
It may also be an excellent concession to Ruthless, direct renegades.
It would be interesting to see time balanced against other resources. Yes you can gather the Rachni fleet but if you strike now you may not need it. Time should not be the be-all, end-all of the game but it should have a place in the narrative
Sometimes the whole nature of an RPG and sidequesting really doesn't fit with the urgency of a main storyline. Yet sidequests are a key reason that an RPG has any depth at all.
Tune this too much in favor of sidequesting and the main story can seem irrelevant. I definitely never bothered to complete the main plot of Oblivion. Tune this to far to the main story and poor Sheppard is wondering how many humans got sawed in half by reaper particle beams while the Hanar shopkeeper blathers on.
The inclusion of some time constraint is a concession to the importance and urgency of the story.
It may also be an excellent concession to Ruthless, direct renegades.
It would be interesting to see time balanced against other resources. Yes you can gather the Rachni fleet but if you strike now you may not need it. Time should not be the be-all, end-all of the game but it should have a place in the narrative
#23
Posté 20 juin 2011 - 10:11
Eww, I can't think of a better way to suck all of the fun out of a game, let alone a "RPG".
#24
Posté 20 juin 2011 - 10:23
NO!! Not another Majora's Mask!
#25
Posté 20 juin 2011 - 10:33
It wouldn't make much sense this late into the series. We could roll around the Mako on dozens of planets while Saren was out wreaking havok in ME1, and spend quite a lot of in-game time dealing with others' daddy issues while human colonies were under constant attack. Also,
This.
Someone With Mass wrote...
Goes against the developers wanting to reward the players that are doing many side missions.
This.





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