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Power restriction order


182 réponses à ce sujet

#1
Lumikki

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I would like to suggest for Bioware that they remove all power restrictions as what order powers has to be taken. I mean that some powers has this "lock" before them and that suggest that they can't be used before some other power has sertain amount of points.

Reason is that ME3 doesn't seem to have many powers in any character or squad members and this kind of restriction just limits players freedom to have different kind of characters and squad members. Forcing players to put points in powers they may not even want to use.  If character would have many powers or those power would be more powerfull, it would make sense to restrict players choises, but in ME3 this doesn't seem to be the case.

Here in pictures you can see "lock" before some of the powers. Is this really needed?
Image IPB
Image IPB
Let playes choose what they want in order they want.

I don't say this lock could not also just mean the power is not usable, but that wasn't the case in ME2.
Notice that all locks are below power what has only 1 or no points. Same as it was in ME2.

Modifié par Lumikki, 26 juin 2011 - 06:04 .


#2
The Spamming Troll

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i agree.

prerequisites are really really really stupid. itd make sense if the abilities that openied up later, opened up becasu of some plot event or something like that. but as a gameplay mechanic that limits player control, i think it needs to be a thing of the past.

#3
Arrow70

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What the troll said (calling someone a trol without insulting them, odd)

Having powers being unlock at certain points or at level "x" would be a better solution and would allow players to spend points on powrs they want rather than putting the into powers they will never use.

#4
FERMi27

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I disagree with this idea, no arguments needed.

#5
Trinity66

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I would understand if locked power would be kind of superior or more powerful version of previous power, but concussive shot and overload are completely different powers, so yes, I agree with OP.

Modifié par Trinity66, 26 juin 2011 - 05:16 .


#6
Repearized Miranda

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Arrow70 wrote...

What the troll said (calling someone a trol without insulting them, odd)

Having powers being unlock at certain points or at level "x" would be a better solution and would allow players to spend points on powrs they want rather than putting the into powers they will never use.


But then you get into this situation.

"I put points in the wrong place because though I thought I'd never use it, I like it and will use it." Yet, then say, "I hope for a way to reallocate points." Which there is or if you're careful before placing points.

If you're unsure, then just put each power at one (of course, paying attention to squadmates when they use theirs). Then, if you don't like ignore it.

However, I think ME3 will have the same remedy as did ME2 for reallocation; however, think about it first - don't just do the method for the sake of doing it.

#7
yamomoto

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The Spamming Troll wrote...

i agree.

prerequisites are really really really stupid. itd make sense if the abilities that openied up later, opened up becasu of some plot event or something like that. but as a gameplay mechanic that limits player control, i think it needs to be a thing of the past.

agreed!!

i want it to be interesting how we learned/gained a certain power 

#8
Confused-Shepard

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Make it like Pokemon where the squad-mates would gain a new power at a certain level or so. Or like how some other games have done where a cutscene shows them improvising and then voila, new move. The ME 2 system is too restrictive and frankly horrid.

#9
xxSgt_Reed_24xx

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I agree... judging from those screens... we have to put points in concussive shot to unlock overload? That's stupid. I don't even like concussive shot and would rather spend those 1-3 points in overload only.

#10
Someone With Mass

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I found this to be annoying with classes like the Sentinel, where I had to waste points on Throw, which I neither like nor use to unlock Warp. Make it a character level requirement or require certain points to unlock it or something, but don't make me waste points on a power I'm never going to use.

#11
Les_Carver

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Agree, BioWare shouldn't be preaching about the freedom to develop your characters if they condition in a way how you want to play.

Lets consider this, the restriction is OK to be kept UNTIL you've unlocked the powers. Once the powers are unlocked, if you reboot your character, you should be free to spend your points however you want.
Image IPB
As you can see, it sucks to have a fully developed character and not be able to pick certain skill and distribute your well earned points however you want. This should be fixed in ME3 asap

Modifié par Les_Carver, 26 juin 2011 - 06:37 .


#12
Daiyus

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I agree. Don't have pre-requisite powers to unlock other powers. I bated that as an Engineer I had to get Cryo Blast in order to unlock AI Hacking. Just get shot of that idea and let people grab the skills they want.

#13
Les_Carver

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Daiyus wrote...

I agree. Don't have pre-requisite powers to unlock other powers. I bated that as an Engineer I had to get Cryo Blast in order to unlock AI Hacking. Just get shot of that idea and let people grab the skills they want.


Exactly, I always hated that I had to spend points in concussive shots for Garrus, Grunt and Zaeed in order to unlock another skill that I was interested in. I didn't even cared about a damn concussive shot at that point lol.

#14
Les_Carver

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Double post, sorry <_<

Modifié par Les_Carver, 26 juin 2011 - 06:42 .


#15
Praetor Knight

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I agree, and I'm really liking what the Soldier is getting in ME3.

#16
CajNatalie

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Prereqs are just for the sake of prereqs... bad idea.

In Mass Effect 1 it worked because of the individual cooldowns, so it was in your best interest to invest in everything anyway. In Mass Effect 2, it's completely different and you need to max out specific powers and forget everything else. The disaster of prereqs increases when you realize that trying to max out locked powers can often result in having spare unspendable points by Level 30...

#17
The Baconer

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Completely agree.

#18
Relix28

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+98434692384629835623805290

GOD, PLEASE DON'T LET THIS THREAD DIE.

Modifié par Relix28, 26 juin 2011 - 07:34 .


#19
TheCrakFox

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I agree, more freedom to shape our characters as we see fit can only be a good thing!

#20
Repearized Miranda

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CajNatalie wrote...

Prereqs are just for the sake of prereqs... bad idea.

In Mass Effect 1 it worked because of the individual cooldowns, so it was in your best interest to invest in everything anyway. In Mass Effect 2, it's completely different and you need to max out specific powers and forget everything else. The disaster of prereqs increases when you realize that trying to max out locked powers can often result in having spare unspendable points by Level 30...


But who would want to use all forty points on Jack (see screenshot) or all 70 if you're Sentinel? One poster already said that s/he rather not waste points on undesirable powers. I don't get the evolving every power anyway idea since Shep and squad will primarily use their signatures.

Miranda = Overload, Warp
Garrus = Concussive Shot, Overload
Jack = Shockwave
Jacob = Pull, Incenerary/Inferno Ammo
Legion/Tali = Combat Drones

Natually, these are the ones you'd want to evolve. I don't like to waste points either, but it's not necessary to top everything out. (And before the "Sentinel is Zeus" chant starts, it doesn't need everything topped out ether.)

#21
dildeinstein

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Someone With Mass wrote...

I found this to be annoying with classes like the Sentinel, where I had to waste points on Throw, which I neither like nor use to unlock Warp. Make it a character level requirement or require certain points to unlock it or something, but don't make me waste points on a power I'm never going to use.


QFE.  Good points OP, hopefully we'll have a more sensible solution in ME3.

#22
Parah_Salin

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The locked powers aren't disproportionately more powerful than the unlocked ones. It really dosen't make sense to limit powers.

#23
CajNatalie

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Repearized Miranda wrote...

CajNatalie wrote...

Prereqs are just for the sake of prereqs... bad idea.

In Mass Effect 1 it worked because of the individual cooldowns, so it was in your best interest to invest in everything anyway. In Mass Effect 2, it's completely different and you need to max out specific powers and forget everything else. The disaster of prereqs increases when you realize that trying to max out locked powers can often result in having spare unspendable points by Level 30...


But who would want to use all forty points on Jack (see screenshot) or all 70 if you're Sentinel? One poster already said that s/he rather not waste points on undesirable powers. I don't get the evolving every power anyway idea since Shep and squad will primarily use their signatures.

Miranda = Overload, Warp
Garrus = Concussive Shot, Overload
Jack = Shockwave
Jacob = Pull, Incenerary/Inferno Ammo
Legion/Tali = Combat Drones

Natually, these are the ones you'd want to evolve. I don't like to waste points either, but it's not necessary to top everything out. (And before the "Sentinel is Zeus" chant starts, it doesn't need everything topped out ether.)

I have no idea what you thought I said... but your reply doesn't look like it's to my post. o.O

#24
Saberchic

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I'm also not a fan of locked powers, but I think if you're importing and the power is already unlocked, it should be good to go from the beginning. For instance, Garrus already has overload unlocked, and I have him use it a lot. There should be no reason that he can't start out the game with it unlocked.

#25
Someone With Mass

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Saberchic wrote...

I'm also not a fan of locked powers, but I think if you're importing and the power is already unlocked, it should be good to go from the beginning. For instance, Garrus already has overload unlocked, and I have him use it a lot. There should be no reason that he can't start out the game with it unlocked.


I think they're doing something like it for the imports. You're starting out with your "basic" powers.