Modifié par Inge Shepard, 02 juillet 2011 - 05:14 .
Power restriction order
#51
Guest_Inge Shepard_*
Posté 27 juin 2011 - 01:05
Guest_Inge Shepard_*
#52
Posté 27 juin 2011 - 01:41
they are the reason why my vanguard never uses pull and just has to rush forward where my old vanguard lived off lift like there was no tomorrow
#53
Posté 27 juin 2011 - 02:31
For example a lightning bolt power unlocking a lightning storm power makes senses. Pull unlocking shockwave on the adept and then shockwave unlocking pull on the vanguard does not work. They also don;t work out to well in systems like ME where you have to heavily invest in a power to get much use out of it. In most pre-req systems you drop a single point into a power, maybe 2 for the improved version. You aren't dropping a 5th of your points into a single power and then stil have to deal with a pre-req.
#54
Posté 27 juin 2011 - 02:36
#55
Posté 27 juin 2011 - 05:45
I think it would be much better to restrict some powers with lvl. requirements and completely drop pre-req's. For instance, you could only invest 2 points into Tech Armor, until you reach lvl.5. After that you could invest 5 points, until you reach lvl.15, etc...That would restrict you from gaining something obviously OP early on in the game, but it wouldn't force you to drop points into something you will probably never use, just to unlock something you want to use.
Or there is another solution. Just drop all restrictions and let us play how we like. This is a single player game after all.
Modifié par Relix28, 27 juin 2011 - 05:46 .
#56
Posté 27 juin 2011 - 06:01
Modifié par Brenon Holmes, 27 juin 2011 - 06:01 .
#57
Posté 27 juin 2011 - 06:02
#58
Posté 27 juin 2011 - 06:07
#59
Posté 27 juin 2011 - 06:13
Brenon Holmes wrote...
I can't recall why off the top of my head, but there was a reason these were re-added. I'll poke around. :happy:
YAY!!!
#60
Posté 27 juin 2011 - 06:15
#61
Posté 27 juin 2011 - 06:16
If you can't remember why you put it in, I guess it wasn't important enough and you can take it out again.Brenon Holmes wrote...
I can't recall why off the top of my head, but there was a reason these were re-added. I'll poke around. :happy:
#62
Posté 27 juin 2011 - 06:23
#63
Posté 27 juin 2011 - 06:27
Brenon Holmes wrote...
I can't recall why off the top of my head, but there was a reason these were re-added. I'll poke around. :happy:
I hope it's a good one.
If it's to benefit new players, please consider removing the locks in Hardcore and Insanity difficulties, or on New Game Plus.
#64
Posté 27 juin 2011 - 06:30
Thank goodness unecessary comments were unecessary!
Modifié par RGFrog, 28 juin 2011 - 04:16 .
#65
Posté 27 juin 2011 - 06:33
#66
Posté 27 juin 2011 - 06:39
Brenon Holmes wrote...
I can't recall why off the top of my head, but there was a reason these were re-added. I'll poke around. :happy:
Lore?! "A biotic must learn the basics of Shockwave first, in order to be able to learn Pull!"
Who know, might be.
And I agree with the OP, this is kind of annoying, though not a gamebreaker for me ^^
#67
Posté 27 juin 2011 - 06:42
#68
Posté 27 juin 2011 - 06:45
And one more thing..... going into a major boss type fight after a cutscene: PLEASE do not reset my ammo to default. I have incendiary or warp equipped for a reason. I'm not going to remove it just to listen to some boss jabber.
If they need to do some game balancing, make the enemy AI smarter.
And while we're on this... instead of making Insane the Shepard needs to empty a two or three magazines to get a kill and the enemy needs one shot, why not make the AI use better tactics with each difficulty level. This would also slow down the game and make it more tactical as difficulty got higher.
Modifié par sH0tgUn jUliA, 27 juin 2011 - 06:47 .
#69
Posté 27 juin 2011 - 06:53
Inge Shepard wrote...
Why not start with all bonus power.
*snip*
Or you can add some extra pwers.
*snip*
Inge
I was thinking about this, and I'd rather not have a system like this. Oblivion was fine with such a system, and if ME3 will use exp gains like ME2 then I don't think it would work anyway.
And I personally don't want to go back the exp grinding of ME1.
I simply want to evolve what I want, without putting points into other powers, and get down to business
#70
Posté 27 juin 2011 - 06:53
+1
#71
Posté 27 juin 2011 - 06:55
If the powers are properly balanced then it shouldn't be necessary.
#72
Posté 27 juin 2011 - 07:19
#73
Posté 27 juin 2011 - 07:19
Brenon Holmes wrote...
I can't recall why off the top of my head, but there was a reason these were re-added. I'll poke around. :happy:
No offense, but how can you guys not see that pre-req's are completely unnecessary in this game? It is an annoying restriction for the player(s), that doesn't really make much sense.
I would very much like to hear your reason and argument behind it. Though I doubt it will make an unreasonable feature like this any more reasonable.
#74
Posté 27 juin 2011 - 08:37
#75
Posté 27 juin 2011 - 08:45
If there is a reason for them, I'd like to know it.
Also agree about the locked doors on the Normandy. I want to explore all places on my ship, it doesn't matter if there's nothing in them yet.





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