Power restriction order
#151
Posté 28 juin 2011 - 10:52
That said I'm not against them being changed to a level basis as this allows more "freedom" with character builds, while also preventing folks from maxing out one power right away to become uber powerful.
#152
Posté 28 juin 2011 - 10:54
#153
Posté 28 juin 2011 - 10:56
Perhaps you should rephrase that. The Sentinel could take both Tech Armour and Energy Drain without spending any points in overload. They wouldn't be able to spend points in Cyroblast or Hacking. Restricting those doesn't really change the power level of the class though.TheMakoMaster wrote...
it was frustrating, but it also stopped some classes from being way overpowered. for example, a sentinel with maxed out tech armor and the energy drain bonus talent would be too much of a tank. forcing the player to put points into overload prevents this.
#154
Posté 28 juin 2011 - 10:59
Bluko wrote...
Eh Pre-Reqs never really bothered me a great deal, since I assume they are usually there to help guide the player in making a sensible character build.
There is nothing sensible about Shockwave on higher difficulty levels. I could see this argument working for lower difficulties though.
#155
Posté 29 juin 2011 - 12:24
if anything, it's even MORE linear now because you'll always be waiting for x-amount of time every game. And you HAVE to spend points unless you want to be some sort of powerless shmuck until you get all your powers available.
They're railroading skills progressions just as much as before (if not even more) and making the game less fun for everyone that doesn't want to play another COD-unlocks clone game. Instead of M4 --> FAMAS --> AK it's just going to be Concussive Shot lvl1 --> Ammo lvl5 --> Grenade lvl10 in a linear, unbreakable progression. Point spending is just moot at this rate.
Unless powers are unlocked at very low level I don't see how this is an improvement over further hand-holding for kiddies "first RPG XDDD"
Modifié par BickDutt, 29 juin 2011 - 12:29 .
#156
Guest_Logic iQ_*
Posté 29 juin 2011 - 12:31
Guest_Logic iQ_*
There is a Paragon/Renegade meter for Garrus?
I must know more!
Modifié par Logic iQ, 29 juin 2011 - 12:31 .
#157
Posté 29 juin 2011 - 12:32
#158
Posté 29 juin 2011 - 12:41
Unless powers are unlocked at very low level I don't see how this is an improvement over further hand-holding for kiddies "first RPG XDDD"
See this.
Brenon Holmes wrote...
Poked around a bit, so apparently the pre-reqs in the form that you guys have seen at E3 aren't around anymore. They're level based unlocks now, but from what I understand it's fairly generous in that most of the abilities unlock over the first handful of levels or so. :happy:
#159
Posté 29 juin 2011 - 12:43
strive wrote...
Unless powers are unlocked at very low level I don't see how this is an improvement over further hand-holding for kiddies "first RPG XDDD"
See this.Brenon Holmes wrote...
Poked around a bit, so apparently the pre-reqs in the form that you guys have seen at E3 aren't around anymore. They're level based unlocks now, but from what I understand it's fairly generous in that most of the abilities unlock over the first handful of levels or so. :happy:
Fair enough.
We'll see at release how it plays out. Personally I won't be holding my breath though.
#160
Posté 29 juin 2011 - 12:48
It's only meant to show up on Shepard's screen, the GUI isn't finished yet.Logic iQ wrote...
Wait.
There is a Paragon/Renegade meter for Garrus?
I must know more!
Hate to burst your bubble... nah, I don't. I revel in the misery of others
#161
Posté 29 juin 2011 - 01:05
Someone With Mass wrote...
I think it's good, because then I can save points for powers that unlocks at a higher level without having to unlock powers that I'm never going to use.
lets pretend you, me, and a bunch of other people already have level 60 + level 30 imports when were starting ME3?
whats the good in waiting to REunlock singularity, for the third time.
#162
Posté 29 juin 2011 - 01:18
So it is sort of like DA2 where you have to be at a certain level to unlock an ability. DA 2 also had certain abilities you couldn't get unless you had other abilities as well ala ME2.Brenon Holmes wrote...
Poked around a bit, so apparently the pre-reqs in the form that you guys have seen at E3 aren't around anymore. They're level based unlocks now, but from what I understand it's fairly generous in that most of the abilities unlock over the first handful of levels or so. :happy:
#163
Posté 29 juin 2011 - 01:21
The Spamming Troll wrote...
Someone With Mass wrote...
I think it's good, because then I can save points for powers that unlocks at a higher level without having to unlock powers that I'm never going to use.
lets pretend you, me, and a bunch of other people already have level 60 + level 30 imports when were starting ME3?
whats the good in waiting to REunlock singularity, for the third time.
Since Singularity is a class exclusive power, I'd imagine that it's unlocked right from the start.
As for the other powers that are locked, I think I can manage until I reach the required level.
#164
Posté 29 juin 2011 - 01:40
Just in case you're still hanging around could you explain the need to lock powers off in the first place please? I'm not being snide (and especially not in the ME forums, I know what that gets you around here..) but I just don't see the need to forcibly balance the player in a single player game. Seems like the player should be allowed to find a powerful build in a single player game, it's not hurting anyone else like it would in an MMO, and the reward for being good at building your character is that the game's easier. Doesn't seem any different to a player being good at getting headshots making the game easier, but you wouldn't have the game prevent those players getting headshots for the sake of balance. And if it's not a balance thing then what is it?Brenon Holmes wrote...
Poked around a bit, so apparently the pre-reqs in the form that you guys have seen at E3 aren't around anymore. They're level based unlocks now, but from what I understand it's fairly generous in that most of the abilities unlock over the first handful of levels or so. :happy:
#165
Guest_Logic iQ_*
Posté 29 juin 2011 - 01:46
Guest_Logic iQ_*
Dude. I'm sad now.TheCrakFox wrote...
It's only meant to show up on Shepard's screen, the GUI isn't finished yet.Logic iQ wrote...
Wait.
There is a Paragon/Renegade meter for Garrus?
I must know more!
Hate to burst your bubble... nah, I don't. I revel in the misery of others
Modifié par Logic iQ, 29 juin 2011 - 01:46 .
#166
Posté 29 juin 2011 - 02:17
Tell me about it, I was hoping for something like KotOR 2. Oh well.Logic iQ wrote...
Dude. I'm sad now.TheCrakFox wrote...
It's only meant to show up on Shepard's screen, the GUI isn't finished yet.Logic iQ wrote...
Wait.
There is a Paragon/Renegade meter for Garrus?
I must know more!
Hate to burst your bubble... nah, I don't. I revel in the misery of others
#167
Guest_Logic iQ_*
Posté 29 juin 2011 - 02:25
Guest_Logic iQ_*
I've never played KotOR before.nerdage wrote...
Tell me about it, I was hoping for something like KotOR 2. Oh well.Logic iQ wrote...
Dude. I'm sad now.TheCrakFox wrote...
It's only meant to show up on Shepard's screen, the GUI isn't finished yet.Logic iQ wrote...
Wait.
There is a Paragon/Renegade meter for Garrus?
I must know more!
Hate to burst your bubble... nah, I don't. I revel in the misery of others
Aw well. I guess I don't know what i missed.
#168
Posté 29 juin 2011 - 02:44
It's kind of academic if that UI's just a placeholder but basically companions' alignments would change with the PC's, so if you play light side your companions would gain light side points too; play dark side and they'd gain dark side points.Logic iQ wrote...
I've never played KotOR before.nerdage wrote...
Tell me about it, I was hoping for something like KotOR 2. Oh well.
Aw well. I guess I don't know what i missed.
This is really off topic though so I'll shut up now..
#169
Posté 29 juin 2011 - 03:00
nerdage wrote...
Just in case you're still hanging around could you explain the need to lock powers off in the first place please? I'm not being snide (and especially not in the ME forums, I know what that gets you around here..) but I just don't see the need to forcibly balance the player in a single player game. Seems like the player should be allowed to find a powerful build in a single player game, it's not hurting anyone else like it would in an MMO, and the reward for being good at building your character is that the game's easier. Doesn't seem any different to a player being good at getting headshots making the game easier, but you wouldn't have the game prevent those players getting headshots for the sake of balance. And if it's not a balance thing then what is it?
I guess it's just for the sake of keeping the enemies, at the initial part of the game (around 30, 40%), tough enough for you and your team so they don't get dispatched as easily with some combinations of skills. Good thing there won't be more prereq skills in order to unlock the good ones
#170
Posté 29 juin 2011 - 03:13
#171
Posté 29 juin 2011 - 03:19
It just feels like hamstringing the player so blatantly is a pretty clumsy way to impose difficulty. If a skill is so imbalanced in the early stages of the game then why not weaken the lower ranks for that skill instead of blocking it off all together until the game's 'ready' for the player to have it? A level requirement just seems so arbitrary to me with no in-game justification.Les_Carver wrote...
nerdage wrote...
Just in case you're still hanging around could you explain the need to lock powers off in the first place please? I'm not being snide (and especially not in the ME forums, I know what that gets you around here..) but I just don't see the need to forcibly balance the player in a single player game. Seems like the player should be allowed to find a powerful build in a single player game, it's not hurting anyone else like it would in an MMO, and the reward for being good at building your character is that the game's easier. Doesn't seem any different to a player being good at getting headshots making the game easier, but you wouldn't have the game prevent those players getting headshots for the sake of balance. And if it's not a balance thing then what is it?
I guess it's just for the sake of keeping the enemies, at the initial part of the game (around 30, 40%), tough enough for you and your team so they don't get dispatched as easily with some combinations of skills. Good thing there won't be more prereq skills in order to unlock the good ones
Not that I don't think it's a step up from the requirements in ME2, but I still don't get it.
Modifié par nerdage, 29 juin 2011 - 03:49 .
#172
Posté 29 juin 2011 - 04:00
Malanek999 wrote...
Perhaps you should rephrase that. The Sentinel could take both Tech Armour and Energy Drain without spending any points in overload. They wouldn't be able to spend points in Cyroblast or Hacking. Restricting those doesn't really change the power level of the class though.TheMakoMaster wrote...
it was frustrating, but it also stopped some classes from being way overpowered. for example, a sentinel with maxed out tech armor and the energy drain bonus talent would be too much of a tank. forcing the player to put points into overload prevents this.
messed up the prerequisite order. what Malanek999 said. :innocent:
#173
Posté 29 juin 2011 - 05:11
lazuli wrote...
Bluko wrote...
Eh Pre-Reqs never really bothered me a great deal, since I assume they are usually there to help guide the player in making a sensible character build.
There is nothing sensible about Shockwave on higher difficulty levels. I could see this argument working for lower difficulties though.
Isn't Shockwave an ability that has to be unlocked? (Pull on the other hand does have its uses even on Insanity.)
#174
Posté 29 juin 2011 - 05:13
#175
Posté 29 juin 2011 - 05:14





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