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Potential Danger of Level Based Power Unlocking...


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#1
Stardusk78

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I was relatively happy to hear that the power lock feature of ME2 will no longer be in ME3 but somewhat disappointed to hear it is now level based. The problem with level based power unlocking is that it arbitrarily dictates what power is equal to what level or not. Why should, for example, Concussive Shot be lower level than Overload for Garrus? It is subjective as to what is best for each level in terms of power. I woudl favour completely removing power locks because the level based is still an arbitrary hindrance.

Anyone see my point of view?

#2
Dean_the_Young

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No. Nor do I see why this needed its own thread.

#3
-Skorpious-

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I can. But Preston claimed that within a handful of levels (my guess is 10 at the latest) all powers will be available to Shepard.

I assume the same will apply to squadmates, so I'm sure the wait will be completely bearable. 

Modifié par -Skorpious-, 29 juin 2011 - 04:00 .


#4
Stardusk78

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Dean_the_Young wrote...

No. Nor do I see why this needed its own thread.


Why not?

#5
Someone With Mass

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-Skorpious- wrote...

I can. But Preston claimed that within a handful of levels (my guess is 10 at the latest) all powers will be available to Shepard.

I assume the same will apply to squadmates, so I'm sure the wait will be completely bearable. 


This. And to actually be motivated to level up for once beyond the import bonues is a good thing if you ask me. 

Concussion Shot is also pretty weak compared to Overload, so I think that's why Overload takes longer to unlock. 

#6
Dean_the_Young

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Stardusk78 wrote...

Dean_the_Young wrote...

No. Nor do I see why this needed its own thread.


Why not?

Because you could have used the perfectly good thread that this was raised in.

#7
Lumikki

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Stardusk78 wrote...

Anyone see my point of view?

Yes, I see it.

I assume it's about balancing the early game, so player doesn't take all powers in first levels. It also provide little bit progression feeling.

Do I agree that it's needed? Balance maybe, progression nope.

Modifié par Lumikki, 29 juin 2011 - 04:12 .


#8
Stardusk78

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Someone With Mass wrote...

-Skorpious- wrote...

I can. But Preston claimed that within a handful of levels (my guess is 10 at the latest) all powers will be available to Shepard.

I assume the same will apply to squadmates, so I'm sure the wait will be completely bearable. 


This. And to actually be motivated to level up for once beyond the import bonues is a good thing if you ask me. 

Concussion Shot is also pretty weak compared to Overload, so I think that's why Overload takes longer to unlock. 


I guess you could always save points and then buy up Overload later and yes, overall Concussive Shot sucks...

#9
nhsk

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Balance discussions in SP games tend to make me giggle, if not even make me cry hard in laughter...

Yes I definitely support all powers unlocked from the start, afterall storywise, Garrus f.example is already a pretty hardened veteran, so why did he suddenly forget how to use Overload..?

Modifié par nhsk, 29 juin 2011 - 04:19 .


#10
Lumikki

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nhsk wrote...

Balance discussions in SP games tend to make me giggle, if not even make me cry hard in laughter...

Balance player vs enemies.

8 power, player put 1 point of each power OR player put all 8 point to one power.
That's not so easy to balance agaist enemies..

Modifié par Lumikki, 29 juin 2011 - 04:31 .


#11
Eurhetemec

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Stardusk78 wrote...

I was relatively happy to hear that the power lock feature of ME2 will no longer be in ME3 but somewhat disappointed to hear it is now level based. The problem with level based power unlocking is that it arbitrarily dictates what power is equal to what level or not. Why should, for example, Concussive Shot be lower level than Overload for Garrus? It is subjective as to what is best for each level in terms of power. I woudl favour completely removing power locks because the level based is still an arbitrary hindrance.

Anyone see my point of view?


I can see your point of view, but you've already come across the extremely simple solution:

If you are good enough/experienced enough at ME to know that you're better off not spending any points in X, or that X is fine but you want all your points in Y, then you can simply save up.

It's unlikely to be a great hardship. The only way it could be is if Mr Holmes is ill-informed, or they change their minds, and the level-based locks are quite high. I'd be shocked if that happened, though I wouldn't be shocked to see some skills for the player or squadmembers locked behind missions or events in the game.

Just to be clear:

POWERS ARE NOT LOCKED PURELY FOR THE SAKE OF BALANCE.

Sorry to "shout", but people love to ignore this fact. It's not even the primary reason.

The main reason powers are locked in ME2 is to guide new or inexperienced players into using a variety of powers, and help encourage experimentation, whilst preventing new people "specializing themselves into a corner".

The next most important reason also relates to new players - BioWare are trying to prevent "power overload", and people getting confuse or annoyed at the start. You may laugh at such an idea but it does happen, and does put people off a game.

So locking people out of new powers until they have a few levels helps to get them to understand what's going on before they add to the complexity. Passive powers are typically unlocked because they don't add to complexity in the same way.

Also, anyone who thinks balance doesn't matter in an SP game is really, really not bother to use their brain. If Incinerate did 500 damage at rank 1, and Warp did 140 at rank 1, obviously that lack of balance would be stupid, because why would anyone use Warp, given the choice? Given that the "power control" mechanism in ME2 is a global cooldown, powers must be balanced against each other. If there was no GCD and you could just spam the lot of them, it'd be less important, of course (though they should still give similar "value per point", otherwise you, the designer, has costed the wrongly).

Making the classes balanced against each other is less important in an SP game, but again, using your brain, you will realize that if all the classes are similarly effective, overall, making the game's encounters equally fun will be much easier, and you won't need to redesign encounters to fit specific classes.

Modifié par Eurhetemec, 29 juin 2011 - 04:54 .


#12
Someone With Mass

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Ah, yes, because a class shouldn't be balanced at all compared to the rest of them, and thus rendering the other five classes useless. Most people will obviously go with the strongest class, instead of picking them in terms of flavor. Which also makes it pointless in having more than one class if one of them is so much stronger when it comes to weapons, powers and passive abilities than the other five.

#13
Stardusk78

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nhsk wrote...

Balance discussions in SP games tend to make me giggle, if not even make me cry hard in laughter...

Yes I definitely support all powers unlocked from the start, afterall storywise, Garrus f.example is already a pretty hardened veteran, so why did he suddenly forget how to use Overload..?


Cerberus hit him on the head...