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We have Paragon and Renegade interrupts, what about class interrupts?


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#26
Fhaileas

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Il Divo wrote...

Fhaileas wrote...

Here's a novel idea... how about "no" QTEs at all. In a so-called RPG I'd like to be the one in control of my character's actions and the underlying motivation behind them.


Following this suggestion, wouldn't we have to get rid of the dialogue wheel and voiced protagonist altogether, since he might not sound how I would like and since I can't explicitly know what my Shepard is going to say?


Hear hear!!!

#27
Guest_Tigerblood and MilkShakes_*

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Not a bad idea.very interesting

#28
leggywillow

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Fhaileas wrote...

Il Divo wrote...

Fhaileas wrote...

Here's a novel idea... how about "no" QTEs at all. In a so-called RPG I'd like to be the one in control of my character's actions and the underlying motivation behind them.


Following this suggestion, wouldn't we have to get rid of the dialogue wheel and voiced protagonist altogether, since he might not sound how I would like and since I can't explicitly know what my Shepard is going to say?


Hear hear!!!


Then you are a fan of the wrong franchise, hon.  Mass Effect has always had these elements, and the QTEs are already confirmed for ME3, I believe.  Not sure what you're accomplishing by snarking about something ME has never pretended to be.

#29
Il Divo

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Fhaileas wrote...

Il Divo wrote...

Fhaileas wrote...

Here's a novel idea... how about "no" QTEs at all. In a so-called RPG I'd like to be the one in control of my character's actions and the underlying motivation behind them.


Following this suggestion, wouldn't we have to get rid of the dialogue wheel and voiced protagonist altogether, since he might not sound how I would like and since I can't explicitly know what my Shepard is going to say?


Hear hear!!!


Just wanted to be sure we had consistency. Please continue. Image IPB

#30
darthnick427

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I'm down. That would be sweet

#31
DTKT

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I dislike such an idea.

Fragmenting content to make each gamers experience unique is good but it has to stop somewhere. If you keep doing that, you run the risk of having too many choices that are only available to a small portion of your audience.

#32
AtreiyaN7

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Fhaileas wrote...

Here's a novel idea... how about "no" QTEs at all. In a so-called RPG I'd like to be the one in control of my character's actions and the underlying motivation behind them.


Here's another novel idea: the ME series was always action-roleplaying oriented, and there's nothing wrong with that (or the occasional QTEs).

Modifié par AtreiyaN7, 11 juillet 2011 - 03:54 .


#33
Il Divo

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DTKT wrote...

I dislike such an idea.

Fragmenting content to make each gamers experience unique is good but it has to stop somewhere. If you keep doing that, you run the risk of having too many choices that are only available to a small portion of your audience.


Out of curiosity, where do you stand on Dragon Age's approach to Origins? I ask because this was a criticism leveled against the game by some fans. 6 unique origins + dialogue is less content devoted to the total experience.

Modifié par Il Divo, 11 juillet 2011 - 03:42 .


#34
robarcool

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I am in support of this idea, although it seems kind of difficult to handle it. I mean, a Vanguard can charge into a closing door, but what about other classes in that situation? Will they follow a different path?

#35
Guest_Tigerblood and MilkShakes_*

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DTKT wrote...

I dislike such an idea.

Fragmenting content to make each gamers experience unique is good but it has to stop somewhere. If you keep doing that, you run the risk of having too many choices that are only available to a small portion of your audience.


why not have more choices/dicission.more playthroughs and "meaningfull" characters

#36
Praetor Knight

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DTKT wrote...

Fragmenting content to make each gamers experience unique is good but it has to stop somewhere. If you keep doing that, you run the risk of having too many choices that are only available to a small portion of your audience.


Nah, and I say give the Engineer some really awesome interrupts :devil:

#37
Nightdragon8

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DTKT wrote...

I dislike such an idea.

Fragmenting content to make each gamers experience unique is good but it has to stop somewhere. If you keep doing that, you run the risk of having too many choices that are only available to a small portion of your audience.


Who OP idea or the other guys Idea??

I personally love the OP Idea,

Because during the SB cutscene with a biotoic Shep while I agree he shouldn't be able to go toe to toe he could still have used his biotics to slow his fall or something. Because shep has yet to use biotics in a single cutscene.

(I mean in throry he should have been able to save himself from the collector base as an Adept, Or vangard, you oo large gap *zoom*) With Adept he should have been able to at least reduce his own mass so he would have floated farther.

#38
Miroslav_s46

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The devs already said in another thread (one about using different weapons in cutscenes) that in would involve making different cutscenes and that takes a lot of time (according to them) but then again they've said themselves that the idea is pretty good and will try to implement it in some way (shepard threatening with biotics etc)

#39
Guest_Tigerblood and MilkShakes_*

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Miroslav_s46 wrote...

The devs already said in another thread (one about using different weapons in cutscenes) that in would involve making different cutscenes and that takes a lot of time (according to them) but then again they've said themselves that the idea is pretty good and will try to implement it in some way (shepard threatening with biotics etc)


That is true but Changing the weapon in a cutsence wouldnt be to hard just make "layered"  code for all classes if the results is true then boom the weapon is as seen,if its false more or so "copy and paste" the weapon layer into the cutsence to "overlap" the default weapon for the cutsence.ME1 had that going on,might have taken some time to write the code and pre-dev it but more then do able

#40
TheWarofArt

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If this also entails my infiltrator, Miranda, Jacob, and Jack not holding up assault rifles in cutscenes, that would be awesome.

#41
goofyomnivore

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TheWarofArt wrote...

If this also entails my infiltrator, Miranda, Jacob, and Jack not holding up assault rifles in cutscenes, that would be awesome.


I think in Phaedon's thread they confirmed in cutscenes you wouldn't hold a weapon you can't use.

#42
True Zarken

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class interrupts? I'm in!

#43
CroGamer002

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Doubt it.

#44
SkittlesKat96

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 Its a good idea but would require a lot of effort put into it. Maybe if they one day accumulate a bigger budget and have the budget to fit it into a game though it would be nice...

#45
Spanky Magoo

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Maybe a hand full of instances where they build a convo room specially for this feature. Like the krogan during mordins loyalty. Say the soldier in what it is now, the infiltrator would go cloacked followed by a confused krogan then he gets assassinated, Vanguard would charge and do something, Adept could pull him and throw him out a window or something idk just spitballin here.

#46
CPT Eightball

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you sir, pose a very good question.

#47
Praetor Knight

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SkittlesKat96 wrote...

 Its a good idea but would require a lot of effort put into it. Maybe if they one day accumulate a bigger budget and have the budget to fit it into a game though it would be nice...


My sarcasm detector is tingling, =]

But what if each class only had two or three moments each at most?



There are two scenes that come to mind in ME2, the one where you shock the Batarian working on that Gunship and the scene where Shepard shoots down the explosive crates and the poor salarian is like :o, those were just a few that are memorable and having class interrupts done is a similar fashion would only add to that.

So in other words, having class interrupts incorporated similar to those moments is more that enough for me, and I think adds a nice flavor to each class if they can shine in different circumstances.

#48
Quething

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Miroslav_s46 wrote...

The devs already said in another thread (one about using different weapons in cutscenes) that in would involve making different cutscenes and that takes a lot of time (according to them) but then again they've said themselves that the idea is pretty good and will try to implement it in some way (shepard threatening with biotics etc)


That thing about weapons in cutscenes is straight false, they did it just fine in ME1. Play the Scan The Keepers quest out until you get to the whole "threatening Chorban" bit, and try swapping which weapons your squaddies have active before triggering the cutscene. They'll point their active weapon at the salarian every time. I have no idea why ME2 squaddies can't keep track of which of two weapons they're using when ME1 squaddies could manage four just fine.

ANYWAY I agree with this idea. Tossing that knife at the slaver as a rogue!Hawke was one of the most satisfying moments in DA2 (which admittedly is setting a low bar, but nevertheless), and I would absolutely love a few similar moments in ME3. I'd even take interrupts that don't actually impact anything at all or make the fight easier the way Renegade interrupts do, just so long as my Vanguard gets a chance to feel like a biotic. It seems like a natural extension of the class-responsive cutscene varitions that the game should also already have. :D

Modifié par Quething, 11 juillet 2011 - 05:47 .


#49
Shotokanguy

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100k wrote...

The important thing to note is that there don't actually have to be six different class interrupts (though that would be nice). There only have to be three.
1. Vanguard + Adept = biotic interrupt.
2. Engineer + Sentinel = texpert interrupt.
3. Infiltrator + Soldier = weapon interrupt.


Why would a Sentinel use tech abilities before biotics? Why would an Infiltrator use a weapon instead of a tech skill?

#50
Ja5ck

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I like this idea, as long as this doesn't mean that only a certain class can do an action, but all classes do the same action differently