Dionkey wrote...
The driving in ME1 was fine, it was the problem with the controls and the emptiness. Fill it up with more interesting sights and reifne the controls (Hammerhead was fine, but way too weak).
Maybe. Fill it up with too much and you still run into the same problem of it becoming a linear "follow the landmark" or "follow the enemies". Refining the control requires those playing ME to enjoy driving simulators. I don't particularly like it much. I found the car chase on Lair of the Shadow Broker to the most boring part of the DLC. Further, driving isn't a fundamental RPG element, so having better driving doesn't change how much of an RPG it is one iota.
But having a bigger sandbox would certainly be nice. But I think you can accomplish that without going to ME1 extermes.
Dionkey wrote...
I agree, melting down omni-gel was terrible, but I think completely taking out the inventory was a lazy solution. Something more similar to the DA2's inventory (which I thought was pretty well done) would be nice.
I wouldn't mind using the DA2's inventory. But the presence or absence of an inventory doesn't make a game an RPG, as has already been discussed thoroughly (CoD or Zelda are not RPGs), and ME2 is not a non-RPG because it doesn't have one.
I prefer my RPG's to focus more on the story. My choices, my dialogue, my interactions will have an effect, either immediate or dow the line. That's what makes a rewarding RPG to me. ME2 kept this as its core. Being able to flip through a [bad] inventory system doesn't add much to the game. Certainly, you could still have a system that allows you to customize your weapons without that abomination of an ME1 inventory.
Dionkey wrote...
The thing about ME2 was that builds had no advantage over each other. You could adapt any 2 squadmate to your weaknesses no matter what class you were. In ME1, there were 20x the builds and they all applied for the most part.
Yes, this is true, if you knew ahead of time what kind of enemies that you'd face. You could also create strategies that were more universal and yet didn't necessarily cover its weaknesses. For example, on one playthrough, I made an engineer and took along Tali and Legion for triple combat drone. Because of ME2's greater emphasis on it being a cover shooter instead of a generic (and poorly executed) TPS, this kind of strategy actually had a huge amount of impact on how the combat played out. Much more so than whether or not I mastered warp or pull.
Dionkey wrote...
First off, the Omni-tool's haptic interface comes from built in pieces in the armor or synthetic weaving in the skin. All that force feedback is artificial. Secondly, if Omni-blades were to sear through armor, they would need to be hotter than a plasma cutter. Unless omni-tools are now plasma cutters, I don't see how that works.
It could be more of a refractory laser cutter, I supose. Anyway, I don't see how husks, mechs, the yagh on the shadow broker, and armored units were supposed to die from my elbow either. It's not a perfect solution, but it's still an improvement.