[quote]Varen Spectre wrote...
Roger that.

[/quote]
Yeah, as simple as it is to dismiss it like that, that's the entire point.
The kind of elitists who start new topics and posts on this every other week, don't think that. They don't provide any new arguments (as you can see), but stick to their old ones which have been rebutted a dozen times, and that's exactly the problem.
Enjoyment and complexity has nothing to do with genre classification or re-use of generic mechanics. This is the community's problem, and that's exactly why we are debating.
If you are just going to "roger that", then we might as well stop arguing. If someone wants to call ME2 a flight sim because you are in a ship, and you often fly it around, they can go ahead. That's obviously not the issue at hand.
[quote]Yes, I did not intend to present the example I provided as representative of the situation between Mass Effects’ stats systems and I have emphasized that. In order to make it corresponding with them, I would need to know, how far (deep) can variables (or entire groups of variables) be modified in both Mass Effects in comparison to each other.[/quote]And we are still using the term deep which only complicates things further.
Either way, the original examples, I'll have to say, don't provide that much in the debate.
[quote]If I knew this (i.e. if I made that thorough comparison of similar stats head to head that I mentioned in my 2nd post), I would simply tell you – I would either agree that ME 2 has deeper stats than ME 1 in this regard because it
allows me to develop that particular effect of ability or item further than ME 1 or would disagree if it was vice versa.
But, in order to point out and demonstrate my issue with the method you proposed (measuring overall depth by measuring the size of changes between individual levels), I did not need to make it representative.
I simply wanted to point out, - in theory (but that’s sufficient) -, that if we focused only on size of differences between individual segments (levels) into which variables / game elements that have stats** {see point two) are divided,… we would ignore the
chance (the
danger) that the game with variable(s) segmented into more parts (i.e. game with smaller levels) would actually allow players to modify this variable to greater overall level (i.e. the overall effect of those individually small changes would actually be greater than in the other game).[/quote]
As I have already explained, fine tuning is all nice and good in theory (while not necessarily complex), but in practice, you either maintain static in relation to the original character, or you need to invest several points in a few attributes. What can be replicated, probably better and in a less complicated manner, in a system similar to Mass Effect 2's.
And why would staying static in relation to the original character be valid? It's simple, you don't want to progress and specialize? Good. Don't bother with statistical
progression. The enemies properly scale to your level, while you become more experienced with the game. That's the same thing. Heck, when there is more player input the more chance there is to have the minimal specialization you ask for. By the player discovering the tricks of the game.
[quote]I am not sure about you, but that would be a problem for me. Like I said, I myself find the overall degree to which elements that have stats** can be modified (developed) to be an important indicator of the depth of stats. So, I would need to see the head to head comparison of Mass Effect 1’s and 2’s variables / elements that have stats** with similar effects to know and admit which one of them allows to modify them to greater degree..[/quote]
The point is moot there, because you are claiming that ME1 allows you to customize around stats more. Does it now? It allows you to fine tune stats mostly irrelevant to the actual game. No matter how much effort you put to them, statistically, you aren't moving nowhere.
[quote]
Fair enough, the term variable is probably not appropriate or at least not encompassing enough. Therefore, I’ll restrict myself to use it to minimum level in order not to confuse you anymore. My ratio though, remains the same.
I am trying to look and compare Mass Effect 1’s and 2’s stats at least from 2 angles:
1. How different individual elements that have stats** from each other are and in how many aspects (damage, range, area of effect, effect on Shepard’s abilities, etc. )[/quote]
Not sure what you mean.
[quote]2. How far / much (I would like to use term “deeply”, but I would not like to argue whether I used it appropriately) can each of those elements that have stats** be modified (how much can weapons be changed by upgrades, how much can powers be changed by leveling up, etc.) and compare these changes wherever is it possible
(compare abilities that increase health, damage, etc.)[/quote]
That's easy enough.
Weapons had only three active variables in ME1, and even with upgrades, the statistical difference was hardly impressive.
[quote]2. I neither agree nor disagree on this one yet. Like I said, I would need to see a head to head comparison of how far / much can be similar elements** (that have similar effects) modified in both games. And of course, I am convinced that it would have to be comparison of size of differences between lowest and highest levels of such elements, not size of two nearest levels. What we disagree on, is whether we need to make a comparison like that.[/quote]
Yes, I have yet to understand the logic behind that.
Progression doesn't matter at all if you count it from Point A to Point Z. It can be done so badly that you don't notice the fact that you are progressing in the entire game. It is seamless to a fault. You don't specialize at all.
[quote]
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[quote]
1. Balance between character’s growth and gameplay difficultyI”ll start with this one since IMO it has the closest relationship to my point – i.e. character which could grow too far could become too strong (e.g. according to some reviews, Witcher 2 is actually easier near the end than in the beginning)[/quote]
Design flaw also present in ME1 and 2, though for very different reasons in 2, and imo, hardly as noticable.
[quote]and the game which would allow to make such strong character would IMO still have deep stats, but it would not be good for its gameplay (hence the mention of "deeper" stats that could be "detrimental" to gamplay in my previous post). By character’s growth, of course, I mean how far I can develop his (her) abilities or items and how much it will change their effect in the game.[/quote]
But the game is obviously not aiming at that. Since when are we praising design mistakes that end up being liked by (some) people. The game aims to have enemies in the same level as you. Therefore, it doesn't want you to be more powerful towards them than you were 20 levels ago. In fact, that points out exactly why the game aims and in some cases does, encourage specialization.
[quote]- As for the character’s growth (abilitiy-wise)
regadless of whether it was good or bad for gameplay, I can’t help but think that IMO, Mass Effect 1 did a somewhat better job. But that’s only my subjective opinion underlined (or should I say undermined^_^) by the fact that I haven’t played ME1 on insanity. I think that the difference between my Shepard at the beginning of the game (I can’t almost hit anything due to low skills and bad equipment and have like one special power) and at the end of the game (my Shepard hits everything almost immediately and has quite few quite strong powers) is larger in ME1. I am convinced that even without level scaling, and especially on higher difficulties, my maxed out Shepard (or me) would still have some troubles with some of the 1st levels in ME2. In ME1, not so much. Of course there are also story reasons for larger growth in 1st ME, but like I said, purely in terms of characters’ growth, ME 1 satisfied me more – I really felt that Shepard was much more powerful at the end of the game.[/quote]
And that doesn't quite matter. A few shots from an assault rifle, no matter how bad it is, will be able to take down the geth. The same amount of shots (should) take down the enemy some levels later, even though you have progressed and changed your equipment.
And you are mistakingly using the term "growth". If anything, both games are doing a terrible job at that. Surely, you mean "progression", and not "growth"? Otherwise, JRPGs
are the deeper kind of RPGs that exist.
[quote]- As for how it worked with the rest of the game (was it detrimental?), I think that ME1, was little bit boring or annoying (depending on the difficulty) in the beginning. It wasn’t a big deal because I was used to such mechanic (e.g. from Deus Ex), but, it wasn’t the funniest shooter on the market either. So in this regard, I think that little bit more “
shallow” stats (smaller reticule from the start) or like you propose, more meaningful changes between the
levels, would have actually been better. Gameplay-wise, of course.[/quote]
I have done 2 playthroughs of the original Deus Ex, didn't notice such serious problems. Might have been the way I played the game, I don't know.
[quote]- As for how Shepard’s growth worked with enemies, again, I think that ME 1 did it little bit better job. Like I said, I haven’t played ME1on insanity, so my perceptions are by no means conclusive. But from my experience, Shepard really felt like a weak fighter in the beginning but near the end, at least the weakest Geths weren’t a problem or annoyance. In ME2, not so much. On harder difficulties, every single mercenary / Collector could give my maxed out Shepard run for his money.[/quote]
Which is a good thing. If that doesn't happen what you have on your hands is a broken scaling mechanic.
[quote]
- As for the
armors (I don’t have any DLC armors), I would say, that the differences in both games are quite insignificant. Whether it was tradeoff between additional bonuses in ME2 or tradeoff between damage protection / shields / tech – biotic protection in ME1, I did not feel like they mattered (much). So, maybe a tie?

[/quote]
Err, not really. The situation is very similar to the weapons. Take a look at the attributes of ME2 armour parts.
[quote]- As for the rest of
items such as
upgrades,
biotic amps, combat sensors, medigels, etc. There are two aspects in which I have to asses them – the balance between themselves (providing that they actually offer any options) and balance between their effects and gameplay. When it comes to 1st aspect, I have a problem, because ME2 moved some of their effects into powers, so the remaining “pure” upgrades are fairly linear without any tradeoffs, or like you say, always better than the previous ones. I’m not sure how to tackle this so I guess the best thing would be to skip this comparison or maybe take it into account in powers comparison. But, my subjective feeling of how much I could toy with them and change them was better in ME1, or better said, would be if it wasn’t for aspect no. 2. [/quote]
Just wondering. What makes ME2's upgrade system more linear, than let's say, a typical RPG level up system? The fact that it underestimates the effects of a Gibbed save editor or of mildy insane planet mining perfectionists?
[quote]As for the 2nd aspect – i.e. the balance between their effects and gameplay – I would say that ME2 did it little, but really only a little bit better. I am not sure in which ME can upgrades influence gameplay more (a brief look in ME Wikia
1 2 tells me that for example, when it comes to basic damage of assault rifles [not against shileds, barriers, etc.], the upgrades in ME 1 allow to upgrade it up to 160 %, while in ME2 it‘s only up to 70% - though this is by no
means conclusive, because there are other aspects such as effect on overheating and accuracy which influence the efficiency of rifle as well and also because large part of damage increase can come in ME2 from powers like AR), but yes, I remember that quite often, I have forgotten to switch them because there were too many for me to keep the track of them and I had to do it manually – which I liked though.

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Can't say much here. High-level upgrades in ME1 were ridiculous, like all high-level things. A few proper upgrades and tadaaa, sniper shottie.
[quote]- As for the
powers, again it comes down to both, how they compare against each other and how they work in the game. ME2 has increased the variety while reducing their overall number. That’s a pretty big feat which in itself kind of makes the powers in ME2 better. Since we are talking about balance though, I would say that powers in ME1 were more balanced against each other. ME2 has those, like other posters tend to say, “signature moves / powers“ which are far more useful than others (adrenaline rush, cloaking, etc.). This is even amplified by global cooldown which always forces the player to pick only one of them. Therefore the balance between ME2’s powers is IMO worse than ME1’s.
Still, it’s hard to perceive it as bad thing, because the new “overpowered” powers are additions to original ones. They don’t limit the old (remaining) ones, they just provide better alternatives. Not to mention that thanks to them, the classes are far more different now. So in terms of variety I would easily give the edge to ME2 (more different powers = more different effects = more and more different variables used in “stats” system).
In terms of how the leveling of powers influenced the gameplay – i.e. how well the leveling up was balanced with MEs’ world and enemies, well, it’s not so simple for me to say. ME1 did IMO one thing really badly though. That was the fact that the effects of those individual levels were really tiny. The change between level 2 and 3 of assault rifles’ talent was hardly noticeable. And the same could be said about most of the ME1’s talents.
In this regard, ME2 handled the situation much better. The changes between the two levels of the same power were much more different. Even if not in the way they affected enemies (probably thanks to level scaling), than at least in terms of their audio-visual effects.[/quote]
The only thing I'll note here is the fact that it is a common complain that biotics were overpowered in ME1. That's all.
[quote]What ME1 handled better though, was
my feeling that Shepard has really improved in comparison to the beginning of the game. Yes, I too found the process (leveling system, upgrading system, etc) through which this was done slow and tedious, but the overall result was quite big – the maxed out Shepard was far more devastating than untrained Shepard. In ME2, he (she) was much better as well, but I did not find that difference to be as big as in ME1 – Shepard was relatively good even in the beginning of the game (which gameplay-wise and story-wise was a good thing) … while at (near) the end of the game, he (she) (or better said I) still had some problems even with supposedly weakest enemies.
I guess,
my desire to measure, whether that was just my subjective feeling or whether the stats in ME1 indeed allow the player to make his (her) Shepard more powerful in comparison to individual enemies he (she) faces
at the end of the game than he (she) was at in the beginning, than they can in ME2, lies here. Hence why I am insisting on measuring the overall effects of stats and not only partial ones (from one level to another.) [/quote]
Addressed earlier on.
[quote]I am not sure I understand how it is related to my previous post but I’ll try to answer in good faith and to the best of my knowledge…I think that progression, with respect to games and game stats, means having the option to repeatedly and continuously choose from several options of how to modify my character, weapon, item, etc.
Based on your post, I think, that we have quite similar opinions about what progression means. What we don’t agree though, is again, whether it is more important how
fast / quiclky the changes can happen… or… how
far they can go. In other words, you say that it is more important how
fast the progression is (how big differences between individual levels are) while I am saying that it is more important how
far progression can go (how big the difference between min. and max. level is) regardless of how fast.[/quote]
1) They can go as far as they want, only if they don't ruin the balance and learning curve of the game.
2) It's not a matter of how quick they happen, it's a matter of practicality.
3) Having the ability to have a static character in relation to your original one, certainly contradicts you there.
[quote]The rest is pretty much similar, including the desire to have as different options as possible.
As for the
level-scaling. I think it’s a big problem when it comes to assessment of depth of stats. It kind of diminishes their influence on gameplay and makes it hard to measure their actual, ingame, effects. Regardless of whether we look at the size of changes between individual levels or the size of change between minimum and maximum level. It’s a problem.[/quote[
Scaling is there for a reason. It works well. ME is not an open world game, it is a modern game, which means that it has to live up to some balance standards to be enjoyable, and has enough player input for a player skill/learning curve to be crucial to the gameplay.
[quote]I would say we don’t have many options how to deal with it. We could either disregard it completely and focus solely on the numbers as if it was turned off (and ignore the actual effects of stats on gameplay though) or we can try to measure the effects of stats in the game on all difficulties or at least on normal since according to Bioware,
that is the baseline Mass Effect experience (but if I understood you properly, you said that there would be too many differences and irregularities, to make a conclusive assessment out of such measurement.). So I don’t know. Since we probably won’t even be able to measure such things properly anyway, let alone to make meaningful conclusions out of such measurement, maybe for the sake of our discussion it would be better to ignore it. But I am open to any ideas how to deal with it. [/quote]
Okay then. Imagine fighting Eden Prime geth in Virmire and Virmire geth in Eden Prime.
[quote]I agree. But in my opinion, “balance” has a lot to do with how “good” something is. As a result, something can be “deep” without being “balanced” and / or “good”.[/quote]Considering that "deep" is used as a compliment, using it to describe a bad system, balanced or not, doesn't make much sense, really.
[quote]Well, the use of term “
more significant” is / was completely
irrelevant for me in that part of the post… If you want, I can replace it with term “
larger” or whatever the term you would find appropriate to describe the situation, that level changes in one game are larger than in another.[/quote]
As
changes, the comparison numbers can talk about themselves. A change is significant is the leap from Point A to Point B are significant. The problem with applying this to Point A to Point Z is this though, if the leaps from Point A to Point B, and from Point B to Point C were not large enough, then they will not appear large enough for the player in the end. It's like cutting up a big pie in 100 pieces and eating it a bit by a bit throughout a day.
[quote]Either way, my point was, that if there were two games which would have exactly the same - elements that have stats - (weapons, items, powers, skills, etc.) but one of them would not only allow to modify these elements to higher degree (higher maximum damage, protection, speed, etc.) than the other one, but also would have smaller segments (levels) into which this larger range is divided than the other one… the number of all combinations of
how to play that game would be larger. And so would be
room for different playstyles.[/quote]
How so? A different playstyle requires different conditions. "Bad cloaking" but "good health recharging rate" are different conditions compared to "Good cloaking" but "bad health recharging rate". "51/100 cloaking" but "49/100 health recharching rate" is not different enough a condition from "49/100 cloaking" but "51/100 health recharging rate" to actually create a new playstyle.
[quote]IRC, it was a reaction to your claim that smaller changes between levels (smaller segments into which modifying / developing of elements like powers skills, items, weapons is divided) in combination with larger maximum level, could discourage players from trying various and different playstyles – at least I understood that part of your post that way.
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There are two ways to use a system which cuts a pie a bit too much.
You either evenly (relatively) spread the points, therefore, not specializing at all.
or you can unevenly spread the points, therefore, specializing. If you are going to unevenly spread the points in order to offer greater specialization, you are going down ME2's road.