Aller au contenu

Photo

What elements from Deus Ex: Human Revolution would make great additions into Mass Effect?


  • Veuillez vous connecter pour répondre
431 réponses à ce sujet

#351
Il Divo

Il Divo
  • Members
  • 9 769 messages

Terror_K wrote...

Except that XP has weight, context and meaning in HR, but is completely arbritrary and meaningless in ME2. With HR you can see where the XP comes from and why, but in ME2 it's just a random number tossed at you at the end of each mission that has no real context and conveniently levels you up almost every time. HR also actually has some more passive, non-combat skills (as you note), while ME2 is just pretty much only about killing enemies and that's about it. ME2 platters every upgrade too, while you can't really God-mod yourself in HR.


I disagree. If anything, it's easier to God-mode yourself in Deus Ex. By the end-game, I had every single upgrade, except the Stealth Enhancer, Hacking: Analyze, aim stabilizer (which is useless with laser sight) and two less energy cells. By Singapore, my character essentially had all the necessities from every tree and could do whatever I wanted.

Modifié par Il Divo, 05 septembre 2011 - 01:20 .


#352
sympathy4saren2

sympathy4saren2
  • Members
  • 57 messages

Il Divo wrote...

Terror_K wrote...

Except that XP has weight, context and meaning in HR, but is completely arbritrary and meaningless in ME2. With HR you can see where the XP comes from and why, but in ME2 it's just a random number tossed at you at the end of each mission that has no real context and conveniently levels you up almost every time. HR also actually has some more passive, non-combat skills (as you note), while ME2 is just pretty much only about killing enemies and that's about it. ME2 platters every upgrade too, while you can't really God-mod yourself in HR.


I disagree. If anything, it's easier to God-mode yourself in Deus Ex. By the end-game, I had every single upgrade, except the Stealth Enhancer, Hacking: Analyze, aim stabilizer (which is useless with laser sight) and two less energy cells. By Singapore, my character essentially had all the necessities from every tree and could do whatever I wanted.


It makes you wonder why the game was designed this way...especially for subsequent playthroughs. It's definitely nice to be at the top to enjoy the fruits of labor, but it also obviously not too good for multiple plays. It's an interesting development decision, but doesn't allow for specializing or paying for spreading skill points around evenly by not being as powerful.

BioWare needs to always remember this, and this can be an issue they still take a look at as they balance out Mass Effect 3.

In my playthrough of the original Mass Effect, skills were almost impossible to max out, even by getting all side xp by focusing on the side stuff. However, in my run of Mass Effect 2, since I pretty much do everything that can possibly be done (which in itself isn't too hard to do....took me 50 hours which is very good BioWare....but can I encourage 70?), I was able to get almost everything filled up on myself and all my squadmates.

This leads me to a side suggestion...maybe it won't have as much an impact in Mass Effect 3 (if we get our squad relatively early), but squadmates shouldn't receive TOTAL 'back' xp points waiting in mass to be distributed just because they joined the squad late. My suggestion is to give a lot of back points, but not all of them as a small gameplay consequence for not getting a particular squadmate earlier. This inherently gives more weight in deciding who to get on the squad first and gives more meaning to the sequence when a player chooses.

#353
Il Divo

Il Divo
  • Members
  • 9 769 messages

sympathy4saren2 wrote...

It makes you wonder why the game was designed this way...especially for subsequent playthroughs. It's definitely nice to be at the top to enjoy the fruits of labor, but it also obviously not too good for multiple plays. It's an interesting development decision, but doesn't allow for specializing or paying for spreading skill points around evenly by not being as powerful.


Agreed. On my first playthrough, it wasn't as noticeable, since I didn't obtain every praxis kit/complete every side quest, but then I did a hacking playthrough and collected every major upgrade by the end, and some not so major upgrades. I'm curious how a combat playthrough would go.


In my playthrough of the original Mass Effect, skills were almost impossible to max out, even by getting all side xp by focusing on the side stuff. However, in my run of Mass Effect 2, since I pretty much do everything that can possibly be done (which in itself isn't too hard to do....took me 50 hours which is very good BioWare....but can I encourage 70?), I was able to get almost everything filled up on myself and all my squadmates.


Agreed, again. The inability to max out all skills was another advantage of ME over ME2. I hit the level cap with only the main quest/loyalty missions/a few side quests under my belt, which was also disappointing.

This leads me to a side suggestion...maybe it won't have as much an impact in Mass Effect 3 (if we get our squad relatively early), but squadmates shouldn't receive TOTAL 'back' xp points waiting in mass to be distributed just because they joined the squad late. My suggestion is to give a lot of back points, but not all of them as a small gameplay consequence for not getting a particular squadmate earlier. This inherently gives more weight in deciding who to get on the squad first and gives more meaning to the sequence when a player chooses.


If implemented correctly, I wouldn't mind this approach. Basically, active party members get an XP bonus for actually being out in the field.

#354
Therefore_I_Am

Therefore_I_Am
  • Members
  • 747 messages

sympathy4saren2 wrote...

Il Divo wrote...

Terror_K wrote...

Except that XP has weight, context and meaning in HR, but is completely arbritrary and meaningless in ME2. With HR you can see where the XP comes from and why, but in ME2 it's just a random number tossed at you at the end of each mission that has no real context and conveniently levels you up almost every time. HR also actually has some more passive, non-combat skills (as you note), while ME2 is just pretty much only about killing enemies and that's about it. ME2 platters every upgrade too, while you can't really God-mod yourself in HR.


I disagree. If anything, it's easier to God-mode yourself in Deus Ex. By the end-game, I had every single upgrade, except the Stealth Enhancer, Hacking: Analyze, aim stabilizer (which is useless with laser sight) and two less energy cells. By Singapore, my character essentially had all the necessities from every tree and could do whatever I wanted.


It makes you wonder why the game was designed this way...especially for subsequent playthroughs. It's definitely nice to be at the top to enjoy the fruits of labor, but it also obviously not too good for multiple plays. It's an interesting development decision, but doesn't allow for specializing or paying for spreading skill points around evenly by not being as powerful.

BioWare needs to always remember this, and this can be an issue they still take a look at as they balance out Mass Effect 3.


Same thing applies to the first Witcher game. I remember playing through it and by the time the Grandmaster revealed his mutants, Geralt only had a couple skills that were unmaxed, out of all of the skill trees & abilities.

Modifié par Therefore_I_Am, 05 septembre 2011 - 02:47 .


#355
littlezack

littlezack
  • Members
  • 1 532 messages

sympathy4saren2 wrote...

Il Divo wrote...

Terror_K wrote...

Except that XP has weight, context and meaning in HR, but is completely arbritrary and meaningless in ME2. With HR you can see where the XP comes from and why, but in ME2 it's just a random number tossed at you at the end of each mission that has no real context and conveniently levels you up almost every time. HR also actually has some more passive, non-combat skills (as you note), while ME2 is just pretty much only about killing enemies and that's about it. ME2 platters every upgrade too, while you can't really God-mod yourself in HR.


I disagree. If anything, it's easier to God-mode yourself in Deus Ex. By the end-game, I had every single upgrade, except the Stealth Enhancer, Hacking: Analyze, aim stabilizer (which is useless with laser sight) and two less energy cells. By Singapore, my character essentially had all the necessities from every tree and could do whatever I wanted.


It makes you wonder why the game was designed this way...especially for subsequent playthroughs. It's definitely nice to be at the top to enjoy the fruits of labor, but it also obviously not too good for multiple plays. It's an interesting development decision, but doesn't allow for specializing or paying for spreading skill points around evenly by not being as powerful.

BioWare needs to always remember this, and this can be an issue they still take a look at as they balance out Mass Effect 3.

In my playthrough of the original Mass Effect, skills were almost impossible to max out, even by getting all side xp by focusing on the side stuff. However, in my run of Mass Effect 2, since I pretty much do everything that can possibly be done (which in itself isn't too hard to do....took me 50 hours which is very good BioWare....but can I encourage 70?), I was able to get almost everything filled up on myself and all my squadmates.

This leads me to a side suggestion...maybe it won't have as much an impact in Mass Effect 3 (if we get our squad relatively early), but squadmates shouldn't receive TOTAL 'back' xp points waiting in mass to be distributed just because they joined the squad late. My suggestion is to give a lot of back points, but not all of them as a small gameplay consequence for not getting a particular squadmate earlier. This inherently gives more weight in deciding who to get on the squad first and gives more meaning to the sequence when a player chooses.


I honestly feel that ME3 is going to be superior in terms of leveling. People say that ME should learn from DX and allow different styles of progression for levels, and while I agree with this in terms of having multiple paths DX is just as bad as ME when it comes to only having one style of play. In ME, the only way to approach a level is through straight combat. In DX, the only realistic way to approach a level is through stealth. It basically does the same thing - force you into a particular playstyle. The difference is that DX is less honest about it. The only time being a combat oriented character really benefits you is in boss fights.

Also, as Divo pointed out, it's easy to get just about any and all of the augments I want in a single playthrough - if you go through the game twice, you'll likely end up purchasing the same things. Perhaps in a different order, but at the end of the game, Denton will be similar to his state in the first try. ME3's multiple evolutions allow for differentiation, even from class to class. Hell, even within the class, you'll be able to create different builds to suit your playstyle. Granted, yes, each class has to engage in direct combat, but you have a better choice on how you engage in combat than DX. Playing as an Adept is a very different experience than playing as a Soldier, playing as a Sentinel is not at all like being a Vanguard, and now we're allowed to tweak powers with such depth that even people playing the same class will likely play it in different ways. At the end of ME3, my Adept Shepard will probably look very different from your Adept Shepard. At the end of DX, our Denton's will probably look about the same.

#356
Chuvvy

Chuvvy
  • Members
  • 9 686 messages
That badass longcoat, the music, the choice in gameplay, the interaction with the world, Malik, the kickass 10mm pistol, never asking for this, lots of stuff. Oh and haveing solid RPG features while still being a solid shooter/stealth game.

Modifié par Slidell505, 05 septembre 2011 - 03:06 .


#357
LPPrince

LPPrince
  • Members
  • 54 913 messages

Slidell505 wrote...

That badass longcoat, the music, the choice in gameplay, the interaction with the world, Malik, the kickass 10mm pistol, never asking for this, lots of stuff. Oh and haveing solid RPG features while still being a solid shooter/stealth game.


So, you want ME to be.....DXHR? lol hahahaha

I will agree though that all of those things you mentioned were awesome. Especially Malik.

#358
Chuvvy

Chuvvy
  • Members
  • 9 686 messages

LPPrince wrote...

Slidell505 wrote...

That badass longcoat, the music, the choice in gameplay, the interaction with the world, Malik, the kickass 10mm pistol, never asking for this, lots of stuff. Oh and haveing solid RPG features while still being a solid shooter/stealth game.


So, you want ME to be.....DXHR? lol hahahaha

I will agree though that all of those things you mentioned were awesome. Especially Malik.


More specifically, I want Deus Ex to be set in the ME universe. Ehh, maybe not, the Deus Ex universe has a way cooler atmosphere, maybe I just want Deus Ex to have space travel and aliens.

#359
LPPrince

LPPrince
  • Members
  • 54 913 messages

Slidell505 wrote...

LPPrince wrote...

Slidell505 wrote...

That badass longcoat, the music, the choice in gameplay, the interaction with the world, Malik, the kickass 10mm pistol, never asking for this, lots of stuff. Oh and haveing solid RPG features while still being a solid shooter/stealth game.


So, you want ME to be.....DXHR? lol hahahaha

I will agree though that all of those things you mentioned were awesome. Especially Malik.


More specifically, I want Deus Ex to be set in the ME universe. Ehh, maybe not, the Deus Ex universe has a way cooler atmosphere, maybe I just want Deus Ex to have space travel and aliens.


...and ponies.

#360
In Exile

In Exile
  • Members
  • 28 738 messages

Terror_K wrote...
HR didn't also baby the players and insult them by treating them like people who had never played a game with anything more to it than "point and shoot" like ME2 did. Many of ME2's issues stem from its "Fisher Price: My First RPG" feel, tone and design as much as they do from the dumbing down as a whole.


LOL. I see you need to hear over the to DX:HR topic in the Off-Topic forum, where I'm currently debating with someone who argues that DX:HR is dumbed down and insulting to fans of the old game. Let me add the features that he suggests are dumbed down:

1) Cover mode allows you to peek over corners without risking yourself.
2) Real-time maps for every area in the game instead of paper maps like Deus Ex
3) Radar points out locations for enemies which removes stealth & makes upgrades trivial
4) Health system is radically dumbed down (100HP and regenerating health versus full body)
5) Passive upgrades and rechargeable energy instead of energy-draining augs make the game too easy

I could go on, but this slobbering of HR is silly. 

While ME2 doesn't have stealth, one can compare the factor of being able to approach situations differently through different means, which HR does, by providing several options in almost every situation to proceed, while ME2 always comes down to combat when its combat and dialogue when its dialogue. ME2 doesn't really have alternate paths and methods to complete a mission.  


ME2 doesn't have alternate paths on a broad level because ME2 only has 1 style of gameplay: combat.

Within that, though, the gameplay is varied. The different classes play different, and you can experiment with very different builds (e.g. CQC infiltrator). ME2 combat is generally varied.

Except that XP has weight, context and meaning in HR, but is completely arbritrary and meaningless in ME2. With HR you can see where the XP comes from and why, but in ME2 it's just a random number tossed at you at the end of each mission that has no real context and conveniently levels you up almost every time.


XP in HR has absolutely no weight. No matter how hard you slobber over it, you can beat the entire game with 0 augs on Give Me Deus Ex. 

XP in HR is absolutely a random number tossed at you where you rarely level up and hilariously (I say this because I remember you criticizing ME2 for this very point) often you are stuck in situations where you can't upgrade anything because starter upgrades require 2 praxis points and leve-up gives you 1 praxis point.

HR also actually has some more passive, non-combat skills (as you note), while ME2 is just pretty much only about killing enemies and that's about it. ME2 platters every upgrade too, while you can't really God-mod yourself in HR.


HR has scripted storyline upgrades, and ME2 has passive persuade + combat upgrades (the whole Combat Mastery or whatever chains). Certainly there are less abilities in ME2, and HR beats it out of the water there... but that doesn't make HR less streamlined (compared to DX). 

It's not a "non-RPG" feature, but the shallowness of ME2's XP system (as I outlined above) really does call the way it's done into question. From what I can tell the whole system is completely faked and that questions whether it's a real RPG system at all or just a facsimile of one solely there so that it's still present and so players can have a system in place to progress with. The entire progression of ME2 is suspect and shallow at best.


The progression in HR is just as shallow. 

Both are about the same from what I can tell,


Then you haven't played HR.

though HR doesn't have romances and factors porting over from its predecessor. I've also only completely HR once so far. Both seemed to come down to tackling a mission and the choices being made via one major dialogue choice usually towards the end.


HR very rarely has mission choices at the end. 

HR had far weightier dialogue choices and variations in this regard though, and didn't just come down to two types of black and white approach that always equalled a win if you had enough points for it.


HR doesn't have weightier dialogue. It has funner dialogue for the player, but you'll find many hardcore RPGs (not me, though, I hate how RPGs handle dialogue) argue that by making player skill relevant in dialogue you've broken RP outright.

That's why it's kind of debatable. I don't have as many builds technically in HR, but I have more varied ways of playing the game. My ghost-like stealth, non-kill and non-encounter playthrough will be completely different from my run-and-gun one, and how much I specalise in hacking can factor in additional changes to a degree. Every ME2 playthrough is essentially the same gameplay wise, with me taking the same routes, the same approaches and fighting the same people in the same places, with only the powers I use really changing anything.


You have more breath environmental choices, because HR was designed with environmntal solutions in mind.

ME2 was designed with combat variance in mind. HR has mentally deficient enemies who you can pick off from the shadows as they all pile over the same body and look around in surprise. 

Saying you can play a combat Jensen in HR is a little like saying you can play a stealth infiltrator Shepard who CQC's everyone with the melee attack. 

Modifié par In Exile, 05 septembre 2011 - 04:39 .


#361
In Exile

In Exile
  • Members
  • 28 738 messages

Terror_K wrote...
Mass Effect's biggest issue dialogue wise is one can simply choose red or blue and know it'll succeed without even really paying attention: just hold in either the upper or lower left and click to your heart's content to win. Not exactly a good system. And the whole concept of "reputation" based on your meter has completely lacked outside of the one Paragon/Renegade mission that triggers in ME1 and the opening exchange between Miranda and TIM in ME2's intro.


Since we are getting into this, Bioware has always looked at RPG choice as flavour choice for the player.

What this means is that dialogue is not a challenging part of the gameplay (though I strongly support it being so) but rather the opportunity for the player to make in-character decisions on behalf of their protagonist. 

Persuade options are instant-win on this account because they are about the player choosing an outcome for their character, not having a genuine challenge.

This system, I think, is terrible. But if we want to get into 'RPG' features land, just try a topic about removing persuade as a skill and making it all about player skill and suddenly you'll see a serious divide. 

#362
The Spamming Troll

The Spamming Troll
  • Members
  • 6 252 messages

Slidell505 wrote...

That badass longcoat, the music, the choice in gameplay, the interaction with the world, Malik, the kickass 10mm pistol, never asking for this, lots of stuff. Oh and haveing solid RPG features while still being a solid shooter/stealth game.


haha i love how you snuck that in their!  that was pretty good man.

#363
LGTX

LGTX
  • Members
  • 2 590 messages
*Shepard wakes up on Lazarus Station, looks at left hand*
"- I never asked for this..."

#364
Klijpope

Klijpope
  • Members
  • 591 messages

Terror_K wrote...

While it's true that the ship has sailed on a complete revamp this late in, I see no reason why they couldn't incorporate a system whereby certain NPCs you come across at least react based on either your Paragon/Renegade meter or on a particular choice or two you made that made Shepard famous for it. And, again, react more dynamically depending on whether you try to Charm or Intimidate them. For instance, mercenary or slaver groups may react better to Intimidates or news of Shepard doing more Renegade things, while C-Sec and other law enforcement groups would react to Charms or past Paragon actions. There even may be exceptions to this depending on the character (e.g. a hard-nosed, less by-the-book C-Sec cop may appreciate Renegade approaches more).


The P/R choices are differential in some circumstances, in that the 'win' for Paragon or Renegade are set at different levels.

As for the DXHR dialogue system being 'better' than ME's, DX is building on what Bioware innovated back in 2007. And don't forget, the ME dialogue wheel is a 5 year old design.

As for DXHR's story being 'better' than ME2, I do agree that Jensen's arc is a really good, meaty storyline, that unfortunately falls apart a little at the end. In that, all the way through it is a very personal tale of finding answers to what actually happened to you and your girlfriend, but right at the last level it smears into a confused stew of conspiracy theory nonsense, and in fact there is no real denouement to the personal story after all.

There's also very little true consequences. The endings are dependent (Minor Spoilers!) on a choice made right at the end, meaning you can just reload and see them all, rather than them being the result of a series of choices you made hours ago (end Minor Spoilers!), something that Deus Ex 2 did do, if I remember correctly.

With ME there are choices I made in the first game that could come back to bite me in the arse in ME3, things I'll have to go through 30-60 hours of gameplay if I wanted to change the effects of those decisions. If ME3 ends in any way similarly to DXHR's, then you could call me disappointed. I'm hoping I may have already sealed the fates of a couple of civilisations out there...

 

#365
1136342t54_

1136342t54_
  • Members
  • 3 197 messages
The more I hear about it the more I can see the new Deus Ex basically not being better but just different from ME in some areas but still doing very well in it.

Not too surprised by that.

#366
Goneaviking

Goneaviking
  • Members
  • 899 messages
All the side quests in DXHR seemed to tie back into the overarching story which was very well done. I generally skip most of the sidequests in ME because of the effort that the story puts on creating the sense that you're in a rush, and skipping out on the main quest to chase down pirates, negotiate with hostages and explore random solar systems tends to detract from the tone.

But the sidequests in Human Revolution actually fed the tone that the threat was immense and pervasive. Although I felt awkward putting the main quest on the backburner almost all of the sidequests seemed to tie into the mainstory, and those that didn't generally made sense given the character's backstory.

#367
Kathleen321

Kathleen321
  • Members
  • 988 messages

1136342t54 wrote...

The more I hear about it the more I can see the new Deus Ex basically not being better but just different from ME in some areas but still doing very well in it.

Not too surprised by that.


agreed 

#368
azerSheppard

azerSheppard
  • Members
  • 1 279 messages

LPPrince wrote...

Slidell505 wrote...

LPPrince wrote...

Slidell505 wrote...

That badass longcoat, the music, the choice in gameplay, the interaction with the world, Malik, the kickass 10mm pistol, never asking for this, lots of stuff. Oh and haveing solid RPG features while still being a solid shooter/stealth game.


So, you want ME to be.....DXHR? lol hahahaha

I will agree though that all of those things you mentioned were awesome. Especially Malik.


More specifically, I want Deus Ex to be set in the ME universe. Ehh, maybe not, the Deus Ex universe has a way cooler atmosphere, maybe I just want Deus Ex to have space travel and aliens.


...and ponies.

It has augmented ponies, i never asked for this.

#369
Morroian

Morroian
  • Members
  • 6 396 messages

Klijpope wrote...

As for the DXHR dialogue system being 'better' than ME's, DX is building on what Bioware innovated back in 2007. And don't forget, the ME dialogue wheel is a 5 year old design.

I wouldn't want a DEHR conversation system to replace the ME or DA systems but it could be used in addition, as a persuausion mechanism in BW games. They are moving towards this sort of system anyway, at least in DA2 they are, they just didn't take it as far as DEHR.

The conversations in DEHR aren't really conversations as such, they are essentially another type of minigame.

sympathy4saren2 wrote...

It makes you wonder why the game was designed this way...especially for subsequent playthroughs. It's definitely nice to be at the top to enjoy the fruits of labor, but it also obviously not too good for multiple plays.

Agreed, DEHR has no replayability for me, at least no immediate replayability, for precisely this reason. 

Modifié par Morroian, 05 septembre 2011 - 11:19 .


#370
1136342t54_

1136342t54_
  • Members
  • 3 197 messages
For all the faults with DA2 I did like their dialogue wheel and it was actually refreshing. They just need to build on that some more and they should start using it in other Bioware games.

#371
naledgeborn

naledgeborn
  • Members
  • 3 964 messages
THIS.

***SPOILERS*** 
www.youtube.com/watch

Also, this.
www.youtube.com/watch

#372
J. Finley

J. Finley
  • Members
  • 765 messages
Anything from this video will be an A+ in my book.

#373
habitat 67

habitat 67
  • Members
  • 1 584 messages

Jayman1337 wrote...

Anything from this video will be an A+ in my book.


Nice profile pic.
I'd dance happily if Adam Jensen moved into the Mass Effect world.

#374
Eternal Phoenix

Eternal Phoenix
  • Members
  • 8 471 messages
Different games. Different features. Let Mass Effect 3 simply be the sequel to Mass Effect 2 just with the upgraded features that have been added. Having said that...I like some of the dialogue in Deus Ex and how you have to choose the right dialogue for some quests to convince someone to give you something or tell you something.

And lol @ that Deus Ex video posted. Adam Jensen uses random people who come out from nowhere as weapons? 

Click

Modifié par Elton John is dead, 10 septembre 2011 - 11:24 .


#375
Frraksurred

Frraksurred
  • Members
  • 412 messages
DX:HR's combat mechanic was near perfect, I'd like to see ME3 bring the same polish.

Speaking of polish, the same level of polish on the PC version would be abso-freakin-lutely wonderful. DX:HR on the PC is a pleasure to play, ME2 is a wonderful game that is an exercise in frustration to play on the PC. The added positive word of mouth has already helped their sales, it can only do the same for ME3.