What elements from Deus Ex: Human Revolution would make great additions into Mass Effect?
#376
Posté 10 septembre 2011 - 11:36
#377
Posté 11 septembre 2011 - 01:51
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.
Well DX points out ALL the flaws in the silly XP per individual dinky thing you do. I search a desk, find a password, use it on a computer my XP gain = 0. Now if I hack that same machine I get 100 XP plus whatever other goodies I get from hacking (cash, items, XP). Same outcome but vastly different rewards. It got to the point where passwords didn't matter because I hacked everything that I saw because I could always win AND I got a lot more goodies doing things the dumb way rather than the easy way. Then you toss in the fine XP bonuses for how you kill a guard (Marksman for head shots, basically style points) and then the insane 2:1 XP gain for knocking out a guard vs killing him. Here there is "meaning" as in I understand what is happening but it is stupid because it remains wholly arbitrary.
#378
Posté 11 septembre 2011 - 01:57
#379
Posté 11 septembre 2011 - 02:10
Sidney wrote...
Well DX points out ALL the flaws in the silly XP per individual dinky thing you do. I search a desk, find a password, use it on a computer my XP gain = 0. Now if I hack that same machine I get 100 XP plus whatever other goodies I get from hacking (cash, items, XP). Same outcome but vastly different rewards. It got to the point where passwords didn't matter because I hacked everything that I saw because I could always win AND I got a lot more goodies doing things the dumb way rather than the easy way. Then you toss in the fine XP bonuses for how you kill a guard (Marksman for head shots, basically style points) and then the insane 2:1 XP gain for knocking out a guard vs killing him. Here there is "meaning" as in I understand what is happening but it is stupid because it remains wholly arbitrary.
Yeah, it's definitely a flawed system at its core and is a great demonstration of how xp per kill (and the general style) isn't always the best approach to an RPG. It's been a while since I played the original, but Deus Ex did avoid this issue pretty well, since XP wasn't activity-based. I felt like my character had a diverse set of skills, but still couldn't be a master of all.
#380
Guest_PDesign_*
Posté 11 septembre 2011 - 06:52
Guest_PDesign_*
#381
Posté 11 septembre 2011 - 07:23
Il Divo wrote...
Sidney wrote...
Well DX points out ALL the flaws in the silly XP per individual dinky thing you do. I search a desk, find a password, use it on a computer my XP gain = 0. Now if I hack that same machine I get 100 XP plus whatever other goodies I get from hacking (cash, items, XP). Same outcome but vastly different rewards. It got to the point where passwords didn't matter because I hacked everything that I saw because I could always win AND I got a lot more goodies doing things the dumb way rather than the easy way. Then you toss in the fine XP bonuses for how you kill a guard (Marksman for head shots, basically style points) and then the insane 2:1 XP gain for knocking out a guard vs killing him. Here there is "meaning" as in I understand what is happening but it is stupid because it remains wholly arbitrary.
Yeah, it's definitely a flawed system at its core and is a great demonstration of how xp per kill (and the general style) isn't always the best approach to an RPG. It's been a while since I played the original, but Deus Ex did avoid this issue pretty well, since XP wasn't activity-based. I felt like my character had a diverse set of skills, but still couldn't be a master of all.
I don't see it as flawed at its core. There is nothing wrong with having variable rates of advancement dependent on how the player decides to go at it. If you want everything, you have that option if you don't want everything don't open every X, kill every Y etc. There is nothing wrong with putting that responsibility in the hands of the player. Both systems have their strengths and weaknesses some people value different things to different degrees.
#382
Posté 11 septembre 2011 - 07:45
Otherwise the systems for both are diffrent enough that you'd have a completely diffrent ME3 from the rest of the series established play style, would be easiar to compare deus ex & the metal gear solid series (which deus ex:HR makes a few nods to already)
#383
Posté 11 septembre 2011 - 11:36
#384
Posté 11 septembre 2011 - 11:43
Kail Ashton wrote...
Well the omni blade covers the take downs, maybe a use on civilian option in ME3 though *evil laugh*
Everyone is an assassin....
#385
Guest_Rojahar_*
Posté 12 septembre 2011 - 01:24
Guest_Rojahar_*
United_Strafes wrote...
Mass Effect shoud have an Endingtron 5000 like Deus Ex. So nothing that you do in the game makes any difference whatsoever.
Doesn't it already? You get two choices, at the end of each Mass Effect, which are entirely irrelevant to everything else you've done.
#386
Posté 12 septembre 2011 - 01:26
PDesign wrote...
Check this out folks
*wipes tears of laughter out of eyes*
Damn you! Damn you to hell for making me laugh so hard!
:happy::happy:
#387
Posté 12 septembre 2011 - 08:46
Ya there are actual choices that affect the ending, not push button 1 for ending 1, push button 2 for ending 2....etc.Rojahar wrote...
United_Strafes wrote...
Mass Effect shoud have an Endingtron 5000 like Deus Ex. So nothing that you do in the game makes any difference whatsoever.
Doesn't it already? You get two choices, at the end of each Mass Effect, which are entirely irrelevant to everything else you've done.
Stupidest thing I've ever seen and a horrible way to end what I thought was a prettty mediocre game.
Oh ya and it saves right before you enter the Endingtron 5000, so you want to see all the endings now.....go right ahead.
Modifié par United_Strafes, 12 septembre 2011 - 08:48 .
#388
Posté 12 septembre 2011 - 09:58
Ahglock wrote...
I don't see it as flawed at its core. There is nothing wrong with having variable rates of advancement dependent on how the player decides to go at it. If you want everything, you have that option if you don't want everything don't open every X, kill every Y etc. There is nothing wrong with putting that responsibility in the hands of the player. Both systems have their strengths and weaknesses some people value different things to different degrees.
Really? So a game that advertises "choice" rewards one choice more than others. I mean the "ghost" acheivement also pulls that same "This is a stealth game" card out as well.
Still what you said is wrong. The game doesn't reward you for searching everywhere. The more you search = more passwords found. More passwords found = less XP gained. That is rewarding a specific playstyle and not allow people who value different things to different degrees to flourish in the game. In fact, it is only a flat XP per mission appraoch that does because then the game becomes 100% agnostic to your particular playstyle.
#389
Posté 12 septembre 2011 - 09:59
#390
Posté 12 septembre 2011 - 10:01
I didn't like reading out the entire line in the dialogue wheel, it broke immersion by halting the flow, especially when the other character would tell you to hurry up; and since the options didn't appear until it was your turn to talk. I did like that you really had to work at it to persuade people though.
I liked the variety in the way you could handle missions, but that came at the expense of a lot less side missions.
But one of my gripes was their inconsistent sense of urgency. You have the 1st mission that if you take too long things go bad. But then the rest of the game just throws a lot at you to slow you down (locker rooms, hackable computers, desk drawers, etc.) And as I have already mentioned in the dialogue wheel.
And then there were features that it seemed they added just to annoy people. Most notably that only one bar of energy ever recharges, and later in the game it becomes an issue trying to fill them up. I hated that melee takes up one bar. And the encumbrance system, I get the point, but I just find it a dumb feature in a game (I want to avoid the tedium of real life, when I play a game; I'm weird like that.)
And while I didn't like the hold or toggle cover system, I liked moving around in cover, but ME3 is already doing that.
Honestly, while I was playing the game, I just kept noticing those mechanics that made the game more complicated, and detracted from the fun. Oh, and the digital acting in DE was just awful. And I much prefer the way ME does things.
Modifié par Keyatzin, 12 septembre 2011 - 10:02 .
#391
Posté 12 septembre 2011 - 10:06
Keyatzin wrote...
I liked the variety in the way you could handle missions, but that came at the expense of a lot less side missions.
Unfair assessment. There is plenty of side missions. You just have to find them. And the ONE thing that Eidos did good at, that Bio Ware could learn from is how 90% of the side missions intersect with the critical path seamlessly. It's really hard to lose focus of the overarching plot when it's ingrained in most of the side missions.
Modifié par naledgeborn, 12 septembre 2011 - 10:10 .
#392
Posté 12 septembre 2011 - 10:50
#393
Posté 12 septembre 2011 - 10:53
rikimeru420 wrote...
none of them
This... I loved DXHR but there was nothing that really stood out to me and told me "OOOH this would be excellent in MASS EFFECT!"
It was more like the reverse... elements from ME2 I wanted in DXHR...
Edit: Actually I take that back.. The clothes in DX:HR we're sexy and actually expressed that fashion still exisits
Modifié par Lenimph, 12 septembre 2011 - 10:58 .
#394
Posté 12 septembre 2011 - 11:03
#395
Posté 12 septembre 2011 - 11:04
#396
Posté 12 septembre 2011 - 11:05
#397
Posté 13 septembre 2011 - 04:26
twisty77 wrote...
I personally am having a difficult time playing DE:HR, because the controls are extremely clunky and it takes the story a while to get going. The controls in ME2 are not flawless, but at least the left trigger is used for aiming down the sight...
Well and the decision to have the "X" on the 360 controller interact with things rather than the "A" is just change for the sake of change.
#398
Posté 13 septembre 2011 - 04:29
naledgeborn wrote...
Keyatzin wrote...
I liked the variety in the way you could handle missions, but that came at the expense of a lot less side missions.
Unfair assessment. There is plenty of side missions. You just have to find them. And the ONE thing that Eidos did good at, that Bio Ware could learn from is how 90% of the side missions intersect with the critical path seamlessly. It's really hard to lose focus of the overarching plot when it's ingrained in most of the side missions.
Well and not only do they interact they're meaningful. Bioware could have 100 bring me McGuffin X type quests and they would not outweigh any of the DX sidequests. Playing DX you realize that a lot of the FO or ME or DAO games that fill up your "to-do" list fill it up with epic amounts of uninteresting crap. I'd rather have a single deep and interesting sidequest than all the secondary side quests in DA2 or the find a mineral junk from ME1.
#399
Posté 13 septembre 2011 - 05:42
#400
Posté 13 septembre 2011 - 05:48
can't tell if serious...ThePwener wrote...
Shepard is also a cyborg, so let's have the ability to swap body parts!





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