A Lite Q&A with Brenon Holmes
#101
Posté 01 septembre 2011 - 03:44
#102
Posté 01 septembre 2011 - 03:49
#103
Posté 01 septembre 2011 - 03:53
Second: I noticed that in the demos that when ever the powers wheel menu was used, that the radar is a little bit blocked by the bar for "krogan pod integrate". I hope that we will have an option to move the radar to a different part of the screen.
Modifié par sh8dneji, 01 septembre 2011 - 03:54 .
#104
Posté 01 septembre 2011 - 03:59
#105
Posté 01 septembre 2011 - 04:00
Fatemaster wrote...
Damn, is it the first time we heard about the Marauder?
Is that a Cerberus or Reaper enemy?
#106
Posté 01 septembre 2011 - 04:07
sh8dneji wrote...
Second: I noticed that in the demos that when ever the powers wheel menu was used, that the radar is a little bit blocked by the bar for "krogan pod integrate". I hope that we will have an option to move the radar to a different part of the screen.
Oh, great. This was a big complaint for me in ME2. It was especially noticeable during long, intense fights like the Fight for Your Life segment of Arrival. The radar is fine where it is, but those mission objective HUD additions could certainly be repositioned.
#107
Posté 01 septembre 2011 - 04:11
It was either going to be that question or "Could you define the exploration in the ME3 title regarding gameplay elements", so I decided probably best to ask first one instead. By the way just thought I would say we/I find this level of community interaction very nice so would like to say thanks for not just sitting back watching threads go by with only interaction being of locking them occassionally. This level of fan/developer interaction in this thread is something seriously worthy of respect imho even if not questions can be answered.
Modifié par Dragoonlordz, 01 septembre 2011 - 04:13 .
#108
Posté 01 septembre 2011 - 04:16
Someone With Mass wrote...
Fatemaster wrote...
Damn, is it the first time we heard about the Marauder?
Is that a Cerberus or Reaper enemy?
I´m betting on a Reaper enemy.
#109
Posté 01 septembre 2011 - 04:32
Brenon Holmes wrote...
olymind1 wrote...
<snip>
PC Interface stuff
</snip>
Yes, there's double click and scrolling support - not too sure about the specific menus you mentioned.3. i unterstand that there will be mods for upgrading our weapons, but will be permanent upgrades for weapons / weapon types like it was in ME2?
Modding only works on a specific weapon. There might be other stuff that affects your weapons, but I'm not really going to talk about that. :happy:4. will be different upgradeable/modifiable base armors for Shepard (not parts) with different attributes for different playstyles, for example one base armor will be better suited for gun based combat, while other for power usage, or an another for defense?
Shepard uses the ME2 armour system, not ME1. So, no.Your melee skills can be improved, yes (via class stuff, not sure about gear...)5. Shepard's walking+turning animation (while holstering our weapons) will be as smooth as was in ME1, or sudden/choppy as in was in ME2? example: ME1 smooth vs ME2 sudden
6. omni-blade will be upgradeable? if yes, with items, or it will evolve by Shepard's skills/powers, or both?
thanks for answering, much appreciated
the menus i mentioned, i meant there was a scrollbar at the side in ME2, but not responded to the scrollwheel, but it did in ME1, but if it is/will be fixed, i'm very happy. small things, but important ones.
about weapon upgrades, i understand that Shepard's passive abilities/powers modifies the weapon damage, and we can also add a damage modifier part to for example an assault rifle, but will be ME2 style permanent upgrades which slightly modifies ALL our assault rifles without the need of inserting mods into them?
ME2 style armor style, i can live with it, if there will be a LOT of parts to choose from
i'm curious about the game system/mechanics, the story will tell itself while i'm playing it
Modifié par olymind1, 01 septembre 2011 - 04:34 .
#110
Posté 01 septembre 2011 - 04:53
Since I'm always fascinated about how a game of this scale is made: Could you describe the current atmosphere / day-to-day workflow of the development of ME3? You guys must be ecstatic being so close to the finish line.
Or if that’s impossible to summarize: confirm or deny that a (hopefully lengthily) "making of" feature will be made available, either shipped with (a version of) the game or posted somewhere online?
Again, thank you for doing this. Much appreciated!
Modifié par G0ldmember, 01 septembre 2011 - 04:56 .
#111
Posté 01 septembre 2011 - 06:06
#112
Posté 01 septembre 2011 - 06:40
Brenon Holmes wrote...
-Skorpious- wrote...
Any chance the same applies to squadmates as well?
Yep, when in combat (not exploration) and there are no enemies around, the henchmen lower their weapons. Though we're still polishing that.
Huzzah!
I hope you guys are fixing the running/walking animations too.
#113
Posté 01 septembre 2011 - 06:45
I am however very curious about the armour thing; do you know if Ash has a proper set of armour aside from her catsuit? This has been asked earlier, so I'm just bumping it
Modifié par matt-bassist, 01 septembre 2011 - 06:45 .
#114
Posté 01 septembre 2011 - 06:55
#115
Posté 01 septembre 2011 - 07:01
matt-bassist wrote...
I don't have any questions, i just wanted to thank Brenon for taking the time to answer all these questions - THANK YOU!
I too would like to give Brenon a big thanks! This information is much appreciated, and you had no obligation to answer these questions at all. So thank you!
#116
Posté 01 septembre 2011 - 07:56
Are you having a good day?
Far less so:
Did you find a 'charge to flag' system wouldn't work for a 'flag' marker that could be left behind?
Say a Vanguard can leave a flag at a position they've, and then charge back to it if in range later. It would only let you charge across the battlefield somewhere you've already been, but be good for tactical repositioning in a fight. Obvious upgrades would be the number of 'flags' you could leave around, applicable range, and how many times you could charge back to a flag (1/2/3). At early stages, it would just be a way to fall back to cover. Leveled up, after running around the battlefield once you could be a bouncing ping-poing of death, bouncing over the battlefield.
What makes that sort of thing difficult?
Modifié par Dean_the_Young, 01 septembre 2011 - 08:08 .
#117
Posté 01 septembre 2011 - 08:07
Badpie wrote...
I love Brenon Holmes. He's super and I really appreciate his level of involvement in the community.Those answers were fantastic!
Was going to post something similar, but you said it all, so I'll just add that I also really appreciate his taking the time to do this.
Modifié par iakus, 01 septembre 2011 - 08:07 .
#118
Posté 01 septembre 2011 - 08:16
#119
Posté 01 septembre 2011 - 08:35
I believe there's a Batarian character called 'the Vigilante' or some such.thatguy212 wrote...
Think this might have already been answered but will there be any new squadmembers that are completely new to the series (only in me3) other than james vega?
#120
Posté 01 septembre 2011 - 08:38
#121
Posté 01 septembre 2011 - 08:46
There is no vigilante, that was the part an actress played in the live action trailerDean_the_Young wrote...
I believe there's a Batarian character called 'the Vigilante' or some such.thatguy212 wrote...
Think this might have already been answered but will there be any new squadmembers that are completely new to the series (only in me3) other than james vega?
#122
Posté 01 septembre 2011 - 08:51
-Will there be more difference between combat styles of characters and subsequently different races? ( A krogan vs a quarian for instance), because although I almost always used a krogan in my party , I never had the feeling that he was playing different or that he was tougher than Jacob for instance.
-I found that a lot of the non combat worlds( omega/citadel etc) felt empty/dead in ME 1&2, now I understand that ME1 is a fairly old game and that it was the first, but ME2 is a fairly new game, or at the very least recent and there it happened as well, there are probably some engine limitations , but some could be overcome by randomizing NPC behavior ( giving them a routine), greater character variance ( different species, maybe a really big bartender with some warstories)another thing is audio ( meaning ambiance/music) and a final thing is that a number of key NPC's change their behavior towards you ( different dialoque etc) indicating that the world changes.
I find that this scene embodies the general idea:
Will ME3 improve on this part?
-Level design:
I liked the overlord HUB level from ME2, since it had some nice contrast with the other corridor like levels and I also liked the derelict Protean world ( where the beacon in ME1 was I believe), it would be great if you guys created a bit more diversity for instance when you board an abandoned spacestation that the lights will falter ( suspense effect) or there is wiring from the ceiling the suspense being supported by whispers of your teammates( 'I don't like this place" etc), it doesn't really matter that a level is "on rails" meaning that it is linear and it sometimes is even great if you have that corridor thing going on ( like in the forementioned spacestation), but on a jungle world open spaces with some nice vista's really take the cake an open space requires a different combat tactic as well ( so leveldesign in itself can affect gameplay).
Will ME3 have a greater diversity of levels?
Paragon/renegade:
What greatly attracts me in ME is the fact that you can play morally grey, the only thing that bugs me in a way is the way this paragon-renegade stuff is implemented in ME2 and have found myself making a paragon choice just to get those points in order to fill the bar so I won't lose the power to convince, which to me takes out the " organic feel" if you will from the choices I make.
First I finished Miranda's loyalty mission, and when I succesfully finished jack's mission, they started having a fight, which added a nice flair to the whole crew dynamic, the only thing I didn't like was or rather were:
- I had to choose between the 2
- My paragon/rneegade conversation skills were greyed out
I don't find that choosing between crewmates felt very realistic and in this case it would be better if you could say " both settle down"( a neutral position which would be preffered as you are the captain and not supposed to take sides), also the Paragon/renegade score is in this case a crude mechanic to weasel your way out of this, it also reminds me to much of KOTOR ( light -dark side stuff) and as I feel ME is a more mature stoy it would be best IMO to drop the importance of Paragon and Renegade related stuff in minor stuff ( like hitting a certain reporter or dealings with party members) and more being focussed on how you solve "big stuff" ( do you save the rachni or do you kill them all, when facing the choice of rescueing a refinery or a village, which one do you save), I also feel that once you have like 50-60% paragon/renegade it's clearly which path you are walking( maybe make it mandatory on insanity level to reach 80 percent of either alignment).
So the short question to this would be:
Will this whole Paragon/Renegade alignment stuff be toned down a little in ME3( so people can make choices they are comfortable with instead of trying to get points in order to convince a certain character)?
Equipment:
Will ME1 equipment be reinstated in some form of another? and also the specie specifc armor, because I personally missed the RPG elements in ME2 ( really the menu upgrades weren't much fun nor satisfying) both for weapons and armor as well as items, maybe let mordin have his own lab where he can create new add ons for weapons ( based on items you find)
Indoctrination:
I was watching a piece of gameplay footage the other day ( E3 I believe) and there I heard Shepard mumblin' about the fact that Cerberus was indoctrinated......please tell me this is just a random blurp of Shepard banter, because although it was really a great plot device in ME1 ( sovereign-Saren)and fun to hear that the Geth were ( in a way) being indoctrinated as well as the Rachni, I think it's becoming what timetravel did to the television series called Heroes, so instead of a great plotdevice it is being used as a reset button so be able to have Cerberus attack Shepard regardless of his allignment ( and therefore the choices he made)without losing consistency, it would be a lot better IMO if it was just a scheme of TIM , maybe he has a nice hiding place for a couple of humans to sit out the reaper attack( a secret he has discovered..he is resourceful) so once all races are wiped out humanity emerges as the dominant species( albeit the only ones) and since TIM knows that Shepard has irritated Harbinger and killed Sovereign, and that the reapers want him very badly he decides to help the reapers so they won't be scouring the universe in search of shepard ( and by accident finding the hide out) speeding up the "reaping".
Now to be honest I neither expect or want an answer to these "questions" ( for lack of a better word), what I do hope is that some stuff is taken into account. good luck with the game guys!!!!!
#123
Posté 01 septembre 2011 - 08:55
(So, Banshees w/biotic flight thingie capabilities..oh....dear)
Modifié par rapscallioness, 01 septembre 2011 - 09:00 .
#124
Posté 01 septembre 2011 - 09:05
#125
Posté 01 septembre 2011 - 09:24
also any gamplay like now we get to control titans,... what about taking the normandy for a spin?
sorry if its too much outside the box :S
Modifié par metamorphyse, 01 septembre 2011 - 09:31 .





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