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A Lite Q&A with Brenon Holmes


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#126
Mykel54

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I would like to ask one thing:

Will the barrier/fortification/geth shield powers work any differently in ME3? In ME2 they were subpar because of the long cooldown and the way the power was activated, i would love to see these become like tech armor: you activate it and it stays on until you take enough damage to destroy it.

Also, do you know if the barrier power (or biotics in general) look any different from ME2? The barrier power in particular looked quite bad, with a bright blue color. I would suggest something like what appears in the power description (possible an earlier version?). Here are two pics for comparison:

ME2 barrier
http://srh.durhey.ne...brokertrink.png

ME2 codex image for barrier
http://images.wikia....Bonus_Power.png

I really appreciate you taking the time to answer our questions.:happy:

Modifié par Mykel54, 01 septembre 2011 - 09:42 .


#127
Theunsunghero26

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When we are on the citadel (or other "hub worlds") can we talk to our squadmates ME1 style to see there thoughts on the area, or is it like in 2 where there are certain things (like the vista on Illium)we highlight to press A and talk.

Also you probably can't answer this but, any chance the 360 version will fit on 1 disc or be able to install the 2nd to hard drive>

#128
RolandX9

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Mykel54 wrote...

I would like to ask one thing:

Will the barrier/fortification/geth shield powers work any differently in ME3? In ME2 they were subpar because of the long cooldown and the way the power was activated, i would love to see these become like tech armor: you activate it and it stays on until you take enough damage to destroy it.

QFT. It wasn't a tenth as obnoxious in ME1 when each power had its own cooldown (and Barrier was my bread-and-butter survival mechanism), but I for one found all shield boosters not called Tech Armor to be worse than useless in 2.

#129
Fathom72

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I dunno if this is something that can be easily answered, but I have a question about heavy melees. A lot of times in the demo, Shep melees an enemy who isn't standing up, or is in some other animation. This causes his attack to miss, with the enemy still taking the hit. This looks really clunky, especially with the Sentinel's lunge attack. This isn't something we have to worry about being in the game, is it?

#130
BlaCKRodjj

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CaptainZaysh wrote...

-Skorpious- wrote...

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.


You have no idea how happy this small tidbit of news makes me. :happy:

The only thing better than that would be if Shepard would lower his/her weapon while out of combat (without holstering it I mean), but I can see where that would cause issues with the gameplay of ME. 


This is actually a step away from realism.  I was taught to patrol with my weapon up.  On long patrols you can aim from the hip, but you still always point the dangerous end where you're looking.  Certainly moving around mid engagement you'd have your weapon up in the aim unless you were crossing an obstacle or something (which you'd only do with a buddy covering you ready to snap shoot).  You never know when you'll spot someone that needs to be dead right this instant.


I had the same thought, the only thing that annoyed me was the lack of upper body movement and the weird leg movement, but the weapon position was realistic

#131
Brenon Holmes

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Fatemaster wrote...

Someone With Mass wrote...

Is that a Cerberus or Reaper enemy?


I´m betting on a Reaper enemy.


Yep. :happy:

lazuli wrote...

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.


Hmm, not sure... they're still iterating a lot on the HUD elements.

G0ldmember wrote...

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?


Ah... it's very busy. We're putting in some longer hours... but it's nice seeing everything come together. This is actually my favourite time of the project. :happy: I'm not really sure about a "making of" feature... that's usually something that production would be invovled with, I think.

Dean_the_Young wrote...

Brenon! Most important question yet!

Are you having a good day?


Well enough... the team meeting was exciting... seeing all the cool stuff that everyone was showing off. :o

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?

Off the top of my head? Interface most likely... nothing else really works like that, and all we really have to work with is the power wheel for ability interfaces. So you're stuck with having one power to leave a "flag" and another to travel to it... which seems kind of cumbersome... again... off the top of my head.

Generally, almost anything is "possible"... :happy:

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?


That falls pretty squarely in the realm of stuff I shouldn't be talking about, sorry!

silentassassin264 wrote...

Doh, I missed the question session. Well in the off chance you come back, will the decision to choose Morinth over Samara actually matter in ME3 since no one seemed to notice or if they did (Kasumi) they did not disapprove like Shepard thought they would?


I don't want to spoil anything, so all I'll say is that there are a lot of things that can have special repercussions depending on your choices from the previous games.

Mykel54 wrote...

Will the barrier/fortification/geth shield powers work any differently in ME3? In ME2 they were subpar because of the long cooldown and the way the power was activated, i would love to see these become like tech armor: you activate it and it stays on until you take enough damage to destroy it.

Also, do you know if the barrier power (or biotics in general) look any different from ME2? The barrier power in particular looked quite bad, with a bright blue color. I would suggest something like what appears in the power description (possible an earlier version?). 


Hmm, I'm not totally sure (again, I'd poke Eric or Manveer)... I'm only just into my first Vanguard playthrough so I haven't experimented at all with bonus powers or with any of them really (beyond testing)... and my import is at home... so... :mellow:

Modifié par Brenon Holmes, 02 septembre 2011 - 12:17 .


#132
IronSabbath88

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This is a question I really must get the answer to...

Is Casey Hudson the voice actor for James Vega? Cause he'd make an awesome James Vega. Pass that along if you like. Heh.

#133
NYG1991

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I've noticed the soldiers frag grenade has a counter. Is there also a cooldown for throwing them? Or can we throw 2 or 3 in succession? Also, how do they replenish?

#134
comrade8472

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After ME3 launches:
Fan feed back.
 IF/when we encounter glitches, world mesh errors, and other feed back.
How can we write / phrase our feed back on "problems"?  To be understandable / and helpful, Beneficial.

A REAL EXAMPLE: Like in ME2 on Garrus's recruitment mission.   When talking to Tarak. (blue sun boss guy) sometimes I could see the wall behind him, through the top of his head.

#135
Blacklash93

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As a hardcore Soldier player, I'd like to know if you could detail how concussive shot works with ammo types in ME3 a little bit. What kind of effects do ammo have on a modded CS? How powerful is it?

#136
Vertigo_1

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More questions!

1. Has the "Press F to complete mission" prompt been removed from ME3? If not will it be placed in such a way that it won't interfere with dialogue? ie: End of Tali's Loyalty Mission dialogue with Admirals, Veetor etc...

2. Will all squadmates have access to a special weapon? Preston mentioned awhile ago about Vega and Garrus with the Revenant...so I'm wondering if that applies to all squadmates or just a few?

Modifié par Vertigo_1, 02 septembre 2011 - 01:14 .


#137
shinobi602

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Brenon, can you tell us what are all the mods available to the weapons please?

So far I think I've heard about:

-adding scopes
-increasing the clip/ammo size
-changing the barrel length
-color or camo

Anything else? I'm not sure if I recall 100%, but I think I remember an interview saying you can also add or change grips as well?

#138
ETermin

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don't know if you will be able to answer this but will the demo be available before or after the release of ME3?

#139
JamieCOTC

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Brenon Holmes wrote...

leonia42 wrote...

Thanks for that, I really like to mix up gunplay and power useage so looking forward to it though I hope my "no guns" adept will still be feasible :)


Perhaps more than you might think... ;)

SuperNova42 wrote...

Hi, Brenon. Is there any chance that Charge will work like Tela Vasir's did in LotSB, in that you can use it to navigate the battlefield in addition to using it as an offensive maneuver?


Mmm, sadly no... too many targetting / pathing issues. However, we do have fixes to make Charge more reliable... I will say that the new heavy melee for them is a lot of fun though... a Trooper was lifted, and then his head was literally spiked into the ground... :o


Thanks!!!  :o

I've been dying from lack of Vanguard info!  :crying:

Modifié par JamieCOTC, 02 septembre 2011 - 01:49 .


#140
don-mika

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how can warren bite Cerberus armor? o_0
livestre.am/10i9Q
4:20

Modifié par don-mika, 02 septembre 2011 - 02:16 .


#141
streamlock

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I just wanted to chime in and say-This thread is great, and thank you Mr. Holmes for taking the time for the Q&A and great and non-spoilerific answers. And also for the community for some pretty good questions for the most part.

Usually we (the forum community) have to wait for information to trickle out from conventions or your random video game news site and the information to be consolidated by some very helpful forum members.

It's becoming a rarity these days to see this kind of interaction in online public forums-and it's a real treat. Then again I don't twit, so maybe that is why I haven't seen it :)

Thanks again.

#142
Someone With Mass

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don-mika wrote...

how can warren bite Cerberus armor? o_0
livestre.am/10i9Q
4:20


Have you seen their teeth?

#143
Darkkhound64

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After seeing all these questions be answered I figured I shall ask ones that come to mind.
I'm not sure if this comes under "can't be answered for story relation"

But will there be Asari Husks? Are those the Banshees mentioned earlier?

Thanks for answering all these fan questions that people have been asking ^^

Modifié par Darkkhound64, 02 septembre 2011 - 06:51 .


#144
Jesse

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Just finished reading up the the previous last post, and have to say a very big thanks to Brenon for taking the time to answer questions in this thread...especially the few Infiltrator based ones as that is my fav. class so far (granted only played fully thru twice with Infiltrator, on first play through with Vanguard).

Some great Q's have been asked, can't think of anything i'd like to ask for now....just great little tidbits of info that make the (still) 6mth wait just a little easier to bear, and make me look forward to ME3 all the more :)

Cheers!

#145
Someone With Mass

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Darkkhound64 wrote...

After seeing all these questions be answered I figured I shall ask ones that come to mind.
I'm not sure if this comes under "can't be answered for story relation"

But will there be Asari Husks? Are those the Banshees mentioned earlier?

Thanks for answering all these fan questions that people have been asking ^^


I think the asari husks are the Banshees, yes.

I also want to know if it's possible to remove scopes from some weapons and turn them into regular semi automatic rifles.

#146
Adhin

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So the squad mates weapons go 'down' to a rest position instead of holding them up all the time when there's been no combat for awhile. Does Shepard get that as well? I know animations are shared but that kinda stuff is often lost on the main character due to 'aiming. I really hope it is, that kinda thing really adds that extra bit of detail immersion.

#147
Fatemaster

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Brenon Holmes wrote...

Fatemaster wrote...

Someone With Mass wrote...

Is that a Cerberus or Reaper enemy?


I´m betting on a Reaper enemy.


Yep. :happy:


Sweet! :o

#148
RocketManSR2

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This isn't a question, but it would be cool if you guys showed the same E3 demo gameplay, but using the current builds. It would be neat to see how far the game has come since then.

Modifié par RocketManSR2, 02 septembre 2011 - 08:17 .


#149
Someone With Mass

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RocketManSR2 wrote...

This isn't a question, but it would be cool if you guys showed the same E3 demo gameplay, but using the current builds. It would be neat to see how far the game has come since then.


I would really like this as well.

#150
Vyse_Fina

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So... this isn't really a question regarding ME3, but with the rare opportunity to ask a famous designer questions, I'd like to know what skills are needed to work as a (gameplay) designer in the games industry, espcially when it comes to coding (which language would I have to know how well). What about stochastic and other related stuff? Any other useful tips? Thanks in advance :)

Oh and to make this a little more ME3 related:
Reading comments on the forum I get the feeling that I wasn't the only adept frustrated with the cutscenes in LotSB. Sure they were awesome, but seeing my Shepard stand by, while watching the others pull one biotic trick after another felt a bit agonizing. Is this going to change in ME3? Could there even be class based interrupts? Or interrupts only certain classes can do in certain situations? (that way you wouldn't have to create all interrupts for all classes, allthough some people may be complaining that their class wasn't able to do anything in a give sitution... But it might also add replay value and people trying out other classes).

Again, thank you for taking your time reading and answearing to our questions. I'd be hard-pressed to name another developer getting involved with the community like this.