Aller au contenu

Photo

Suggestions for ME3 (part 2)


  • Veuillez vous connecter pour répondre
Aucune réponse à ce sujet

#1
dfle3

dfle3
  • Members
  • 61 messages
Just a follow on from the previous post, since I've since replayed the entire game again in the meantime:

http://social.biowar...2/index/7988757


1)  Have more transparent cues for conversation options. E.g. make it clear if Paragon/Renegade points come into play, if you have P/R points in ME3. Also, the shorthand text for those conversation options are often misleading...they don't give you a flavour of the actual content and/or tone of what Shepard will say. And it's a pain having to reload the section if you want to Shepard to say something like what the options were hinting at. The final conversation with Illusive man in ME2 is an example of that...I think the option "Yes. We will" gives you false idea of what Shepard will actually say...he gives an ultimatum instead. Can't remember how "Shut up" played out...I'd just like to know what Shepard's comments entail. Same goes for conversation options in potential romantic encounters...found out my ability to chat up Miri was hampered by being 'in a relationship' with Jack...sheesh...I just asked Jack if she wanted anything at the shops while I was out...and now we're an item? How did that happen?

1 a) A get out conversation option NOW option...so you can redo it...sort of like hitting "reset"...without the looong wait that entails.

2) Not a fan of Paragon/Renegade system. You'd think that in real life a leader would charm/intimidate/bully people depending on the circumstance. How does Shepard shooting a mech make him a bad-ass? Also, P/R points just make the story more about following a script...you choose options which give you the status you are looking for (Paragon/Renegade)...even if they don't really make sense. E.g. I found Illusive man's argument for retaining the Reaper base ship very good...but they brought about Regenade points...so I replayed that (looong) section as I was working on a Paragon Shepard. Just seems odd that there is no subtlety here...Illusive man's arguments were logical...but the script says otherwise.

3) It's good to be surprised by enemies...but you always got a spoiler in the game because the enemies' health bars would show even though they were behind a wall or something...you should first see those bars once you sight an enemy, I think.

4) I read in a mag that the mining 'game' will disappear. That was a massive grind. Please don't replace it with something else...which is a massive grind. Assassin's Creed games had interesting elements which didn't have other aspects of the game to make them well constructed...e.g owning shops...you earned more money than you could possibly spend (kind of like all the elements you could accumulate in ME2). AC:B had assassin recruits...which you couldn't team together to overcome unfavourable odds in the 'mini-game'. If you add new 'games', just make sure you use your imagination...like the brilliant way that Bioshock 2 anticipated what you could do if you combined plasmids (though, sadly, that game lacked the first's ability to create set pieces in which you actually wanted to/needed to use those abilities). On the subject of Bioshock...I found it's stealth mode really helpful for my limititation as a FPS player...I had Shepard in the class with cloak abilities and just found that I never really used that ability...it just wasn't something I found useful...maybe you could make it more useful in the sequel?

THE BIG ONE -

I'm sure you feel that spending 40 hours or much more per game is a great lark and an incentive to replay the game for different outcomes, but I disagree. I'd like to be able to have game/relationship changing options available until the last possible second...then you could, say, save the game before entering the Omega 4 Relay, and create new saves with different outcomes for the ending...relationships or whatnot.  And you need better auto-save spots...I deleted my first play through spot because the auto-save was for where I chose a non-loyal Jack as the creator of the bioshield in the long walk. The auto-save should have been the team selection in that particular case, where it matters.

Same goes for relationships - some sort of non-terminal display which gives Shepard's take on where he is at in his relationships with his crew...that way you could bring all possible love interests to the brink of being consumated, make a final save before the last mission, and from that point choose your story. It's just such a pain being forced to replay a game for these variations. At the moment I'm playing Heavy Rain. It has a system where you can replay chapters. Haven't delved yet, so I'm not sure how well they address this kind of complaint.

Other:

The article mentioned a new combat system building on what ME2 had. I did find ME2's system pretty intuitive...eventually. The best games (ones I like a lot) have an intuitive system. Bioshock 2's weapon system largely improved on the original's, but the gameplay wasn't as good. Assassin's Creed: Brotherhood had that inscrutable "kill streak" system...which I never got and it bugged me that I couldn't get trophies for that a result. Just a real pain. Otherwise combat actions were pretty intuitive, apart from in certain situations. Try not to overcook this element...smarter crew AI would be better. It sounds like you are making the enemy AI tougher...which is makes it important that you don't get Mordin running in front of enemies, or using cover poorly. On Grunt's recruitment mission my squad weren't even following me to support me...and Mordin got himself killed god know's where.

I think that's all...would like to have on that non-terminal display info on where you can get new conversations...on first play through Kelly just seemed dull...like she had been dropped on her head as a child...same conversation, over and over and over again. Didn't realise I was missing out on new conversations with crew mates.

On to Kelly...she's gonna feed my fish when I'm out...but my fish died when I spent a lot of time mining planets...just another grind you're giving us...please...no more grinding!

Modifié par dfle3, 21 septembre 2011 - 04:06 .