I once played ME2 with ME1's armor system modded in place on Insanity with an Adept. I never died once. That happens to be a problem. ME2's armor system may not have been very lore-friendly, but it balanced the game. BioWare changed it for a reason, you know - people complained about how faceroll biotics was in ME1.DKain wrote...
Arcian wrote...
Gameplay and lore segregation, yo.
Yes, worst thing ever.
Fix enemy protection behavior
#26
Guest_Arcian_*
Posté 06 novembre 2011 - 05:16
Guest_Arcian_*
#27
Posté 06 novembre 2011 - 05:17
#28
Guest_Arcian_*
Posté 06 novembre 2011 - 05:18
Guest_Arcian_*
The word of an infamous troll doesn't exactly weigh heavily.DKain wrote...
Arcian wrote...
For you, maybe.SandTrout wrote...
That resulted in a degraded gameplay experience, yo.Arcian wrote...
Gameplay and lore segregation, yo.
He is not alone.
#29
Posté 06 novembre 2011 - 05:20
Arcian wrote...
I once played ME2 with ME1's armor system modded in place on Insanity with an Adept. I never died once. That happens to be a problem. ME2's armor system may not have been very lore-friendly, but it balanced the game. BioWare changed it for a reason, you know - people complained about how faceroll biotics was in ME1.DKain wrote...
Arcian wrote...
Gameplay and lore segregation, yo.
Yes, worst thing ever.
I proposed an alternative that does not break the game like ME1's armor system would, and works better with the lore. It's also more tactical now that you have an incentive to get up close and use heavy melee instead of just shooting. There are other advantages too, like I mentioned: no power is useless on insanity.
This is not a complaint about biotics being nerfed; I am offering a solution. Of course it's too little too late, etc. But the point stands.
#30
Posté 06 novembre 2011 - 05:25
Arcian wrote...
I once played ME2 with ME1's armor system modded in place on Insanity with an Adept. I never died once. That happens to be a problem. ME2's armor system may not have been very lore-friendly, but it balanced the game. BioWare changed it for a reason, you know - people complained about how faceroll biotics was in ME1.DKain wrote...
Arcian wrote...
Gameplay and lore segregation, yo.
Yes, worst thing ever.
There are better ways to make gameplay more difficult than breaking lore. And the best ways don't include making enemies harder to kill, the best ways are to make player easier to kill. Make enemies fire more acurately, move less awkward and use their powers more and smart.
#31
Posté 06 novembre 2011 - 05:25
Arcian wrote...
The word of an infamous troll doesn't exactly weigh heavily.
And who is the infamous troll?
#32
Guest_Arcian_*
Posté 06 novembre 2011 - 05:35
Guest_Arcian_*
You. I vaguely remember a thread about letting morinth live being the good thing to do, among others. Plus, I have heard from other BSN users that you are virtually impossible to have an intelligent, constructive discussion with. If that is true or not I don't know or care for, and I don't intend to find out, either.DKain wrote...
Arcian wrote...
The word of an infamous troll doesn't exactly weigh heavily.
And who is the infamous troll?
#33
Posté 06 novembre 2011 - 05:37
#34
Posté 06 novembre 2011 - 05:41
DKain wrote...
That power should be called Biotic shields, not biotic BARRIER. Because barrier is a shield rather than shields.
You lost me. Can you show me where in the lore it says biotic barriers block everything?
As I understand, there isn't even a codex entry for biotic barriers.
#35
Posté 06 novembre 2011 - 05:41
Arcian wrote...
You. I vaguely remember a thread about letting morinth live being the good thing to do, among others. Plus, I have heard from other BSN users that you are virtually impossible to have an intelligent, constructive discussion with. If that is true or not I don't know or care for, and I don't intend to find out, either.
You know, I think that every person that I was talking about Morinth with, got that I am not trolling, it is a matter of choice and opinion. Other than that thread, there wasn't a single one that I had problems discussing politely and constructively. I even tried to discuss that thread in the same fashion, but some people just feel too strongly about the subject.
#36
Posté 06 novembre 2011 - 05:44
karthikc wrote...
You lost me. Can you show me where in the lore it says biotic barriers block everything?
As I understand, there isn't even a codex entry for biotic barriers.
Stasis is a a biotic barrier that blocks movement and everything else, unless tuned to not block what comes from outside, by advanced training. Seeker swarms where physicaly blocked by a big biotic barrier that went beyond persons body, I also believe that husks felt physical push when they entered that barrier but where just larger than the seeker swarms. So a barrier can block physical hits as well.
#37
Posté 06 novembre 2011 - 05:51
SandTrout wrote...
That resulted in a degraded gameplay experience, yo.Arcian wrote...
Gameplay and lore segregation, yo.
It didn't result in a DEGRADED experience.
Just an imperfect one. ME2 is the way it should feel, but functions need to be tweaked still.
I feel like I should add on to my first post, because this is a pretty complex issue, but yeah...this stuff is probably set in stone for ME3 anyway.
I'm sure things like melee damaging health are in the game, but damn that armor bar.
#38
Posté 06 novembre 2011 - 05:54
#39
Posté 06 novembre 2011 - 05:57
Yuoaman wrote...
I seriously doubt that there's enough time left for Bioware to implement this stuff, but it's awesome to talk about, anyway.
It is VERY easy to implend. All they have to do is replace some flags on the powers and weapons, that's it.
#40
Posté 06 novembre 2011 - 05:57
Yuoaman wrote...
I seriously doubt that there's enough time left for Bioware to implement this stuff, but it's awesome to talk about, anyway.
Like I mentioned in the opening post, the protections ship has sailed at BW; still, I thought the devs might care to have a look.
I like playing armchair designer.
#41
Posté 06 novembre 2011 - 06:02
D.Kain wrote...
Yuoaman wrote...
I seriously doubt that there's enough time left for Bioware to implement this stuff, but it's awesome to talk about, anyway.
It is VERY easy to implend. All they have to do is replace some flags on the powers and weapons, that's it.
Not quite. Shield heavy missions will be cakewalks for the biotic classes, biotic barrier heavy missions for the tech classes. They will need to repopulate enemy types and change how many spawn with armor, etc. Basically a complete overhaul of the combat set pieces. It cannot happen now even if BW want it, sadly. I feel there is merit enough in discussing it, though.
#42
Posté 06 novembre 2011 - 06:08
karthikc wrote...
Not quite. Shield heavy missions will be cakewalks for the biotic classes, biotic barrier heavy missions for the tech classes. They will need to repopulate enemy types and change how many spawn with armor, etc. Basically a complete overhaul of the combat set pieces. It cannot happen now even if BW want it, sadly. I feel there is merit enough in discussing it, though.
I know. I just meant the actual MAKE it work. But as I said all this protection system was totally uneeded.
Can be very simple.
Taugh units have more health, health drains slower if they have tougher armor that is seen.
Shields block only bullets and don't block any powers.
Simple easy, not going against lore.
#43
Posté 06 novembre 2011 - 06:20
Perhaps design and engine issues require they do things a certain way of which you have no knowledge of. I make an uneducated guess here since I am not a world class programmer but having all those variables would cause more problems ie bugs. It is best to keep things simpler even if it does not match up to the codex. If you counted up what matched the codex exactly in gameplay you'd have less than the exceptions. LOL.
#44
Posté 06 novembre 2011 - 06:21
Modifié par InvincibleHero, 06 novembre 2011 - 06:22 .
#45
Posté 06 novembre 2011 - 06:24
InvincibleHero wrote...
And once again we have someone that thinks gameplay should favor his vision and not BWs. I am not averse to some of the changes, but to make a whole list and say these are better and should be implemented is silly.
Perhaps design and engine issues require they do things a certain way of which you have no knowledge of. I make an uneducated guess here since I am not a world class programmer but having all those variables would cause more problems ie bugs. It is best to keep things simpler even if it does not match up to the codex. If you counted up what matched the codex exactly in gameplay you'd have less than the exceptions. LOL.
Oh come on. There where too many times when modders made things and people where super happy that finaly it was changed, or thought that it works a lot better that way.
#46
Guest_Catch This Fade_*
Posté 06 novembre 2011 - 06:26
Guest_Catch This Fade_*
This is off topic but do you have two accounts or something? I saw your name without the period a few times.D.Kain wrote...
InvincibleHero wrote...
And once again we have someone that thinks gameplay should favor his vision and not BWs. I am not averse to some of the changes, but to make a whole list and say these are better and should be implemented is silly.
Perhaps design and engine issues require they do things a certain way of which you have no knowledge of. I make an uneducated guess here since I am not a world class programmer but having all those variables would cause more problems ie bugs. It is best to keep things simpler even if it does not match up to the codex. If you counted up what matched the codex exactly in gameplay you'd have less than the exceptions. LOL.
Oh come on. There where too many times when modders made things and people where super happy that finaly it was changed, or thought that it works a lot better that way.
#47
Posté 06 novembre 2011 - 06:29
D.Kain wrote...
InvincibleHero wrote...
And once again we have someone that thinks gameplay should favor his vision and not BWs. I am not averse to some of the changes, but to make a whole list and say these are better and should be implemented is silly.
Perhaps design and engine issues require they do things a certain way of which you have no knowledge of. I make an uneducated guess here since I am not a world class programmer but having all those variables would cause more problems ie bugs. It is best to keep things simpler even if it does not match up to the codex. If you counted up what matched the codex exactly in gameplay you'd have less than the exceptions. LOL.
Oh come on. There where too many times when modders made things and people where super happy that finaly it was changed, or thought that it works a lot better that way.
Sure for some people but you are changing a product post release. Only people that want the mod need ever use it. Changes he suggest that favor him may degrade the experience for many more people if Bw implements them.
#48
Posté 06 novembre 2011 - 06:29
jreezy wrote...
This is off topic but do you have two accounts or something? I saw your name without the period a few times.
Yes, I had a ban for a couple of days for discussing how origin can be cracked for people to play offline.
#49
Posté 06 novembre 2011 - 06:30
InvincibleHero wrote...
Sure for some people but you are changing a product post release. Only people that want the mod need ever use it. Changes he suggest that favor him may degrade the experience for many more people if Bw implements them.
True enough and that is why it is put up for discussion and it is just proposed. Sometimes on forums, when a good number of people agree on something Bioware listens to that. What exactly do YOU not like about the proposed system if I may ask?
#50
Posté 06 novembre 2011 - 06:51





Retour en haut







