Mass Effect 3 Multiplayer Demo feedback. What did you think?
#526
Posté 16 février 2012 - 08:31
other than that: I'd like a respwan option be added (maybe at the end of a wave?) and perma death removed. the bronze difficulty should be nerfed, because it was so hard completing missions on it that I didn't even bother with the higher dificulties. hopefully after the 17th finding groups will be easier. sniping is realy hard (or maybe its me). I found using power based classes like engineer and adept much easier than soldier or infiltrator who live or die by the sword. sentinal need better/more powers since he deals porly with protected enemies, a frantic shooter MP has little use for a "tank", and the sentinal will constantly underperform compared to other classes.
since u can only carry 2 guns u need a way to compare weapons to weapons from a different class (this is realy basic from the other MP games I played like BF), I had no way way to compare the predator II to the mattoc I and had to simply "eyeball" it... also weapon stats should contain NUMBERS like BPS and DPS/B.
also is there a way to disable voice chat? it was very creepy.
#527
Posté 16 février 2012 - 08:48
#528
Posté 16 février 2012 - 08:50
1. Movement is too rigid.
I feel like my character can only move in perpendicular grid patterns, the camera never seems to alternate, and the default speed is set to Skyrim "you are carrying too much to run." I'm an elite soldier in the heat of battle, who would walk?! Current run speed should be default and run should be that times two. Also, cover is still too awkward and sticky. You need a separate button.
2. Camera positioning adds unwanted challenge.
One of the next major problems in gaming to solve is how to create virtual peripheral vision. Until then the position of the camera will have to suffice. I get the thinking behind Mass Effect 3's camera but in combat it's frustrating. The camera is zoomed in close almost like first person, except my character takes up 1/10th of the screen. Zooming out would let you see what is happening on your sides or have a first person camera and then switch to another camera for special takedowns.
I will definitely be picking this up. I'm just hoping for some tweaks so my friends will do the same.
Modifié par R3DKL0UD, 16 février 2012 - 08:56 .
#529
Posté 16 février 2012 - 08:57
#530
Posté 16 février 2012 - 08:58
I think the higher difficulty levels should be unlocked as your player levels up. Joining a quick match set to gold or silver at level 1 is suicide and no amount of awesomeness from your teammates will save you. If the default for new characters is only bronze, then it eases new players with few skills or weapons into the game and prevents rage quitting. Silver and gold can then be unlocked as the player levels up and concievably collects more skills, weapons, consumables, mods, and the like.
Next, I would like to see the consumables purchaseable in the store as well as being bundled in the packages. They can be valued or balanced depending on this easier avalibility, but having to continuously purchase packages to try and get a consumable gets frustrating. It may extend gameplay slightly by requiring more credits, but it ends up feeling less fun and more of a grind for goods.
Another point would be more informative prompts for the player when incapacitated. Currently the prompt to mash a button (spacebar on PC) appears when you go down and it took some experimentation to figure out that the prompt is to actually try and delay your bleed out. A simple prompt flashed on the screen would key players into this fact and wouldn't detract from gameplay because you aren't really doing anything when you're on the floor bleeding. Another place this would be useful would be after actual death. I've been in FAR too many games where a player has died and the person rage quits/logs out when the wave is almost over. A simple "You have died, but will recover at the start of the next wave" may prevent these problems in pick up groups.
Finally are the bugs. The worst would be the character 'stutter' that seems to happen if you don't complete a dodge (hit a wall) or are not knocked back fully when hit hard (stagger into something). You appear to stutter between your actual and projected distance which makes aiming quite difficult. Even worse, is you can't compensate because both locations are valid and you can shoot from both. It can also be abused because if you stutter with a position a few meters to the side you can use it to stand completely in cover or on top of a ladder and displace at the bottom or in the open to make your shots. You can fix it by repeatedly dodging and reseting your positioning, but its still a pain.
The other bug I ran into would be the randomness to health regeneration. For most waves the health regenerates to full at the end before the next wave arrives. You also regen to full when you are revived by a team mate most of the time. However, there have been some cases where I've been knocked down to a sliver of health and would not regen for 2-3 waves which makes me play extra cautious. On one occassion my health didn't regen at the start of the wave, but in the middle of the wave after that one which was pretty handy in a tough spot. Health on revives also seems to fluxtuate depending on how much damage you took to go down. A fully charged unshielded shot at half health from a nemisis seems to revive you with a sliver just like getting melee executed by a phantom, but taking a rocket to the face from an atlas seems to revive at full.
#531
Posté 16 février 2012 - 09:01
R3DKL0UD wrote...
I
feel like my character can only move in perpendicular grid patterns,
the camera never seems to alternate, and the default speed is set to
Skyrim "you are carrying too much to run." I'm an elite soldier in the
heat of battle, who would walk?! Current run speed should be default and
run should be that times two.
Have fun bumping into turrets at that speed. Or getting stuck in corridors. Or just generally zipping into grenades, enemy spawns, phantoms you did not see because you were moving at the speed of light.
staindgrey wrote...
I said this earlier, but since nobody seemed to acknowledge it, I'll say it again:
The revive button (on 360) needs to be moved from 'A'. I suggest 'X'. The A-button is too context sensetive, and considering you'll often need to revive a teammate while under fire, messing up and doing something else (taking cover, vaulting, rolling, going down a ladder, take your pick) could be the difference between winning and losing, or at the very least the difference between wasting a medkit and keeping it.
The X-button only reloads and swaps weapons when held. So if I'm not targeted on my downed teammate perfectly, I'll just reload instead. Big deal. Those animations are incredibly fast anyway. Please swap reviving to 'X'.
THIS.
Or give the now defunct back button a second chance. Or offer an alternative control scheme, which splits running/dodging [X] from taking cover/vaulting [A].
Or use an analouge stick button. I hate to say it, but while the controls try to copy Gears, they are not quite there. Worst is the 90° cover swap, which is on the stick button. Aforementioned game has it all on [A] by default, and shows context icons where the character will slide to. I'd rather accept a crappy 90° slide and free up buttons for stuff that is more important, such as better revives and Target Beacons.
Anyone?
Modifié par NekOoNinja, 16 février 2012 - 09:12 .
#532
Posté 16 février 2012 - 09:08
In a narrow space, with two covers near you, reviving someone is an actual miracle, because instead of reviving, the character will go in cover.
#533
Posté 16 février 2012 - 09:12
I would also like some easy way to see what classes my team mates are playing, and possibly exactly what specc they have, that, or more info when you are in spectator mode, it is hard to see what is going on without seeing any enemy health or any stats about your team mates progress making death unnecessarily boring.
#534
Posté 16 février 2012 - 09:13
good points but i sometimes like playing with just 3 people. 4 is definately ideal and in some cases even with 4 good players its hard to beat levels on silver (bronze is a breeze for anyone who has played gears or another ME game) I wish we had lobbys based on skill level though. I don't like being the level 17 sentinal with a bunch of level 1 and 2 solidersGrahf_0013 wrote...
Multiplayer is fun, but I have to point one enormous problem:
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The lobby system is awful. I will join a random match, and 9/10 times it will pair me up with one or two others instead of three. You can wait for an hour, but your lobby still only has 1 or 2 others in it... somehow people aren't filtered into your games. Since there is no reduced difficulty, and no extra rewards for running a game with less than four people, I end up spending five minutes between each game just joining randoms, seeing the lobby only has 2 or 3 of us in it, then exiting to attempt to join another lobby seconds later.
I assume that when I find myself in a lobby missing 1 or 2 players, someone received the invite, but cancelled the loading screen. Or a connection problem. I don't know. This is not the problem. The problem is nobody is filtered into your lobby after the initial join. I am sure this is frustrating for many players.
Also, rarely I am put into a match already in progress. I don't know how this works because I have ran entire games with just three people and nobody joins up.
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#535
Posté 16 février 2012 - 09:15
Schelome wrote...
or more info when you are in spectator mode, it is hard to see what is going on without seeing any enemy health or any stats about your team mates progress making death unnecessarily boring.
Ghost cam. Allowing fallen teammates to spot targets for the survivor. Possibilities are there.
#536
Posté 16 février 2012 - 09:20
#537
Posté 16 février 2012 - 09:20
#538
Posté 16 février 2012 - 09:22
#539
Posté 16 février 2012 - 09:28
Also, as others have mentioned, perhaps too much is tied to the 'A' button (360)
That aside though, it's a fun mode indeed.
#540
Posté 16 février 2012 - 09:30
#541
Posté 16 février 2012 - 09:56
someguy1231 wrote...
It's good to see impressions so far are mostly positive, especially since the SP side of the demo has been getting much more mixed reviews.
However, we need to keep in mind that all of us here so far who have reviewed it got early access thanks to Battlefield 3. Since that game is multiplayer-focused, it's logical to conclude that pretty much everyone here is favorably disposed toward multiplayer. The real test will be when everyone gets access to the MP portion of the demo, especially because we all know that multiplayer in ME was never a popular subject on BSN until Bioware started releasing the details.Then again, I'm sure many of the hardliners against multiplayer won't even give it a chance...
Wow. You're making a lot of assumptions there. Typically, I am not a fan of MP in general. I much prefer a SP or co-op campaign. I've tried Battlefield 3, Modern Warfare 2, Black Ops, Modern Warfare 3, Assassins Creed: Brotherhood, Gears of War 3, Crysis 2 and a few other MP experiences and Halo (all of them) is the only one I've ever liked. Gears is fun for an evening occasionally, but I hated Battlefield. So no, my opinions, and those of my co-op partner, are not from the perspective of a fan of MP. We've been playing Halo: Reach MP since day one and have until now never found another MP experience good enough to pull us away from Halo for more than an evening. But this, Mass Effect 3 MP, is the one. It's absolutely brilliant.
I must qualify that with this. Outside of Halo: Reach MP (and before that Halo 3 MP) we much prefer a co-op experience. 2-player co-op is what we like best. Whether it's a co-op campaign, co-op missions (ex. Modern Warfare Spec-ops mode), or co-op wave-based (ex. Gears Horde mode or Halo Firefight), we always prefer to play as a 2-man team. Mass Effect 3 MP gives us the best of all three. It directly ties back into the SP game so it satisfies that co-op campaign itch. Every 3 waves has an objective so it satisfies that co-op mission itch. And the other waves are pure wave-based survival so it satisfies that Horde itch.
Also, while technically I have early MP access because of Battlefield 3, I'm not playing early because of it. My co-op partner did not play Battlefield 3 (I only did because I won the game in a twitter contest, I never would have paid money for it.) and earned early MP access through the Facebook recruitment app yesterday. I waited to try MP with my friend, so I'm playing now because of the Facebook app, not Battlefield 3. Had I not won a copy of the game I would not have had access until yesterday either.
My friend and I are hardliners against MP. We've only tried other flavors because we've been looking for an alternative to Halo. And having said that, we rarely even give other MP games a chance. My friend never bothered with Battlefield, Modern Warfare, Black Ops, or Assassins Creed MP. We like shields. We like being able to fight back from the brink and overcome our enemies. Halo is the only one that gives us that experience. All the rest are 1-2 shot kills. Don't misunderstand. I'm not faulting Battlefield or Modern Warfare for not having regenerating energy shields. They're not sci-fi. Shields wouldn't fit. I simply don't like quick-draw, accuracy contests. In those games, if you get the drop on me, I'm dead. But in Halo and Mass Effect I have the chance to turn the tide.
The point is, don't simply assume we are all MP fans and are giving Mass Effect 3 MP favorable comments because of a MP centric bias. I generally hate MP but I'm loving every single second of Mass Effect 3 MP.
#542
Posté 16 février 2012 - 10:06
I never really got into multiplayer much at all. Never touched Bioshock, Dante's Inferno, or Dead Space 2's MP.
Mortal Kombat- I had some really good matches in it, but I'm just not good enough to hold my own there. Nevermind the achievements/trophies I'll never have. I completed the challenge tower and that in itself is quite the accomplishment.
Marvel vs. Capcom 3 - Pretty much same as above. Doesn't matter how good you are in SP, MP is full of people who are just flat out better than you. Losing gets old fast.
Transformers: War for Cybertron - Those comparing ME3's MP to GoW really need to try this one. It's almost exactly like it. Horde mode anyway. I had a lot of fun with this one, but again, I'm not good enough. I never made it to wave 15. Death match just annoyed me.
Red Dead Redemption - Death matches are a pain in the butt. You'll see a lot of high level players double rolling and single bullet headshot kills. Fun goes downhill fast. Free roam is good and taking out gang hideouts is fun for a while, but most of the time you'll be doing it by yourself. Co-op is the most fun for me. Until you get that one jerk who PK's the whole team. But, again, I'm not good enough for even the advanced co-op modes, let alone hardcore and recycling maps is tedious. Still haven't unlocked all the mounts. I really want to like this more, but I don't. Just plain gave up. Though, the zombie horde mode is fun.
I guess the point of all this is, I really suck at multi-player.
No, the point is, until I actually saw the MP for Mass Effect 3, I had given up on multi-player altogether. I never have tried any FPS MP.
ME3 has restored my faith with just a simple horde mode, 2 maps and one enemy faction and I haven't even played it yet. I might still suck at it, but at least I will be having a lot more fun with it than everything else I mentioned put together. Thanks, Bioware.
#543
Posté 16 février 2012 - 10:10
The bugs I've had are as followed.
Probably the most annoying one is when entering a game all my abilities, items and such in the quickbar are gone and i cant use any abilities or stuff with my key's so if i want to use them i have to press shift and click on them with the mouse this has happend randomly from my first game in MP to my second third etc etc once it happens all my games after have taken all the stuff from my quick bar except for sometimes the 1 ability on the 1-key is available only way to fix this is by turning of the demo and restarting it.
Alot of times while playing the rewards have been bugged in the way of for instance I dont get the extraction rewards difficulty reward or the map reward at the end sometimes all of them but most often 1 of them is excluded. Also surviving waves reward most often dont work first game i played i got reward for surviving 3 and 5 waves now i only get the survived 3 waves after dieing and surviving about 5-6 waves. Also sometimes while playing as my infiltrator i only use my sniper rifle to kill enemies but when i get 50 kills reward I have'nt even gotten my 25 sniper rifle kills reward yet even though 1 game i counted 47 kills with the sniper rifle and 3 with melee.
These are the most annoying one's I've experienced so far though one game when we had to eliminate priority target's in this case a nemsis she used her booster to fly up to the ledge they jump down from and hid in the back of it unreachable for us now that was annoying! xD
Overall I really like the game a bit pissed at the random reward boxes where I always get the same items and charcters most weapons at rank V-VII now and only 1 new character I think but almost all the characters I have with all the cosmetic options released :/
Would like some way to decide what I want to buy with my cash instead of it being random, since for instance I play infiltrator and vanguard the most right now and use pistol + sniper rifle and shotgun + pistol but all im gettin is sub-machine guns which I dont like so would have liked someway to pick what you want but probably at a much higher price then the boxes are?
Well alot of complaining on my part but all the stuff im not complaining about are great in my book just highlighting stuff I want fixed/added/changed.
Seems to be a great game keep up the good work!
#544
Posté 16 février 2012 - 10:11
Modifié par tobajas, 16 février 2012 - 10:12 .
#545
Posté 16 février 2012 - 10:21
azza847 wrote...
NOT SO HOT:
- Phantoms. I know they are supposed to be hard, but geez, they are royal pain in the knee. They very rarely stagger. Every other enemy has a stagger animation. Very hard to slow down/control. Can someone tell me if Stasis works on them or any other ability they have seen have a (mass) effect on them?? (Lol I got a pun in!!)
I used to kill phantoms, but then I took an arrow to the knee.
On a serious note, try a Vanguard. They can take down a Phantom in a single hit (on Bronze)
#546
Posté 16 février 2012 - 10:35
I shouldn't have to UNLOCK MY OWN GENDER. That is complete bull.
#547
Posté 16 février 2012 - 10:39
The Body motion fluency in game....It was still the same with a minor set of changes...the walking motion...it looks terrible. In a competitve gaming industry today, I actually expected the walking animation in combat to look better. Games 8 years ago have better animations than that. I had a pit in my stomach since the first video that was made...knowing that it wasn't going to change. Oh well.
Secondly...The game does glitch. however, that's the purpose of the demo right? To find those problems and get 'em fixed! This is what I experienced.
-Sometimes, after a person would sprint, their sprinting animation would continue, even after they stopped.
-Sometimes, after a person was shooting, their muzzle flash would still continue.
-At the beggining of some games...I couldn't walk forward until I had to roll myself into cover. Then I could start walking.
-The obvious lagging issue that makes players look sloppy when the move. (That's expected though.)
Some opinions that I found to be an issue...
-The executions from the cerberus enemies. It looked sad. It didn't look impressive, and it almost made me laugh when I saw them nail my crotch everytime they do it.
-The fluidity of body movement. Now, don't get me wrong. Bioware has nailed the movement in the cinematic scenes. Not so much in actual in-game combat. I would have expected this to be perfected by Bioware in the 3rd game. I guess not. Mass Effect 1 combat movement looked better. Battlefield, Call of Duty, Far Cry 2, Halo, even Half life!...They've done a spectacular job! Bioware...man...God I wish this one comment could make a difference. I mentioned it earlier, and people got pissed because I was saying it too early when you released your Squad leader video. It looks almost the same! PLEASE! PLEASE! I'm begging you!
I can't deny, I still had tons of fun in the multiplayer aspect. I won't even touch the campaign demo because I don't want to spoil it to myself in ANY way!
Also, I am inclined to agree that adding the 'A' button for everything can create some undesired effects. Look to like...Tom Clancy's Rainbow Six New Vegas 2 controls. (Not to mention that their body movements were fluid.)
Like I said...I can't stress this enough...the fluidity of combat movement...PLEASE!!!!
Well. Those are my comments.
#548
Posté 16 février 2012 - 10:40
#549
Posté 16 février 2012 - 10:47
I like the levelling system, customisation, the random gear is brilliant too. Makes you want to keep playing to see what else you can get, and also encouraged me to try new weapons/classes that I'd never tried before. And actually completing the full 10 waves was so gratifying! Actually felt proud of myself and my team lol
I enjoyed this a lot more then I thought I would. Brilliant job. Thanks BioWare
Modifié par aMytallica, 16 février 2012 - 10:49 .
#550
Posté 16 février 2012 - 11:06
Mike Aus wrote...
azza847 wrote...
NOT SO HOT:
- Phantoms. I know they are supposed to be hard, but geez, they are royal pain in the knee. They very rarely stagger. Every other enemy has a stagger animation. Very hard to slow down/control. Can someone tell me if Stasis works on them or any other ability they have seen have a (mass) effect on them?? (Lol I got a pun in!!)
I used to kill phantoms, but then I took an arrow to the knee.
On a serious note, try a Vanguard. They can take down a Phantom in a single hit (on Bronze)
As an Adept, Warp+Shockwave blows Phantoms up real fast. Just don't let them poke you.!!
IMO, at Silver or [gasp] Gold its the Combat Engineers that are the real threat. Turrets are ridiculous. And the Engs are pretty tough.




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