Mass Effect 3 Multiplayer Demo feedback. What did you think?
#551
Posté 16 février 2012 - 11:31
Funny how at the start, the shielded dudes were such a pain. But with the right character they're really easy to take down.
#552
Posté 16 février 2012 - 11:35
Basic gameplay and such is pretty fun. It's pretty addictive in terms of gameplay and it's enjoyable.
My issues come into play in the form of suggestions.
There is currently NO WAY to gather a team and then hit "quick match" to find a remaining player or players to fill out your team. You can open your own lobby and wait ages for someone to show up and HOPE they stick around until the game is full... But it's much faster to either already have a group of four ready to go or to be by yourself and "Quick Match" to find a group of three. Bioware is late to the "multiplayer" experience, so naturally they don't know to automatically include such a feature... But let's hope they learn after this excursion.
Automatic removal or penalty for "AFK" players. Bungie has an automated system that catches AFK players and bans them as well as penalizes their experience. I suggest something similar for Mass Effect 3. I'm sick of waiting in a lobby for 5 minutes OR MORE for someone to "ready up". Your lobbies should also work like other games. Either a set timer to mess with your stuff once the host "readies up" or an automated system with a timer that starts counting down once you get four players in a lobby. Since all players share all xp and credits earned... It'd be pretty easy to "AFK boost" other players. This isn't in the spirit of multiplayer, and it's annoying. These players should be auto-kicked with the option of someone else joining mid-game from their slot.
Objective placement/difficulty. This is a BIG problem, even with a group of four. There are just some places on the map that are VERY undefendable because of the lack of cover anywhere nearby (or proximity to frequently used spawn points). There are also REALLY bad and annoying Objectives like "take out the targets" and there are four... But guess what? All four are Atlas Mechs... And we're on the tenth wave. That is pretty blatantly "unfair", especially in Gold Challenges. Even if EVERYONE had a rocket launcher... By the end of that wave, everyone is OUT of rockets. Good luck trying to defend the extraction point now without rockets and with Atlas Mechs coming in.
Inability to take all your items into the game with you. You are currently limited to TWO of each D-Pad item. This kind of sucks. When I rarely ever use an "ammo pack", I end up sitting on twelve or more of the suckers. Likewise I sit on a large chunk of the "heal yourself" packs that regen shields and health to max. It'd be nice if you could AT LEAST take more than two. Or perhaps earn "upgrades" to allow you to carry more than two items.
The "waves to survive" is a bit short. Now, I admit that sometimes it's daunting just getting to wave 11... But at the same time... It'd nice if you could somehow choose how many waves you want to do from a set list. Perhaps capping it at 21 waves total. If you had more waves you could include ALL the objectives instead of just a couple or a couple that repeat. You could have one of everything or a bit more versatility in which objectives are needed to accomplish.
Random loot... Random loot is... Well, it's a bit annoying. I understand the REASON behind it, but it still makes it frustrating. This isn't an MMO where you spend hours upon hours grinding like crazy for a single item. This is a third person shooter with RPG elements. At the very least include "Sure Thing" packs where you can choose EXACTLY what you'd like to recieve in packs. Make them cost like 50k or more to balance it out. Random loot CAN be okay... But when you just want a mod for a weapon or just want an upgrade for a gun you use... Or maybe you just want to unlock all the characters and not have to worry about it... It's annoying to wade through a ton of "random unlocks" to MAYBE get the one thing you wanted out of a loot table of thousands of items.
Oh, instead of meters for stats on our guns... Could you MAYBE make the values numeric? Right now "20% extra damage" is kind of meaningless. What's 20% more of a bar that's 10% filled? Does it even HELP at all? I guess it would... But the "help" might be pretty negligable... Just sayin'... If you're going to go with percentages, you NEED to include number values. Otherwise, NOBODY is going to notice the difference. You know? Like with candybars? Sure a candybar can say "now 20% more chocolate!" But without knowing how much chocolate was in the original candybar... You aren't likely to notice the extra 20%. You're just going to notice the extra cost. See how that works? Also, you're basically promoting people go in and hack the data files for the PC versions of the game in order to get the number values... And then you're forcing the rest of us who don't do that to use the Mass Effect wiki to see the nuances of the weapon you made. If you're going to include RPG elements, at LEAST include PROPER RPG elements. STATS are nice. NUMERIC STATS, please. You already have Numerical Stats/Data AVAILABLE to the players for their powers and upgrades... Why not for the guns? Only upgrade I ever notice when I get an upgrade for a gun is that it carries more ammo and suddenly weighs less. I dunno how much more damage it does or anything like that. FIX THAT.
You know, it occurs to me that the multiplayer portion could've benefitted from a "Beta" period about six months ago... To iron out some of this nonsense before ship. You know, so it wouldn't have to be patched or sent out "unfinished and neglected forever".
#553
Posté 16 février 2012 - 11:49
#554
Posté 17 février 2012 - 12:11
1. Can Turians not roll/dodge? I keep trying on my Turian Sentinel, but nothing happens.
2. Oh dear Goddess, please let me map my powers. I've had two matches now where I've entered the game only to find my powers not mapped to a key. It's crippling.
3. Disconnection appears to rob you of any EXP you earned from completed waves.
#555
Posté 17 février 2012 - 12:11
#556
Posté 17 février 2012 - 12:24
I like the weapon/armour/ammo bonuses and extra items you can bring into the field although I rarely find myself using anything other than the missile launcher which I save for the Atlas, the ability to remap might help with this.
Can't say I am a fan of the unlock system, I have almost exclusively purchased veteran packs (at least 15) and have only unlocked 2 characters both of which I will never use. I do however have the mattock, tempest, mantis, phalanx and katana at levels 3 - 6.
I would like to see there be some kind of reward for playing with less than 4 players, as the game stands you get the same amount of credits for completing an objective no matter the number of players and since exp between players gets totalled and then awarded to everyone there is literally no downside. I don't see exp being totalled as a problem as it helps the lower level characters level up when they would be stuck unable to earn anything as the higher ranks obliterate everything but surely you could give x amount of credits and divide it between the number of players in the match.
Another gripe is how difficult it is to revive a downed player, I constantly end up dodging or going into cover instead of reviving them and it often gets us both killed.
Otherwise just a few bugs, Vanguard glitching out of the arena/floating, muzzle flash when player isn't firing and slow movement at start of the round.
#557
Posté 17 février 2012 - 12:25
#558
Posté 17 février 2012 - 12:28
Modifié par Drone223, 17 février 2012 - 12:29 .
#559
Posté 17 février 2012 - 12:30
2. I had an issue in the store, it looks like the store robbing credits from me (when i buy something i dont get any contents from the pack).
#560
Posté 17 février 2012 - 12:31
#561
Posté 17 février 2012 - 12:39
#562
Posté 17 février 2012 - 12:50
gameplay though is really nice. most fun I have had in a demo in a very long time. allot of my friends are a little stumped on why I am STILL playing the demo
#563
Posté 17 février 2012 - 12:53
The multiplayer is great, even in the Mass-Effect-is-a-singleplayer-game tone. Co-op was a good move, and I don't think competitive wouldn't have gone over as well. There's plenty of RPG still around, even moreso than ME2. The only complaint I have is the random character drops. Understandable, but still annoying. I would relate it to Assassin's Creed Brotherhood's multiplayer: based on a great singleplayer experience, but translated (in my opinion) very well to "the other side". Good job, BioWare.
#564
Posté 17 février 2012 - 01:01
Just add PvP, Cerberus vs Alliance, Indoctrinated aliens and humans vs alliance, etc etc.... and it'll be even better!
Thanks!
#565
Posté 17 février 2012 - 01:04
1. Inability to map powers
(minor, but really annoying to me)
2. Random unlock system
This seems a little out of place. Unlocking something should feel like an award, getting a new weapon or race because you've been playing for however long and are getting pretty good. If you keep missing these things because you're just plain unlucky, it's bound to cause frustration, and having the things you unlock be completely random just takes more choice and preference away from the player. If they're putting their time and effort into buying these unlocks, there should be some certainty that they're getting what they want.
3. Limited items
I understand that being able to use infinite amounts of medi-gel would remove all challenge from the game, and also that infinite grenades (even though they're a power) would be extremely overpowered. That said, There are 4 slots taken up in my power bar, that I'm not guaranteed to even be able to use, and if I accidentally press one of those limited use buttons when I mean to use another power (thanks to the magic of muscle memory and a fixed power bar) then I'm out that item (or grenade).
All in all, multiplayer is alright. Not something I'd typically associate with Mass Effect, but it's not the worst experience I've ever had. Honestly, if the power bar wasn't fixed, two of my gripes would mysteriously vanish and I think it would be pretty good.
And yes, I am a little OCD about my power bar.
#566
Posté 17 février 2012 - 01:09
AuWR wrote...
I just have a few gripes about multiplayer:
1. Inability to map powers
(minor, but really annoying to me)
2. Random unlock system
This seems a little out of place. Unlocking something should feel like an award, getting a new weapon or race because you've been playing for however long and are getting pretty good. If you keep missing these things because you're just plain unlucky, it's bound to cause frustration, and having the things you unlock be completely random just takes more choice and preference away from the player. If they're putting their time and effort into buying these unlocks, there should be some certainty that they're getting what they want.
3. Limited items
I understand that being able to use infinite amounts of medi-gel would remove all challenge from the game, and also that infinite grenades (even though they're a power) would be extremely overpowered. That said, There are 4 slots taken up in my power bar, that I'm not guaranteed to even be able to use, and if I accidentally press one of those limited use buttons when I mean to use another power (thanks to the magic of muscle memory and a fixed power bar) then I'm out that item (or grenade).
All in all, multiplayer is alright. Not something I'd typically associate with Mass Effect, but it's not the worst experience I've ever had. Honestly, if the power bar wasn't fixed, two of my gripes would mysteriously vanish and I think it would be pretty good.
And yes, I am a little OCD about my power bar.
Agree with all these points! +100
#567
Posté 17 février 2012 - 01:15
Good:
1. Really fun experience, can totally see myself putting some time into this.
2. Map design is varied and exciting.
3. Enemy waves are decently balanced (at least on Bronze).
Bad:
1. Random loot - hate it
2. 'Eliminate targets' times should be longer
3. Should be able to have a party of 2 friends and find the other 2 by using public game setting.
Overall, good job, Bioware!
#568
Posté 17 février 2012 - 01:31
Tai MT wrote...
My impressions of the Multiplayer Demo. You SURE you want to hear this?
Basic gameplay and such is pretty fun. It's pretty addictive in terms of gameplay and it's enjoyable.
My issues come into play in the form of suggestions.
There is currently NO WAY to gather a team and then hit "quick match" to find a remaining player or players to fill out your team. You can open your own lobby and wait ages for someone to show up and HOPE they stick around until the game is full... But it's much faster to either already have a group of four ready to go or to be by yourself and "Quick Match" to find a group of three. Bioware is late to the "multiplayer" experience, so naturally they don't know to automatically include such a feature... But let's hope they learn after this excursion.
This so much can you please look into this.
be really good if we could "test" it out some how before release of full game.
right now it's going to be a major break or make.
#569
Posté 17 février 2012 - 01:37
For a start, don't make us unlock a race, expand the race-class boundaries, allow each class a higher level cap with more powers to level that they'd have to assign before battle to the three buttons. Instead of having every Asari Adept be a Justicar, let me play a Commando, with more health buffing and AR mods. Admittedly a Krogan Infiltrator doesn't make sense, nor would a Drell soldier, but A Krogan Vanguard on the other hand would be a force to behold, and an Asari soldier could have Biotics from being Asari, plus combat prowess from the chosen class and thus the terrifying reputation they seem to have in canon. Other small touches would be welcome as well, show the characters getting dropped off and picked up, perhaps with the highest scoring player during a match shown heroically boarding last. When a player kills an Atlas, wouldn't the charecter be exited about that? maybe some happy or at least grimly satisfied line depending on race, class and other custom factors.
This is what I'd like to see, little customized bits here and there to make my online experience feel unique in the same way my Shep is a little different then every other.
#570
Posté 17 février 2012 - 01:38
comrade8472 wrote...
Tai MT wrote...
My impressions of the Multiplayer Demo. You SURE you want to hear this?
Basic gameplay and such is pretty fun. It's pretty addictive in terms of gameplay and it's enjoyable.
My issues come into play in the form of suggestions.
There is currently NO WAY to gather a team and then hit "quick match" to find a remaining player or players to fill out your team. You can open your own lobby and wait ages for someone to show up and HOPE they stick around until the game is full... But it's much faster to either already have a group of four ready to go or to be by yourself and "Quick Match" to find a group of three. Bioware is late to the "multiplayer" experience, so naturally they don't know to automatically include such a feature... But let's hope they learn after this excursion.
This so much can you please look into this.
be really good if we could "test" it out some how before release of full game.
right now it's going to be a major break or make.
Agreed. As far as problems the match-making is the main complaint.
#571
Posté 17 février 2012 - 01:39
Legion.N7 wrote...
There's respawning after each wave if you are dead on PC version mate. What version are you playing?
Agreed...wait. Not unless your a sore loser.
#572
Guest_makalathbonagin_*
Posté 17 février 2012 - 01:41
Guest_makalathbonagin_*
one thing tho...i really hate the one multi-button action the jump forward, back ...
#573
Posté 17 février 2012 - 01:44
#574
Posté 17 février 2012 - 01:45
#575
Guest_makalathbonagin_*
Posté 17 février 2012 - 01:48
Guest_makalathbonagin_*
really really hate that horrid FOV




Ce sujet est fermé
Retour en haut




