Mass Effect 3 Multiplayer Demo feedback. What did you think?
#1201
Posté 20 février 2012 - 08:58
-Tolan
#1202
Posté 20 février 2012 - 09:02
What I dislike is the random nature of unlocks. I've spent way too many credits on Vet packs with still no new race unlocks while receiving bonus xps to kits I already have or weapon upgrades I already own. Also, I still encounter the empty power wheel/bar bug. Another gripe is how the spacebar/a button do everything. I'm getting better at mastering it, but its still annoying. I would also like to see controller support on the pc as well as more graphic options.
Overall very impressed and addicted.
#1203
Posté 20 février 2012 - 09:05
I love the Multiplayer but the revive system is just terrible.
#1204
Posté 20 février 2012 - 09:07
#1205
Posté 20 février 2012 - 09:22
#1206
Posté 20 février 2012 - 09:26
My origin friends complain about the same bugs. Especially the one about not having any abilities on the hotbar. Im not alone
#1207
Posté 20 février 2012 - 09:41
As for my own feedback - I'd really like to see a mode that plays like Brink, where you have to go from point to point completing mission objectives (e.g. repair generator, hack computer, seal entrance, etc.), in addition to the bread-and-butter that is Survival Mode.
Some additional character customization options would also be nice somewhere down the line, and I'm not too proud to pay for it as DLC. =)
Modifié par TheDash, 20 février 2012 - 09:42 .
#1208
Posté 20 février 2012 - 09:41
CONS:
-Sentinel tech armor shields are pretty much of unnoticable shield strength bonus.
-Why do all different species of a single class have different powers, yet human males and females only ever have the same powers within a class? I see no reason to ever play as the other once I've played as one because they are exactly the same. Different powers for men and women of a class?
-I wish there were just slightly more options when it comes to purchasing random item crates. Maybe a super cheap one for 1000cr that only has two crappy items, or a middle ground option for 10000cr, or a really really expensive one for 80000cr.
-The ability to modify the armor pieces of my MP characters even slightly would be immensely appreciated. Even if they offer only slight differences in shield strength vs. carry weight vs. weapon damage vs. power damage.
-Also with armor, the ability to change the intensity of the highlight colour, because sometimes it's overpowering and other times it's barely noticable, depending on the combination you use.
-More and better organized colour options for armor.
-This is subtle, but I think it matters a little; in the MP menu, the Equipment menu item is below appearance when really it should be above.
-I spend the time to give my MP characters names, it would be nice if tht was the name that other people saw floating above my head in-game, instead of my gamertag, or at least have a menu option that controls that aspect. Otherwise, why bother naming them at all when no one else is ever going to see it?
-It bothers me that every character or species within a single class levels up at the same time even if I only use one person in that class. Individual leveling would be the best, even if it does greatly expand the number of N-levels a person will have on display.
PROS
-It's a really good game. Good leveling systems, I love that you keep expanding on the individual skill trees splitting one of two possible ways. Good weapons and weapon progression. I only wish that any time you got a weapon upgrade (e.g. Avenger III to Avenger IV) you could cmpare to see exactly which weapon stats are being upgraded and by how much.
Modifié par OmahaBeach, 20 février 2012 - 09:49 .
#1209
Posté 20 février 2012 - 09:56
I love it, its a blast playing my fav classes, cant wait for the Full Game now.
Cheers
#1210
Posté 20 février 2012 - 10:04
but lets get down to it.
What do I like.
Nice customization with colors
The difficulty is nice.
The need for co-op play to make it a nice ride.
Each class has its advantage.
Dislike
I would like a bit more choise when buying a veteran pack. Even though when you get to silver the coin is no problem. But a bit more abilito to buy would be nice.
Random group dosent take level as far as I see in considuration.
Over all as I sayed I love the game.
To start with I played a vanguard and thought it was massive overpowered, then when we got to around silver it got nice and co-op like and evened out the chars. nicely in my opinion.
#1211
Posté 20 février 2012 - 10:15
+TEXT messaging on a PC version (in game and creation room)
+Team join (invite friends in a team, then quick join in a game -if I create a game, then no one except invited friends join)
+Reconnect option (would be awesome -if I get disconnected, I loose all my progress (XP and money))
+A classic "browse created games" so I could order them by PING or available free slots and a good filter (at lvl 1 I only want to see BRONZE games)
This is what we need for a better MP experience. I like the game-play mechanics, random equipment (not as much random playable races in package) and I hope, there are some maps with only 5 waves, 11 waves take a lot of time (sometimes I would like to play a shorter game).
Sorry for my English, fan of SP, cant wait for the game.
#1212
Posté 20 février 2012 - 10:33
So far, there is no way to alter the choices made on a Multiplayer Character Build. I feel like creating the right spec is really about trial and error, and often you end up with a character that is not as fun or effective as you first realized. Perhaps you could implement some sort of item (which would cost credits, or be found in boxes) to alter the points allocated on a Multiplayer Character.
The Unlock system is just too frustrating. I for one am all about personal choice, and I would rather our credits be something we can save in order to get a specific item, character, or customization option we want... but I have a feeling that won't happen. In truth, the Random Unlock system is kind of fun (in an arcade-y kind of way), but perhaps throwing EVERY possible unlock in one box is a bit much. I've been playing for three days straight looking for a Salarian Infiltrator with no luck. Maybe make a number of different boxes; such as "Infantry Packages" (New class/Race Options), "Armory Packages" (Weapons and Weapon Modifications), and "Personnel Packages" (Customization Options, Bonus Experience, and Respec Tokens) that would cost MORE than the standard mixed-bag options, but grant a much better chance at actually going the player what they are looking for. Also, this could be just me; but I feel like there needs to be 3 mixed-bag packages instead of 2. As it stands now, you have to play two games of Bronze to afford a Veteran, and often with unsatisfying results. Maybe there could be a "Recruit Package" (5,000), "Advanced Package" (10,000), and "Veteran Package" (20,000). That way, you'd have a little more choice and you wouldn't have to wait quite as long to be able to purchase a half-decent Unlock crate.
When it comes to the Race & class Combinations, I am pleased with just about everything... except for the fact that there are no Turian Infiltrators or Krogan Vanguards. As a huge Garrus fan, there is nothing I would love more than to tote a Sniper Rifle around in my big Turian armor and go crack some skulls. And yes, arguably you can do the same thing as a Soldier... but it's the principle of the matter. Garrus has always been an Infiltrator archetype (Tech/Combat Skills) in the way that Wrex was always a Vanguard prototype (Biotic/Tech Skills). It makes sense within the confines of the lore you have provided us with. I really would urge you guys to implement them in the future, because I know a lot of fans are left wanting for them. I also realize adding those two Race/class options would call for more combinations with other pre-existing races and classes for balancing. Because I've been thinking about, I'll post what I imagine would be suitable additions:
>Turian Infiltrator: Tactical Cloak, Marksman, Neural Shock (or Sabotage), Turian Veteran, Fitness
Obviously optimized for long-range engagements and mastering the Sniper Rifle. I'm not sure if Neural Shock exists in Mass Effect 3 as a Squad Bonus Power, but if it does; it would make sense for a Sniper (a person trained in eliminating Organic Targets) to utilize it. If it's unavailable, Sabotage could be a decent substitute. Marksman for obvious synergy with the Sniper Rifle. Did I mention I love the idea of Turian Infiltrators? Okay. Just making sure. Because I want this to happen.
>Krogan Vanguard: Biotic Charge, Slam, Barrier, Krogan Berserker, Fitness
As much as I think a Krogan would be the most likely candidate for the Biotic Charge+Nova Combo, that is already taken by the Human Vanguard, so we'll have to get creative. I'm pretty sure I read somewhere that Barrier & Slam were returning as Bonus Powers, so they could make good additions to this set. It's very straight-forward and aggressive; Barrier for added survivability, Charge to close the distance, and Slam to throw your weight around. Fitting for the Krogan military mindset; "Crush anything smaller than you."
>Quarian Soldier: Defense Matrix, Proximity Mine, Defender Drone, Quarian Defender, Fitness
Taking their class Power title to heart, this Quarian-specific breed of Soldier is designed to buckle down on positions and hold the line. Being so heavily armored, the bonus power Defense Matrix makes thematic sense, and allows them to play up on the "Resilient" schtick of this kit (although Fortification or a specced Adrenaline Rush could fit here, too). Proximity Mine and Defender Drone round each other out; both as active and passive means of counterattacking the enemy. Since they don't need to be cast very often, it also has good synergy with the Soldier's tendency to equip multiple heavy weapons.
>Asari Sentinel: Overload, Stasis (Reave), Tech Armor, Asari Justiciar, Fitness
Given the Asari's natural affinity toward Biotic usage, it would only be logical to think they would make talented Sentinels. This build could go one of two ways, and it's all dependent on the Biotic Power. The Asari Adept and Vanguard both utilize Stasis, so it seems almost racially inherented; and it makes them excellent crowd-control characters. If crowd control is the goal, then Overload (with it's multi-stun organic spec) and Stasis would be a potent combination for locking down enemy squads. Reave offers a more sinister alternative and gears the class toward single-target destruction (Delete Shields/Barriers, then Reave).
This leaves only the Drell and Salarian left with the only two possible class combinations (Adept and Engineer). Although we havent been exposed to the idea of Salarian Biotics in the game canon, I don't see why it's an impossible notion.
>Salarian Adept: Singularity, Pull, Cluster Bomb, Salarian Operative, Fitness
The Salarian are a thinking-man's race; preferring to use brains over brawn to settle a dispute. I believe this power set accurately portrays their calculating natue. The combo would be to initiate a Singularity, use Pull to force enemies outside of the vortex zone to be drawn in, and then finish everyone off with a few well-placed Cluster Grenades. This kit is designed to just catch large collections of enemies in a disaster zone of disabling, and obviously benefits when paired alongside aggressive teammates.
>Drell Engineer: Decoy, Sabotage, Inferno Grenade, Drell Assassin, Fitness
From Thane, we get the idea that the Drell are a cunning people. If this would be reflected at all in their way of handling technology, then I believe this would be a suitable build for the Engineer. Use Sabotage on enemy Turrets or high-value synthetic targets, pop a Decoy to split the attention of your hapless victims, and blow the poor confused sods to smithereens with Inferno Grenades. You don't even need to get your hands dirty.
As a final note, I don't see why Female and Male Humans are seperate "classes" and have their own sets of customization unlocks. They use the same Armor Models and Powers, so they not squish "Human" into one race category, give the player the option to select (and alter) race whenever they choose, and push all of the customization unlocks together into one condensed pile. It just seems less messy and more flexible (not to mention it saves the player credits). I'm also hoping races with other gender model variations (Quarians, Krogan *since the demo*, etc.) could also be treated in a similar fashion.
Well, that's about all that's been floating around in my head today. Hope some of that was helpful.
Modifié par rcnovak1, 20 février 2012 - 10:35 .
#1213
Posté 20 février 2012 - 10:39
Any possibility of being able to switch out some powers between the classes
EG: Quarian Engineer has Sentry Turret, Incerate and Cryoblast - could it be possible to swap say Cryo for some other engineer power like Overload?
#1214
Posté 20 février 2012 - 10:46
TheDash wrote...
@Wexxx: Each box gives two grenades back, and has a timer on how often you can get them, likely to prevent you from just holing up next to an ammo box and 'nade-spamming like its Team Fortress classic. I think you get the full three back if you hit up a box between waves, though.
As for my own feedback - I'd really like to see a mode that plays like Brink, where you have to go from point to point completing mission objectives (e.g. repair generator, hack computer, seal entrance, etc.), in addition to the bread-and-butter that is Survival Mode.
Some additional character customization options would also be nice somewhere down the line, and I'm not too proud to pay for it as DLC. =)
aaaah ok..... thanks man.....
what also works. the box gives me 2 grenades after a wave.... then i shoot some ammo away and reload... walk back to the box, and then it gives me the 3rd grenade...
thanks for the reply
PS. is there any place to find forum members on the MP ME3 games
its hard to find some good players for silver/gold games
#1215
Posté 20 février 2012 - 10:48
#1216
Posté 20 février 2012 - 11:03
Why are the Cerberus turrets these horrendously powerful tools of destruction and the Quarian's Sentry Turret is this completely ignorable pod of incompetence? The damage is pitiful (not only the standard bullets, but even the rockets), and the firing intervals take so long to cycle that it can hardly put out any serious damage. Also, because it targets the nearest enemy... oftentimes the enemy I intended the Sentry Gun to attack will be able to slip by unscathed (or just shrug off the negligible damage) and escape alive, while my Sentry Gun is off aiming in some far-off direction at the next closest target. I've also watched my Sentry Turret fire salvo after salvo of rockets in the broad-side of a wall trying to "hit" the targets hiding within the building, which I don't believe is a problem for the standard Cerberus turrets? Also, it seems to have too little health and shields, even with the relevant upgrades. The Combat Drone skill that all the other Engineers have access to is superior in every single way in comparison (and it's mobile).
If the ability is to be saved, it needs a huge shot in the arm. If it is meant to stay absolutely stationary, it needs a sizable firepower increase. Not only that; but allow it to fire much more frequently, possible even fully automatic. I could even justify it having such low survivability if it managed to put out tremendous damage (sort of a high-risk, high-reward deal). The rockets also need a significant damage increase if they are to remain launching at that slow rate. Perhaps they could retain their current damage values if they too fired faster. And like I previously stated, better hit detection. Make it so the Sentry Gun could actually be a stand-alone force to be reckoned with, instead of something that is lucky to get one or two kills a game out of serendipity.
#1217
Posté 20 février 2012 - 11:06
but it's right it does not seem to scale with the number of players. 2 player was hard 4 player got a lot easier.
never the less my feedback:
awesome multiplayer !!!!
Modifié par dukem73, 20 février 2012 - 11:06 .
#1218
Posté 20 février 2012 - 11:15
Only quibble is a small lag problem here or there and enemies sliding backward into cover from across the map but those im sure are small bugs that will be fixed by the time i go in to pick up my CE copy of the game on the 6th
#1219
Posté 20 février 2012 - 11:32
In short I did not expect to like the multiplayer. Turns out I LOVE the multiplayer and am completely addicted to this demo! All the pros and cons have already been detailed a dozen times so I'll just say I love everything except how difficult it is to unlock characters/races (I've bought a LOT of the basic and high end packs and I've not unlocked a single non-human yet...)
#1220
Posté 20 février 2012 - 11:40
I would like to share you some of my idea in connection with the multiplayer.
First of all, the multiplayer is awesome! I really enjoyed playing and cant wait for the full game, already preordered the CE.
What to improve?
- I really missed the Turian Infiltrator class, something similar what Garrus is and the Turian Sentinal is a bit interesting, a Turian with biotic power?
- Three powers per character is a bit few in my opinion. Would be better if you can choose between 2 power, for example for the adept class: Choice A: Throw | Choice B: Stasis etc. The adept Asari dont have singularity... maybe I'm stuck that Liara had it, but its strange.
- Someone wrote it and i loved the idea to add bosses to some areas. A strong boss with some weak adds could be awesome!
- I would like to see some multiplayer maps where we have to infiltrate a base, a science facility or something. In one word not just search and destroy game types, something similar to co-op missions.
- As for the Grab. I love grabbing enemies but its a bit complicated to crouch everytime I want to grab someone.
That all. I really enjoyed the demo, fantastic work what you Bioware guys did there! Hope you read my thoughts and do what must be done.
#1221
Posté 20 février 2012 - 11:48
I really dislike the pack system in the store. Even if it has more items in the actual game over the demo, all I keep pulling is stuff I already have, can't possibly use any more of (the mission expendables), or have no intention of using (My Human Adept is level 7 and I have NOT played him, same with my engineer). I've only unlocked one or two specialized weapons, a few upgrades and one extra race for a class I wasn't playing until I unlocked the alien. It's far too random, the loot drops out of the boxes aren't better for Vet like they say (out of 12 boxes I've only gotten ONE better grade drop on a weapon that was above what I'd been getting), and instead of wanting me to play more, it makes me want to avoid multiplayer altogether. If there was an option to sink the same amount of credits for a vet pack into unlocking a class or weapon I would take that in a heartbeat. I had to grind so long just to be viable in Silver matches it wasn't funny, and even then I'm still using the standard weapons because I'd gotten so many of them over again they're better than the 'unique' weapons I got as loot drops. Give me an option to drop 25k in credits to buy an Asari adept, the ONE class I actually WANTED to play besides my Infiltrator and I'd spend it there. The pack system is too much of a crap shoot to make players rely solely on for upgrades.
#1222
Posté 20 février 2012 - 11:48
The missile launcher bug happens to me as well, very annyoing, especially on silver where every rocket counts.
Malv0lio wrote...
They cant all be contributed to lag and if its lag its amazing how I can play Battlefield 3, Rift, Counterstrike Source,TF2, Diablo 3 Beta, and countless other games without a single hitch, zero latency issues.
My origin friends complain about the same bugs. Especially the one about not having any abilities on the hotbar. Im not alone
#1223
Posté 20 février 2012 - 12:11
#1224
Posté 20 février 2012 - 12:13
As far as the game mechanics go, single player demo more or less gimps you on the second part due to all the weapons weighing down your power CDs. MP is fun, has the potential for a lot of maps and other DLC, That being said, the packs are both a good and bad thing. A suggestion, keep your current pack system, but also add in either more expensive packs that guarantee something the player would want (gun, character, mod, Consumables) this way it's not just lets say a Vanguard constantly getting Sniper Rifle upgrades and mods...
#1225
Posté 20 février 2012 - 12:18
1. Reset character/powers. This is my biggest annoyance. I've made a few choices I wish I could alter, but I can't restart or reset my character or powers. It's basically stuck that way unless I start on a new account. Please add some sort of character reset/power reset option. A power reset option could be implemented by making it cost credits, just an idea.
2. I have noticed some noticeable lag in a few games. Bullets registered a second or two late, same with animations. (PS3)
3. Perhaps add a 'Platinum' difficulty? Make it the absolutely most insanely difficult it could get. I know that 'Gold' is VERY difficult, but it hasn't seemed impossible. My two friends and I got into waves 6 and 7 with great teamwork, and we're no where near pros at the game, yet. We weren't max level yet either. I'd enjoy the challenge.
4. The Atlas' smoke does more to help in many cases than hurt the team. They seem weak to a team that knows how to properly use cover. And the smoke makes it easier to dodge their rockets.
5. Some sound cuts out. I was oblivious to an Atlas because I couldn't hear.
6. I would LOVE more in-depth stat tracking.
7. Improve matchmaking. I've sat in a public, bronze level room with a friend for 10-20 minutes, just talking about stuff, while no one joined, not even once.
8. Give private lobby hosts the ability to make a room public.
I'm honestly impressed. This co-op is flat out addicting. Hopefully you guys included a lot of maps, because I could see myself playing this for a LONG time. I love the unlock system. It makes getting what you wanted so much more enjoyable, and makes you play the co-op more. The credits are the perfect goal to keep you going in a game. Keep it like this, but hopefully you guys add more options besides 'recruit' and 'veteran'.




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