Mass Effect 3 Multiplayer Demo feedback. What did you think?
#1651
Posté 26 février 2012 - 10:21
#1652
Posté 26 février 2012 - 10:24
#1653
Posté 26 février 2012 - 10:28
#1654
Posté 26 février 2012 - 10:59
#1655
Posté 26 février 2012 - 11:32
Camera gets stuck at odd angles that makes using cover impossible. Character doesnt always cover properly and may stick out while camera spins oddly
Grenade indicator is terrible...cant judge where it is in relation to you and half the time it doesnt show up at all or make a sound and its only after it hit/kills you that you know what happened...
Vanguard gets stuck in, under and above the stage a lot...
Store just sucks
There needs to be lobbies that allow players to search manually for teams online by connection, difficulty,mics, etc
#1656
Posté 26 février 2012 - 11:37
Skyzoh wrote...
I tried playing with a friend. We created a public game, and even after 5 minutes, we still had no other player. If you try to do a Quick Match, it is nearly impossible to have your friend join your game as it is full most of the time. And completing a full mission with 2 players even at bronze is impossible for casual player. There should be a way so that we can choose the game we want to join or the possibility to join as a 2 or 3 member's party
aang001 wrote...
After playing for a while, there are multiple issues Im running into.
Camera gets stuck at odd angles that makes using cover impossible. Character doesnt always cover properly and may stick out while camera spins oddly
Grenade indicator is terrible...cant judge where it is in relation to you and half the time it doesnt show up at all or make a sound and its only after it hit/kills you that you know what happened...
Vanguard gets stuck in, under and above the stage a lot...
Store just sucks
There needs to be lobbies that allow players to search manually for teams online by connection, difficulty,mics, etc
^ AGREED
#1657
Posté 27 février 2012 - 12:16
Better server search fucntions for parties and to find servers not yet full or in the lobby.
The bugs need to be fixed
The character unlocking method is annoying. At least increase the probability of unlocking new characters.
I also agree the grenade indicator is a problem.
Modifié par Fusion...HAAAAA, 27 février 2012 - 12:17 .
#1658
Posté 27 février 2012 - 12:56
#1659
Posté 27 février 2012 - 01:10
Aside from that i have found that about 1 in 15 games someone else in the game will actually talk. If (on PC) there was a chat box option where we could type that would be VERY VERY useful.
Just some thoughts!
#1660
Posté 27 février 2012 - 01:20
I Agree about chat box issue.Xenii wrote...
Aside from that i have found that about 1 in 15 games someone else in the game will actually talk. If (on PC) there was a chat box option where we could type that would be VERY VERY useful.
Just some thoughts!
An hour ago while playing the game I've seen a guy that has 'mic' and he coughed in the middle of the game and I definitely heard that cough sound, made me question that if the game has voice chatting somehow.
Modifié par green_white, 27 février 2012 - 01:21 .
#1661
Posté 27 février 2012 - 01:41
I think the disparity between weapons and powers is too great especially with the new weight cool down system and think weapons need to be buffed a bit more so that it is beneficial to run around with something more than a pistol or smg 24/7. An exception to this would be the infiltrator class which I feel combines weapons and powers perfectly, the Vanguard class which is/was my favourite I feel is very disappointing where charge and nova have taken too much of role and taken away from the soldier part of the hybrid biotic class (ME2 Vanguard will likely be the peak of the series for me unfortunately).
My 2nd gripe is the unlocks, I know you have stated they will be less rare in the full game but at the moment I am only unlocking things because I have completely levelled up everything else and I only have a small amount of stuff I can unlock. In the full game when there is more content to unlock/upgrade this is going to take a lot longer to do and while the system may add longevity to the game I feel it does come at the expense of fun which is turning me away from it and the only reason I am coming back to the multiplayer section of the demo is because I don't have anything else to play. Come March 9th I will be playing the single player of ME3 but its not too long after other games will be released and as the multiplayer stands I think I got enough out of the demo and I'll likely play something else instead and will barely touch it if at all.
My final and biggest gripe is the matchmaking, I dislike how the multiplayer is meant to be played with 4 people but getting 4 players is such a challenge and then the quality of those 4 players is also a problem.
Although it is not entirely the fault of low level players, they frustrate the hell out of me because when I search for silver or gold matches I constantly encounter lobbies with level 8 and lower players. As a result I spend most of my time (about as much as I do actually playing the game) jumping from lobby to lobby until I find a group who at least have their characters levelled to double digits.
Then the problem I encounter is connection, since there is no way to filter by host location I often play in lobbies where the host is on the other side of the world which means damage takes seconds to update which makes for problematic gameplay. Laggy games are also I've found where most of the games glitches occur.
What I would love to see is something like the matchmaking from Resident Evil 5's versus/mercenaries modes with a few differences and additional filters.
Have a place where players can squad up with friends so we can search/join a match together and make up the other required number of players with randoms.
Have a host location filter.
Difficulty and map filter.
Number of players filter.
Character and/or N7 rank filter.
Then allow to either quick join or browse the existing joinable lobbies which could display things like lowest/average character level, ping/connection to host, number of people in the lobby.
This would reduce the time spent inbetween games as you will be able to specify and control what lobby you join rather than entering the lottery each time by being forced to instantly join a lobby you may or may not be happy with.
#1662
Posté 27 février 2012 - 03:14
#1663
Posté 27 février 2012 - 04:02
hours:
I feel there needs to be a challenge system to add more depth once you no longer care much for unlocking stuff with credits or just getting more experience (which is where I am now). I'm thinking things like 10 games
with 75+ kills, 10,000 SMG kills etc. Stuff players can really work for over time.
Achieveing challenges should unlock camo paterns, armour variants and similar
non-game effecting rewards. This way players can complete a challenge and then
show the fact off. Similar to BF3's dogtags.
Some kind of clan structure with leaderboards would also add longevity to the
multiplayer.
I realise the game is just about to be released so these suggestions won't make it for release (unless they're
already there!). But I think these suggestions would make great DLC and really extend the life of the multiplayer.
Cheers
Modifié par Exchange28, 27 février 2012 - 04:06 .
#1664
Posté 27 février 2012 - 04:43
#1665
Posté 27 février 2012 - 05:54
Why lock even basic skills we've had in other games to certain races/classes? Allow us to choose what skills we want like the other games! The current situation sucks because if you only like playing as a one particular race/class (such as Human/Adept) and there's a skill you really want to have (I'll use the Biotic power Throw as an example), the game essentially gives you the middle finger. In short, you're pretty much forced to choose the race/class which has the skill and forget playing as the Human/Adept.
Options are good. Forcing people to play a character they might not particularly enjoy is bad. Here's what I think should happen. Allow us to choose a character as we currently can, but let us customise most or all the abilties we want, then perhaps give us an extra slot since there are quite a few other abilities. Then this would all be like the other games in the series! Some extra icing on the cake would be to let us have more control over what our avatar looks like (such as changing helmets) and it'd be perfect I think.
Modifié par --Deathstalker--, 27 février 2012 - 06:21 .
#1666
Posté 27 février 2012 - 08:38
Gr4ntus wrote...
There is this bug where mobs "slide" toward their cover spot when that spot is a good distance away from them. They don't walk or run toward it, they just slide, very quickly I might add. It's a pain when you try to snipe them.
i noticed that also, they move to quick in any case when they take cover.
biggest problem ive had over the past 2 days was invisible turrets and now invisible phantoms... i wonder if these are really glitches in the demo or but a taste of what multiplayer on insanity might be?
Modifié par Knight3000, 27 février 2012 - 08:39 .
#1667
Posté 27 février 2012 - 09:13
An option to mute ****s...i mean some people, would be great too.
Difficulty is quite balanced but we can only fight Cebereus enemies for now...so, we will just have to wait and see how hard is it with the other races.
#1668
Posté 27 février 2012 - 09:14
Gr4ntus wrote...
There is this bug where mobs "slide" toward their cover spot when that spot is a good distance away from them. They don't walk or run toward it, they just slide, very quickly I might add. It's a pain when you try to snipe them.
I have seen this too.
Also, i notice that the enemy just squat or take cover in the middle of an open area. Which makes killing them really easy.
#1669
Posté 27 février 2012 - 09:48
My biggest complaint was that I couldn't respec my characters.
#1670
Posté 27 février 2012 - 09:51
However, there are a few things that I think could be improved upon, some of which are issues I am sure you are already aware of, some of which are just my opinion. I’ll try to be as brief but clear as possible. For the record, I play on Xbox 360.
Reviving: This is a great element in the co-operative gameplay, because it really promotes teamwork. Unfortunately the revive attempts often do not register. If you are standing too close to a wall, you often hug the wall instead of reviving your team mate. And sometimes the revive prompt doesn’t appear at all, even though you are standing close to or on the fallen character.
Movement:
Walking Speed. I’m sure there is a lot of thought behind the chosen walking speed, and that that choice has to do with the pacing of the game, how the levels are created (both in co-op and campaign) and so on, but from a player’s point of view I would really like the walking speed to be maybe 10-20% faster. It just feels frustratingly slow sometimes. I of course know you can run, but when you run you can’t turn very fast, so that’s not always a better alternative to get you where you want.
Wall hugging. Mass Effect’s action parts being to a large extent cover-oriented, this is an important part of the gameplay. Sliding into cover works well, but once there, I often find myself stuck when I want to move away. Especially if I’m sitting at the end of a cover and want to roll out to the side, the buttons feel like they don’t respond.
Evading. This is a very useful movement that adds a great strategic option in fights. I love that it’s in the game. What sometimes bugs me is that it can feel unresponsive, as if there’s a delay between the input and the character’s movement. Maybe that’s not literally the case. Maybe that’s just how the jumping animation is made. When playing with the asari adept with the biotic slide, it feels very responsive. So if the feeling of sluggishness is just part of the animation, I think it would feel better if the entire evasion movement started more immediately and ended up being a little bit faster.
Hit registration: For the most part, hit registration works very well. There are just two things that have bothered me, one minor and one major. The minor thing is that I feel like headshots sometimes don’t register when using a sniper rifle. I’m not a sniping expert, and I do clearly miss the shots regularly, but sometimes it really feels and looks to me like the bullet went through the head but had no effect. I only experience this nearer the edges of the head, so it might just by imagination, but I don’t think so. The major thing is that Warp, Throw, Cryo, and probably other powers as well, don’t affect enemies when they are evading. I’m sure this is a bug, and not a feature. Throw, a force that knocks an enemy thirty feet when they are standing with both feet on solid ground, should also have some effect when the enemy is in the air. Sometimes Throw misses because the enemy evades, but that’s not what I’m referring to here. Those evasions are just cool and add to the realism and the respect you have for the enemies and just makes them more fun to fight.
Sniper rifle zoom levels: The crosshairs are wonderfully thin and it’s easy to see exactly where you are aiming. But I’m sometimes a little frustrated by there not being two zoom levels for the sniper rifles for when targets are a little closer. A sniper rifle is of course a long distance weapon, but not having a second, less zoomed-in level, gives it an unnecessary limitation that feels artificial.
Recruit and veteran packs: I love this part, because it makes you more careful with when you use med kits and rockets, and stuff, and getting the upgrades in the packs adds another way of leveling up your character, which is a fun. What I really don’t like is that the packs sometimes contain character training. Leveling up by playing is fun! It’s half the joy and gratification in the multiplayer. Giving XP away for free is like Bioware is saying ”Here’s a voucher so you don’t have to play our game so much”. I know the packs don’t contain enormous amounts of XP, but if it’s not there to make a difference, then what’s the point? I’d really prefer to just level up by playing.
Matchmaking: This is really the most important of all the things I’ve thougt about. I often play with 1 other friend, and we of course want to play in a team of 4. In the demo, that’s not possible. You can create a private game, but no other players connect to the remaining public slots. And there is no way of entering a public lobby with your party. Perhaps that’s just a limitation in the demo, but I really hope there will be a way to enter a multiplayer game with both a friend and strangers in the team. For reference, the recently realeased Syndicate, which has a similar multiplayer mode, does not have an option to enter a public game with a friend. It turns out I’m not the only one frustrated by that, and many others have voiced the same concern on the Syndicate forums.
Even if nothing is different from the demo in the full game, it will still be an amazing game that I’ll enjoy spending lots of hours playing. But there are some improvements to be made. Parts of what I have written above is of course just my own opinion, so just take that for what it is.
Thanks for making great games, Bioware.
#1671
Posté 27 février 2012 - 09:55
Ayeba wrote...
Generally, multiplayer was completely awesomesauce.
My biggest complaint was that I couldn't respec my characters.
You'll be able in full version.
Devilry wrote...
(...)
Recruit and veteran packs: I love this part, because it makes you more careful with when you use med kits and rockets, and stuff, and getting the upgrades in the packs adds another way of leveling up your character, which is a fun. What I really don’t like is that the packs sometimes contain character training. Leveling up by playing is fun! It’s half the joy and gratification in the multiplayer. Giving XP away for free is like Bioware is saying ”Here’s a voucher so you don’t have to play our game so much”. I know the packs don’t contain enormous amounts of XP, but if it’s not there to make a difference, then what’s the point? I’d really prefer to just level up by playing.
(...)
Agreed!
Modifié par tytanowy, 27 février 2012 - 09:59 .
#1672
Posté 27 février 2012 - 09:58
The Phantoms need to be nerfed in some aspect; I can deal with a single arm-cannon shot taking down my shields, but I refuse to put up with a follow-up shot taking away all of my health. Yeah, full HP.
#1673
Posté 27 février 2012 - 10:03
Xiaolruc wrote...
Alright, another gripe I have: The Phantoms' one-hit-kill move. They just seem to pull it out of their ass half of the time. Is there supposed to be some sort of tell? There needs to be a way to escape it.
The Phantoms need to be nerfed in some aspect; I can deal with a single arm-cannon shot taking down my shields, but I refuse to put up with a follow-up shot taking away all of my health. Yeah, full HP.
There is assumption that when you move, there is no chance for insta-kill from phantom, but game gets glitchy occasionally so maybe you have bad luck
Phantoms are very easy when you are running with good party (someone with overload or stasis), so I don't think nerfing is a good idea. My guess is, that some class/race combinations are not for cerberus silver/gold runs ;/ But still I will say that Quarians are a bit undepowered, and Infiltrators (with SRs) are overpowered
Modifié par tytanowy, 27 février 2012 - 10:03 .
#1674
Posté 27 février 2012 - 10:30
The good stuff:
Working as team: I love the gameplay (especially silver/gold) is a work as a team or perish style game. It makes it feel very Mass Effect.
Unlocking: I love the fact that the unlock and upgrade system does not require you to be an amazing player and just a successful one like Battlefield and CoD, I haven't got the time or the skill at first person shooters to be the best player in the world so the game is rewarding for the best and the worst players.
Difficulty: I like that the games AI is challenging, probably too challenging on silver and gold but I guess once you have progressed with your character and you're on an experienced team they won't be so hard.
Fun: The that this isn't another PvP online shooter is fantastic. I'm not great at shooters usually because the guys that are playing it everyday have worked out some sort of exploit or combo for easy kills. This game style means I'm always with the guy who has done that rather than against him.
Levels: The levels are well laid out and I never feel like I'm lost even after my first game.
The average stuff:
Levels: While I love the levels at times they feel a bit small and the action becomes predictable. I would suspect there will be more maps in the full game and additional in DLC so I think in the full game this will change.
Customisation: One of the big selling points of the Mass Effect series is creating your own characters. It isn't the end of the world I can't change the colours of my lights intiially however, it feels like an uneccesary think to have to unlock. Then you have to get the unlock for every class, it's a little bit long. It isn't game breaking though.
Male/Female unlocking: Why do we have to unlock the male/female human characters for the different classes? That just seems silly, they are exactly the same. Not game breaking, just a poor developement decission.
The bad stuff:
Unlocking: unlocking is a double edged sword, while it means all players can get access to everything (eventually), it isn't nearly random enough meaning waiting ages to get a particular upgrade or character can be frustrating. I don't want to keep unlocking smgs when they aren't great weapons. Which brings me on to the next section...
SMGs: They are horrid, they are like automatic potato guns, useless at everything and the recoil makes them incredibly innaccurate.
Matchmaking: We've all been there, you're about to attempt a silver/gold challenge and you're waiting for the final player and then ping, a level 1 soldier joins the party and the game starts. From then on the game is downhill as you struggle has a team of 3 players as that lower level player fails to survive the later levels.
Conclusion: Bioware have actually succesfully made a multiplayer experience that fits in with the lore and plays well. It's also fun, lots of fun. It has a few snags but they are easily forgiven for just how enjoying the experience is.
What I'd change:
Unlocking: I would not agree with anyone that says ditch the random unlocks and make it like Battlefield or CoD. What Bioware should do in my opinion is break down the the randomisation into more packages so you know what you're getting eg: Characters, Weapons, Upgrades, supplies (eg: rpgs, media packs) and customisation parts. Have them priced accordingly and you're done. This means that if you've got the guns then you can get the upgrades or if you really just have to be an Asari then go for characters etc etc.
Matchmaking: To prevent the issue I described previously there should be level prequisites to each challenge level eg: lever 10 silver: level 15/20 gold just to stop new players ending up in the hardest matches. Additionally you should be able to reserve spots for friends so people are being kicked for no reason.
Levels: Hopefully the variety is better in the full game. It would be nice to have some slightly larger maps and maybe to make it a bit more of a challenge some varients of the levels with additional areas at the cost of the standard area. This will keep it familiar but at the same time add variety as I can see in 4-6 months all the maps being totally stale.
Modifié par Raptr569, 27 février 2012 - 10:31 .
#1675
Posté 27 février 2012 - 01:04
A nice aside, but looking forward to ME3, the game, not the multiplayer.




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