That's what happens when you side with the devilPiddlestick wrote...
...I think the core problem with MP is out of your (BW) hands...
Mass Effect 3 Multiplayer Demo feedback. What did you think?
#1676
Posté 27 février 2012 - 01:41
#1677
Posté 27 février 2012 - 04:50
Niftu Cal Biotic God wrote...
@SimaoMelo Only problem with your first point is that If we chose the race we wanted to play, what's the point in unlocking the other races and/or classes we didn't want to play? I mean, I guess if you wanted to try another class, but for some they're fine with what they have.
The thing is that players want to play as thier favorite character. It is really annoying being forced to play as another character, especially if you have to play like that for an extended period of time. Alot of players dont even unlock the character they want to play as till like N7 100 or so, to me this is unacceptable.
Im the type of gamer that wants the character that im going to play as from the start, this will make me enjoy the game even more, and not be frustrated. I want to take my first steps, and unlock everything as my fav character.
To some players it doesnt matter what character they play as, but i think allowing us to choose from the start will benefit everyone.
#1678
Posté 27 février 2012 - 05:30
My biggest gripe is the quick match. I don't have a ready made team of people to fall back on should I want to play so I have to do the quick match a great deal. Annoying to wait and wait and wait for someone to hit the ready button. Yes, I know you can kick them but that seems rude to me, unless they are just jackasses, then they can go bye bye, I usually leave. Would be nice if there was a way to buzz that person and see if they are going to play but forgot to hit the button or some other reason. When you play alot, 3 min can seem like forever when you're waiting to get started.
Random recruit veterans pack, kinda fun but kinda annoying too. Keep getting some of the same stuff that I don't want. Perhaps give us an option of what is inside say 3 different packs, pick one.
Overall though, I love it!
#1679
Posté 27 février 2012 - 05:34
The best way I can layout what I think is with a list or else I'll get lost in my own typing and end up confusing myself and everyone who would read this.
Feedback-
Seems every class works best with carrying one weapon to take advantage of short cooldown on skills (at least the ones I've put time into ie. Engineer, Infiltrator, and Vanguard).
I personally feel I play extremely cheap with my vanguard being able to charge every ~2 seconds gaining back 100% shields while being immune to damage. I can also use nova and pretty much be immune to damage for most of the cooldown.
Quarian's turret seems vastly weaker than the mobile human droid.
Contact issue with Biotic Charge: uses ability player doesn't move but enemy gets hit, charging and missing the target/ending up behind them, and charging and the enemy not being effected at all.
I think only 1 class of the 2 aliens can be are unlockable (ie. Drell Vanguard) for the demo which is understandable, but I didn't know this and kept trying for specific ones.
Bugs-
Weapon/Ability bug: you can enter games where you are missing weapons you had equipped or abilities that are essential to your class (ex. infiltrator missing my stealth, engineer missing turret/drone)
Level Collision: Multiple times I would have issues with collision when my character used cover causing me to jaggedly float around the level and sometimes launch me into the air or out of the map into infinite falling which would have been 10x better if there was a kill volume under the level.
Rocket launcher: sometimes shoot blanks. I think only if you switch quickly to it and fire.
Firebase Ghost: The building to the right of spawning seems to have issues with bullet collision. Multiple times without any lag my shots would not land on the target, including rockets.
Firebase White: Enemies can get stuck under the landing pad off to the side.
Suggestions-
Maybe make a revive button so players don't jump to cover or try and interact with objective instead of saving the player.
Add an option to pass lead when viewing a player in group.
When joining an in progress game can the player have maybe 10 seconds at the group screen to switch class/equipment and to see what challenge they are joining.
I played on my pc and had other issues that I can't recall, but this was most of it.
Hopefully this is helpful.
#1680
Posté 27 février 2012 - 05:36
#1681
Posté 27 février 2012 - 06:51
I was one of the skeptics. Kind of still am. I don't want the multiplayer to detract from the main story or force the single player story to rely on the multiplayer at all. So far we've been promised that it won't and it doesn't. So far things look good. Now my assessment.
PROS
- Requires teamwork but not so much that you can't have your own independance, but "hot dogging" will get you killed (as it should in a team game). Also that experience is awarded for teamwork/assists and for everyone surviving. You don't have that "You stole my kill!" feeling that some games give.
- Varied levels so they aren't completely monotonous.
- Some character customization, even if it is only colors and such, its nice.
- Level-ups and experience so that everyone can make a character that suits their playstyle.
- Complemenary abilities so that good groups can actually play off each other's strengths.
- Good maps.
- Smooth graphics, sound and gameplay.
- Varied and interesting enemies. (Phantoms, eep...)
- Ammusing and evil AI (the game's AI for its cerberous goons have some interesting senses of ironic humor. You can bust your hump to get to somebody and the whole time the goon is hovering over your buddy, you round that corner and suddenly the foot comes down. In specatator mode I watched this happen to a dude. The cerberous guy waited forever for the other guy to fight through a legion of dudes and the enemy was just squatting over his bleeding out body then as he got to him he stood up and coup de gracied him. Evil. lol)
CONS
- Randomized equipment packs. I feel (as do my husband, my sister and several others we've played the demo with online) that it would be better if you could go to a shop and purchase objects or items instead of having random packs. For me I never get medigel and have almost fifty ammo packs and those survival packs (the latter I use heavily sometimes). Maybe the option of buying the random pack with the possiblity of something cool being inside for cheaper but at the cost of it being random and then having the option to buy it for certain at a non bulk discount rate, not crazy high but slightly higher.
- The random race thing. See above post, I still can't play an asari anything. Though I was a little sad that you can't go against the grain a little and play like a turian adept or a quarian soldier. Come on you met a quarian soldier in ME2!
- Minor bugs (upon switching between classes all talents and abilities except one are gone from the quickkeys with no way to drag them up there. This includes ammo, medigel, the survival packs and all talents and it persists for the whole game and sometimes into the next, controls occasionally go wonky. Stuff like that.)
- Everything being assigned to the spacebar (A button on console). While I don't really see a solution it is a little frustrating to try to dive away from a grenade only to begin downloading something on top of it or to try to begin downloading only to huddle against the desk area. *sigh* But I'm working around it and like I said I'm not sure of any easier way to do it that offers as much convenience. Damned if you do, damned if you don't I guess.
- Phantoms (C'mon they're EVIL) lol [Just kidding on that one though they are evil].
All in all the game is fun and I actually enjoyed it. Not a small feat because I am a hard sell on multiplayer, often it's too competitive and I'm not a fan of that stuff, some are I'm not. If the bugs can be hammered out by launch this will be an interesting addition to the game.
#1682
Posté 27 février 2012 - 07:17
1.connection issues, my connection is great but I still often have to try 3 or more times to get a game.
2. in-game bugs, currently most annoying is my infiltrator loosing her quick slot selections.
3. randomised equipment, hopefully this is just for the demo and we'll get more specific choices when the main game is released cos this is still a roleplaying game and I'd like to be able to unlock the choices I want not play with a character I don't like for hours.
4. Phantoms instant kill move, have it as an instant down but instant kill is just harsh especially on close combat heavy classes like the vanguard.
#1683
Posté 27 février 2012 - 07:35
#1684
Posté 27 février 2012 - 08:40
i also experienced that some enemies take no damage (and no! not because i don't hit them).
i also agree with garrus that the multiplayer needs some calibrations in general. sometimes everything is just a mess. enemies popping up somewhere than they disappear again, sound issues and glitches. that should be fixed.
i also would love to see more options to specify the mission i want to do. for example "i don't want to play with a vanguard but with a quarian engineer in a team". that would be nice.
i also find the phantom fatal move a bit strange...i stand two meters away from it and it just grabs me...not cool!
i also find the revenant ultra useless.
thats what i noticed the last time i played.
Modifié par CitadelDEA, 27 février 2012 - 08:48 .
#1685
Posté 27 février 2012 - 08:47
Not sure if this has been pointed out yet but I was in a game last night with someone using a "rapid fire" Mantis. He took out entire groups in 3 or 4 seconds. I have no idea how he did this but it was clearly not intended. Basically he had Mantis show for all his kills but it was as though he was using a Viper with its larger mag and faster fire rate.
Try and fix stuff like this before launch please, I know it's only against NPCs but I prefer a legit challenge and not someone cheating his way through the match to earn fast and easy credits.
#1686
Posté 27 février 2012 - 08:52
tommythetomcat wrote...
***Important Bug Issue***
Not sure if this has been pointed out yet but I was in a game last night with someone using a "rapid fire" Mantis. He took out entire groups in 3 or 4 seconds. I have no idea how he did this but it was clearly not intended. Basically he had Mantis show for all his kills but it was as though he was using a Viper with its larger mag and faster fire rate.
Try and fix stuff like this before launch please, I know it's only against NPCs but I prefer a legit challenge and not someone cheating his way through the match to earn fast and easy credits.
dude, me too! i was in a team with someone who had a weapon that looked like a cerberus sniper rifle only with rapid fire.
not sure what weapon that guy used but it was clearly modified.
Modifié par CitadelDEA, 27 février 2012 - 08:55 .
#1687
Posté 27 février 2012 - 09:54
Praise:
1. Plenty of rewarding challenge with mostly good AI. I love the difficulty of Gold and hope there is a difficulty tier above it.
2. Enjoy the random gear packs. Hope the full game stretches out the unlocks and has a way of spending more to buy specific items as a tradeoff vs random. Sometimes you just need a cryogenic bullet pack.
3. The game maps have great atmosphere, layout, and are mostly cleanly textured.
Constructive criticism:
1. Sniper rifles. Underpowered. Maps too small to make them useful. Or they zoom in too far, or the field of vision through the scope is too narrow due to the scope graphic. It's problematic.
2. Retinex lighting issue: The deep blue shadow color cast on a player at the spawn location in firebase ghost should be less saturated to improve visual aesthetics.
3. Player color options are too limiting. Add an optional hex color picker? Will there be more/full character outfit color customization in full game?
4. Cobra Missile. Less damage, more impact radius. Should not totally kill Atlas.
Suggestions:
1. I expect to play more multiplayer than story, and coop will need a large variety of modes, or mission unlocks, trophies, and perhaps player rankings to keep things interesting. Don't wait, please get to work on this now.
2. It's OK to make less detailed maps in order to give players larger levels.
3. Friendly fire optional with penalty?
4. Better lobby system.
5. Shooting gallery challenge?
6. Maybe add a level below bronze for young/unskilled players (where the enemies haphazardly move about and accidentally shoot one another).
Loved the demo. Will buy the game, but still have questions about bonus weapons and coop. If the game fails to grow and support its players I would regrettably have to chuck the game onto the second hand market within a year I imagine.
#1688
Posté 27 février 2012 - 10:01
Agree about the Quarian Engineer turret being weak.
Yes, Firebase white has collision issues, enemy stuck partly in floor at landing pad, and drell players glitching due to charging near edge, or a combination of charging and being shot, resulting in falling/ flickering.
#1689
Posté 27 février 2012 - 11:00
VigilancePep wrote...
@Feralin
Agree about the Quarian Engineer turret being weak.
(...)
First I thought the same. Then I playeda bit, and except it is killed pretty fast (Wish I took shield update instead of stun) compared to drone, and cryo ammo does nothing - it's kinda handy. You can place it where you want (need a bit of practice at beginning), and flamethrower eats shields kinda fast.
Cryo Blast is weak tho.
Modifié par tytanowy, 27 février 2012 - 11:01 .
#1691
Posté 28 février 2012 - 12:09
#1692
Posté 28 février 2012 - 01:06
1. X doing so many functions this needs a rework the amount of time I have tried to sprint out of the line of fire only to take cover right in front of the enemy or pressing X to res a team mate just to take cover next to the corpse of ur fallen ally.
2. Infiltrator grenades not filling to max when u go to ammo box just frustrating having to run to a other ammo box to get the second grenade.
3. Random unlock need tweaking we need a system in place for exchanging items we don't need like the rail amp and ammo mods as for myself I only use the assault rifle but I have dozens of smg/sniper/handgun but no use for them what's so ever same with the ammo the most useful ammo imo is armor piercing I would like a way to swap out these for thing I would like to use.
4. Customisation we need more options colour is fine but being able to mod ur armor so you don't look like every other person would be much better and don't think that means selling us DLC with reskins for ur class.
Modifié par lostfish, 28 février 2012 - 01:09 .
#1693
Posté 28 février 2012 - 01:10
lostfish wrote...
2. Infiltrator grenades not
filling to max when u go to ammo box just frustrating having to run to a
other ammo box to get the second grenade.
Thats done on purpose so you dont spam them.
Modifié par NoBullet, 28 février 2012 - 01:13 .
#1694
Posté 28 février 2012 - 02:18
In terms of gameplay, the movement feels like a clumsy Gears of War. I'm using Gears here because the movement systems are very similar, and there is a certain fluidity to the movement there that Mass Effect does not have. I find myself trying to roll in a diagonal direction to find it doesn't work or sends me straight backwards, attaching to cover feels weird, moving around it is clunky, it is overall not smooth.
I would like to note here that Phantoms are overpowered. In the chaos of battle, it is far too easy for a Phantom to sneak around and destroy your team, or just flat-out wreck you. I understand they're a flanking-type unit, but the thing that bothers me most is their ability to instantly kill the player. If they are to stay, have them able to down players, but not kill instantly, and remove their gun.
Engineer turrets are also a problem. They do too much damage too fast, making it impossible to poke out of cover, which is a huge problem without the ability to blindfire your weapon. Nerf either the fire rate or the damage.
The last issue I have with the multiplayer is the unlocks. These should not be left to chance, as this only frustrates players who keep getting the same weapons when they're looking for new ones. Unfortunately, the suggestions I can think of would require a complete overhaul of the system, but I'll talk about them anyway:
Instead of buying packs where there is no way to tell what we're going to get, turn the store into a place where all items and weapons are available for purchase if the player meets certain requirements. Say I want a Mattock. Right now, I have to pray I get it out of one of the packs. What I propose would be to make the weapon cost, say, 10,000 credits, and require a Soldier of level 10 or a hundred kills with assault rifles. Upgrades for the Mattock (II, III, IV, etc.) would unlock as I used the weapon. This way, I can see the requirements for a weapon, meet them, and improve the weapon itself as I use it rather than hope the boxes give me upgrades, and overall provide a more defined experience.
Mods would be similar, and tied to each weapon. Extended Mags for the Avenger would not carry over to the Mattock. Characters should be unlocked in a similar way, just require, say, a level 20 character in that class to be available for purchase. I'd recommend looking at Black Ops' unlock system for inspiration, though invoking that will likely bring much flaming.
Ultimately, I was right about the multiplayer. It feels like Horde mode with forced objectives. It's an extremely mediocre experience, reeking of BioWare's inexperience in the multiplayer field, but it does have potential that BioWare definitely needs more time to develop. As it is, it's competent, but not much more than that.
#1695
Posté 28 février 2012 - 02:27
Really NEED a mute option for people who have bad mic or are raging.
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Why is running, cover, dash, roll, the kitchensink all mapped to the spacebar when there's the left shift key where my pinky is and basically unused. If you map everythign you need to the number keys you hardly need the powerbar. You've got one finger on your hand which sits on a key and is unused all the time. Also the left ctrl and the e key are easily accesible so why not use those aswell.
Spacebar for duck/cover.
E key for using or activate.
Left shift for running.
L ctrl for powerwheel, bar or whatever it's called..
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Is this random pack, random character thing just for the demo or did you implement it as such in the final game? If so, please 0-day patch to get rid of it! It makes planning for a gold or plantinum mission impossible. You basically need to play a whole lot of bronze and silver to save up cash to buy packs untill you have what you want and then go into gold. Maybe also have a shop where you can buy stuff but much more expensive.
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Turrets need to be tweaked. The rate of fire and damage is just fine IMO but they have way too much health for somehting which stands on a tripod and can be knocked over.
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The MW2 / MW3 decentralized way of hosting games can work just fine as proven by MW2 and MW3 but MW2 had a lot of problems in the begining and it looks like you guys ar ehaving the same problems. Maybe take a sneak peak in the MW2 way of doing.
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Modifié par ZX12r Ninja, 28 février 2012 - 02:54 .
#1696
Posté 28 février 2012 - 02:53
For the people complaining on the weak damage, and the zoom is too far.... PLEASE JUST USE THE M-6 CARNIFEX.
Try it out.
Modifié par SimaoMelo, 28 février 2012 - 03:24 .
#1697
Posté 28 février 2012 - 02:54
My biggest problem with the demo is not being able to respec a character once powers have been chosen. I've found out through searching that the ability to do so is IN the demo, it is just UNAVAILABLE. I mean, COME ON! Why would you guys do that!? Not being able to respec a character in the demo has a high probability of decieving new players that they will be unable to do so in the full game, which could drive away potential customers.
My biggest problem with the full game is the apparent "Everything Button". A skilled programmer can easily create the option to bind different functions to different buttons, hell some people have found out how to do it by modifying the demos files, so it can't be that hard. An Everything Button is fine for a console game, but ME3 is coming out on the PC as well, and it is just sloppy work to leave it like that.
I also have a problem with the Phantoms ranged attack. It is far more deadly than the Nemeis's ranged attack. The nemesis is supposed to be the ranged threat, but a Phantom can kill you quicker from halfway across the map than TWO Nemisis's working together. The Phantom just makes me angry whenever she shoots at me from range. I don't mind her having an instant-kill melee attack, but having that with a nearly instant-kill ranged attack just makes her a VERY frustrating opponent to face.
Modifié par Maniac302, 28 février 2012 - 03:04 .
#1698
Posté 28 février 2012 - 03:21
Jarrett Lee wrote...
You can also trust ME as your source
Also, regarding "getting the same thing from unlocks" - each time, the existing one will be upgraded and or gain new appearance customization options.
I have all the appearance options on my human engineer which is level 20, and i still keep getting them for him
#1699
Posté 28 février 2012 - 03:26
-Random packs are great; maybe have a pack that has a chance of unlocking 1 character or character experience.
-Allow for selling of acquired upgrades and/or one use items. (i.e. if you don't use the mantis, allow the player to sell all of the upgrades. or if they have 800 ammo packs, allow them to sell them back.)
-In terms of characters, allow the player to unlock two characters, and have none pre-unlocked. that way people can make their choices and only blame themselves when it doesn't turn out okay.
-With patches and DLC content, allow for more character skins and customization options.
-Allow for players to change and choose what gamertag they want showing up in game.
-Mute button. please dear *insert deity of choice*
-make the third power of each character customizable. i.e sentinel would have tech armor and warp, but a choice between throw or overload or what have you. powers need not be class specific. maybe offer reave to any class with biotic abilities, but any cross class skill would be more expensive or slightly nerfed because of incompatibilities i.e. sentinel can use tactical cloak, but it doesn't give a weapons bonus, or an adept can use biotic charge but it does half damage.
-can you make the geth a playable race? that's all i've ever wanted. also, I don't like how male and female humans are different races. that's like not okay. each race should have the option of male/female where appropriate and it is accessible after choosing human.
-In the same vein, all characters should be playable as soldiers, and as many as possible in every other group. for example: everybody but the krogan should get to be an infiltrator. turians should get to be engineers, and krogan should get to be adepts and vanguards.
But really, just the ability to sell the useless crap back would be incredible.
#1700
Posté 28 février 2012 - 03:59
NoBullet wrote...
Engineers turrets arent supposed to be a 5th teammate. Theyre what the description says, a distraction.lostfish wrote...
2. Infiltrator grenades not
filling to max when u go to ammo box just frustrating having to run to a
other ammo box to get the second grenade.
Thats done on purpose so you dont spam them.
The fact that at a stat of a new wave and you still cant get ur full complement of grenades proves this need to be tweaked the point to stop the spamming is mute for the fact u can spam skills that do far more damage.




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