Mass Effect 3 Multiplayer Demo feedback. What did you think?
#1701
Posté 28 février 2012 - 04:37
Veteran packs say "at least an uncommon or rarer". I don't have everything unlocked (but all my lower level guns/mods are maxed), but I've opened many many vet packs (at least 20) since the last "silver" gun hit X - and I consistently get all blues/commons in my vet packs. The description is a shameless lie. I get lots of "Male Engineer" "Female Sentinel".. etc., character cards... but those character already max level with all customization options.
#1702
Posté 28 février 2012 - 06:04
The good:
The game is generally fun. The "force" factor of constantly blasting enemies to the ground can be very satisfying. Honestly, I won't say much else. When people ask for feedback, I believe constructive criticism is more useful than useless praises.
The bad:
- The gameplay is unsatisfying. Moving is way too slow. I play on PC and PS3. On PS3, turning needs to be ramped up. I can't do a 180° fast fast enough, even with the highest sensitivity. On PC and PS3, ducking for cover and rolling and running all use the same button. This is confusing at best and makes me only want to walk behind the cover of walls. Which brings to another problem: The walking speed is sluggish. I am a human soldier from space. Why am I walking slower than your grandmother? I want to play this game with general FPS tactics of just pressing C to duck, and only walking behind walls, without the cool "hugging the wall" animation. If I need to duck and cover with the cool animations, I would like the animations to be faster, since it slows the already slow gameplay down.
- Despite the original gameplay, I still managed to enjoy the game; when I could play. The matchmaking system is badly made on so many levels. First off, joining a game takes a good minute of loading time; that's ridiculous. I'm not going to wait two minutes every time I join a room. The two minutes is in optimal situations where the host does not leave the game. If the host leaves, I have to reload my main page and then reload the quick game match, taking over 5 minutes to log in. Assuming I finally get in a room, people can then leave, leaving me alone. For some reason, it takes about 5 minutes for people to join, so I can either wait, or reload the menu, then reload the quickgame loading interface and hope for the best, wasting another 10 to 15 minutes. In the end, playing alone can be achieved after about 20-30 minutes of waiting time. The solution would be to brute force players together. If the host leaves, put me in another room. Keep putting people together, don't leave me alone in a room. If I wanted to play alone, I wouldn't be playing multiplayer! Honestly, the matchmaking needs to take 5 seconds to place 4 people together. If I choose to bring in a friend, it should take 10 seconds. Not 30 minutes.
- Matchmaking with a friend is even worse than matchmaking alone. There is no option for starting the quickmatch with a friend, so playing multiplayer 4 players with a friend is virtually impossible. I won't delve into this as it has been covered on 67 pages of forum already.
- I do not much care about upgrades, as I can kill anything on any difficulty in a regular game, where a headshot actually pierces the brain, resulting in instant-death. Since shooting in the head on gold means emptying 4 clips in an enemy's head instead of 6 clips, I will make a comment about the upgrade system. It's horrible. I don't know what you can change; you'd have to entirely re-work the mechanics of it. The animations themselves are great; but since shooting in someone's head does not kill them; I don't know why I would bother upgrading something.
- The shop is not really a shop, it's more like a lame casino. What was the idea behind it?
Thank you for listening.
#1703
Posté 28 février 2012 - 07:10
1) would it be possible in the demo or the full game to change the nature of the unlock packs into requisition packs (they can still be random just hear me out)?
- The Recruit pack can stay but instead of being a hole you drop 5k credits in and receive five somtimes unwanted or useless items this set of random items can center around unlocking new characters and appearence options for them, as in requisitioning new "recruits" (throw away the veteran pack and replace it with these below options).
- an Equipment pack can center around unlocking new weapons and modifications for them and possibly new armor, should it be available (not leveled up versions of them that's what this option would be for).
- a Re-supply/upgrade pack can be used for getting more medi-gel, cobra missles, survival ops and thermal clips packs and level-up your current weapons and mods.
2) would it also be possible that when I unlock all appearence options for a character that I quit getting unlocks for apperence options for that character in a freaking veteran pack?!
3) could it be possible that, should we get something we don't want in the recruit or veteran packs, we can sell them for credits toward our next pack.
4) I know that our rank and unlockables won't carry over to the main game but could we be granted a substantial boost to our XP so we can acheive our rank faster and if not that is there any kind of bonus unlockables or boosts we get in Mass Effect 3.
Modifié par ninjawannabe, 01 mars 2012 - 03:08 .
#1704
Posté 28 février 2012 - 08:22
full game brings to multiplayer. It was very challenging and quite a fun learning experience. I was wondering if there was going to be any
other multiplayer besides "survival missions" and will we beable to max all powers for a character?
Also, it was very upsetting trying to get into rooms with friends, especially
when you only have one or two friends on and would like to search for other
players to do the missions with. So, I think a "Lobby" or
"Party" system in-game would be a nice touch, so players can join up
with their friends and then search for a match to play with other
players.
The randomization is a very good tactic to keep players playing, but is
sincerely aggravating! <_< Perhaps the packs should be split into weapons and
character packs that you can buy separately to at least give you some control
of what you’re spending those hard earned credits on.
Thanks for the fantastic games!
Modifié par Paladin Highlander, 28 février 2012 - 08:23 .
#1705
Posté 28 février 2012 - 08:43
1.Add a chat window in the lobby(PC version obviously)
2.Add team pings like "Follow me","Retreat","Defend" wich can be activated by the player i know that the characters ingame singal the appearance of an atlas or when you start disarming an objective but thats not player controlled and you dont always need cover...too long to explain.
3.Remove the option to join in the middle of a fight...or make the spawning point secure for it is not fun appearing next to a turret and a nemesis...
4.remove the sub window of the lobby and place the kick button and the gear screens on the front...and make it possible to change gear and equips right there without going to sub windows...the UI needs alot of work...it was not made with PCs in mind i can tell you that...simply horrible....
5.make is possible to create and name a squad with your friends and advance on a squad ladder...and creating a squad logo
6.You have good writers...why didnt you make the coop a little more story driven...or at least more organised as a sequence of events...lets say...blabla from the start they tell you youve been dropped to eliminate key personel...2~3 waves the targets spawn you get them 1~2 waves place a homing beacons for the pickup... 1~2 waves they start jamming your signal so you have to hack your way out...some waves the shuttel extraction.If you want to jazz it up a little instead of jamming you where you hack for a signal you can have ground-air defence grid wich you have to take out before the the shuttle comes...plenty of stuff you can tie in a short mission...
7.Make all races able to be played as evry class and you are the one to choose the abilities theyll have(where are the male quarians???No female drell???).Remove the unlocking system for the races.
8.Remove the shop...its just baad...you can replace it with getting loot at end of missions depending on the difficulty and waves compleated up goes the loot...
9.Remove the ammo stocks and make enemies drop ammo instead...
10.Remove the granade warning and replace it with one that is visualised as pulsing waves on the ground for the current one is vry misleading...
11.make armor boosts types permanent...i know you want to justify farming so you can replace them with energy packs to power up the armor tweak you whanna use...
...well i got more but probably noone(actualy involved in the creative proces) will read this so ill stop here and go eat lunch...sometimes i get the feeling the ppl that create a game never actualy play it...
#1706
Posté 28 février 2012 - 03:15
lostfish wrote...
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.
Theres no skill more powerful than nades. Thats why its limited.
#1707
Posté 28 février 2012 - 06:03
#1708
Posté 28 février 2012 - 07:12
Or maybe I'm just a sucker for space marines in power armor killing aliens, my favorite game being Halo after all.
#1709
Posté 28 février 2012 - 07:40
Bugs: While I completely understand that this is indeed just a demo, I'm crossing my fingers hoping some of the things I have run in to don't show themselves in the final product.
For instance, the whole vanguard getting stuck above/below/in the map thing. I'm not quite sure what triggers this, as the one time I personally experienced it I was jumping around quite a bit (as usual). I attributed my floating above the map to lag at the time but after reading some of these responses, I see that I am not the only one.
Another bug I have run into that seems a bit more common place is a sort of movement glitch. I've seen it occur with multiple races and classes so I'm not sure what triggers this one but, to put it simply, your character's movement is relatively unresponsive aside from rolls which (for me at least) only send you in one direction regardless of the animation. The quick fix I've noticed for this one, along with other minor bugs like having the "around the corner melee" trigger instead of a heavy hit, is to just enter and exit cover.
The most horrendous, while not exactly negative, glitch I have experienced pretty much made our entire team unstoppable for a match. At about wave 2 or 3, I noticed I was getting considerably lucky in my survival for just rushing in and around corners. Then I realized my shields and health were perpetually recharging. I didn't know if it was just me or the other guys as well since, like in many xbox matches, they weren't really communicating. I figured they were experiencing something similar when I saw one run into a room with a phantom, atlas, and a plethora of other baddies around wave 10. The only thing that could really down you was a combination of a turret and a lucky timed hit from another enemy or the phantom's 1 hit wonder of a melee. While this potentially made the game significantly easier, I felt it really took the fun out of the round. I expect this was caused by one of our players being extremely laggy and not moving from their initial spawn, flickering in place at times, but I still felt it merited mentioning.
As for the unlock system: It'd be fine with a little tweaking.
While I don't particularly like the random drop system, I don't feel it's necessarily bad. And I know it isn't going away but I do hope it is expanded upon tremendously for the full game. I also feel like drop rates for the other classes (if that is how they continue to be) are tweaked a bit because my friends and I have personally maxed out certain rare classes many times over and have yet to receive others.
What I would really like to see is an expansion on this drop box concept to the tune of having different packages with certain things and a couple more expensive packages with a little bit of everything, much like we have now. For the more specific packages, I was thinking like having a weapon package that only dropped things like ammo, weapon mods, the missile launcher, and the occasional weapon. On the other hand, there could be a support package that held things like medi-gel, armor mods, etc. That way, if you're like me and have a ridiculous amount of one piece of gear (let's say 20 something medi-gels you don't plan to use too often) and are lacking in another depart (very few ammo upgrades which really come in handy with certain class combos) one can buy one package over the other with a higher chance of getting what you're looking for.
But again, my over all experience has been great. Can't wait to see the other enemies and maps (along with the single player campaign of course) with release!
Modifié par JachoBlake13, 28 février 2012 - 07:42 .
#1710
Posté 28 février 2012 - 07:43
I DO use the Carnifex. I would be more inclined to use a sniper rifle if there was a map more appropriate to its use. With the current interface and map sizes, tracking enemies with the scope is problematic.
@Maniac302
Agree about the Phantom's ranged attack being overpowered vs sniper enemies.
#1711
Posté 28 février 2012 - 07:59
I like that idea of selling unwanted items. I also like how you split up the random packs to address recruits, items, and upgrades.
Personally I do not mind the random packs, but it would be nice if the shop slowly added more items to inventory as you progressed and let you buy those specific items outright at a premium above getting random totes of gear. So, for example, the shop would have a section for weapon upgrades that incrementally adds higher versions of weapons (based on your overall performance) which you can buy specifically for your weapon of choice. Or you could buy a single armor piercing bullet bonus for 1.5k instead of random 5k packs. I agree with others about the redundancy of fully unlocked characters being a problem.
As an aside, I hope there is full color customization for characters and better color support.
#1712
Posté 28 février 2012 - 09:56
Aside from the obnoxious glitch I'm really loving the multiplayer so far.
#1713
Posté 28 février 2012 - 11:01
like the armor piecing for long range and the shock in-case they try to runaway from the flame thrower or am i just not seeing the effects that should have
this is on the xbox mp
#1714
Posté 28 février 2012 - 11:54
http://imageshack.us...2/11226037.png/
Modifié par 1TylerDurden1, 29 février 2012 - 12:01 .
#1715
Posté 29 février 2012 - 12:14
-I would rather see a pack system that lets you choose a specific type of item you want and then gives you random items from it. For example, you could buy an ammo power pack and it would give you 3 random ammo powers. You could have a 5000 and a 20000 character pack where the 5000 gave you the +exp and more customization options for a random character and the 20000 unlocked a new character. Or a 5000 and a 20000 weapon pack. The 5000 giving an upgrade to a weapon you already have and the 20000(or maybe more since it's a better reward) would give you a new weapon.
-Being able to spend credits to redo your power upgrades. Or maybe there's a way in the full game for this. I would hate to have someone find late that they really enjoy a specific class but spent a bunch of points somewhere they didn't want to.
-Trying to play with one or two friends is a huge pain. We want to try silver or gold and we would like to have 4 people but if you create your own match then no one will ever join so you have to have one person join a game and hope the other friend/s can join before the slot fills up or try to convince other people to kick someone to make room for your friend. Very annoying.
Great job bioware. Thanks for adding this into the game
Modifié par brichristensen132, 29 février 2012 - 12:17 .
#1716
Posté 29 février 2012 - 12:20
Basically my recharge was so high I've been concussing people, Sniping them then moving to the next one, Or knocking multiple guys down at a time so I had no problem 'mopping up'. Just seems a bit too fast to me.
#1717
Posté 29 février 2012 - 12:22
#1718
Posté 29 février 2012 - 01:10
The thing I like the most about ME3 multiplayer is that each round has enough variation in spite of a mere two maps to keep it from ever getting boring. Also, the fact that teamwork is encouraged. This isn't like Modern Warfare objective based game modes where everyone just runs around playing free-for-all anyway. It is more like the few satisfying rounds where people work together and dominate by guarding or demolishing targets as a team.
I like the simplicity of the control scheme. Having everything mapped to buttons is more instinctive and reflexive than a wheel menu. Also, a wheel menu in a live multiplayer round would not be as practical as in the singleplayer campaign, since it would not pause game action. I enjoyed the AI enemies. THey are pretty intelligent for AI. The Phantoms are especially nice IMO. They can be particularly deadly when there are a few of them creeping around simultaneously.
It's nice to be able to customize appearance in multiplayer. I like being somewhat unique with my character's looks and naming. There is a bit of discrepencey between the colors on the selection chart and the appearance in the actual character during live play though. This can be somewhat dissappointing and hard to tweak.
I really wasn't expecting to like this multiplayer game at all, but I have barely put the demo down since I started it. There are a few things I'd like to see fixed before the official release though;
1. Waiting between rounds for everyone to be ready. We need a timer. I wouldn't mind spending 2 minutes or so between rounds. This would be fair to allow for changes and upgrades. But, no timer causes huge delays and people end up leaving the server.
2. It would be nice to be able to bring your party to a game together. Since the problem exists with people leaving the server, when I do get to play with a friend, we often have to split up between each round and then rejoin after someone leaves the new game. Surely, there has to be a better way.
3. Random packages are ok. There's probably a better option. I prefer being able to purchase things I can use. I might leave the recruit and Veteran packages as random boxes, but add a standard box option with a medi-gel, survival pack, rocket and maybe a weapon or armor upgrade based on the weapon or armor you are using.
4. One of my biggest pet peaves is when someone leaves the server and I get kicked back to the menu in the middle of whatever I'm doing. If it happens to be at the end of a round, I never get to see my stats or if I'm upgrading powers, I have to start over. This is ANNOYING!
5. I am tempted to take my real life sidearm and shoot my kinect sometimes. Every 15 minutes or so, I get a message saying that if I'm tired or sore I could take a break. Seriously? This has got to go. It pops up in the middle of rounds sometimes. The idea of Kinect voice recognition is nice and I might try it out when I play the full game. But, I will smash my kinect if it keeps up with this stupid messaging.
6. The A button has been over tasked. There is no way for this poor little button to decide whether I'm trying to run, dive, take cover or heal a teammate. This really hinders gameplay and the enjoyability factor sometimes. Actually, more often than not. This is probably the first or second thing I would like to see fixed. Maybe running could be delegated to the right stick button or something. Sometimes when I press or hold A, nothing happens. This seems to happen most often when I'm trying to revive a teammate before an engineer can finish setting up his turrets.
7. The randomness of the packages is a little too random. Most often, I unlock characters that I've already unlocked. When I desperately need medi-gel, I don't get one for 3 random boxes. I often get upgrades for weapons I never use like the pistol or sniper rifle. These are fine for some players. I'm sure they would agree that there needs to be a mechanism installed that at least provides useful items more frequently based on your character.
Overall, there is a lot to like in ME3 multiplayer. There are a few minor bugs and issues, but I am looking forward to playing this right after the campaign mode when the game drops on 3/6/2012! I'll probaly flunk out of school around then and start my quest to play ME3 in every possible variation. This will require hundreds of hours and probably several playthroughs straight through from ME to ME2 and ME3. And I can't wait to see the other maps and improvements that are made based on our feedback!
#1719
Posté 29 février 2012 - 01:39
1TylerDurden1 wrote...
I liked multiplayer until I fell. Then I didn't like it so much.
http://imageshack.us...2/11226037.png/
HA!
Yeah that happened to one of the guys in a match I was playing with friends last night. Looked like he was stuck falling. Even enemies were trying to figure out wtf was going on as we'd have to mosy on back over to where he was stuck every so often to kill the random nemesis that took it upon herself to try and gank him.
#1720
Posté 29 février 2012 - 01:52
Modifié par Count Viceroy, 29 février 2012 - 01:53 .
#1721
Posté 29 février 2012 - 05:04
VigilancePep wrote...
@SimaoMelo
I DO use the Carnifex. I would be more inclined to use a sniper rifle if there was a map more appropriate to its use. With the current interface and map sizes, tracking enemies with the scope is problematic.
.
I doubt the zoom is going to be adjusted.
I hope at least bioware adds settings for the zoom atleast.
if not it helps if you aim the crosshair at the enemy first, then zoom, thats at least what i do.
#1722
Posté 29 février 2012 - 07:19
On the note of krogans, there power melee can get really annoying sense it dosnt track as well as other characters melee attack, and you can very easily 'miss' because your initial lunge pushed you too far into/through your target to hit them with the actual headbutt. If the enemies sit still and let me align my krogan I can bash down several of them in short order with little damage but trying to hit ones while moving or there moving often leads me into a wall or thin air which promptly gets me a stun stick in the back. Think if you try to heavy melee a unit thats too close it should just apply a weak stun (like when you melee a guardians shield) rather then putting you through them, makes krogans clunkier then they already are, and not being able to 'roll' is a real problem to begin with.
#1723
Posté 29 février 2012 - 07:46
A few of things I hope will improve...
1. Playing with friends. If I don't have two or more friends to play with, I can't really play at all with them. I was trying to play with my brother last night, but no one joined our game. And trying to two man the whole thing didn't go so well. It works fine with random people in the quick-game, but starting our own game doesn't seem to allow others to join. Oh, and a better way to communicate in game would be nice.
2. Occasional crashes, but that might be my end. The game freezes for a few seconds once in a while, and occasionally that results in the game locking up completely and me having to kill it.
3. Odd bug I'm running into is all my buttons disappearing on the hotbar. Sometimes when a game starts, I can only see one button on the hot bar, and it's always the "3" key, whatever that ability happens to be (Usually a grenade). This has happened to my infiltrator several times and my engineer once, and it's extremely annoying. I have to manually open up the slot menu with the shift key and click on what I want, which means I'm just sitting there doing nothing for a couple of seconds whenever I want to cloak or summon a probe. It doesn't do this every game or even the majority of them, but it really hurts when it happens. Also, one time the host left and the wave reset, which fixed the problem for that game. Was kinda nice, actually. Anyways, hope you can fix it.
#1724
Posté 29 février 2012 - 10:08
brichristensen132 wrote...
-Trying to play with one or two friends is a huge pain. We want to try silver or gold and we would like to have 4 people but if you create your own match then no one will ever join so you have to have one person join a game and hope the other friend/s can join before the slot fills up or try to convince other people to kick someone to make room for your friend. Very annoying.
Great job bioware. Thanks for adding this into the game
You can play the game with your friends and have strangers to join.
First, make a private game with your friends and when everyone is connected turn the game into public. Then you can play with your friends and with strangers.
#1725
Posté 29 février 2012 - 10:13
Pyromaniac_v.2 wrote...
3. Odd bug I'm running into is all my buttons disappearing on the hotbar. Sometimes when a game starts, I can only see one button on the hot bar, and it's always the "3" key, whatever that ability happens to be (Usually a grenade). This has happened to my infiltrator several times and my engineer once, and it's extremely annoying. I have to manually open up the slot menu with the shift key and click on what I want, which means I'm just sitting there doing nothing for a couple of seconds whenever I want to cloak or summon a probe. It doesn't do this every game or even the majority of them, but it really hurts when it happens. Also, one time the host left and the wave reset, which fixed the problem for that game. Was kinda nice, actually. Anyways, hope you can fix it.
This has been happening to me too and it's quite a hassle. Every time I want to change a character I have to exit the multiplayer all together because otherwise I wouldn't have the skill hotbar (and playing without it is horrible




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