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Mass Effect 3 Multiplayer Demo feedback. What did you think?


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#1851
DryR

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I like the random cases. I don't like the lack of details and description on the character select screen. Apparently, the different species within the same class title have vastly different health levels and primary roles that you don't get to know until you finalize a character and spend time leveling. It will be easier to reset in the release version but, still wasted time.

The multi made this a day-one buy for me instead of waiting on a price drop. There are still a couple bugs where powers miss targets and clipping issues and ladders... omg do something about the way ladders force you to jump down if you get anywhere near them, but overall great job! Please don't gouge us by selling multi-only DLC packs :)

Modifié par DryR, 04 mars 2012 - 07:57 .


#1852
DryR

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Oh, and SMG are apparently a wasted weapon slot. Delete them from the game or make them do damage.

And, it would be nice to see some number values on weapon power bars.  It is very hard to tell if a weapon upgrade from a pack made any difference.

Modifié par DryR, 04 mars 2012 - 07:53 .


#1853
Kelarq

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I'd quite like if there was more diversity in the cases, as others have said. A 50K option which guarantees better unlocks would be appreciated.

SMGs need a buff to make them competitive with Heavy Pistols, either increased damage against shields, a slight overall damage buff, better accuracy or lower recoil. I rarely see people using them online.

Maybe a Platinum difficulty too? ;)

#1854
Sergant Shotgun

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im not native to the english speak, so in advance sorry for type errors

I have been playing the demo now for since the 15th feb. and me and my freinds had a great time, we had our doubts in the beginning, but our doubts were put to shame after 30 min. of play, 1 of them is gettin the game for the MP alone, I was surprized, when i first read that there was co-op MP in this, but did had my doubts of it, that it was only and effort to try an "extend the game experience", but as said before, put to shame :)

Now after spending countless hours in a "demo" there is of course alot of bugs, glicthes and etc. i have noticed after reading a little bit your gonna get alot that.

To start with, i play co-op for the challange, and the challange is there to a certain degree, I consider myslef to be pretty "sturdy" atm though still find others still best me and makes me believe that the "Gold" might not be hard enuff in the long run, as players starts to get better and make youtube movies on "how to", i know its still just a demo, and something makes me believe that the mutiplayer in the full game is gonna need alot of updates for starters,call me whatever, but I have a good experience with the game, and like not dissapoint myself for my own expectations,

The level system is good way to "unique" your character, though would had been nice to see some less points with the option to respec (for the challange,) or have 1 more ability to spend points on to fill up the quikbar, this way have all or fewer but more powerful(but a button more to press). A level system in a co-op is also has a risk of what I call "bad company" (i try to, but i am no angel myself), that people is basically givin you the kick-vote simply because of your "N7-rank" is to low or character is, this is not something i care about on a "bronze" on "silver" might give try, on "gold" your out, i have noticed many times that "new players" try the "Gold" because how hard can it be or to "powerlevel", and there proberly shaking there heads thinking "idiots" once there kicked, which is fine by me, but might be a bad experience for the 1 kicked, unless some form "level restriction" is added the different difficulty's(or as a host option), "I" believe it can be very irretating to "experiencened players" that "new players" believe that there good enuff or whatever. one thing is when you are among "friend-players" another is with strangers. its sometrhing i think most people reconize, and the "level-restriction" would not completely remove it, but at least have some "effect" I believe, but thats me.

One thing i do miss, is my ping, been so unlucky a lot of times lately that starting of with whats looks like a good bunch for in 1 wave too see your enemy get a "throw" and not reacting at all on it, then keep running towards you pulling up his stick and swing at you and nothing happens, you give him a blow of the shotgun and his head "disserpers" 5-7 seconds later. that is where i simply quit the game and find another game. an idea would be to give the Host an option to "ping-restrict" somehow, if not give the client the option.

In game-play i do wonder why there isnt "air-drops", when playing a map to many times you start to notice the different spawnpoints and basically know where there gonna come from,(if not to spawnkill them) not that the "air-drop" should land on top of us players, but give better "random" spawnpoints for our "victims". Many times when i setup for the next wave, i see the "Guardian" spawn out of thin air in the distance and sometimes Atlas as well, maybe let Gaurdian take his sheild on his back when he jumps down or maybe use it as a surfboard/hoverboard/parachute, its not something that annoys me much as it happens in the distance, but it kinda get you "out of world" and gives you "its a game" hat on.

in overall im surprized and hooked, dont know how many enemy types there's intended, but would look forward to fight "Blue suns","Eclipse","Blood Packs" and "Batarian Raiders"

Thornboosh wrote...

Will there be any other game modes? I enjoyed the multiplayer but it would be good to have some objective based missions to play rather than just fighting waves of enemies.

Like making your way through a Cerberus base to destroy it, then escape etc just a little more variation would be good


This idea wouldnt be bad at all, "Grunt's trail" or "Hunt Benezia" in Noveria could also be an option?
Alot idea's is availible as the game itself gives it potential, but i believe it is something that can be "updated" later on if not as DLC.

#1855
BenjaminR00

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Sergant Shotgun wrote...


Thornboosh wrote...

Will there be any other game modes? I enjoyed the multiplayer but it would be good to have some objective based missions to play rather than just fighting waves of enemies.

Like making your way through a Cerberus base to destroy it, then escape etc just a little more variation would be good


This idea wouldnt be bad at all, "Grunt's trail" or "Hunt Benezia" in Noveria could also be an option?
Alot idea's is availible as the game itself gives it potential, but i believe it is something that can be "updated" later on if not as DLC.


Hey man, your english wasn't a problem, I for one understood everything you were saying.

Re: Alternate game modes in Multiplayer, I always assumed that is what we will get in the Full Version because the trailer for the multiplayer clearly suggests it - at the very least the objectives should be more integrated into our Single Player storyline so that will be fun. And as we all know this is a demo and only a very short time to wait and we will see what is there! Even if you live outside the U.S. it's only 4 days! :o

#1856
Spiffspoo

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I think Gold on later stages should have more enemy variety and be a tad easier while adding in a higher Platinum difficulty in.

If a quick search fails, I shouldn't have to reload and go back to the character screen. I should stay on the quick search screen and be able to try again.

Engineers, from the looks of it, don't give any points for being killed. Need to fix this.

If I switch classes after a quick game while still in the same lobby, many of my abilities assigned to numbers 1-4 are not there.  They are still there when I use shift however.  I do not know if this is how it happened or not.  You have to quit the current map to fix the problem.

When the hacking type missions come up, where you need all 4 people to stand around in the area, it would be nice if the entire vicinity wasn't swarming with enemies right at the start.  It is not that bad on Bronze or Silver, but on the later Gold stages it is a giant cluster $&%* as all that spawns are Phantoms + Atlases.  See my first sentence, as this relates to this as well.

Guardian Shields need to have their own health/armor bar.  Some class/race combinations have a really hard time dealing with Guardians, even more so than Phantoms.

When I Biotic Charge as a Vanguard, I don't want enemies to be immediately meleeing me/throwing grenades before I even get there, so by the time I do get there I am hit by those attacks with no chance to react.  This happens most of the time with Guardians doing their shield melee when I Biotic Charge them, and I normally expect them to get staggered so I can attack them.

Enemies should not be able to dodge "thrown" biotic and tech powers when used behind them.  They shouldn't be able to even see that.

Looks like multiple Detonate talents do not stack any more, I have been doing significantly less damage with Warp + Throw combos now.  Not sure if this was intentional or some other change was implemented. I liked it the way it was before =(

Tech Bursts, Cryo Explosions, and Fire Explosions need a bit more explination.  Maybe some talents could be indroduced to increase their damage like Detonate does for Biotic Explosions, but exactly tell how strong these are since they are so much harder to do.

Turians should be able to dodge at least some. They are not massive like Krogans and their bodies look agile enough to do so.

I noticed that the Locust SMG and Turian Sentinel now have an uncommon unlock, instead of rare.  I am not sure about the actual unlock %, but in the packs you can buy that what the border of their unlock cards are now.  Not sure what significance this really is.

Drell need more shields/barriers, it is pitifully low, especially as Vanguards.

Krogan need to be able to melee Stasis/Floating targets.

Human Soldiers just seem underwhelming to me, I don't know what it is exactly.  Maybe they could have an increased stock of grenades compared to other classes, 1 or 2 more at the starting level, add ammo effects to the grenades, and/or the amplification talent for concussive shot could be rolled into the base ability along with adding a new rank 6 talent.

The global delay after a Sentinel Tech Shield Burst, not the power cooldown, should be less.  I should be able to fire my weapon/run immediately after I use that so the ability can get some proper use.  I haven't met a Sentinel, yet, that uses this move extensively.  Its on use Burst ability might need some redesigning, or simply not use up the shielding it gives.

Phantoms need to be able to be affected by Biotic and Tech powers more often. I get it when a Phantom dodges a warp, throw, cryo blast, or incinerate, that was my fault for doing that most of the time. But when I hit them straight on, it should affect them 100% of the time like all the other enemies, not the random 10% it seems right now. This happens when they have their Barriers up or  down.  So if you aren't suppose to be able to do this stuff when their Barrier is up, make sure that you can do it 100% of the time when their Barriers are down, because right now that is not how it is happening in the game.  It seems that a cryo blast has a higher chance to chill phantoms compared to other powers affecting them, but I never had them freeze.

The Hornet has way too many recoil/stability issues and it weighs too much.  This is by far the worst gun in the entire game.

Pistols still seem a bit strong for being... pistols.  While SMGs still way too weak, especially against phantoms.  Perhaps while giving SMGs a damage boost, they could do a bit extra damage to barriers.

If you have too much stability, your gun starts to jump DOWN, instead of staying center/jumping up when you fire.  Sounds like a coding/implementation issue.  I found this by using a Turian Sentinel with the Matlock with + Stability talents and weapon mods.

If I want to drop down a ladder, I should have to press space bar to do so.  I hate dropping down a ladder if I even get close to it when I don't want to.

Invisible/Invincible Turrets and Enemies are bad.

My game crashes and I encounters a lot more bugs when I am playing a Vanguard than any other class.  The biggest bug seems to be my character on screen in relation to where the game thinks I am is off.  I don't really know where I am because of this, I can't really kill anyone or get more ammo. The only way to fix this is either leave the game, sometimes if I die and then get revived/survive the round it will be fixed but not always.  This seems to happen when I try to take cover right against the side of said cover... not really sure how else to explain it.

This will probably be fixed when the retail version is release, but there needs to be at least 4-5 types of each weapon to be used.

Instead of just having a Missile Launcher, perhaps we could choose what Heavy Weapon we could use, similar to the ones from Mass Effect 2.  And the Missiles we buy from those packs at the store would be the Heavy Weapon Ammo.

Although you said that every class can use every type of gun now, I still don't see how some of the physically weaker class/race combinations can handle a Widow, Claymore, or Revenant.

Adding female Krogans, Turians, Salarians, male Quarians and Geth Units would be nice.

I hope some enemy factions you can fight against are the mecenary groups from Mass Effect 2.  That would be sweet!  I hope there is a Geth Faction as well, assuming the Geth can still be enemies by canon.

Modifié par Spiffspoo, 04 mars 2012 - 11:20 .


#1857
Stankychops

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I was very impressed with the demo. Multiplayer was just about the last thing I wanted in ME, but I have been converted to the cause. I've had more fun playing the ME3 multiplayer demo than I ever had playing Halo.

There's just no match for going on a melee rampage with a Krogan soldier, or Biotic Scooting around with an Asari Adept, or being able to (finally) create an Engineer who is a genuine badass. Making Overload a viable attack against organics was a fantastic idea, and a game changer (for the better).

This is the first game where I am actively going to track down friends with XBL Gold accounts so we can play together.

Well done, Bioware. I doff my cap to you.

#1858
The_11thDoctor

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Enemy Engineers need to react to getting shot when they're trying to place a turret instead of ignoring you and getting away with it. Turrets should be easier to destroy in their starting up phase before fully deployed.

Hopefully there will be co-op story mode like Bioware mentioned full game
need other modes as well, like Death Match, Team Death Match, King of the Hill, etc

Hopefully they fix the lag of powers not always activating when hit. There are times I hit for charge or nova or some power with other classes and I just sit there when Im NOT waiting for a cool down! It's ready for use but takes me smashing it 3x before it goes out finally!

Atlas should be able to be used like in SP

Grenade indicator should state how many feet it is from you and give you a warning as soon as it lands and not as its exploding on you! Too many time grenades would hit me due to no indication on my screen or sound until half a millisecond as its exploding! Then other times I'm rolling into it because it shows Im near a grenade, but not where it is defeating the purpose of the indicator. If I knew how close or what direction it is I could avoid it or try. There's a 1 in 5 shot the indicator is ever useful.

Turrians should be able to ROLL! Dont only let them roll from cover to cover! It makes no sense and turrians are more agile than krogans, let them roll!

need BOTH sexes for all classes and races!

nice job so far though. Looking forward to the full version of MP when I get out of SP! I know people buying ME3 for the MP...that is so odd to say. My friend says he plans to eventually play SP if he gets to it, but wants to play MP more!

#1859
Captain Flowers

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I like the multiplayer demo A LOT. I had a lot of of fun playing the Infiltrator, even though I never acquired the Widow. That aside, many of the guns did have a unique feel to them, and while some liked ones I didn't like, others thought they were perfect. The only thing I did not like was the fact that the A button (xbox 360) does WAY too many things. Sometimes, when I try to revive a downed teammate -- and its a revive-or-wipe situation -- I get stuck and end up taking cover next to them when I really mean to defib them. I don't think the "back" button did anything, but "back" would be a good revive button if A is going to be the cover/activate/hop-over-cover button.

What it comes down to is that there needs to be button mapping. For all buttons, not just the lb and rb. There's my two cents.

#1860
neelrocker

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"If I want to drop down a ladder, I should have to press space bar to do so. I hate dropping down a ladder if I even get close to it when I don't want to."

"Grenade indicator should state how many feet it is from you"

+1 for both.

Also about grenades I found annoying there was only 1 grenade at a time per ammo box (refill). Which means if you have more than 1 you need to visit 2 ammo boxes (or wait for the 1st one to refill but that's too long) and if that's something you could do between 2 waves, you certainly won't do that during a wave.

#1861
ne0x

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engineer enemy is rly not responsive,it is impossible to kill them before they deploy turret,i insta overload all their shield and headshot rifle to the rifle,and they still survive and deploy rocket.Atlas should have higher cd on their rockets,on high difficulty they just random kill ppl when they move from cover to cover,imagine 3 atlas spaming them randomly.First Assault rifle is best so far+gives best cd bonus,unlocked gold one,jeez recoil,silver one isn't rifle,it fires in 3 bullet mode.

#1862
Jlyons

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My final beta thoughts, as a N7 120:

Complaint: Revive needs an option to be mapped to a different button than run/duck for cover. Ditto for activating a mission objective. Having revive and activate mission objective on the same button would be a decent compromise for me, but please let us get those two functions as far away from our run/cover button as possible.
Complaint: Depending on the time of day, I sometimes find myself spending more time trying to connect to a match rather than actually in a match. I know that sometimes, it's unavoidable, but when roughly 75% of my attempted connects in the past few days have been instant drops at the loading screen, something is definitely wrong. Perhaps an option to filter or un-filter regions to connect to would reduce the disconnect issue?

Opinion: Excluding the Carnifax, which I was not able to unlock in the beta, I found only 4 weapons worth using: Tempest (most of my builds), Widow (human soldier and both infiltrators), Mantis (human soldier and both infiltrators), and Predator (all of my non-sniper builds). Once I see the Carnifax, my opinion on the four weapons above may change, but considering the assortment of guns available to us for beta, it was a bit troubling imo that most of the weapons just weren't even worth having equipped.
Opinion: I definitely liked the AI scaling between difficulties. Gold provides a nice challenge, though I do find that pick-up groups doing gold feels like a waste of time. The latter is not a complaint, just an observation. Silver is great for pick up groups that are willing to work as a team though.
Opinion: All assault rifles and all SMGs that aren't the tempest need some tweaking. Of those two gun groups, the tempest is the only weapon I find worth using in any difficulty mode. That includes gold. Maybe slightly increase base assault rifle damage? I'm not sure what would make the other three SMGs anywhere near viable compared to the tempest though.
Opinion: SMGs need bonus damage to shields/barriers.
Opinion: I'm probably in the minority when I say this, but I LOVE the Tempest SMG design, especially when it's a Tempest X. Granted, it's not really suitable for large groups, but tempest + scope + heat sink is just so satisfying. I know I'm in the minority when it comes to the weapon's kickback, but it's rather easy to control and perform its role vs viable targets (read: not guardians) when scoped.
Opinion: Shotguns felt pointless to me. Way too much risk compared to their potential payoff imo.
Opinion: Sniper rifles and pistols seems fine to me as they are.
Opinion: Enemy variety feels just right for the two demo maps.
Opinion: Drones feel worthless. Turret >>>>>>>>>>>>>>>> Drone from my experience. If human engineers didn't have overload, I'd call them a worthless build. Drone AI needs to be reworked badly, specifically in terms of their aggression.
Opinion: Other than a 200% recharge concussion shot, soldier feels inferior to all the other classes. And even concussion shot can be outclassed by other skills. Maybe stronger base damage bonuses in the class skill line would help fix this problem.

Bug: Switching characters in the lobby seems to prevent me from using any powers/consumables except for the power in the "1" slot.
Bug: The occasional invisible Cerberus turret. 'Nuff said.

Suggestion: Maybe in the not-to-distant future, we could have a three-way PvEvE, with something like the 4 man squad vs Cerberus vs a husk swarm?

Overall, I was pleasantly surprised at how well the multiplayer beta ran, despite the bugs, disconnects, and balance issues. I enjoyed the experience. I'm definitely looking forward to the full retail version.

Modifié par Jlyons, 05 mars 2012 - 09:16 .


#1863
foo man chew

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SMGs need a major buff.It seems pistols and snipers outclass every other weapon type.Besides that love the multiplayer.

#1864
78stonewobble

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foo man chew wrote...

SMGs need a major buff.It seems pistols and snipers outclass every other weapon type.Besides that love the multiplayer.


Hmm IMHO on guns n all...

Sniper rifles are for high priority targets at long range (NOT a main weapon). -> Long hallway or wide open area.
Assault rifles are for medium to long range battle. -> Long hallway or wide open area.
Pistols are for short to medium range battle. -> Hallway or open area.
SMG's are for short range battle. -> Hallway or open area.
Shotguns are for close quarters battle. -> Around the corner.

Atleast what I would think they should do in the game.

Sofar for my only 2 classes I use the following:

Soldier:
Sniper rifle used as an assault rifle.
Shotgun used for within 2 meters.

Engineer:
Pistol sniping.
Assault rifle for around 3-5 meters. If it's closer I run.

It seems ... a bit weird...

Modifié par 78stonewobble, 05 mars 2012 - 12:06 .


#1865
The_11thDoctor

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Final thought...

You need to tone down cover...somehow. Im tired of trying to run in an open area and getting stuck on EVERY PIECE OF COVER! If Im running and the button is held down, it shouldnt count as me wanting to cover! It should only count if Im still or right up against it. Not 10-15 feet away and getting magnetized to it! This is actually prob the worst thing about MP in ME3. It feels like a chore to move around the environments... This actually put a lot of people off who would have played ME3 for both sp and mp. If that can get patched, it'll be lovely.

Sometimes you cant run and the camera is off so you move diagonally at a slow pace until you straighten your view then try to run again...

Ninjas may need to not instant kill you with melee... it's annoying. I can face 100 atluses, but a ninja is dangerous since they cheat. YOu cant even run past them half the time cause they magnetize you to them whe nthey start their attack! I was 3-4 ft from one when I tried to run up a ladder and I was frozen and a sec or 2 later I was hit by the backstab....lame.

Modifié par aang001, 05 mars 2012 - 12:11 .


#1866
78stonewobble

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aang001 wrote...

Final thought...

You need to tone down cover...somehow. Im tired of trying to run in an open area and getting stuck on EVERY PIECE OF COVER! If Im running and the button is held down, it shouldnt count as me wanting to cover! It should only count if Im still or right up against it. Not 10-15 feet away and getting magnetized to it! This is actually prob the worst thing about MP in ME3. It feels like a chore to move around the environments... This actually put a lot of people off who would have played ME3 for both sp and mp. If that can get patched, it'll be lovely.


Agreed... You feel so goddamn sticky and thats even without downing a bottle of tequila and waking up in strange places.

#1867
Sir Joseph Israel

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Jlyons wrote...

Complaint: Revive needs an option to be mapped to a different button than run/duck for cover. Ditto for activating a mission objective. Having revive and activate mission objective on the same button would be a decent compromise for me, but please let us get those two functions as far away from our run/cover button as possible.
Complaint: Depending on the time of day, I sometimes find myself spending more time trying to connect to a match rather than actually in a match. I know that sometimes, it's unavoidable, but when roughly 75% of my attempted connects in the past few days have been instant drops at the loading screen, something is definitely wrong. Perhaps an option to filter or un-filter regions to connect to would reduce the disconnect issue?

Opinion: Excluding the Carnifax, which I was not able to unlock in the beta, I found only 4 weapons worth using: Tempest (most of my builds), Widow (human soldier and both infiltrators), Mantis (human soldier and both infiltrators), and Predator (all of my non-sniper builds). Once I see the Carnifax, my opinion on the four weapons above may change, but considering the assortment of guns available to us for beta, it was a bit troubling imo that most of the weapons just weren't even worth having equipped.
Opinion: I definitely liked the AI scaling between difficulties. Gold provides a nice challenge, though I do find that pick-up groups doing gold feels like a waste of time. The latter is not a complaint, just an observation. Silver is great for pick up groups that are willing to work as a team though.
Opinion: All assault rifles and all SMGs that aren't the tempest need some tweaking. Of those two gun groups, the tempest is the only weapon I find worth using in any difficulty mode. That includes gold. Maybe slightly increase base assault rifle damage? I'm not sure what would make the other three SMGs anywhere near viable compared to the tempest though.
Opinion: SMGs need bonus damage to shields/barriers.
Opinion: I'm probably in the minority when I say this, but I LOVE the Tempest SMG design, especially when it's a Tempest X. Granted, it's not really suitable for large groups, but tempest + scope + heat sink is just so satisfying. I know I'm in the minority when it comes to the weapon's kickback, but it's rather easy to control and perform its role vs viable targets (read: not guardians) when scoped.
Opinion: Shotguns felt pointless to me. Way too much risk compared to their potential payoff imo.
Opinion: Sniper rifles and pistols seems fine to me as they are.
Opinion: Enemy variety feels just right for the two demo maps.
Opinion: Drones feel worthless. Turret >>>>>>>>>>>>>>>> Drone from my experience. If human engineers didn't have overload, I'd call them a worthless build. Drone AI needs to be reworked badly, specifically in terms of their aggression.
Opinion: Other than a 200% recharge concussion shot, soldier feels inferior to all the other classes. And even concussion shot can be outclassed by other skills. Maybe stronger base damage bonuses in the class skill line would help fix this problem.

Bug: Switching characters in the lobby seems to prevent me from using any powers/consumables except for the power in the "1" slot.
Bug: The occasional invisible Cerberus turret. 'Nuff said.

Suggestion: Maybe in the not-to-distant future, we could have a three-way PvEvE, with something like the 4 man squad vs Cerberus vs a husk swarm?


Did anyone else read this in an Elcor voice?

#1868
timmeey86

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Imo you did a great job on the difficulty balancing for the different challenges.
However, the weapon balancing appears a bit off: At least 8 of my characters (I had all demo-chars unlocked) ended up using only the M6 Carnifex (for 200% biotic skills) or any of the sniper rifles (forgot the name). Whenever I tried out any other weapon (or weapon combination) I (often miserably) failed.

#1869
xassantex

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 i was a bit apprehensive of the MP , but i got hooked after the first run.

I hope you fix the North American - European server issues  . Numerous runs got completely messed up, lagged, crashed when playing with European players.
( i was told it was a server  problem , i don't know that for a fact ) .

The unlock system needs reviewing . I lost thousands of credits in "failed" purchases. 

Also what is the point of ending up with a gazillion survival kits and medigels if you're limited to 2 in game. Or will that increase as we level up in the final version ?

I officially HATE turrets (  there is a mildly sadistic developper somewhere at BW , :o lol )  , they are the new LOKIs !
Atlas on the other hand are the new YMIRs except slower and dumber. 

I played extensively Vanguard, Engineer, Adept and Soldier . But no Sentinel nor Infiltrator :( . .. 
Haven't attempted Gold so i can't comment, but Silver is a nicely balanced challenge for a player like me. 
I don't have any favorite class. I enjoyed each one. The KRogan is just adorable, so thanks to devs for that one ! :)

#1870
KoramaFox

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Hey Bioware, I beg you to allow us the option of remapping the powers to a quickbar on top in multiplayer retail game. I want to be able to quickly drag any power to any slot I choose. I am sure many will want the same. Please fix this issue.

#1871
AFossBioware

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KoramaFox wrote...

Hey Bioware, I beg you to allow us the option of remapping the powers to a quickbar on top in multiplayer retail game. I want to be able to quickly drag any power to any slot I choose. I am sure many will want the same. Please fix this issue.


Yes, yes, yes. A thousand times yes. The fact that I cannot find a way to do this is currently an enormous frustration.

#1872
Riot Inducer

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Hey just thought I'd leave my feedback here even though it's not relevant to the demo anymore but. Twice during the demo I had all of my multiplayer progress reset, lost all characters/weapons/etc. it treated me like I hadn't accessed multiplayer before giving me the starter pack. I shrugged it off as it was just a demo and said to be an older build of the game.

Come launch however and I see other people having this very same issue with the full game. What's more is with the ability to use real money in the shop the random losses of in game items becomes a random loss of real money. This is a very serious issue that could become a legal issue if enough people aren't refunded in some fashion.

So while I do hope this particular bug is the very top of your list for things to fix with multiplayer I have to restate FIX THIS A.S.A.P.!!!

#1873
Chris Priestly

Chris Priestly
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The demo is now over, thanks to everyone for their feedback.


LOCKDOWN!



:devil: