The Random Item system is far too extreme and detracts from the overall experience of the multiplayer.
#151
Posté 20 février 2012 - 08:00
Bottom line, if you were able to just buy the only two weapons you'll ever use and all the mods you need after 5-10 games, what is the incentive to keep playing and trying new things? I like the randoms but would like to see a narrower focus on picking what type of thing you want to unlock. Just my 2 cents.
#152
Posté 20 février 2012 - 08:02
#153
Posté 20 février 2012 - 08:43
#154
Posté 20 février 2012 - 08:55
#155
Posté 20 février 2012 - 09:02
#156
Posté 20 février 2012 - 09:19
#157
Posté 20 février 2012 - 09:24
#158
Posté 20 février 2012 - 09:38
MrAnthonyDraft wrote...
I really like this system and thin that they should keep it, as it makes people, who aren't stubborn, to play other classes or use other weapon combinations. BioWare should not remove Recruit and Veteran packs. What they should do, is add more specific packs and packs like Elite or Spectre(Elite would give 1 guaranteed common item or better, and Spectre would give 1 guaranteed rare item.)
That said, they should at least implement an option to allow for players who want to the specific class, to choose the class they want at the beginning, so that they whine less.
Actually, what it can do is have people play a particular class they know works endlessly until they can purchase what it is they desire. For instance, I spam my Vanguard because I have yet to unlock a Krogan Soldier or Turian Sentinel, and I am content to maintain doing so until I do. Therefore, you may run into a lot of redundancy even before people find what they fancy. It should be a player choice what they wish to try not forced upon them by BioWare. Eventually it will become tiresome to the point people abandon MP.
If BioWare wants to maintain the randomness, then there must be an alternative. To cite Pokemon cards as an example. A Charizard card could be purchased for approximinately $150, more than ten times the cost of packs. While not a particular fun solution as it demands tireless grinding. It would at least allow some choice for players if a similar market system was implemented.
Until such a time. Hope you like seeing a ton of the same few classes.
#159
Posté 21 février 2012 - 10:51
Thoragoros wrote...
If there is MORE to unlock in the full game, and unlocking is done entirely randomly, won't that DECREASE the chances of getting Character/class A or B?
That's what I was thinking >.<
#160
Posté 21 février 2012 - 12:48
jdg90 wrote...
Thoragoros wrote...
If there is MORE to unlock in the full game, and unlocking is done entirely randomly, won't that DECREASE the chances of getting Character/class A or B?
That's what I was thinking >.<
The rates of getting uncommon and rare stuff is increased to compensate for the greater variety of stuff available. It will likely be about the same difficulty as obtaining the item you want in the demo, minus the bugs with the Veteran Pack giving all commons.
#161
Posté 21 février 2012 - 02:22
1. Weapons cap at X and mods at V. You won't get those cards after that.
2. Characters cap after recieving every customizable option.
3. The demo has less than half of the weapons, and a tier of chracters.
#162
Posté 21 février 2012 - 02:44
Rukioish wrote...
2. Characters cap after recieving every customizable option.
Doesn't work that way in the demo. I keep on getting character packs for characters I've already fully unlocked.





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