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Scanning looks even WORSE in ME3 than in ME2


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#626
tmp7704

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WizenSlinky0 wrote...

Grinding is a mechanic. If grinding couldn't be fun then WoW would not exist.

Just like anything grinding can be done horribly horribly wrong or be used as a successful tool in the game.

Grinding is by definition "not fun". It's pretty much like the old joke goes:

-- dude, you keep hitting yourself in the head with a hammer. Why do you keep doing it, is it fun?
-- sure, when i miss.

and yes, it can be 'used as a succesful tool' ... to create addiction effect. Which is anything but healthy and 'horribly wrong' in itself.

Modifié par tmp7704, 27 février 2012 - 02:22 .


#627
littlezack

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tmp7704 wrote...

WizenSlinky0 wrote...

Grinding is a mechanic. If grinding couldn't be fun then WoW would not exist.

Just like anything grinding can be done horribly horribly wrong or be used as a successful tool in the game.

Grinding is by definition "not fun". It's pretty much like the old joke goes:

-- dude, you keep hitting yourself in the head with a hammer. Why do you keep doing it, is it fun?
-- sure, when i miss.

and yes, it can be 'used as a succesful tool' ... to create addiction effect. Which is anything but healthy and 'horribly wrong' in itself.


Grinding in itself isn't fun, it's what you get from grinding. Constantly fighting enemies and getting to a level 100 in an RPG is a boring affair. Beating the living crap out of every enemy in the game can be quite enjoyable. Most games, to some extent or another, have some aspects of grinding to them - finding extremely hidden items, getting difficult objectives, buying rare items, item crafting, stuff like that. The question is whether the benefits you get from the grinding are enjoyable enough to warrant the grinding itself.

#628
Terror_K

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WizenSlinky0 wrote...

It does not make sense to me to have the point and click style system from ME1 without modification at the very least. The game pretty much left you on the planet you were while you were searching, and finding, things in systems very far away. This didn't really make much sense.

While I agree the scale and quality of the map in ME2 and ME3 is fairly lacking (I can definitely see where the "toy" argument comes into play) it does serve the purpose of your ship actually being in the location you're searching.


I think it was pretty obvious that when you actually collected something you were taking the ship there... you just didn't see that aspect or have to deal with it directly because you didn't need to: it was pretty much implied given some of the pop-up texts and the fact that you can't exactly land The Mako on a planet without at least entering its atmopshere. As soon as you clicked on any planet, moon or anomaly in the ME1 galaxy map, The Normandy was there in its orbit/proximity at the very least.

As for fuel the costs were so negligible I can see why some would consider it pointless. There was no question asked of the player like "how do I make the most efficient use of my fuel". It was cheap as hell.

All in all I think space exploration could use for some more intricate transitions between states of moving/searching/locating. But the current mechanics of it are important for several reasons.


Fuel was pretty much just a credit sink in ME2. Simple as that. Only a non-importer barely clicking on anything on missions and somehow still getting a lot of upgrades would have any real trouble when it came to fuel in ME2.

Again, I don't see why the ME1 system couldn't have come into play. The only places you really "need" to play with the toy ship are when it comes to fuel and the Reaper chase. Fuel can easily either be ignored (like it was in ME1 and like probes are now in ME3) or can be reduced to a set travel cost (which plenty of games do... BioWare's own TOR has that for example). As for the Reapers, I still think a simple timer after the Reaper horn goes out would be better than the chibi cuttlefish chase we've been shown here: you have 5-10 seconds to get out, or you suffer the same Reapercussions (sorry... couldn't resist) as you would when they catch you in the current model (whatever that is).

The most rational reason for scrapping something that is sold to multiple people is, quite obviously, a feature that is not enjoyed by the majority of purchasers.


Some would argue that it's that very way of going about things that are responsible for a lot of the issues some of us have had with the series as of late though. There's a danger of taking away the spirit of a game if you end up gutting it too much for the sake of streamlining. That is, of course, another topic and another matter, but... still.

I disagree. Whether youi want to consider them scavenger hunts or not does not change that fact lore-wise they are important. Maybe not to you. Maybe to you they are just fetch quests. But, if you're roleplaying, those kind of morale boosting artifacts are quite important when it comes to the galaxy.

Obviously it's impossible with the spread of the reaper invasion that we don't do things in reaper held territory. And while sure you could throw a cutscene down everytime you enter reaper territory I fail to see how it could be done without looking just as silly as you claim the normandy to be.

Once a reaper locks onto you, you're not staying in that system. Sorry but the stealth systems of the normandy have already proven to be inferior against reaper technology within a certain range (see the collectors). This means that as soon as a reaper knows your location you have to get out of the system to avoid being destroyed.

The cut scenes in this case would have to take place AFTER a mission to be plausible. However, this too makes things a bit silly. Can you really expect the normandy to fly around hostile space searching every system for this and that, before doing a mission or four, and no one takes notice?

Another option would be to maintain the normandy as-is but default to a cut scene when the reaper meter is full. This is plausible and acceptable but doesn't take into account distance as a factor. I believe the point of the on-map chase is to make you aware that reaching your limit at certain distances from the relay can lead to bad things happening.


Personally, I think it's more the execution here that's at fault than the actual concept. The idea of Reapers being a constant threat and danger is a good one, no argument there. But the way it's done... with that silly little chase... ergh!

Also, it runs the danger of tipping from the challenging and fun side of the line and over onto the frustrating and annoying one. I suppose it depends how well overall it's executed, and it really does come down to the sensitivity of the scans. If the scans barely do anything and you have to be a complete trigger-happy scanalot to summon them, then it's near-on pointless. If they come too easy, it runs the danger of being annoying and kicking you out of systems you haven't fully explored and not being able to come back until you've gone somewhere else entirely and done a mission, which can result in the frustrated question of, "Great! Where have and haven't I even pinged here?" To work it needs to find that perfect balance. That said, until we actually know what the Reapercussions are for being caught, it's hard to truly gauge. The punishment would also weigh in on how well executed it would be as a whole. On top of that, how random are these resources? Same resources in the same playthroughs each time, partially randomized or fully randomized?

Modifié par Terror_K, 27 février 2012 - 02:28 .


#629
tmp7704

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littlezack wrote...

Grinding in itself isn't fun, it's what you get from grinding.

Then it can be argued that grinding is component that isn't needed -- provide "what you get from grinding" through mechanics that's fun itself, and you have 2x the fun rather than a zero sum of some fun and tedium.

#630
WizenSlinky0

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Terror_K wrote...

I think it was pretty obvious that when you actually collected something you were taking the ship there... you just didn't see that aspect or have to deal with it directly because you didn't need to: it was pretty much implied given some of the pop-up texts and the fact that you can't exactly land The Mako on a planet without at least entering its atmopshere. As soon as you clicked on any planet, moon or anomaly in the ME1 galaxy map, The Normandy was there in its orbit/proximity at the very least.


Obvious, perhaps, but to me it's as silly as flying a toy normandy is to you. There was no sense of distance or scale in the galaxy. It made the whole space adventure thing quite trivial. The point of chasing saren around the galaxy was diminished without it. It felt overly simple and quick. Sure, contextually I knew it wasn't. But that was not what I was being shown.

I love ME1 but one of my biggest complaints about it was that sort of immersion breaking. They had added so much ground exploration but at space it was "oh look I found an anomoly lightyears away...we may or may not be in a searchable radius that makes this possible, but regardless, totally going there!"


Fuel was pretty much just a credit sink in ME2. Simple as that. Only a non-importer barely clicking on anything on missions and somehow still getting a lot of upgrades would have any real trouble when it came to fuel in ME2.

Again, I don't see why the ME1 system couldn't have come into play. The only places you really "need" to play with the toy ship are when it comes to fuel and the Reaper chase. Fuel can easily either be ignored (like it was in ME1 and like probes are now in ME3) or can be reduced to a set travel cost (which plenty of games do... BioWare's own TOR has that for example). As for the Reapers, I still think a simple timer after the Reaper horn goes out would be better than the chibi cuttlefish chase we've been shown here: you have 5-10 seconds to get out, or you suffer the same Reapercussions (sorry... couldn't resist) as you would when they catch you in the current model (whatever that is).


I still find it hard to believe anyone had trouble with fuel. Was too cheap. I was routinely broke after buying upgrades and yet the prices always seemed to leave me with plenty enough left to buy multiple rounds of fuel.

Space travel in ME3 is not linear due to the searching mechanics. This makes fuel critical to the system as it currently stands. Also, you'd have about 100 threads complaining that the fuel costs are too low or too high based on the distance and how it "destroys the lore!". Just saying, you fix one percieved "problem" and it causes a problem for someone else. So it's not that simple.

I can't say I agree. It again doesn't factor in distance which is fairly important (to me anyway) when we're talking about space adventures. A set timer doesn't take into account traveling towards/away from the approaching reapers. It also makes me wonder where the normandy is buying their sensor equipment that they can determine the exact time it will take reapers to get to them from a great distance away.

I can at least handwave the current system by assuming Shepard is aware of how exposed his presence is based on what happens around him during the search.


Some would argue that it's that very way of going about things that are responsible for a lot of the issues some of us have had with the series as of late though. There's a danger of taking away the spirit of a game if you end up gutting it too much for the sake of streamlining. That is, of course, another topic and another matter, but... still.


Perhaps. And I do believe a lot of really great features were lost from ME1. But others I very much do not miss and would visibly cringe if I had to see them again.

There's also the question of who determines what the spirit of the game is. You? Me? It's a subjective experience that we all relate to differently. We all get different things out of it. I don't agree with streamlining but the ME1 space exploration system was even more streamlined than the current one. Your problem is with the aesthetic appeal of it, I believe? Because if you're arguing that it has been streamlined I've got to say the arguments become non-sensical. It's more complex and involved now, if only by a little.


Personally, I think it's more the execution here that's at fault than the actual concept. The idea of Reapers being a constant threat and danger is a good one, no argument there. But the way it's done... with that silly little chase... ergh!

Also, it runs the danger of tipping from the challenging and fun side of the line and over onto the frustrating and annoying one. I suppose it depends how well overall it's executed, and it really does come down to the sensitivity of the scans. If the scans barely do anything and you have to be a complete trigger-happy scanalot to summon them, then it's near-on pointless. If they come too easy, it runs the danger of being annoying and kicking you out of systems you haven't fully explored and not being able to come back until you've gone somewhere else entirely and done a mission, which can result in the frustrated question of, "Great! Where have and haven't I even pinged here?" To work it needs to find that perfect balance. That said, until we actually know what the Reapercussions are for being caught, it's hard to truly gauge. The punishment would also weigh in on how well executed it would be as a whole. On top of that, how random are these resources? Same resources in the same playthroughs each time, partially randomized or fully randomized?


Well balance in a new system is always a risk. It's tough to find those intricate balance but I don't believe that means we shouldn't try to innovate and change systems that, at least to me, didn't really work as intended within the game. I'd really like to know how damaging it is to sidequests to fill up a meter. Since I assume you can't go right back into the system, that lock out could make it more difficult or impossible to get the best ending if the missions are time-locked or reapers take the system over completely.

It'll be interesting to see how the final product of it is executed I think.

I believe it would be better to keep the chase but if you're caught cut to either a mini-game or a cutscene (with greater realism) where the normandy takes a certain amount of damage that must be repaired using either war assets or credits. This serves to differentiate between the model exploration and actual exploration with more difinitive detail.

tmp7704 wrote...

WizenSlinky0 wrote...

Grinding is a mechanic. If grinding couldn't be fun then WoW would not exist.

Just like anything grinding can be done horribly horribly wrong or be used as a successful tool in the game.

Grinding is by definition "not fun". It's pretty much like the old joke goes:

-- dude, you keep hitting yourself in the head with a hammer. Why do you keep doing it, is it fun?
-- sure, when i miss.

and
yes, it can be 'used as a succesful tool' ... to create addiction
effect. Which is anything but healthy and 'horribly wrong' in
itself.


Something is addictive because it is, in some way, pleasurable to the brain. The tasks may be boring but the rewards are great enough to make the system net positive when it comes to enjoyment. It's the point of a grind system, yes.

Just as with any mechanic execution plays a big part. However, I do not believe grinding on its own makes a system bad, boring, or pointless. If it does you'd have to argue that 90% of RPG's in existance are pointless and boring. And really, even if you believe that I implore you to keep it to yourself because this thread is likely to explode around that kind of debate.

Modifié par WizenSlinky0, 27 février 2012 - 02:54 .


#631
tmp7704

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WizenSlinky0 wrote...

Something is addictive because it is, in some way, pleasurable to the brain. The tasks may be boring but the rewards are great enough to make the system net positive when it comes to enjoyment. It's the point of a grind system, yes.

Ehh, no. If we want to get precise, then the actual point of grind system is to make the player sink hours into an activity* Because the activity itself isn't enjoyable, the reward system is used to addict the player, so they keep spending their time on it, even though they may even grow to despise the activity itself.

This isn't a good system, but rather a case where developer (nearly) openly admits they either lacked the ability, or just couldn't be bothered to come up with a system that'd be actually fun to play on its own merit.

*) which is why you see this most often in games which financially profit from it, like MMOs

#632
AndrewRogue

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Appears vastly improved over ME2 (faster, much simpler to "complete," better indication of when you are done, etc). Still not sure I'd call it fun, though. Will have to see.

#633
Cainne Chapel

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As the all knowing and authority on ME universe... I approve of the new scanning mechanic!.

Of course my authority only goes as far as my front door... so... take it as you may

#634
Gibb_Shepard

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Chris Priestly wrote...



Still, make up your mind because you haven't actually tried it yet. That's what the BSN is for, snap judgements based on incomplete detail. :innocent:




:devil:


My god. I could create better relations with the community, and I'm apparently a hater.

#635
NM_Che56

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Scanning...scanning...REAPER!!! OH $HI%!!!

#636
TheRealJayDee

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Gibb_Shepard wrote...

Chris Priestly wrote...



Still, make up your mind because you haven't actually tried it yet. That's what the BSN is for, snap judgements based on incomplete detail. :innocent:




:devil:


My god. I could create better relations with the community, and I'm apparently a hater.


Image IPB Too true...

#637
Lawless7225

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That scannin mechanic is 10x less tedious than ME2!

#638
insomniac13

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Playing tag with Reapers.

Who thought that was a cool idea?

Modifié par insomniac13, 27 février 2012 - 04:19 .


#639
Elhanan

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TheRealJayDee wrote...

Gibb_Shepard wrote...
[
My god. I could create better relations with the community, and I'm apparently a hater.


 Too true...


Scanning....
 
Source indicates posted opinion has high levels of Element Zero (as in zip, zilch, nada) and fertilizer. Approach and accept with extreme caution.

Image IPB

#640
WizenSlinky0

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tmp7704 wrote...

WizenSlinky0 wrote...

Something is addictive because it is, in some way, pleasurable to the brain. The tasks may be boring but the rewards are great enough to make the system net positive when it comes to enjoyment. It's the point of a grind system, yes.

Ehh, no. If we want to get precise, then the actual point of grind system is to make the player sink hours into an activity* Because the activity itself isn't enjoyable, the reward system is used to addict the player, so they keep spending their time on it, even though they may even grow to despise the activity itself.

This isn't a good system, but rather a case where developer (nearly) openly admits they either lacked the ability, or just couldn't be bothered to come up with a system that'd be actually fun to play on its own merit.

*) which is why you see this most often in games which financially profit from it, like MMOs


Pretty much every single RPG (not just MMO's) I've played employs some sort of Grind system, even in limited capacities. So I can't say I agree with this.
I couldn't call myself an RPG player if I agreed they weren't fun, could I? :P

#641
Travie

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It actually looks fine to me. I like that fuel is more sparse now and we may have to run around a few systems before we can do some exploring.

#642
Sailears

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Catsith wrote...

I think it looks better than ME2, but I have to wonder why Bioware is so dedicated to having us fly a little starship around the map. Why couldn't we just go back to having an amazing, immersive interface like the old old one?

Instead we got a cheap version of star control.

Damn, every time I see footage of the early galaxy map... :(

The ultimate solution (obviously not possible with current hardware and software) would be to have a galaxy MAP like ME1 or the early iterations, and a full on space sim like the X series (more simplified of course), freelancer or similar games, after transitioning between relays.

The relays could be like jump gates, and then you fly around each system. God that would be insane.

One day in the future...

#643
Eternal Phoenix

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I've got no problem with the piloting. The mining actually seems less tedious than what it was in ME2. Still, I don't see why they don't just go back to ME1's scanning system. You just select a planet and if it has anything interesting on, you can survey it and you get results straight away after.

The mining in ME2 was just a time-consumer and ME3 has dumbed it down considerably to the point where you ask, "what's the point?"

P.S

Who else is going to try and attract Reaper attention and then try to avoid them by going in a circle around the solar system? Sounds like it could be fun...

Modifié par Elton John is dead, 27 février 2012 - 05:10 .


#644
fivefingaslap18

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Chris Priestly wrote...

teh_619 wrote...

You're willingly ignoring the fact that Bioware just removed planet exploration and didn't even try to improve on it.
Just that is a reason to criticize.


We did improve on planet scanning from ME2 to ME3. That was what was being discussed here. That was what I commented on. You can start criticizing the lack of superheroes, ham sandwiches and DDR elements as well if you are going to use this thread to criticize things that are also not included in planet scanning. I just thought we were discussing planet scanning.

Yes yes: "What? No superheroes, ham sandwiches, DDR elements, preorder cancelled". Nothing tired about that yet.


:devil:





Sorry, don't know when he posted this on the forum and want to bring up a point. You are using a red herring sir. This has nothing to do with whether or not you wanted to improve a feature that was in ME2. He was stating how you depleted a poorly, but well intentioned idea in ME1. He liked the ability to go onto random planets and explore. The exploration was streamlined to make it easier and quicker than how it was in ME2 which is what we now have in ME3. I believe the point he is making is that he would like to see a game where he feels he has the chance to explore instead of being stuck with scanning.

My opinion is that ME1 planet exploration was a bit tedious, but overall quite beautiful. The idea was not executed well, but you had 26 or so planets, moons, and ships (altogether) that we could drop on and areas were recycled. I would much prefer a more detailed planet or moon to drop onto to explore but that would cost too much in development time. It would be implausible as I understand to have a trilogy come out in 15 years to make each world unique. You did that through quests, but you could've done more by making the bases on those planets less repetitive and I believe that would've helped in adding mystery and an unique look to each planet.

I understand the development reason for streamlining the exploration, but to destroy an entire exploration system to a Science Fiction game where the whole point of a series in Science Fiction is for further development of the world (literally the universe you set your game in, or in this case galaxy) seems maddening. Mostly because it could've been improved in other manners. Making it part of the loyalty missions feels like a cop out. Sometimes, worlds are uncharted because quite frankly they can't be populated because they are too hazardous to support life. It's how things are in the real world, why not in your realistic science fiction world too?

#645
Guest_darkness reborn_*

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Let me guess:
If the Reapers catch you its g.o?

#646
littlezack

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darkness reborn wrote...

Let me guess:
If the Reapers catch you its g.o?


That is a fairly safe assumption.

#647
Guest_darkness reborn_*

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littlezack wrote...

darkness reborn wrote...

Let me guess:
If the Reapers catch you its g.o?


That is a fairly safe assumption.

Sounds too bloody easy.

#648
CELL55

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Well, you can't please everyone. I for one, think that the new system is a large improvement. Great job, Bioware.

#649
elitecom

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I'm going to make judgements about this when I play the game, but if you don't like the scanning and actually prefered the Mako and you complained about the Mako in the period between ME1&ME2, well then you shouldn't have because this is what you're stuck with.

Bioware has listened to (the most vocal part of) the community, and this is what you got.

#650
QuarkZ26

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I liked the mako and i liked scanning... What's wrong with me doctor?