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 .