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Thoughts and ideas for multiplayer improvements


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#1
Bourne Endeavor

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Much to my surprise, I have thoroughly enjoyed multiplayer, something I was less than optimistic about for quite some time. Nevertheless, while it certainly has been fun, there are issue and subsequent recommendations I would like to propose. Some have been addressed in separate threads but I aim to compel my own list here, although feel free to include others I may have missed.

Weapon Weight
It goes without saying power abuse is the most worthwhile means of combat. This bodes a bit of a conundrum to excessively heavy weapons that result in a mass hindrance to cooldown bonuses. When a player can spam Overload, Warp and fire off shots with comparably decent to high damage, there is an issue. Yes, this referenced the Sentinel, although any class applies. There is simply no direct benefit to using much beyond the Phalanx, Avenger, and Carifex. You can get away with alternatives like the Katana or Mattock however you still suffer a drawback and ironically, both deal less damage overall than the Phalanx. The Widow may be the sole exception, if only because it can hit multiple targets and is essentially overkill at range, thus you are protected while reloading. Regardless, this needs to be addressed, lest we see a plethora of Phalanx/Carifex/Avenger only builds because this is the most beneficial.

My recommendation is to reduce the weight on weapons like the Claymore and Revenant by approximately half, weaken the pistol damage and drop the scope attachment, while in turn increasing SMG damage and lessen the recoil curve on some but keep the damage lower as a compromise; ease of use verse damage output. Furthermore, ammo should not be replenished so easily but at randomly determined waves, with enemies having the occasional drop. Ammunition consumption then becomes apart of one's strategy and must be taken into consideration.


Matchmaking
Far too often people are forced to linger in matchmaking because someone is away or for whatever reason, not acknowledging they are ready. This can become increasingly frustrating as minutes go by with no change, with the only alternative to leave and try again. I propose once you choose the Quick Match option, a timer is set of ten to twenty seconds before the game automatically starts. After a game, the host can choose to begin another game and the process starts again. This is more than adequate enough time for players to setup their equipment before the game.

In addition, should a player opt to quit, they endure a minor experience drop or perhaps a delay to playing Quick Match again. While some may disapprove, I feel there should be something to discourage leaving, as it can ruin a match for others. Even doing nothing at least offers a warm body to divert attention. An alternative is the game offers a temporary bot to replace the person. If the host quits, then the server should migrate to the next best provider.


Store

The ever frequent aspect of multiplayer complaints; how could I leave it? Randomization is a feigned sense of imposing difficulty on players, when in reality it is little more than an exercise in frustration, evident by the innumerable threads and posts reprimanding it. A common response is to cite patience as a compromise however this term is incorrect, as no amount of patience will have an influence on your package. Nothing does excluding pure dumb luck, which is anything but fun.

Therefore, I recommend an alternative where you can purchase any weapon or class at a predetermined price that may be quite inflated, perhaps then it’s only upgrades on those weapons (like a Claymore IX) that are randomized. If we use Pokemon trading cards as an example, even those could be purchased individually, just at exceptional cost. Not allowing this in some method is only going to drive people away, not encourage dedication.


class Builds

The majority are fairly balanced, a solid positive however we have the few who apparently fell on one side of the fence. Perhaps the most noticeable would be the Drell Vanguard. No amount of customization makes this an optimal class to use. As a Vanguard, he is extremely fragile with no noteworthy benefits to compensate and forgoing Charge as the bread and butter power is essentially playing a gimped Adept. Reduced defenses is a viable option but not to the current extent. In lieu of Charge, I recommend a unique power that allows the Drell to seemingly “teleport” behind an enemy, sort of like the Krogan Soldier does not have Adrenaline Rush. Seeing this may not be feasible to implement now, then a boost in shields will suffice.

Regarding the gender identical builds. I am hopeful those are merely a demo exclusive for players who have “broken” the original and different builds are offered. If not, this is a waste that has absolutely no use. The obvious recommendation is to swap powers so each is unique.


Adrenaline Rush and Tech Armor

These two respective powers deserve to be addressed specifically, as both suffer from a similar issue; they are relatively weak. Not necessarily to an egregious degree however I have noticed they feel inferior to other class’ comparable powers, especially when both had such worthwhile effects in ME2. The solution for Tech Armor is simple; restore it to what it was in ME2, a suit of armor with an automatic detonation. For Adrenaline Rush, I mulled over a power boost however, this felt underwhelming. Thus, I came to the idea of perhaps temporarily having rapid fire with no reloading required. If the lack of constant ammunition was adopted this would give the Soldier a real perk.

Some are biggest issues than others, although none necessarily breaks the game so to speak. Just personal observations I had and wished to comment. Who knows, the full release could have numerous changes that render the aforementioned a moot.

Well, that’s all folks. Happy multiplaying~! :D

Modifié par Bourne Endeavor, 27 février 2012 - 12:14 .


#2
Terry Yaki

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While you raise some good points, I have a bit of disagreement on the 2nd part of your matchmaking proposal. Should a player be punished for being dropped out due to EA's god-awful servers? I understand punishing rage-quitters (I probably wouldn't punish people who quit due to real life interference as harshly). I've been plagued by the "non-replenishing ammo" and "unusable power" bugs these past few days so would it be right for me to be punished because I can't do anything except waste ammo and repeatedly die?  Also, I think the server migrates anyways if the host player leaves (and the wave is restarted).

Modifié par Terry Yaki, 27 février 2012 - 12:37 .


#3
kidbd15

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An ability to carry one extra of all items mapped to the d-pad

#4
Dachau Joseph

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Buff Asari adepts and nerf drell vanguards

#5
Sabbatine

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Bourne Endeavor wrote...


Adrenaline Rush and Tech Armor

These two respective powers deserve to be addressed specifically, as both suffer from a similar issue; they are relatively weak. Not necessarily to an egregious degree however I have noticed they feel inferior to other class’ comparable powers, especially when both had such worthwhile effects in ME2. The solution for Tech Armor is simple; restore it to what it was in ME2, a suit of armor with an automatic detonation. For Adrenaline Rush, I mulled over a power boost however, this felt underwhelming. Thus, I came to the idea of perhaps temporarily having rapid fire with no reloading required. If the lack of constant ammunition was adopted this would give the Soldier a real perk.


Adrenaline rush relatively weak?  I don't think so.  Depending on how you spec it you have an instant partial shield recharge,35%+ bonus damage for the full duration, 25% damage resistance, and free ammunition.  The skill can be used offensively for the buffs, defensively for the resistance and free shield recharge, reactively or proactively.  If you are completely empty on ammo you can use it to give yourself a fresh clip without finding an ammo box.

It's a skill that compliments every role the soldier may wind up in.  It may not be as powerful offensively or defensively as the other class abilities but it is useful in far more situations.  It becomes a lot more powerful if the person using it fully understands all of its potential applications.

#6
mredders91

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not much to say other than yes i agree to all of that thing need sorting in terms of weight and weapons as for the MP Packs it may be in full realse that there are option for just class/weps but until then it just wait and see.

personaly think they should swap the drell vanguard and krogan sentinel around both seem like they would be better at each others rolls rather than there own

#7
Jitawa

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With respect to the random packs, the game would be less frustrating if they acted as advertised. The veteran pack doesn't actually always give you an "uncommon or better", despite the description.

Once your "uncommon" guns are maxed, you can open upwards of 20 veteran packs (guaranteed uncommon or better!) and get nothing but common cards. Even if you don't have everything unlocked.

You also continue to get "appearance"/customization cards for classes that already have max experience and customization, which seems pretty stupid.

Perhaps if items you had maxed forced them out of the randomized drawing, so when you opened the vet pack you could be guaranteed at least one uncommon/rare thing you don't have instead of nothing? It's profoundly frustrating to literally get NOTHING when buying the more expensive pack.

#8
Phatose

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Objective random locations should be reasonably equivalent.

As it stands, there is a very large gulf in difficulty between different objective locations in a map.  This is most easily noticed in Firebase White.  If you get a defend area mission, it's very much a crapshoot whether it will be simple or extraordinairly hard.  

If your object is in the tiny room at the end of the hallway directly across from spawn, you're in good shape.  Only two entrances, ample cover, plenty of warning about approaching enemies.

If, however, your get a defend mission that's at spawn, you're in bad shape.  It's a wide open area, multiple areas of approach, with a spawn location directly behind you.  The active area doesn't include the four small walls that would otherwise be usable as cover, and you can be shot from every possible angle.

While I don't expect every location to be completely identical, I really think that the gulf between the two should be much narrower then this.  They could fix this one by deactivating the enemy spawn from behind during this object, and widening the active area to include the space behind the small cover.

#9
ZweiWing

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I think that punishing people for quitting a match is completely uncalled for. Most people are going to drop a match because of disconnects most often, and dropping purposely due to real life things going on. I highly doubt there is going to be an upsurge of ragequits unless the team is playing completely horribly, for example joining a gold quick match full of level 1 players.

As for the randomization from the packs, that subject has been beaten and explained to death already. The long story short, the demo does not have the full system in place and will be easier to deal with in the full game.

#10
ZzOoRrGg

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Ban the BRs.

ZweiWing wrote...

I think that punishing people for
quitting a match is completely uncalled for. Most people are going to
drop a match because of disconnects most often, and dropping purposely
due to real life things going on.


Don't forget LOL YOUR HOTBAR IS GONE BECAUSE YOU SWITCHED classES

Modifié par ZzOoRrGg, 27 février 2012 - 04:13 .


#11
Radwar

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More of a wish, have the ton of bugs the demo is plagued with be fixed in the final build.
Also have all characters be unlocked.

Modifié par Radwar, 27 février 2012 - 05:31 .