So we can't get the ending we want after all?
#66276
Posté 31 mars 2012 - 07:53
Holding the line!
#66277
Posté 31 mars 2012 - 08:09
i like multiplayer games. like star craft. i played wow on and off for a few years. ive tried mass effects mp . ive tried a bunch of others.
yes they are inclucive to some degree.
fun? sure who dont like laughin at a new player? when u skilfully make them look bad? who dont like joining up with your real life friends and hunting down a boss? or co op?
yes its fun.
but do you know what all those multi play games lack???????
the feleing of being unique .. being the best. being the only one able to make the difference in this games world.
being in a single player mode. rpgs have that fundamental exclusive world where u can explore every bit of the art. the charactors the desiggns of the weapons. theres alot more apreciation for the ppeople that work on said games
you dont notice these things in mp .. your to busy ssoging and shoting and worrying about those pretty explosions ( eye candy i would guess?)
but not in rpgs. yes i guess somke explosions are pretty anywhere. but wen ur sitting alone. loading up a game.. and u see the world for the first time.. u cant tell me ur ont in some bit of awwwe? when u first went into final fantasy wasnt that pretty for back then?
wasnt diablo 1 and 2. really kick ass in the art style? and the sound effects? and the loot that looked different * and the depth of the charactor creation and progression was mind boggling back then*
mp you dont have any of that . uhave to have it al fair balanced generified and dumbed down the graphics have to be turned down with al that stuff going on . besides whod notice it?
rpgs u can take as long as u want. with it . e . rpgs are the very epitimey of making you feel heroic making u feel lke u mattered the most making u feel like the people u meet in games ( npcs)( and squad mates) are real. adressing just you and making u feel invited .
so when someone puts MP in a RPG i must say. worst idea ever.
not only are those two having nothing in common. but it cant be done in single player games. making u play online with other people who have nothing in common with you and dont care if u lived or died .they only want there mp points or that new shiney loot.
making mp the exect oposite of a single player rpg making u feel cheap.. making u feel like 1 of the masses. making everything in the limited mp gaeing world not adress you and making it as generic as possible. no richness (balance u kno) so i do think they may make a mmo out of mass effect they may even try remaking another halo.. so i say to MP in rpgs wooptyfreakin do.
time not well spent.
forcing us to play it. ??
sigh. your excluding people that dont want to be in mp games. or doesnt have thr ompter/ connections or the time to do so.
wtg.
soo please bioware hear this. get your next * rpg right* if u ever make one again i will buy it if u force us into mp i wont.
if u make a fun mp game soley for mp . i may buy it.
there is a difference.
#66278
Posté 31 mars 2012 - 08:15
#66279
Posté 31 mars 2012 - 08:22
s only 01:23 here, which means that absolutely nothing happened in the past 4 hours that I was asleep. *sighs* I'll be playing ME2 (360) and Neverwinter Nights 2 if anyone needs me.
#66280
Posté 31 mars 2012 - 08:29
now the developers took ideas from across ALL sci-fi tv shows, movies and books.
BUT star trek is the main basis behind mass effect with touches of farscape and stargate.
now unlike star trek and star gate
mass effect AND farscape does not have Teleportation / transporter pads so they cant "beam" into or out of various locations but relay heavly on suttle craft.
now weapons
90% of the weapons in stargate and farscape require's phycial ammunation which come in the form of magazines and not a phaser beam with near infinite energy when the mag's are empty there changed over with full mag's.
in mass effect these are thermal clips, they do not recharge they are one time use only, once depleted they are ejected and thrown away, depending on the weapon they are used on they can have anywhere from 1 shot to 100 shots.
now onto intersteller travel
star trek has warp drive which is in essance a matter / anti matter chamber that uses dylithium crytals to regulate there interactions, warp takes a ship in a faster than light speeds of travel.
now warp 1 is going the speed of light, warp 2 is according to the star trek engineers handbook (i have it) is NOT twice the speed of light even tho we all think it is, now the maximum speed right now in set at warp 9.999, any faster then the item or person would be "everywhere at the same time" (as seen in voyager)
a warp core breech means the ship is a matter / anti matter bomb as in star trek generations the ship exploded just out of orbit of the planet where picard was fighting on and where data said "oh ****" before crashing the saucer section.
in farscape moya uses starburst but since moya is a living ship she cannot do this for extended periods of time as it exerts a lot of her energy and if done to long can kill a leviathan.
starburst is like a faster than light travel for little periods of time enough to get away from an enemy.
now unlike stargate and star trek and mass effect moyas starburst cannot explode or malfunction because it is part of her biological physioligy, in short if shes tired she cant starburst, if shes dying it takes a much longer time to muster the energy, remember the episode where john is on board a dying leviathan the one was dying but she helped john and sacrificed itself in order to save him, something which moya and pilot mourned for
stargate uses 2 methods of travel
1 is the stargate itself which is a localised worm hole which connects to another worm hole (like a phone call between 2 worlds) in a diffrent location by dialing to another planet with a reciving stargate, BUT it requires emense amounts of energy for each connection, BUT it requires much much more emergy when they use a diffrent dialing code (the 8th chevron stargate atlantas) and for an even longer distance call it can litirlry explode a planet (thr 9th chevron SG:U).
the OTHER is hyper drive for the ships, unlike the FTL on startrek and mass effect the hyber drive engine room is the size of football park and if a malfunction occurs its really bad for everyone around, i one case which was seen in SG:A an ancient's ship had a critical engine malfunction which put the ship in a phase of near ftl to a point where is put them in a temproal time bubble.
in some SG-1, SG-A and SGU episodes a hyperdrive malfunction or hyperdrive overload can in some cases wipe out a planet or even a solar system if the planets have that stuff thats hyper explody
now in mass effect all the ships can use FLT (Faster than light travel) but is expends massive amounts of fuel going from solar system to solar system, mass relays are in essance a combination of ALL OF THE ABOVE and turns it into a sling shot where a ship is polraized and the ships mass is reduced to negiative numbers and then uses the energys own mass to throw the ship in the direction of a reciving mass relay which in turn depolirizes the ship returning the ship and crew back to normal mass, this travel can take a ship to diffrent parts of the universe in minutes or hours depending on the star and end location where as unlike star trek where it takes decades to go from one quad to another abet they came close into perfecting slipstream drive where voyager would have gotten home in 6 months instead of 75 years.
back onto weapons this time on starships
now before the reapers there was no phaser type weapons on any ships just high yeld energized projectile cannons, the turians have flying cannons as do the quarians, geth and human races.
AFTER the battle on ME-1 the turians reverse engineered the reaper gun and made thanix cannons which are in part phaser and in part projectile as we see at the end mission cutscene in ME2 (which was ****ing AWESOME EPIC WIN) where it takes out a collecter ship in 2 hits (they should have used that cannon in ME3) but it still relys on thermal clip technology with the exception it does not eject massive thermal clips but requires a cool down period inbetween shots.
now i might have missed out on some things BUT in general mass effect uses a combination of stargate, farscape and star trek thats been mixed up in a blender to make a very uniqe sci-fi universe.
if mass effect was a tv show or even a movie you can bet the producers and directors would basterdize it and change so many things the feeling of mass effect would be lost forever.
(if i missed out on anything please by all means give ma whiskey and add on to it)
Modifié par chmarr, 31 mars 2012 - 08:31 .
#66281
Posté 31 mars 2012 - 08:36
SkaldFish wrote...
Plus I'd argue that those binary "tough decision" moments are the weakest moments in the series from a storytelling perspective. I say that, not because they force difficult decisions, but because they trivialize them by suddenly pretending there are only two options.
Correction: there are only two possible options given the circumstances. And I disagree: storywise, it's actually quite superb in context as it actually involves you more than an easy decision would. An easy decision would only distance you from the plot in the sense that you can go the easy way out and not care about the rest of the consequences that your decision has.
From a development perspective this makes sense; each branch at such a point dramatically increases the complexity of the story matrix.* But it always smacks of artificiality. Suddenly you're hit with the reality that something else is at work here: the writer has jumped back in and said "here, let me do that for a moment," then handed the controls back to you.
I strongly disagree. It is more realistic that your decisions have limits within the story matrix because you could only do so much within them. There's nothing artificial about these decisions: you're only given enough power to make the decision as Commander Shepard. You're not a god who can play around with choices. You're only human and have only so much say in any one matter. You're also given reasons as to why you only have a few options. You know very well that there is no time to save both Ash and Kaidan on Virmire. You know that the rachni queen can not be left alone where she is and left up to the council since the staff at Peak 15 could cover her up, allowing them to perpetuate their research or kill her even if you wanted to or not. You know very well how ruthless Cerberus is, so saving the Collector Base means that the Illusive Man will get his hands on it eventually, but destroying it will sacrifice the chance of getting more knowledge out of it.
I just want to make sure we don't mistake the pruning of narrative branches to keep complexity manageable for a dramatic device that adds realism to the story.
Actually, it does add realism, and also highlights that the developers are telling their own story. Even if you advise the Quarians not to go to war with the geth, they do so anyways because they are their own people and are therefore active characters, not reactive ones. You're in a living breathing universe, not one where everything happens as per your whims.
#66282
Posté 31 mars 2012 - 08:37
I did LIKE the GREEN ENDING
However it was the only ending possible for me and failed to take into account any of my choices during the game.
1. Control seemed like a trap to me, and a) why would I die?
2. Synthesis: Magical solution, made no sense from a physics point of view, mut I did like Joker & EDI's moment after the crash. (though how she & Liara got there when they were with me on earth right up to the ramp to the beam is a mystery, as is WTF Joker was doing in FTL failing to outrun an energy wave...
3. Destroy the Geth whom I had personally helped achieve peace with the creators and full individual sentience, and EDI my friend also a unique species (and independant synthetic from the geth)
Finally, Sol system, now harbouring several dozens of races should be able to rebuild the Mass relays and discover new ways of doing things should be greatly enhanced by their duality. Wouldn't a hint of this be worthwhile? Rebuilding Shep should also have been done after the citadel fired so she can play the DLC content without yet another contradiction. (I really hated Sheppard's pointless death at the beginning of 2.)
#66283
Posté 31 mars 2012 - 08:41
Is it actually possible to follow a set of plans and build something as complex as the Crucible and have absolutely no notion -- not even a working hypothesis -- of what it actually does by the time it's been completed? I don't mean "It destroys the Reapers, silly!" as an answer for what it does. I mean what it actually DOES to destroy the Reapers.
The closest parallel I can think of in speculative fiction is the machine built in Carl Sagan's novel Contact from plans transmitted by extraterrestrial beings and picked up by SETI. By the time the machine is created from the plans, scientists at least understand what is going to happen when it's switched on, even if they don't understand all the technologies. They know that anyone inside it is going to be transported to meet the senders of the messages via a mechanism that exploits wormholes.
But the Crucible? All the way to the end it's "Heck-fire, we jess don' rightly know. I reckon we'll jess be a-findin' out when we go a flippin' it on!"
#66284
Posté 31 mars 2012 - 08:44
Many of these decisions are also based on sensical situations. On the other hand, let's look at the choices presented by the Catalyst. The Crucible was built by various races throughout many cycles and the final piece of this puzzle built by the victims of the Reapers is the creator of the Reapers. Then, when it is completed, the Catalyst who just knew to take the form of some kid you watched get fried on Earth says "Hey, here is why the Reapers must kill all organic life. By the way, this is how you use this superweapon I didn't create. Also for some reason the Citadel has the power to use this weapon to merge synthetics and organics, control the Reapers or kill all synthetic life. That was part of the past races' master plan. Build the super weapon with those three choices. And hey, I'm your owner's manual." Or wait. Was it mentioned that they had no idea what it would do? That makes even less sense. Also, why was the Citadel, built by the Reapers, the key to stopping the Reapers? Why would it just happen to have these three beams installed to somehow shoot energy across the various parts of the galaxy to perform one of these three tasks? Did the Catalyst grab some gum and paper clips and slap that crap together before Shep got there?
Choosing which squadmate to save in a dire situation is a believable scenario. The crucible and catalyst is quite a bit tougher to swallow. If people are cool with that. Great. For me, it doesn't fit at all.
Modifié par bowery tuff, 31 mars 2012 - 08:52 .
#66285
Posté 31 mars 2012 - 08:53
Take the Turians for example and hold them in comparison to the Kroot.
Both are an avian descended species, both value "honor" and "duty above personal advancement and both hold a strong reverence for "elders" or higher ranking figures. (Primarch)
Then take the Eldar of 40k
They are the oldest living race in the 40k lore and the ones with the most advanced technology and the longest lifespan along with the strongest "psykers" Similar to the asari, who were the first to discover the citadel, make the most significant scientific advances and also hold the greatest Biotics. Their own Hubris eventually led to the collapse of their empire and they now wander the galaxy in planet sized Craftworld ships (Quarians don't have planet sized ships but its still following the same thread.
Krogans are like the Orks, brutal, warlike, powerful as hell but completely out of control with numbers on their side. Both races are technologically unremarkable, their only real strength being an unbelievable mass of numbers that can be gathered due to methods of reproducing. Orks of 40k release spores that become more orks and Krogan have clutches of hundreds or thousands of kids (not sure how many Edi mentioned.)
Salarians hold phisical similarities to Tau, as well as an affinity for scientific knowledge.
And humans...well we're still humans anywhere so
*edit*
And also Necrons a race of synthetic life forms, who's history echoes back since the galaxy was young. Recently reawakened to purge all life from the galaxy. Now who does THAT remind you of.
Modifié par ld1449, 31 mars 2012 - 08:57 .
#66286
Posté 31 mars 2012 - 08:54
#66287
Posté 31 mars 2012 - 08:58
Now *thats* what i call an important decision.
/sarcasm off.
#66288
Posté 31 mars 2012 - 09:00
holding the line again!
Someone said here that Mass Effect is like Star Trek.
not so. Its an amalgamation of ideas from many science fiction books and shows but incthecend its stands on its own. The closest you CAn compare it to is Babylon 5 .the greatest sci fi show o tv ever. And Mass Effect is is on same level. But the endings messed it up.
even Straczynski brought Sheridan back from the dead through Lorien the eldest one of the races.
to take him back later in 20 years with the eldest races beyond the galactic rim.
why we CAnt have something similar? ...it was classy.
There WAs also another show onctv in france and Europe but not UK.
ONCE Upon Space series. Ending was also good when the eldest race returned incthe end to help the young races defeat the reaper type enemy.
#66289
Posté 31 mars 2012 - 09:09
SkaldFish wrote...
Just thinking about the Crucible (I know; bad idea to overthink something I'm supposed to just accept), and I have a question for everyone:
Is it actually possible to follow a set of plans and build something as complex as the Crucible and have absolutely no notion -- not even a working hypothesis -- of what it actually does by the time it's been completed? I don't mean "It destroys the Reapers, silly!" as an answer for what it does. I mean what it actually DOES to destroy the Reapers.
The closest parallel I can think of in speculative fiction is the machine built in Carl Sagan's novel Contact from plans transmitted by extraterrestrial beings and picked up by SETI. By the time the machine is created from the plans, scientists at least understand what is going to happen when it's switched on, even if they don't understand all the technologies. They know that anyone inside it is going to be transported to meet the senders of the messages via a mechanism that exploits wormholes.
But the Crucible? All the way to the end it's "Heck-fire, we jess don' rightly know. I reckon we'll jess be a-findin' out when we go a flippin' it on!"
Well, they did say it was capable of generating a massive amount of energy, but didn't know in which form it would be released.
As for you question, I am pretty sure they didn't mean that they did not understand how the crucible worked internally. With all these scientists it's rather unlikely.
Think more of it like the large Hadron collider at CERN. They said there was a minimal chance it could generate a black hole, but weren't sure.
#66290
Posté 31 mars 2012 - 09:30
This ending rage just keeps reminding me of the Evangelion TV ending when fans sent death threats to the series producer about how they think the TV series ending is so bad and perplexingly mind boggling. It certainly drives a lot of talk.
...Maybe not the right kind of talk at the moment... But... what is bad publicity?
Not exactly much space for official "alternative worlds" here in ME (or rather, every player hosts one?) ...All this to make space for "Side Story" or "Additional Content" stuff which starts popping out soon for the ME universe "to flesh out the ending" in a gaming system near you.
#66291
Posté 31 mars 2012 - 09:46
Feraiin wrote...
SkaldFish wrote...
Just thinking about the Crucible (I know; bad idea to overthink something I'm supposed to just accept), and I have a question for everyone:
Is it actually possible to follow a set of plans and build something as complex as the Crucible and have absolutely no notion -- not even a working hypothesis -- of what it actually does by the time it's been completed? I don't mean "It destroys the Reapers, silly!" as an answer for what it does. I mean what it actually DOES to destroy the Reapers.
The closest parallel I can think of in speculative fiction is the machine built in Carl Sagan's novel Contact from plans transmitted by extraterrestrial beings and picked up by SETI. By the time the machine is created from the plans, scientists at least understand what is going to happen when it's switched on, even if they don't understand all the technologies. They know that anyone inside it is going to be transported to meet the senders of the messages via a mechanism that exploits wormholes.
But the Crucible? All the way to the end it's "Heck-fire, we jess don' rightly know. I reckon we'll jess be a-findin' out when we go a flippin' it on!"
Well, they did say it was capable of generating a massive amount of energy, but didn't know in which form it would be released.
As for you question, I am pretty sure they didn't mean that they did not understand how the crucible worked internally. With all these scientists it's rather unlikely.
Think more of it like the large Hadron collider at CERN. They said there was a minimal chance it could generate a black hole, but weren't sure.
Nah, not quite. Hacket states clearly, that they had no real idea what the thing would do, but they had no choice but to try it out anyway.
He even compares its use to the first nuke testings, where even the scientists weren't sure that the bomb would not ignite the atmosphere of earth and thus kill every bleedin' thing on this lovely planet...
So they pretty much knew it would make a big - quoting lovely Vette - "Boom". But how big, and what it would be doing, was pretty open.
They simply were desperate... and desperation does not make you question a last straw that is handed to you
#66292
Posté 31 mars 2012 - 09:50
hi to all people, goikiu from italian fleet reporting in.
News ?
#66293
Posté 31 mars 2012 - 09:54
Goikiu wrote...
Yawn...
hi to all people, goikiu from italian fleet reporting in.
News ?
not really. might be a new forbes article around here
and of course, we're still holding the line
#66294
Posté 31 mars 2012 - 09:57
DrJuergen wrote...
Goikiu wrote...
Yawn...
hi to all people, goikiu from italian fleet reporting in.
News ?
not really. might be a new forbes article around here
and of course, we're still holding the line
I'm holding the line too soldier!
I suppose we will know something at pax u_u for now i'll hold the line
#66295
Posté 31 mars 2012 - 10:03
#66296
Posté 31 mars 2012 - 10:04
#66297
Posté 31 mars 2012 - 10:07
#66298
Posté 31 mars 2012 - 10:08
I think you might be misunderstanding me by confusing option with outcome. I'm not trying to argue against difficult decisions by saying, given the Kaidan / Ashley scenario, for example, there should be some sort of third "save both Kaidan and Ashley" option. I'm saying that it throws the player out of the story to suddenly present them with a binary [save Ashley] / [save Kaidan] option set (which is what I mean by "trivializing" the decision). A more realistic and dramatic approach would be, for example, to provide a cascade of options that reflect Shepard's attempts to save both. In the end, those options would still resolve to one of two outcomes: Kaidan dies or Ashley dies. Only as Shepard succeeds in saving one does s/he realize that all attempts to save the other have failed. This keeps the player's head in the story and deepens the drama without exposing the "bones" of the outcome that the writers have built into the RPG framework.saracen16 wrote...
Correction: there are only two possible options given the circumstances. And I disagree: storywise, it's actually quite superb in context as it actually involves you more than an easy decision would. An easy decision would only distance you from the plot in the sense that you can go the easy way out and not care about the rest of the consequences that your decision has.SkaldFish wrote...
Plus I'd argue that those binary "tough decision" moments are the weakest moments in the series from a storytelling perspective. I say that, not because they force difficult decisions, but because they trivialize them by suddenly pretending there are only two options.
Again, see my previous response above. I never said decisions shouldn't be limited by the story matrix, or implied that Shepard should be a godlike character who can alter reality. My point here was simply that creating branching decisions that then merge back to the outcome(s) required by the overall story arc creates more complexity for the developers. This is likely why we see [release the Rachni Queen] / [kill the Rachni Queen] raw binary decision points when (as you yourself point out in your explanations) the story would be much more interesting and immersive if the options weren't directly mapped to the possible outcomes. Does that make sense? This kind of thing is handled much more effectively when an outcome is the result of a whole series of decisions, some of which may have been made much earlier in the story, instead of having the game say [pick outcome A] / [pick outcome B]. (...which, BTW, is one of the big problems with the storytelling quality of the ending...)saracen16 wrote...
I strongly disagree. It is more realistic that your decisions have limits within the story matrix because you could only do so much within them. There's nothing artificial about these decisions: you're only given enough power to make the decision as Commander Shepard. You're not a god who can play around with choices. You're only human and have only so much say in any one matter. You're also given reasons as to why you only have a few options. You know very well that there is no time to save both Ash and Kaidan on Virmire. You know that the rachni queen can not be left alone where she is and left up to the council since the staff at Peak 15 could cover her up, allowing them to perpetuate their research or kill her even if you wanted to or not. You know very well how ruthless Cerberus is, so saving the Collector Base means that the Illusive Man will get his hands on it eventually, but destroying it will sacrifice the chance of getting more knowledge out of it.From a development perspective this makes sense; each branch at such a point dramatically increases the complexity of the story matrix.* But it always smacks of artificiality. Suddenly you're hit with the reality that something else is at work here: the writer has jumped back in and said "here, let me do that for a moment," then handed the controls back to you.
The developers are never really telling their own story. They have created a story framework that enables the player to create his/her own unique instance of (path through) the story. It's unique because the player's reasoning at each decision point is his/her own, as is each player's characterization of Shepard. Of course, the developers own that framework -- all the options made available are predetermined, and certain events have to happen within the outcomes they've made possible or there's no drama and no coherent story. But when the developers suddenly expose the possible outcomes as if they were the only possible character actions prior to those outcomes, they take a cheap storytelling shortcut that pokes holes in the illusion of "a living breathing universe."saracen16 wrote...
Actually, it does add realism, and also highlights that the developers are telling their own story. Even if you advise the Quarians not to go to war with the geth, they do so anyways because they are their own people and are therefore active characters, not reactive ones. You're in a living breathing universe, not one where everything happens as per your whims.I just want to make sure we don't mistake the pruning of narrative branches to keep complexity manageable for a dramatic device that adds realism to the story.
Hope that clarifies what I was trying to say. If you want to take it much further, we probably should switch to PMs so as not to derail this thread.
Modifié par SkaldFish, 31 mars 2012 - 10:24 .
#66299
Posté 31 mars 2012 - 10:09
im afraid there isn't a reason why anyone thought it was a good idea, ive thought about it and i cant think of anything positive that the ending provides, just negativesDenethar wrote...
I was thinking about the ending last night when I couldn't get to sleep, and now I'm right back at the Anger stage again. It makes no freaking sense, any of it. Can someone please tell me why anyone saw this as a good idea?, Sorry, just had to rant a little bit.
#66300
Posté 31 mars 2012 - 10:11
because we have to have hope that they are going to own up to this and fix it, PAX hopefully will be where they tell us what the fix is going to be, it would not be wise of them to not do so since i know alot of people here are counting on something at PAXraident30 wrote...
what's the points of holding the line when you know it deep inside yourself that BioWare will not give it to you and they are keeping their ears shut to us..




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