Sidequests in ME3 - Most of them are timed - Failed after a set amount of time
#301
Posté 07 mars 2012 - 02:03
#302
Posté 07 mars 2012 - 02:04
Kakita Tatsumaru wrote...
Yep. You should die each time you get a bullet in the head. More lifelike too.
And break your bones if you fire the Widow or carry 5 different guns.
#303
Posté 07 mars 2012 - 02:12
Sylvf wrote...
denouement1 wrote...
Sylvf wrote...
AlbinaTekla wrote...
O_O I'm so confused I wish someone would just set this all straight so i'm not paranoid anymore
We don't have an active timer that shuts off missions if you've been playing X amount of hours before completing them. There are, however, a few missions that will expire if you don't complete them before advancing the main plot/if you complete less urgent missions instead.
So you are tell us, basiclly, to do every side mission as soon as we get it so it doesn't get locked out?
If you want to play it that way to be safe, you can. There's not a lot of missions that get locked off, and we only did it when there was a good story reason for them to expire if you let time pass by doing other missions.
I am confused on when you can actually get some of the missions done. ex...getting the obolisk for the volus from the Shrike Abyssal. I picked that mission up in the beginning. But the Shrike Abyssal didn't show up to even go to for awhile....then it shows up but I can seem to find where to go to get the artifact without reapers chasing me out of the system.
#304
Posté 07 mars 2012 - 02:25
I don't want to go and do a side mission and find out the main mission got worse because I decided to look at something else.
#305
Posté 07 mars 2012 - 02:28
Kakita Tatsumaru wrote...
Yep. You should die each time you get a bullet in the head. More lifelike too.
True. That's why one of my primary goals is not to die in a game. I often start from the beginning after a death. And yes, I play on the hardest difficulties. Adds weight to trying to stay alive.
Modifié par greghorvath, 07 mars 2012 - 02:29 .
#306
Posté 07 mars 2012 - 02:49
Kakita Tatsumaru wrote...
Yep. You should die each time you get a bullet in the head. More lifelike too.
Games at least offer some reason why you don't die from a bullet - shields, armor and what not. There is no in game logic for why trying to stop Sovereign allows you to spend time wandering around UCW's looking for rocks and shooting pirates.
#307
Posté 07 mars 2012 - 03:01
#308
Posté 07 mars 2012 - 03:06
Err, the game doesn't gives informations about Sovereign being in a hurry too. Besides, some Saren related plot involve him making research, and research takes time too.Sidney wrote...
Games at least offer some reason why you don't die from a bullet - shields, armor and what not. There is no in game logic for why trying to stop Sovereign allows you to spend time wandering around UCW's looking for rocks and shooting pirates.
On a more interesting note, it seems that realism/lore are less important than gameplay and game balance but more important that player comfort, which seems quite wrong.
It seemed like since ME2 the franchise choosed to take the "gameplay over lore" way, so taking it back only to nerf the player experience (In this I may be wrong, not having the game. Perhaps they made those fails at least interesting from a story point of view, like a father to which Shepard promised to save his son making him feeling guilty or trying to get revenge from him, but I don't thinks so: too much work.) seems strange to me.
#309
Posté 07 mars 2012 - 04:48
Kakita Tatsumaru wrote...
Err, the game doesn't gives informations about Sovereign being in a hurry too. Besides, some Saren related plot involve him making research, and research takes time too.
.
ME2 managed that because you were "waiting for an attack", "decrypting
info" or other things that explained the lag in action. ME1 offered no
good reason not to go from main plot to main plot point. While what Saren does takes time you have no idea how much time so mucking about on UCW's and planting bugs for journalists hardly seems like a good use of time. You get the same effect in DAO where the Horde is on the march and you are off searching for lost carvans and delivering death notices to mercs widows.
I have no issue with a leisurely pacing but in case designers want that sort of pacing they need to work their plots in a way that the pacing doesn't seem so jarringly at odds with the plot.
#310
Posté 07 mars 2012 - 04:53
#311
Posté 07 mars 2012 - 04:57
Fenris_13 wrote...
Ilovehate this idea! This iswara game, and it should feel like it!
Corrected that
Modifié par kongenial, 07 mars 2012 - 04:58 .
#312
Posté 07 mars 2012 - 05:16
Because now, everytime we start a new a game, we will always have play the quests on the same order so they don't expire.
I don't like this...
#313
Posté 07 mars 2012 - 05:35
So far as I've seen that's how it works out. I'm not really sure it's even a timer so much as it might just be connected to Priority mission progress. At least, the game hasn't failed any mission yet for me. I've been free to collect doodads and finish sidequests without anything going wrong.witlessrogue85 wrote...
My one question on this is; if you go and do a side mission, time doing that doesn't have a negative impact on the priority missions does it? Its just if you put off the side mission, said side mission might disappear?
I don't want to go and do a side mission and find out the main mission got worse because I decided to look at something else.
Replayability is doing every mission in slightly different orders? You're still going to do all of them.DiegoRaphael wrote...
I think this type of thing takes a lot of the replayability of the game.
Because now, everytime we start a new a game, we will always have play the quests on the same order so they don't expire.
I don't like this...
Also, the game doesn't appear to care what side missions you do first. So you're still free to vary those up. Just don't expect to blitz through the main story and then finish all the side quests just before the final battle.
#314
Posté 07 mars 2012 - 05:57
#315
Posté 07 mars 2012 - 06:07
#316
Posté 07 mars 2012 - 06:09
#317
Posté 07 mars 2012 - 06:18
#318
Posté 07 mars 2012 - 07:36
brunomalta wrote...
Kristofer1 wrote...
I dislike it because I have already changed disks twice on my xbox... once is ok, twice annoying when you arent even a 6th of the way through the game!
Be glad you are not playing Final Fantasy 7 lol
thats a stupid analogy, in FF7 you progress in order, he means he has to swap discs back and forth.
#319
Posté 07 mars 2012 - 07:43
Kakita Tatsumaru wrote...
Well, good luck to fail the quest in fallout because of that. I did everything without problems, the timer is just here to punish you if you try to abuse the game with infinite health, just use healing items instead and you will be just fine.FedericoV wrote...
In Fallout the main quest had a timer. The M-A-I-N Q-U-E-S-T.
If the presence of the timer make sense it's not an issue. You have just to be organized and to use some logic. I know, unforgivable and hardcore difficulty for today's gaming standard....
Were you part of the FO dev team?
The timer in ME3 (I guess) is there to give a sense of urgency to the concept that you are saving the galaxy. It asks you to priorize and to focus wich is pretty in charachter for Sheppard at that time. Imho, it's a decision that goes in the right direction even if I will make a mess of my playthrough because of it (but I've yet to see how it works in detail before I give made a judgement).
#320
Posté 07 mars 2012 - 07:52
Modifié par sackyhack, 07 mars 2012 - 07:53 .
#321
Posté 07 mars 2012 - 07:54
DiegoRaphael wrote...
I think this type of thing takes a lot of the replayability of the game.
Because now, everytime we start a new a game, we will always have play the quests on the same order so they don't expire.
I don't like this...
That's your personal preference. If a game is designed to offer different experiences during consecutive playthroughs why shouldn't missions be available / unavailable based on choices.
Hello? The Virmire Survivor changes gameplay based on choice. You can't save Ash and then Kaiden because you will it to happen. Different choices yield different gameplay paths.
#322
Posté 07 mars 2012 - 07:59
kongenial wrote...
Yeah, but to me it was a stupid decision back then and it is now. I play for entertainment, not to plan my whole playtrough in advance just to avoid hitting time-limits.
But no one is forcing you to play in some way or the other. Look, the best possible ending is a reward and it make sense that a reward asks a bit of focus and dedication. It's not meant to be the average ending otherwise it would not be "the best" anymore. You do not want to work for the best ending? Perfect! Accept the normal endings and enjoy the flight (choice and consequeces!).
I mean, you have just to work a bit and use your logic between shooting things dead to reach a goal. If you dedicate yourself to it, it will be all the sweeter and you will even feel some pride in what you achieved. Otherwise, wait less than a week for the inevitable walktrhough and you will be able to play as relaxed as you wish achieving the best possible outcome no matter what. Or if you do not want to wait, buy the Prima Guide.
Kinda remind me of "I miss the old days where you had to remember to drink water and it took 5 hours realtime to fly somewhere!"
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Those were the days! Oh, those youngster, they do not have respect anymore for the true values of hardcore gaming
#323
Posté 07 mars 2012 - 08:12
Thanks Bioware.
#324
Posté 07 mars 2012 - 08:13
#325
Posté 07 mars 2012 - 08:16
That's classic video game logic.Wulfram wrote...
So "Priority" missions are the ones you need to do last





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