Sidequests in ME3 - Most of them are timed - Failed after a set amount of time
#176
Posté 06 mars 2012 - 09:26
#177
Posté 06 mars 2012 - 09:37
Well, I can shoot that "realism/urgency" down with this simple thing:
If you don't pick up the quest there is no timer for it, so technically you can stand around on the citadel for 100 years and then go and talk to a guy and get the quest, and then MAGICALLY it became urgent.
So why aren't the quests timed out before you even get to them? I mean the Reapers and bla bla bla is so damn urgent.
As can be clearly seen it is still just bogus urgency, that the only thing it manages to do is ****** off the gamers.
Who at Bioware thought that it would be great to force players to play on their "SECRET HIDDEN TIMER" play time?
If the side-quest is deemed a failure cause you leave the zone and fly off and do another mission or main-quest well THAT is another story, that makes sense.
But having us run around not enjoying the game cause we have NO CLUE if we will "fail" all the time and we have to look at wiki's and walk-throughs in order to know how the play the game.
I am so aggravated by these idiotic design decisions.
WHO would complain if we could do side-quests at our own pace? 1 person in 1,000?
I HATE it when developers force you to do things in games at THEIR pace, everyone play at a different pace.
I had 55 hours in ME2 and I felt good about it playing it the way I WANT TO PLAY IT, whilst others had 25 hours.
Why should I have to play it and fail missions and be rushed through the game?
For some false sense of urgency? Then why have side-quests at all?
#178
Posté 06 mars 2012 - 09:46
#179
Posté 06 mars 2012 - 09:53
Source: www.gameranx.com/updates/id/5441/article/how-much-does-mass-effect-3-s-multiplayer-affect-your-single-player-ending/
#180
Posté 06 mars 2012 - 09:56
#181
Posté 06 mars 2012 - 10:18
finc.loki wrote...
If you don't pick up the quest there is no timer for it, so technically you can stand around on the citadel for 100 years and then go and talk to a guy and get the quest, and then MAGICALLY it became urgent.
So why aren't the quests timed out before you even get to them? I mean the Reapers and bla bla bla is so damn urgent.
I quite agree. I'll take what I can get, but everything, inlcuding major quests, should be on a universal timer
WHO would complain if we could do side-quests at our own pace? 1 person in 1,000?
I've been complaining about this for years. Don't know if I'm one in 1,000, 10,000, or 100.
For some false sense of urgency? Then why have side-quests at all?
Good question. The whole sidequest thing is a CRPG artifact. When I ran PnP games we didn't think in those terms, and I don't think they add anything to the genre.
#182
Posté 06 mars 2012 - 10:22
#183
Posté 06 mars 2012 - 10:34
#184
Posté 06 mars 2012 - 10:47
Also, you obtain a lot of quests incidentally by over-hearing conversations.
There's no point in saving quests for after you've completed the main story because they're all relevant to the current situation; they would lack context afterward. And it would seem as if you'd travelled back in time because everybody would be talking about things that happened at the beginning of the game.
New locations unlock on the Galaxy Map in a way that makes it convenient for the quests you have aquired, and the ones you will be able to aquire according to the next part of the main story that you've progressed to.
I've been playing ME3 for three days now. Those who explored and completed the crap out of ME1 will absolutely fall in love with this game. Bioware have done an amazing job at getting back to the roots of the franchise: Every situation you can think of throughout the last two games is addressed and explored in this one, in some way. There are all sorts of nigs and negs of references to even the smallest of things that took place in ME1/2. It's amazing how much they've bundled into ME3.
I can't speak for those who only played ME2 or who haven't played any of the franchise so far. But those hardcore ME1 fans will love this.
At first it's a bit like, 'okay, when do I actually get to play?' but once you reach Mars everything changes. It gets better and better and better from there.
Loving it.
Modifié par Sh2dak, 06 mars 2012 - 10:50 .
#185
Posté 06 mars 2012 - 10:47
#186
Posté 06 mars 2012 - 11:00
Timed side quests makes the game more linear, limits replay value and makes the player feel less in control.
Bad move.
#187
Posté 06 mars 2012 - 11:02
So to hear that there are timed sidemissions in ME3, to me, at least, are great news. However, I do agree that there should be a way of letting players/gamers know that this mission or quest is urgent. For example in the first Witcher game, you're sometimes asked to escort someone to another place. And the game makes it very clear what you'll need to do, and you'll need to do it right now - or face the consequences.
However, I also see it as OK for Bioware to have people actually listen to what NPCs are saying in the game, and failing certain missions/quest if they're not doing them - in time. It also falls lin line with the game's whole premise; Reapers are attacking, Earth is under attack. It makes sense you'll need to do the side missions/quest as quickly as possible to get to the endgame...
Edit:
I remember playing Dragon Age 2 and then coming to the forum; people were asking Bioware to make it so that NPCs move around as the game progresses, to see some real choice and consequences. Apparently, a poster here have played the game, and mentions that NPCs actually move around. And people still complain?
Modifié par aries1001, 06 mars 2012 - 11:17 .
#188
Posté 06 mars 2012 - 11:04
tishyw wrote...
Timed side quests makes the game more linear, limits replay value and makes the player feel less in control.
Huh? When you can't easily do all the quests in one run it increases replay value, because you still have unplayed content.
I agree it makes the player feel less in control. This is a good thing. Shepard doesn't feel in control of things, and while I'm playing him neither should I.
#189
Posté 06 mars 2012 - 11:07
#190
Posté 06 mars 2012 - 11:15
AlanC9 wrote...
tishyw wrote...
Timed side quests makes the game more linear, limits replay value and makes the player feel less in control.
Huh? When you can't easily do all the quests in one run it increases replay value, because you still have unplayed content.
I agree it makes the player feel less in control. This is a good thing. Shepard doesn't feel in control of things, and while I'm playing him neither should I.
Totally agree. Even if you end up missing/failing a few quests and end up having a less perfect ending as a result, it does add a sence of impredictability. Kinda like ME2, when in the end if you made mistakes, or forgot some stupid upgrade people die. Who would have thought, that cannon would be so usefull. Rip Thane. Anywho, i prefer it this way. Let the chaos commense.
Just be glad, we're not getting a times main quest..
#191
Posté 06 mars 2012 - 11:33
#192
Posté 07 mars 2012 - 01:18
#193
Posté 07 mars 2012 - 01:25
#194
Posté 07 mars 2012 - 02:09
#195
Posté 07 mars 2012 - 02:12
#196
Posté 07 mars 2012 - 02:15
The Absurdity wrote...
WTF is wrong with you BioWare? What on earth convinced you this would be a good idea?
Well the Reapers are attacking, so the people or places where side missions take place may not be there anymore if you wait too long.
I think that was their whole idea there.
Modifié par ebevan91, 07 mars 2012 - 02:16 .
#197
Guest_makalathbonagin_*
Posté 07 mars 2012 - 02:17
Guest_makalathbonagin_*
it makes the game a bit more complicated heh
gj, Bw
#198
Posté 07 mars 2012 - 02:17
#199
Posté 07 mars 2012 - 02:22
Modifié par Maria Caliban, 07 mars 2012 - 02:35 .
#200
Posté 07 mars 2012 - 02:27





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