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ME3 Suggested Changes Feedback Thread - Spoilers Allowed


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#4676
Humanwreck

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I´ll start out with a copypaste that will help me get my point across:

1. Our choices should matter: Multiple endings based on our chocies throughout the game(s), with significant difference between all of them, including, but not limited to so-called 'happy endings'.

2. Endings have to make sense: Said endings have to be in line with the rest of the storyline, and with as little plotholes as possible

3. Closure: We want to know where our characters, their squadmates and other characters, and even species, will end up, or at least get a clear indication of that.

My problems with the game were really small until the end. Sure it had it´s share of problems. The game crashing during loadings(could be my xbox too I guess) to Talis face. Don´t get me wrong I liked the idea behind it and thought it was sweet. I did however get a few questions about it playing in my head. When did she have time to pose for the pic? Who was she stripping for? If it was implied that it was taken on Rannoch after she takes her mask of wouldn´t that kind of ruin the surprise? "Hmm I wonder why she posed for that picture"

Now before I go on ranting about those that didn´t do any significant damage to my enjoyment of the game. The ending just doesn´t do it for me. The only way I could live with the ending we have now is if the indoctrination theory is correct. If all I get is just an explanation on the ending then I don´t see me playing this series anymore. I´m never saying never but I don´t see it happening.

I loved the way Gears of War handled their ending (SPOILERS) sure it was just saving the world and all that. But it was bittersweet. To actually have an ending be bittersweet you have to have something sweet in it otherwise it´s just bitter. We see Marcus as a shell of a man. He lost almost everything in the war. War was all he had and now it´s over and he just feels empty and it shows
(/SPOILERS)

I just want to point out that I loved Mass Effect 3 as I did the whole series. You could ask anyone of my friends about how when I started playing it was all I could talk about how great the third one was. Until I got to the end.

To sum it all up. My suggestion is that either scrap the ending that we have right now somehow or expand it with the likes of the indoctrination theory

#4677
jb1983

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  As it's been noted, no matter what theory one wants tagged onto the ending - the current endings, the indoctrination theory, dark energy, etc - there really isn't a lot of reasoning behind the Reapers doing what they do. In fact, what they're doing is a contradiction, something a rational machine wouldn't do. They claim they exist in order to prevent organics from creating synthetics who would eventually wipe out all organic life. The obvious flaw in this theory is that:

1) Reapers are synthetics, yet aren't wiping out all organic life (just advanced organic life)
2) There's no reason for them to support organic life, other than some arbitrary support for a "cycle." But there's no actual reasoning behind this.

Thus, even if we buy the indoctrination idea, we are still left without a motive for the Reapers' actions. The Dark Energy plot also doesn't work because the synthetics could develop a solution without harvesting advanced civilizations. Likewise, it doesn't explain the desire to save all advanced organic life; why must it go on saving them? 

Therefore, I offer the following (simplistic) theory for the motive behind the Reapers:

The endings should stay as such where there is a Catalyst and all that. However, we discover that the Catalyst is an extremely advanced AI program left over from the First Civilization (FC). He explains that the FC began creating Reapers as an attempt to further their own evolution, that if they could form a collective conscious mixed with technology, their ability to progress would be unlimited. Sadly, however, they took the undesirables from their society as "test subjects" and forced them into the Reaper form, much like how we saw Reapers developed in ME2. When this happened isn't all that important, but one could say that it occurred millions of years ago.

The FC used these first Reapers to build ME Relays, the Citadel, etc. The Reapers, however, began to take their role as the next step in evolution quite seriously and turned on their creators This led to a massive battle, with the FC coming close to defeating the Reapers in conventional combat (remember back to ME1, there was a planet, though I forget the name, that had a scar on it that was formed by a massive weapon millions of years ago; this is from that war). However, the tide turned against the FC as the Reapers began to use indoctrination to cause the FC to divide. In their desperation, they left the AI on the Citadel (the Catalyst) and also began to formulate plans on how to turn the citadel into a super weapon (the Crucible). While they got far in their plans, the Reapers eventually won out. 

Now, why do the Reapers allow life to continue? As machines, they think like machines, thus they will only harvest life when they believe the life is ready to be harvested and "evolved." This can only occur once a civilization has achieved advanced space flight - beyond that, there isn't much more an organic species can do except wipe itself out or face decline. Thus, the Reapers step in to help advance these civilizations. Furthermore, the Reapers gain more for their collective conscious when they harvest these species, which is why they lay the paths for these species to evolve. 

In short, advanced organics are nothing more than farm-raised animals for the Reapers to feed off of, so to speak. The Reapers gain from our knowledge and advance themselves. 

The Catalyst informs you that the Crucible uses the energy of the citadel as a super weapon that sends out a charge that will deactivate the Reapers. This charge is what the FC used to defeat the Reapers in conventional battle, but the FC was simply overhwlemed. Thus the Catalyst/Crucible acts as way to send this charge out throughout the entire galaxy. 

From there, choices could be added, consequences for those choices, or whatever. The whole point here isn't to create a new ending, but to supply a better narrative for why the Reapers do what they do. 

And who knows, what I just wrote could be crap according to most people. But I think it works a bit better as an explanation, at least better than what was given to us. 

#4678
Caradore

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My thoughts for what it’s worth:
 
What I loved:
 
Loved the smooth transition from cut scenes to action;
Loved the dialogue, friendships and the romances;
Loved the gameplay, being able to jump and use ladders made it feel a bit more realistic;
Getting closure with all my old comrades;
 
What I didn’t love:
 
The face importer didn’t work well for me, after my first attempt I rebuilt my 2nd Shep’s face rather than import it.
Like many others, the ending.
 
I have four saved Shepherds. I’ve played the first one and am now playing the second, it’s harder playing my second shep because she was the one I was the most emotionally invested in, maybe because in the first run through I didn’t really know what I was doing and I missed lots of things, whereas in the second one I get to think more about the consequences and pick up on some of the nuances.  For me Shepherd was all about beating the odds, having to go that extra mile to protect the people I love and the ending felt tacked on and nonsensical.  I can’t believe that Shep would just accept what the ghost in the machine said without even questioning it. 
 
I appreciate the artistic control argument but in a film or a book you identify with the character, in this game I became the character. You are not killing Shepherd you are killing me and there is no way around that, other that not doing the last scene which is how I will finish my other games. I feel guilty for dying despite allegedly beating the Reapers, because I felt like I had let my friends and loved ones down and I don't believe it.
 
I never expected the ending to be easy, there could have made a happy ending that was difficult to achieve but at least I could have aspired to it. 
 
I buy a lot of Bioware games and now feel like I’ve lost faith in their ability to predict what the fans want. I am also a DA fan and I loved DA2 so was disappointed to find that the new DA2 DLC has been cancelled.
 
 

#4679
JDMiller5150

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I'm in love with that "Indoctrination Theory". I'd like to see it implimented. (If it isn't in your design already I mean)

What I really want is some damn closure! There are so many OBVIOUS PLOT HOLES. You must have seen this coming. Its like BIOWARE didn't even watch the last 10 minutes of the game to make sure all the pieces fell in place.

I really hope that the ending (as it stands now) is part of BIOWARE's plan to rock the gaming world with a stellar twist.

Hope in one hand and...

#4680
dwilson031

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PedEgg wrote...

dwilson031 wrote...

I think it's important that Bioware makes it clear the new endings are alternatives to the ones already in place. While I'm not one of them, there are people who like the endings already in place, and should not have those taken away or altered.


If you read Muzyka's blog post he makes it pretty clear they have no intention of removing the original ending. See:


Coolio

#4681
Numdenu

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DA2 was pretty grim, but at least the whole game was grim, with a grim message. It didn't deviate from this terribly much. It was consistent with its own themes, and regardless of how you screwed things up, or didn't, you felt like they had an impact on the world of the game. Killing the Arishok was very different than handing over Isabella; siding with the Mages or the Templars was also big. And the ending had closure, was satisfying, took into account all that Hawke had accomplished. Choices mattered. It all built up and ended spectacularly.

While DA2 doesn't hold a candle to DAO, in my opinion, it was still a well-crafted game. Heck, DAO could be used as a case study for a bittersweet triumph in the face of overwhelming odds. One candidate for the crown of Ferelden is a conniving **** and the other genuinely doesn't want it. You have to make a huge sacrifice of either yourself or your best bud (who might be the king!) to defeat the Archdemon, unless you make an unsavory deal to make a demon-baby. Whose father might be the king and/or the MAN YOU'RE ROMANCING. It was a hard decision, every ending has good and bad aspects. But you could still see how all your choices along the way affected things (Mages or templars in your army? Dalish or werewolves? Who's king?). It was beautiful, breathtaking, heartwrenching. There was pain, and loss, but still the thrill of victory, too.

Being a poor college student, I opted for saving for ME3 instead of buying DA2 DLC. And I got a beautiful game, easily the best in the Mass Effect trilogy...until the last ten minutes stomped on it all.

I've only played ME3 once since I saw the ending. That was a token appearance on multiplayer, and it was after Mr. Muzyka's statement about clarifying the endings April-ish. For me, and many other gamers, the ending literally, no exaggeration, ruined the whole trilogy. We didn't see the results of our choices. We're shoehorned into three endings--three endings that are utterly cruel and seem to have no redeeming value.

In DAO, each choice you made about the ending had visible pros and cons. Kill yourself, you die, but everyone you care about is safe. Kill Alistair, you lose your best bud and Anora is queen, but you live, and everyone else does too, while poor Ali is remembered as a hero. Make a demon-baby, you AND Alistair live (big win if you romanced him!), and you keep your friendship with Morrigan somewhat intact, but you have no frickin' clue what she's going to do with a godchild....

Hold on. That Catalyst godchild better not be a reincarnated Old God. >.>

Anyway. The ending choices for ME3. You could kill the Reapers...but also commit genocide against the Geth, and kill EDI. You could turn all life in the galaxy cybernetic, homogenizing them all and making everyone the same when it's cooperation while respecting differences that makes your galactic army strong. Or, you could assume direct control of the Reapers, which is exactly what you were trying to prevent TIM from doing, so taking that option kind of spits on all of Shepard's ideals. So you see, no matter what option we pick, we're going to win by SACRIFICING WHAT WE'VE BEEN FIGHTING FOR, one way or another! It's just, "what color of DEATH do you want?"

The galaxy is strongest when it sets aside old grudges, comes together, and uses their differences to strengthen each other. Synthesis spits in the face of that.
Genocide is a crime, and wiping out entire species also ruins the message of tolerance and unity. So Destroy won't work either.
Control is the ultimate sacrifice--Shepard doesn't just give up her life, but her IDEALS, her VALUES, truly EVERYTHING she is and ever was, for the sake of minimizing casualties. Which still blows up the relays and cuts everyone off from each other. So while the massive armies are eating each other, Shepard can't do a damn thing because she's stuck in dark space with the Reapers, and if she tries to go back and help things, or rebuild the relays, or whatever, she'll just be shot at. Because she's a fricking REAPER.

In any case, you're left questioning if what's left was worth fighting for. Coupled with a lack of closure AND not seeing any choices making a difference, it makes for a VERY unsatisfied fanbase.

Modifié par Numdenu, 23 mars 2012 - 08:51 .


#4682
Samuel_Valkyrie

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  • Our choices should matter: Multiple endings based on our chocies throughout the game(s), with significant difference between all of them, including, but not limited to so-called 'happy endings'.
  • Endings have to make sense: Said endings have to be in line with the rest of the storyline, and with as little plotholes as possible
  • Closure: We want to know where our characters, their squadmates and other characters, and even species, will end up, or at least get a clear indication of that.
  • Import faces from ME1 through ME2 to ME3 would be appreciated, but less of a priority than the other three.

Modifié par Samuel_Valkyrie, 23 mars 2012 - 08:38 .


#4683
Ghost-Hack

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is it sad that Indoctrination Theory made me feel better about the ending, and made me want to play through it again?


God, you know an ending is messed, when wild crazy hope in the impossible is all you have for "replay value"

#4684
MrGPhantome

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First and foremost, the premise needs to be re-evaluated. The current one is doomed for failure.

I suggest hiring lots of story editors. Vette your story and create an ending that follows the narrative lore and the philosophical themes that are present.

Don't do the Dark energy or Indoctrination theories. They are now predictable and worst, catering to player theories will create lazy conclusions that your writers can't take proper responsibility for.

Another thing with Indoctrination, it cheapen's the value of player control. Remember, we are the ones controlling Shepard, not the Reapers.

Create and ending that makes sense, even if it's a twist or a tragedy. Use the clues, themes and logic that have been established.

Refrain from the need to make **** up at the end, like you did with the current ending.

#4685
Nephilym83

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PedEgg wrote...
What scares me is that it may also mean they have no intention of providing us with alternative endings. Just explanations and 'closure.'


In the form of a downloadable comic.  lol

#4686
Sanrei

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Ghost-Hack wrote...

is it sad that Indoctrination Theory made me feel better about the ending, and made me want to play through it again?


God, you know an ending is messed, when wild crazy hope in the impossible is all you have for "replay value"


When I first heard about it I thought it was wishful thinking. Then I watched a few videos and read a little more into it and it was very creepy how it all fit together.

What ended up happening is I struggled with the fact that the ending was so soul crushing to me that I would happily receive the indoctrination theory if Bioware announced "Surprise! We really got you guys! Shepard was struggling with indoctrination, stay tuned!" as opposed to being angry that they would do that in the first place.

In fact, that reminds me, Bioware staff: understand that this isn't just about being angry. Bioware/Mass Effect fans affected by this ending are grieving. Some are depressed. Some are angry, yes. Most of us are in disbelief. We're trying to process this and many of us are going to say things we regret(I have myself, and I apologize). You can look down on us for being that affected by a video game. Many do. But you guys are in the greatest position to understand where we are coming from. This game is a labor of love for both the developers and the fans. As much as it hurts you that we are upset with the ending, it hurts us that the ending fell so short of the glory of the series that it pretty much decimated it.

I'm practically on my knees here, begging. Please don't make me regret this.

Also, I'm going to make this my last post here. I think I've said enough and I don't want to come across as spamming. Thank you for listening.

#4687
webhead921

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My main problem with the ending is the scene with Joker fleeing earth and the Normandy crash landing. Why is he leaving? Is the wave of energy destroying all the other ships that were just outside of earth? I chose the destroy option, and I would like to know how is it that Shepard survived the citadel explosion?

#4688
Obcasus Nex

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 Really want them to do more with war assets. Make a  DLC for the final mission in london to give it more beef, I want to see animations for my war assets, to organise them and suffer the consequences of my organision. 

Copy the suicide mission set up if you have to, or come up with something new w/e so long as we actually feel like the war assets mean something rather than just a random number which changes nothing because the endings are the same.

#4689
Rajii017

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I suggest that the following is added via DLC,

In reality no one is going to survive this suicide mission, but this is a game and not reality (which is the main reason I play it)
Therefor
A happy ending that can be achieved, by meeting some set of requirements.

An Epologue where Shepard can go around and visit companions/NPC's
Possible missions for or with them, themed around the aftermath of the Reaper war.

My choices through the game(s) should have a real effect on the ending, something more than a numerical value attributing to a total.

I suggest you play Mass Effect 2,  it possessed (if in a narrower scope than ME3) the right spectrum and concept of endings.

My final suggestion would be to add a Boss.......
:DI've found that Bosses and Endings go well togeather.:D

Thanks for listening bioware

#4690
Frostfiend

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This is what I expected as the ending to ME3
http://games.on.net/...03-23/QR3lS.jpg
(Flowchart of endings depending om choices made ingame, whoever did it is brilliant.)

#4691
modokomodo

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I have a few things that bugged me a little bit. I don't need to mention the end. I THINK it may have been covered ;P

For me, James Vega seems to have come out of nowhere. I know that he is in the books but I felt like I had missed something when he starts talking to Shepard on Earth. There was no context for his familiarity with Shepard. They have obviously met before but I have no idea where.
I also would have liked to see Vega actually doing something with Shepard as part of his N7 training (perhaps he does and I missed it).
I thought the ship interactions were great and really helped me get to know the characters more. Garrus and Vega's banter really helped to blend the new guy in with the rest of the crew.

I also didn't like that many of the side quests are not viewable on the galaxy map unless you hover over the appropriate system. I was swishing about all over the place to find the thing I wanted. If the quest wasn't listed on the map, I would have to exit it and read the journal and then go back in. It was a bit time consuming and annoying. Perhaps adding a quest list to the galaxy map would make that a bit easier.

#4692
VV00d13

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As feedback not mentioning the ending I just want to say a few things:

Never have I played a game so intense dialogues that are glued to the screen.
All the character building, you relations, all history you discover, all the hate/love between races.
The game is so much more than jus the shooting. Almost like playing a good 'movie' or 'book', believing that the end isn't finished as of now I give 10/10 to the game.

But there some things I would've liked to be improved.
In another thread I asked about the difference about paragon vs renegade. I myself has only played one char paragon.
And to sum it up paragon seem to have all the benefits and renegade seems more 'brutally stupid' and have very few benefits. That the balance between paragon and renegade throughout the game should have been more balanced. So in ME3 when you craate the alliance you can only get certain alliances due to paragon/renegade choices.
As of now you get almost everything as a pure paragon.

Also the battles, sometimes they are really fun, but I find myself doing the same things over and over again against the computer, at least I feel that there are few variations.
In me1 you at least had a car and that did some variation, in ME2 you got a ship in dlc, ok but to few missions. In me3 you could board an atlas, great! But two missions for really short time?
I would've liked more variate battles, adding ships and cars/tanks that you yourself drove.
Some missions including a big battlefield, in ME1-2 you had rockets. We're is rockets more useful than on a battlefield.
My point is by doing only 3 squad combat the game becomes very insider in the battle. ME with all the conflicts has more then enough to create battlefields.

In ME3 I really missed landing on planets, instead of shooting a probe at a planet why not land and rescue? A lot is side quests in ME3 seemed really rushed compared to ME1-2. Taking away a lot of history and things around that really made the game special in the first one. Cause all the history around is important for me anyway.

In battles sometimes I wished that it wasn't about amount. On each N7 mission in ME3 Cerberus suddenly deploys like 100 troops or more just to stop me. And they all fight in the same way. But what if instead that there were squad troops working together? And maybe just 25 of them, not on the same time, but together all and all. So you have to change strategy depending on what's in the squad and how they work together. That would've been a real challange.
And maybe have things like hacking their radio so you hear their conversation and can somehow predict their movements. That would've been quite nice.

That's what I can think about now anyway :)

#4693
GaffOrigami

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Wanted to make a post with some constructive criticism. Mostly because I pulled an all-nighter last night to complete the game and I want to write out some of my feelings about the ending of the series. I'll be as constructive as possible. If you want to cut my crap, go to the last two paragraphs to see my suggestion.

The problem with the ending is not that it's BAD, it was more that an 'ending' was pretty much non-existent. I'm not tooting my own horn here, but I am a professional writer, and one of the FIRST things you learn when you want to get things published or made is that the ending should be the BASE of your writing. When writing, you should have a solid ending in sight to aim towards, otherwise your story will go to the toilet. In fact, some suggest writing the ending first because it is THAT important to have the ending as the main focus throughout the whole of your writing.

Mass Effect is remarkable in the sense that it's quite clear no thought was put into the ending, yet the rest of the story is great.

An ending should always offer some form of closure. Even if the ending is overall ambigous (e.g. Was it a dream or reality? Did the main character survive or die?), there has to be some sort of closure to draw on otherwise the audience is inevitably disappointed.

Mass Effect 3's ending doesn't offer any sort of closure. I got 5000+ EMS and I got a reasonable ending (Earth is saved, Anderson dies, Normandy survives with Joker & EDI romancing, implied Shepard survives through the scene after the credits). But I still don't know:

1) Whether my romantic partner is alive or dead (Liara).
2) Whether my loyal characters are alive or dead (Garrus).
3) What Earth looks like after my final decision.
4) Whether there's any hope of happiness for characters (including myself) to have in the future.


I don't think Bioware have to CHANGE the ending. They just need to make it longer and more explanatory. Show us people celebrating on Earth, show us Shepherd with a romantic partner, show us the galaxy united...Or show us people dying on Earth, show Shepherd & a romantic partner dying in each others arms aboard the Normandy...just show us something CONCLUSIVE so we can say, 'Ah, the 100+ hours I put into this game at least had an outcome'...rather than a 2 minute cutscene that explains very little.

And please, for the love of God, stop this stupid multiplayer galactic readiness. My face nearly fell off having to grind up to 97% to push myself over the 5000 EMS bar. It felt like work not like a game. Seriously, it just kills fun all together. People shouldn't have to be forced to play boring multiplayer to get a somewhat positive end.

Just some thoughts...

#4694
Ieldra

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I will reiterate what I said in another thread that will vanish down the pages too fast to be noticed.

NO FORCED DARK AGE OF THE GALAXY. LET THERE BE AN OPTION TO KEEP THE RELAYS FUNCTIONAL.

Why? The story was never about "saving future generations of life", but saving the species, characters and places of the universe we built an attachment to. That's what it was throughout ME1, ME2 and 95% of ME3. There was no build-up for anything else. It feels as if Shepard is dying for nothing. "Everyone and and everything I care about is screwed"? THAT is our ending? What a collossal joke. What an utter failure. Bioware, this isn't some intellectual thought experiment, you're playing with people's dreams here.

Apart from that, I hate dark endings beyond anything else. In any medium, in any genre, but most especially in SF. Had I even remotely suspected it would end that way, I would never have started to play ME1. And there was no foreshadowing of this, it came totally out of the blue.

The forced "dark age of the galaxy" has to go.

Also, I'm very, very wary of DA3 now. I will not buy it until I know how it ends.

#4695
die-yng

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Dragon Age Origins is a really good example, because your choices towards the end really decided the ending.
Something like the ending for DAO is almost exactly what I want, lot's of different outcomes, like f.e. granting the elves land of their own or strengthening the circle etc.,
So you got basically any ending, from a happy one where you are king or queen, to a noble sacrifice.
And you got at least some information, as to what happens with your companions and Ferelden.
Okay, a few pictures or clips would be better, but just some text about the fate of galaxy and people would go a long way.

Why not end ME that way? You'd have closure and everyone would be able to achieve the ending he wanted.

#4696
GoddessLunatic

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First of all, thank you for this opportunity. I tried to rank my feedback in order of importance.

Here's what absolutely needs to happen IMO:

-wide range of distinct endings, from 'happy' with Shepard alive and reunited with the crew and LI over a sacrificial ending which still defeats the Reapers to actually losing. This needs to be delivered via cinematic cutscenes that showcase the war assets and also more dialogue.

-possibility to save the mass relays

-conversation options with starchild that point out its flawed logic by way of the Geth example.

What would be awesome and nearly necessary:

-detailed epilogue via selected cutscenes that show what happens to the different races after the great battle

-the Normandy doesn't maroon, but helps rebuild the galaxy

-explain in greater detail where the Reapers came from

What would be a nice touch:
- being able to marry the LI if you both survive

Now, how you do this I don't really care. Indoctrination theory would be fine, but I think it would also suffice to just give me the option to kill Starchild, that way the Reapers would lose their leader and the fleet could defeat them while they're disoriented and weakened. I'm also OK with making this DLC and keeping the original ending as canon, as long as I have the possibility to do things differently for my personal game. I would pay for such a DLC. No matter what you decide to do, DON'T rush it. That helps no one.
Again, thanks for listening.

#4697
ERk314

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After the beam of light that levitates Shepard to meet the Catalyst, everything falls apart. It's the cancer that kills not just the game but the the setting itself. The reason given for the existence of the Reapers is not only illogical but unnecessary. Their motives and goals should remain a mystery. Rather than render everything the player has done null and void, the segment following Shepard's collapse at the panel should be excised.

After the "Best seats in the house" scene with Anderson, you watch the battle unfold. No beam of light, no god child. You're treated to a cutscene that shows the results of all your hard work in exquisite detail. If you don't have enough war assets (read: Renegade), you can choose to blow up the Sol relay, which destroys every Reaper (since they're all in the Sol system) and everything else. The destruction of a mass relay annihilates everything in the system, as Arrival showed. You kill everyone in the Sol system but end the Reaper threat once and for all. In time, those not in the system can rebuild. If you have enough war assets (read: Paragon), you actually win the battle. Renegade uses the Crucible to make the Citadel blow up the Sol relay. Paragon uses the Crucible to make the Citadel shoot beams of death at the Reapers, which turns the tide in your favor. Shepard is the Catalyst. Depending on your war assets, you can either die in the attempt to use the Crucible or survive its use. Your collapse at the panel is final if your war assets are too low.

If, as some believe, the scene with the god child is an indoctrination attempt, Shepard should be presented with a fourth choice: refusal. This leads to the above paragraph but with the final cutscene prolonged.

The endings will be quite different, depending on the choices one has made throughout the trilogy. Not just in the final battle scene but also in the post-battle. You will see what becomes of the krogan, geth, quarians, rachni, etc. You will also see what happens to your squadmates. The questions that require answers will be answered and closure will be provided.

#4698
Masseeffekt

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i was really happy to read that bioware IS listening! ...thx so far.

but until now there are just words. what i think is important: how can you keep the actual ending and make a better one
out of that? cause i think this is what you wanna do...

the indoctrination-theory is a good way doing that, in my view. worst thing you can do is just changing the dialogue a bit, or make another "ending-video". it really has to be a new story of the ending!

important is this: THE PROBLEM ARE ALL HAPPENINGS UNTIL SHEPARD IS INJURED!

so i think this is exactly the point where you have to work with - maybe with indoctrination, a dream, or something else.

but again: thx for listening and working on it. mass effect was dead. but now there is hope...

#4699
clone wars

clone wars
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look i love mass effect 3 it is one hell of game but the endings man the three choices in endings all of them shepard sacrifice his or her life to save the galaxy is maybe not the only way to end shepard story and have message at the end of credits tell us to buy dlc is not good way to go
i like see my shepard with his or her love interest with his or her children look at the name of fall soldier that die in the war well i like see that for my shepards

#4700
fitzroy_doll

fitzroy_doll
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Requested changes:

1. Meaningful end decisions, based on actions taken up to that point in the game, rather than all decisions merely contributing to an abstract "readiness" score. It was done in ME2 and I fully expected it in ME3. For example, as soon as the engineer told Shepherd to upgrade the cooling pipes, I thought, "ah, just like ME2, cool. I'll find the part to save these guys." But that isn't what happened. This is an excellent example of how things should play out: http://gon.cdn.on.ne...03-23/QR3lS.jpg

2. More varied and meaningful endings follow directly on from this. These should include options which accept the Reaper's logic, reject the Reapers, and varying levels of trade-off/sacrifice in between, for example, sacrificing one species to save another. Dare I say it, I would like to have the option for a "happy ending" - something as cliched as saving the LI but losing the battle might work.

3. The Reaper's logic itself needs a rewrite. This: http://i.imgur.com/vq6LD.png makes no sense and can't be salvaged. The "problem" the Reapers are there to solve must be something eldritch and unknowable beyond human experience. The "Dark Energy" problem discussed in ME1 and ME2 was a fine motivation. See also the Andromeda–Milky Way collision in the Revelation Space universe. That's the sort of scale that is needed here.

4. Add more conversations/interaction with Liara. If Shadow Broker was played, there should be no need to re-recruit her as LI late in the game. There should also have been some kind of bonus for remaining faithful to Liara in ME2.

5. Give the player options with regard to the embedded reporter. Allers, Emily Wong and Salarian documentary maker should each have been an option, rather than Allers or nothing.

6. Increase the difficulty on Insanity - I enjoyed it, but it was too easy.

7. Add a better task Journal, which updates according to goal progress.

8. Add a working face import (Incredible it didn't ship working, but I understand this is coming in the next patch).

9. Add an option to turn on/off achievement notifications (matters very little after having completed the game, but should always have been optional).

10. Add an armour customisation terminal in the Spectre shooting range on the Citadel.

Thank you for listening.