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ME3 Suggested Changes Feedback Thread - Spoilers Allowed


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#5451
templarfrost

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Indoctrination theory.

Own it.  Make it yours.  Get rid of the Star Child.
Closure <------ Add this.

#5452
Bomberman65

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Something I stumbled across.
http://www.oxm.co.uk...before-release/

This is interesting. Which also leaves me thinking, Why did they abandon the Dark Energy part of the plot? It could have been interesting to end on that and leave you wondering what are you gonna do about the whole Dark Energy threat that is now looming?
That would have been a much better finish that the current one. Maybe they should use Drew's ending as the DLC.

#5453
JJ436

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ME3 Ending, What I Expected as I was Watching and Hoping:::
Shepherd activates the catalyst and plays activation cinematic similar to the control ending. Shepherd dies and wipes out reapers. Mass relays are not destroyed so the galaxy is still united. Shows clips of reapers dying... shows clips of the galaxy celebrating... shows clips of alliances made I.E. Wrex and Primarch, Quarians and the Geth... shows clips of your crew your old friends as they realized the war is finally over... see Normandy celebrating in lounge or likewise... would like to see Aria killing Cerberus on Omega... hearing "Thank you Shepherd" as people look up in the sky or someone at least say it, maybe someone who you romanced w/e to end it... Done, Good Ending. This is the ending I was gearing up for but it should reflect on the choices you made of course.

Edit:  I did not want to include the child, end choices, or all machine dying in this ending just the ending that the game (in my mind) was pointing to. Pretty sure if you wanted the Geth dead they would be crippled by now.

I've also played all 3 games so don't be fooled.

Modifié par JJ436, 28 mars 2012 - 08:39 .


#5454
tricker37

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Here ya go bioware, don't say I don't ever do anything for ya:

You defeat the illusive man like before only you have the chance to save Anderson from dying(but not from being put unconcious).  Instead of Greeting the child, you meet up w/ Harbinger who at first is vague to the point of deception(basically it knows it has lost)  It tries to rationalize the whole synthetics thing off and notes either synthetics kill organics or organics kill organics.  Harbinger then reveals he hates organics and likes to harvest cultures to make himself more powerful and has other galaxies he does this to, because he likes order and sees organics as chaos.  The catalyst is merely the VI for the citadel.  The crucible attaches, it forces the catalyst to be in your control and allows you and your crew the below options.  No angelic platform raising, you talk in the room Anderson(possibly!) dies in.  Your remaining crew and ex-squadmates join you and relay the options below.

Destroy-Reapers are destroyed along w/ relays and Citadel, Shep dies(if paragon/renegade is high enough, you can add the geth and/or EDI, and save yourself).  Battle ensues if u chose to destory EDI.  This is the default choice and is available no matter what choices you've made.  Side effects include, THE GALAXY PLUNGES INTO A DARK AGE!  Shep dies possibly.

Control-All synthetics become controlled(Reapers, Geth, EDI), citadel/relays stay intact, Shep replaces the Catalyst and his body is consumed by the process(if paragon/renegade is high enough, you can leave out the geth and/or EDI)  Choice is only available if the heretics are destoyed in part 2 or if Legion is salvaged.  Qurians must live as well.  Battle  ensues if you don't leave out EDI.  At least a medium readiness and war asset rating is needed as well.  Side effects include, it's possible Shep has no body, or at the most, a cybernetic one.  Must have a tech specialist.

Synthesis-Organics and synthetics are combined for a new DNA, relays, citadel, Modified Shep survives(if paragon/renegade is high enough, you can choose to destroy the reapers).  Can only choose this decision if you found a why to save the geth and quarians, brokered peace between the krogan and turian, and chose to save the rachni. Along w/ a healthy readiness and war asset rating.  Must have a tech specialist among your crew remaining, liara, and twice saved the rachni queen.  No side affects.

Video of Normandy crashing is completely removed along w/ Buzz Aldrin epilogue scene. Replacing it, the remaining crew on the Normandy including ex-squadmates w/ commentary from them on Shep's choice and unspoken feelings.  Shep appears on Normandy as either him/herself, EDI(male/female version, unless you leave her out), or synthesized shep.

New epilogue shows possible scenarios in the distant future resulting from Shep's choice, narrated by Buzz.

Modifié par tricker37, 28 mars 2012 - 09:12 .


#5455
Dead Reckoning

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I don't usually make any comments, but I had to respond to this thread. I did really enjoy the game. I thought the combat improvements were great and I like the multiplayer feature. I thought all of the new inter-squad banter was great and very funny. There were some really great emotional moments when I almost lost Grunt to the Rachni, Mordin and Thane's death, and Liara's recording of the galaxy's fight in case the worst happened and they needed to pass on what they had learned of the reapers for a future cycle. But since we are discussing what we would like to see changed or improved, I might as well go big or go home. So I apologize in advance for the wall of words. I don't want to quote any links. I just want to give you my own thoughts in my own words.


WAR ASSETS:
A lot of links have been provided about how these all seem to just distill down to one value. A higher score gives you 1, 2, or 3 choices at the end. With the lowest score destroying Earth at the same time. Perhaps these ARE implemented in a more detailed way, if so, it is hard to determine with 1 progress bar that simply tells you when you have passed the minimum points required. As we go about collecting assets, they are definitely falling into distinct categories:

1. Naval assets such as additional alliance ships that we have recovered and alien fleets, etc.
2. Ground force military assets such as Grunt's Krogans, Jack's Biotics, Rachni soldiers, etc.
3. Citadel defense assets such as the automated turrets, and the Civilian defense force.
4. Scientific or Crucible assets such as the cerberus scientists, Kahlee Saunders, prothean artifacts and reaper tech.
5. Medical assets such as the Alien medigel, the cerberus poison antitote, Did you trade civilian medicine for military grade medigel?

I really think it would much better to provide 5 different progress bars that show us how well we are doing any each of these categories. More importantly, These categories should contribute to the final battles in a clear and meaningful way. More on that follows below...


MILITARY STRATEGY:
For me, the best feature in the Mass Effect 2 suicide mission, was the need to allocate your team different tasks based on their strengths to achieve the best possible results. This also made it feel like you were assaulting the Collector base with your entire team, even if you still were only a part of a squad of 3. This makes the suicide mission fun to replay over and over again as you try out different squadmates in different roles. This was a big impovement from Mass Effect 1 in which you were stuck with the same 3 squadmates from Ilos until the conclusion.

To recapture this magic, each stage of the assault on earth should really incorporate decisions about how to allocate your war assets to solve specific problems. The success or failure of your decisions should be based on where you allocate your resources, and how high your points are in that category. Any choice the player has would have a great impact on the ending status of the galaxy. For example:

1. Naval Assets: If you go to war with fewer fleets, your ships could be decimated. If that does not lose the war for you outright, then you should at least lose some of your Ground force assets before they can land. The player could be forced to choose a fleet to hit the Reapers head on to clear a path for the shuttles. Choose the Quarian fleet, and they might lose their Live Ships, take heavy civilian casualties, and cause severe famine among their people in the aftermath of the war. I don't mind the long term consequences of these decisions being presented in a slideshow-style epilogue (like in DA:O). But to really involve the player in the decisions, I would really like to see a cutscene in the middle of the fight that shows me the immediate results of that decision. (Maybe Grunt's shuttle get's shot down and he never makes it to Earth to fight on the ground).

2. Ground Assets: Now that we are on the ground, I want to be presented with tactical problems that require me to send out my troops to deal with them. Time to send out Jack's biotics to bolster the Barriers of the Krogan shock troops, Or send the Rachni in to swarm the Cannibals that are overwhelming Anderson's team. An event or 2 where we see these troops in action would greatly improve the "Joint Operations" feel of the combat. And hearing audio results during the combat (Like the Com chatter in the Suicide Mission) would help the immersion. If the player is weak in ground assets, he might never make it to the Conduit and get on board the Citadel and they lose the war.

3. Citdel Defense Assets: These could apply to another area so I'll come back to this one later.

4. Scientific and Crucible Assets: This should really be the determining factor on how sucessful the crucible is and what your options are. If they don't build it correctly, then it should destroy everything in the system. Want to control the reapers? Sorry, you get indoctrinated instead. Think you want to merge all Synthetic and Organic life? Oops, you did not give Joker shiny circuits in his skin, you just liquified everyone to make more reapers.

5. Medical Assets: These would directly affect your casualty rates on missions. Did you send in Aria's mercenaries to do a Krogan's job? Well, if you have enough medigel, maybe they survive the battle afterall.

All together, this customization of the war assets would add a lot more strategy to the combat missions on Earth. Combined with previous events, This would create much more tangible variety in the state of the galaxy after the war is over. Which fleets survived the battle in space? Did Grunt's team Die to the last man? Did Jack's Kids get overwhelmed? Total Defeat should be just as much a possibility as Total Victory with the final tally of Shepard's Fight or Die strategy contained in the epilogue.


THE CITADEL (possible DLC):
The are several questions regarding the citadel. How did the Illusive man get there? How did the reapers take it over? What happend to Dr. Michele, the Council, Kelly Chambers, Barla Von, Commander Bailey? Have millions of people been processed to become a reaper? Did any escape? Did they all die when the Citadel blew up? So, here is my Nostalgic fantasy to answer these questions in a DLC form:

During the Alliance assault on Cerberus HQ. Shepard and Illusive man have switched places during their conversation. I think it would be really cool if the Illusive man was actually on board another Cerberus version of the Normandy during this conversation while Shep is in his office. It has been established that the Illusive man fled to the citadel and warned the reapers of the purpose of the crucible. Of course, in the game, the prothean VI says that the Citadel has already been captured by the Reapers and moved to Earth.

But what I would love to see in a DLC is a modification of this event. In it, the Prothean VI claims the Illusive Man is merely on his way to the Citadel. When Shepard tries to warn the Citadel, we discover that the Illusive man has used his version of the Normandy as a Trojan Horse to land Shock troops on the Citadel. Since the Illusive man wants the reapers to defend the Citadel, He is attacking the Presidium Tower to gain control just like Saren tried to do.

Shepard and the Normandy arrive mid-battle and fight the cerberus forces. While they are on the station, a cool Normandy vs Normandy battle ensues. But Shepard is too late. The Illusive Man has control of the station and Harbinger has arrived to take full control of the station just like Sovereign did. We all want more conflict with Harbinger. This is a good way to do it. With Reaper forces pouring into the Citadel, Shepard and his team are forced to escape while evacuating as many civilians as they can.

At this point, I refer back to the Citadel Defense War assets. Here is where they will be of value. The more defensive assets you have, the better the citadel was able to defend itself against this second attack. And the more people will be able to escape before Harbinger takes control. The player would also be force to make a very hard decision. On your way back to the docking bay, you can only travel to one location to save civilians and the War Assets they provide. Who do you save?

Citadel Embasies: Save Commander Bailey and the Council (again) to boost your Miltary and diplomatic strength.
Heurta Memorial: Save Dr. Michele and the hospital staff to boost your Science and Medical Assets.
Purgatory: Save Aria and thus keep the Mercenary forces that she commands.
Presidium Commons: Save Barla Von and the shopkeepers giving you the ability to get fresh supplies and upgrades in the middle of the battle on earth as well as improving the galaxy's financial stability after the war (assuming you win).
Refugee Housing: Save Kelly Chambers (again) and a host of intersteller refugees improving your diplomatic standing among the races and giving you a chance for a much better Romance option with Kelly on the ship.

While you only get the option to save one group, a stronger Citadel Defense score will allow more of these areas to survive without your direct rescue. Joker's success against the Cerberus Normandy should be affected by how many upgrades your ship got during Mass Effect 2.


THROUGH THE CONDUIT:
I liked it when Shepard got his but kicked by Harbinger on the way to the conduit. I wish there had been some taunting by Harbinger like he did while controlling the Collector's. Minor gripe.
But what happend to the rest of my team. I thought they were all vaporized. But then Liara showed up on the Normandy at the very end. Major gripe. But more about that later.


FINDER'S KEEPERS:
Now the Reapers have full control of the station, these keepers should not be friendly anymore. They should be under Harbinger's control and attack Shepard. But they are not warriors like the Collectors, they are workers and they go down easy. Let's have those Keepers processing bodies into vats of liquid to help make a new reaper. And maybe that great big Canyon we walk over could show us the start of that new reaper under construcion. This makes it so much darker when we consider the galaxy has been living on the citadel for thousands of years without realizing the "Boogeyman" was under the bed the whole time. And wouldn't it be nice to finally find out where in the citadel the Keepers come from?


ANDERSON:
Anderson makes it on the Citadel ahead of me? Shepard's armour has been blasted into ruins, but his communicator still works? Minor gripe. I think the scene would play more creepy without using Anderson as a narrator of what is to come. Let Shepard think he is alone for a while. Let him discover the area on his own. The lone survivor in a lot of pain in a mysterious area, with enemies lurking in the shadows. Shepard doesn't know Anderson made it until he walks in on him at the computer terminal. Anderson's Death scene while sitting next to Shepard is perfect. Bittersweet, but perfect. Poor Kahlee.


ILLUSIVE MAN and HARBINGER:
With my imaginary DLC providing answers to how he got there, his appearance does not seem out of the blue. As always any Dialogue with Martin Sheen's Illusive Man is rock solid. I like that he has developed the biotic domination ability like the Ardat Yahkshe. It is a little disappointing that he is just button click away from death. That is a bit Anti-climatic for a final Boss. But I do approve of him staying himself and not morphing into some giant brute to fight. But you would think that killing him would alert Harbinger to your presence on the Citadel and bring him to you for a little scare tactic and you possibly have to be saved by another one of your fleets which he eats for breakfast. But that's a very minor gripe since that could dramatically affect the pacing of the crucible activation and Shepherd's final words with Anderson.


THE CRUCIBLE AND THE CATALYST:
After all the mystery, we are finally given the answer to the Catalyst question by the Prothean VI. The Citadel is the catalyst because it is the only structure in the galaxy capable of generating enough power to activate the crucible. In his own words, this knowlege has been passed down cycle to cycle with the hope that someone would eventually succeed in completing the crucible in time. This make perfect sense to me.

The God-Child does not. Is he a VI? an AI? If he is synthetic, what does he care for the survival of organics. And if he has been on the Citadel the entire time, why was it even necessary to have Saren attempt to activate the citadel as a giant Mass Effect Relay to transport the reapers to this galaxy? Couldn't he have just activated it himself? Why is he even the little boy in Shepard's dreams? And to be honest, the voice acting is not up to par with the rest of the game and reminds me a little too much of little Annie Skywalker. Sorry about that.

As mentioned plenty of times, the idea that a synthetic wants to harvest all organics capable of producing more synthetics just to prevent them from being killed by their own synthetics is a bizarre, overly complex and unnecessary plot twist. I do recall there being a very small foreshadowing during the game that the Reapers must be answering to a higher power, but sometimes the simplest solution is the best solution.


ON THE HISTORY OF THE REAPERS:
In my fantasy land, The Keepers represent what is left of the first race and the creator's of the Citadel, the Mass Relay's and the first Synthetics life forms. What caused those first synthetics to rebel does not matter. What does matter is that we have plenty of precedence in the acts of Sovereign and Harbinger to believe that the harvesting of Organic life is THEIR idea and they demand it.

Why did these first synthetics start harvesting organic life to merge with themselves? Maybe they felt they needed an organic component to "evolve". And the only way they can continue to "evolve" is by harvesting new organic species before they can become a threat to their existence while still maintaining younger races for future evolution. In the ultimate insult to their creators, instead of harvesting them, they re-purposed them as automaton slaves keeping the Citadel (and maybe even the Mass Relays) operational to set up the next cycle of their evolution.


SHOOT THE MESSENGER
As I said before, I really dislike the idea of this Child/Catalyst scenario. If I have to have 3 choices dictated to me, In my fantasy land, I would prefer that the messenger was a VI representation of the Keeper race before they were repurposed into slaves. Perhaps this VI was the First Race's version of a Prothean Beacon. He is the only one they were able to create to act as a holographic monument to who their people were, what was their fate, how the Reaper's came to be, and how the citadel can be used to defeat them.


COLORFUL ENDINGS
Now regarding the 3 major endings. With the exception of the unexplained appearance of the Normandy running from the Blast with my Squad mates on board, I am not quite as hateful about these endings as some. But they should have more variety if you take into consideration Shepard's Reputation, The Available War Assets, and the choice you make. All 3 options should be available regardless of your War Readiness score. But the success of your choice would be determined by your Asset allocation and your status. For example:

RED - DESTROY SYNTHETICS - Do you have enough Crucible and Scientific Assets to Achieve this goal? If not, you have just accidentally Destroyed Earth and the Reapers survived. If you just barely have suffient assets, then Earth is destroyed, but the Reapers are, too - Victory through Defeat. If you do have enough Crucible assets, then what is your Reputation. If you are Paragon, then you can destroy the reapers, but possibly save EDI and the Geth. If you are Renegade, then all synthetics are destroyed. A very High Reputation in either direction may allow Shepard to survive the blast. But, how can he be alive in a pile of rubble on earth? If you must, then Mass Relays and citadel can still be destroyed.
-- Queue the Epilogue

BLUE - CONTROL THE REAPERS - Do you have enough War Assets? No. The Control Attempt fails, you get indoctrinated and the Reapers Harvest the galaxy. Yes. You control the Reapers. If you have a very high paragon or Renegade score, maybe you can survive the procedure through sheer force of will. Citadel Survives, Mass Relays Survive. But do any of my squadmates survive Harbinger? Did they finally follow me up the conduit?
-- Queue the Epilogue

GREEN - SYNTHESIS - This is my least favorite option. But as a symbol of evolution, I guess it is supposed to be the most Paragon choice. Do you have enough war assets? No. Have a nice trip disentegrating on the way down. Reapers Harvest the Galaxy. Yes. If you are paragon, then everyone becomes Shiny Happy Sythesized People. (Would be Nice if EDI got a little bit of Skin, though). If you Are Renegade, have fun melding with any nearby technology. (Part of the Ship, Part of the Crew). Joker would look pretty cool fused to the cockpit where he can be with EDI forever. ;) If Your Reputation is Very High (either paragon or renegade), you can become the Guardian VI of the Citadel, replacing the old Keeper VI. If not, Yeah, back to disentegration. Citadel evolves, Mass Relays evolve. Into what? Maybe the Reaper ships are absorbed into them to become a new life form.
-- Queue the Epilogue


THE DESTRUCTION OF THE MASS RELAYS:
Perhaps the only way for the galaxy to truly be free of the Reaper threat is to destroy all of their technology once and for all and let the new races find their own method of transportation. (Wormholes, Stargates, Sleeper ships). Ok, so there are all the questions regarding what happens to everyone stuck in orbit of Earth. Well we still have FTL drives. Perhaps there is another system close by that the Quarians and Turians can Inhabit. If the Relays survive, from another choice, then they can still go back home. Or perhaps they have discovered enough Reaper technology to rebuild the Mass Relay's on a smaller scale. But I agree with others, the precedent set by the Arrival DLC makes it look like destroying the relay's will wipe all all life in any system that has one and is a plot hole that should be addressed.
- Queue the Epilogue.


THE CRASH LANDING OF THE NORMANDY:
This idea is just completely out of left field. There is no justification for it. The Normandy's end should be connected to the method used to destroy the reapers. Any failure because of lack of War Assets should destroy the Normandy. And then Crash landing or cheesy Victory flyby's can be used depending on the how the Reapers were defeated.
What I really want to see is Harbinger in the Mass Relay instead of the Normandy trying to outrun his fate only to be overtaken by the blast. But perhaps Harbinger crashes to leave us wondering if there is still just a little bit of life left in him. And if Shepard is still alive?
- Queue the Post War DLC for a final confrontation.


DARK ENERGY:
The Prothean VI told Shepard that the Catalyst enhances dark energy transmissions. In Mass Effect 2, Haestrom's sun was suffering from a Dark Energy effect that was ageing it's sun. Since the VI believes the citadel is the catalyst, Does the Citadel get it's power by draining stars of Dark Energy? Just a plot point from ME 2 that has been left hanging.


CONCLUSION:
I still really love the game. I spent hours and hours on it taking my time so that I would not miss anything. But for me, the overly simplistic implementation of the War Assets and the Ground Assault (Tank escorts are Sooo Call of Duty) combined with the plot holes and the 3 vanilla endings has left the game with very little replay value and very little insentive to purchase any DLC content that would most likely be squeezed into the existing content rather than extending it beyond the ending of the war.

Hypothetically speaking, A DLC for re-taking Omega for Aria would not be much of a priority for me since she really didn't actively help me anyway other than send me on some errand boy tasks and pad my numbers a bit. I think that any DLC that gives us more squad level interaction with our previous Romance Choices like Miranda and Jack, would be welcome. But for me, A Citadel DLC would be best since it is really directly involved in the outcome of the galaxy and would answer a lot of questions to the main plot rather than being another Cerberus related side quest.

And if you have actually read this entire posting. Thank you very much.

Modifié par Dead Reckoning, 28 mars 2012 - 09:32 .


#5456
BrowncoatN7

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Joker as a love interest? Pretty please? :(

#5457
Aver88

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I would love to see DLC about Jack.

My dream DLC would be:
-Jack as companion
-Improved romance by at least two additional hanging around scenes + final love scene.
-Additional mission about her
-She in final flashback instead of Liara

We deserve this as this is final game. I want to have a chance for a proper farewell with my favorite female character in video games history (because I doubt that we will see her ever again in any ME game). 10 minutes are not enough to do so.

I can pay 1200 BW points for this or even more (just suggested 1200 because it's highest amount of BW points that BW wanted for DLC so far).

#5458
Moricant

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OK, I haven't read all of the other posts on the thread so apologies if I am repeating what other people have said. Like many others, I thought the game was excellent until the last five minutes. I can appreciate a bittersweet ending but personally I felt that ME3 went beyond that, into the realm of the simply depressing.

Minor technical tweaks (playing on 360):

The journal could be arranged better - in particular, updating minor quests so that I can distinguish between items that I have retrieved and need to deliver, and those which still need to be recovered.

I would really like to be able to assign squad points to all characters on the Normandy, not just Shepard.

There seemed to be a number of jerky missed frames in animations at some points.


The ending:

The thing that I really love about Mass Effect is the characters - they provided me with the impetus to work my way through all three games, even at points where I felt the ongoing plot faltered. The ending as it stands really doesn't satisfy me in that regard - I have no idea what happened to the majority of my squad, or how they reacted to the final choice. Clarification on their fates and lives after the final mission would be most welcome.

Likewise, I would appreciate a little more clarity on the fate of the galaxy after my choice. There are too many unanswered questions at the moment - e.g. if the coloured blast wave caused the Normandy to crash, did it take out the Allied Fleet as well? Did the mass relay explosions destroy entire systems like the one in Arrival did? I am by no means opposed to ambiguous, open-ended finales but this one was just too much. All I can draw from the three choices is that I have effectively destroyed everything I was trying to save.  At the very least, some DA:O-style text boxes at the end could provide some closure, although I would prefer proper cut-scenes.

Throughout all the games, Shepard (mine at least) has typically responded to people saying that something is impossible by proving them wrong. Meekly accepting the Starchild's assertion that we can't keep our current forms, because synthetics will inevitably destroy all life seems a betrayal of that attitude - s/he should at least argue the point, pointing out that the Quarian and Geth have made peace and are united against the reapers (or that the Quarians successfully defeated the Geth, even when the latter had Reaper assistance). This could be a great place for Shepard to refer back to all the decisions made over the series to justify why the galaxy doesn't need the Reapers anymore (though I suspect I am being heavily influenced by B5 here...). Shepard can ultimately become the advocate for all organic life (or perhaps just humanity, if renegade).

Some extra cutscenes showing my hard-gathered war assets at work would be nice - maybe even some choices on how to deploy them, as others have suggested. In line with my comments above, if there was an extended debate with the Starchild, perhaps EMS and actions in the game could trigger specific sequences that Shepard or Starchild on could seize on to support their point - for example, a Geth ship sacrificing itself to defend a Quarian liveship.

Modifié par Moricant, 28 mars 2012 - 10:37 .


#5459
Bone3ater

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In the hope that this thread is actually making any difference, and is not just a means to let us vent, I'm going to post here.

Foremost I would like to say that I liked pretty much everything in ME3. The little jokes on the Normandy, the further character develepmont, the whole theme of sacrifice (Mordin, Anderson, just friggin' epic), the gameplay, and surprisingly the multiplayer.

I didn't like Kai Leng. He seemed like an unnecessary "Bad Guy", constantly provoking Shepard.
I felt like he was just added to be a further conflict, which is kind of unnecessary as there is already enough conflict in the whole galaxy. It just made him look ridiculous and he felt out of place. Like a Marvel villain.
 
Obviously I didn't like the ending.

Why?

Because it didn't make any sense, like so many people already pointed out. By the catalyst's logic he would have to instantly destroy the reapers and himself, especially after seeing what Shepard accomplished with the Geth. Furthermore there is no "real" choice. No choice to argue with him, or tell him to go to hell.
Why isn't there? Suddenly Shepard just agrees? Playerchoice is being ripped away at the last minutes, which is really dissapointing, and we are supposed to just accept that.

I'm sorry, but I won't.

So, the ending is still pretty strong and powerful, regardless. I like that.
But it doesn't make any sense, so it can be as powerful as it want's to be, but nothing is going to change logical flaws, especially when everything in the whole franchise is pretty good explained and established. That just makes it much more saddening.

I'm going to post some links now which represent my feelings and views towards the ending, I know we should say what bothers *us* but I think I kind of did that.

http://www.gamefront...fans-are-right/

I really like this one. Very well put.

Here's another one.

Here's a well put video on YouTube. Really like that as well.

That is all. If I missed something I'll add it later.

Hope this really get's read though :bandit:

#5460
Firmijn

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Aver88 wrote...

I would love to see DLC about Jack.

My dream DLC would be:
-Jack as companion
-Improved romance by at least two additional hanging around scenes + final love scene.
-Additional mission about her
-She in final flashback instead of Liara

We deserve this as this is final game. I want to have a chance for a proper farewell with my favorite female character in video games history (because I doubt that we will see her ever again in any ME game). 10 minutes are not enough to do so.

I can pay 1200 BW points for this or even more (just suggested 1200 because it's highest amount of BW points that BW wanted for DLC so far).


This! exactly this!!! <3

#5461
jasperrdm1

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my suggestion will recon how weapons work. In ME 1 I loved unlimited ammo with the over heating barrel bit. I hated how in ME 2 you brought back bullets/heat couplers. So I offer a compromise. Instead of Ejecting heat couplers to cool down the weapon, INject them. Have Shep be able to carry 4 to 6, or work it like you do grenades. Shep press down on left button and the weapon cools down. So I would have the option of letting my weapon cool down like ME1, or instant cool down with limited ammo option in ME 3.
If you don't want to that for ME 3 consider for ME 4.

#5462
Bludger133

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My ideal epilogue would have the Council erecting a statue of Shepard in the Citadel (the Krogan got one) to honour his/her heroic efforts and acknowledge the sacrifices of humanity to save the galaxy.

Whether or not Shepard is there with his/her crew will depend on the level of war assets, previous choices, etc, and how well he/she did in the real fight for the Citadel after breaking free from Harbinger's indoctrination attempt and waking up just in time to leap into the beam.

Of course, Shep could also fail to open the Citadel in which case the epilogue would show his lifeless body, the deaths or bodies of his crew, and a universe full of destroyed civilizations.

#5463
spacefiddle

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If the Reapers are just Infailable Logic God's solution to an academic problem, and for the betterment of all, why are they so horrible?  What role does inflicting terror, agony and suffering play in this brilliant solution?  What does dissolving people alive, screaming in agony, have to do with any of this? 

Are we really supposed to believe that the awful monsters we've been dealing with since ME1 are suddenly really just trying to preserve organic life, or that some coldly logical and emotionless Godboi actually just, what, decided to throw in "sadistic torment" into his design doc?

#5464
Bludger133

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sydranark wrote...

 This guy went out of his way to make a 39-minute long video on what to do with the ending. I strongly suggest that the devs watch the video, as he makes numerous valid points. 

 

Good luck!


BIOWARE WATCH THIS.  IT EXPLAINS EVERYTHING THAT WENT WRONG AND HOW TO FIX IT.

#5465
HeartyMedusa

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While I liked the Multiplayer aspect of the game, it's only one game and it's not enough for me to get a permanent Gold membership on XBox Live. I think it's a good idea in that it helps raise the Galactic Readiness, but, maybe, make it so that the numbers don't fall the longer you don't play the multiplayer. There are people out there who will play the multiplayer no matter what, so you guys don't need to punish the rest of us with diminishing Galactic Readiness.

#5466
Singu

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spacefiddle wrote...

If the Reapers are just Infailable Logic God's solution to an academic problem, and for the betterment of all, why are they so horrible?  What role does inflicting terror, agony and suffering play in this brilliant solution?  What does dissolving people alive, screaming in agony, have to do with any of this? 

Are we really supposed to believe that the awful monsters we've been dealing with since ME1 are suddenly really just trying to preserve organic life, or that some coldly logical and emotionless Godboi actually just, what, decided to throw in "sadistic torment" into his design doc?


This is what baffles me the most about the ending. No matter the stoner philosphical twist you put on the reapers motives and ethical logic; You have here an entity in the universe who have harvested all evolved organical life in our galaxy every 50k years for the last billion years at least(that's the hinted age of the relays that the reapers built due to dating of the sediments some of them have been buried in). Lemme see, that's 20.000 reapings they've conducted - minimum.

Is this a force in the galaxy that deserves to survive in 2 of 3 endings?

"We know that you have thought about destroying us" the Catalyst says. Really?? Really????? 'Though' about it?

I would go so far to say that there should be a really crappy ending with low readiness that saw the reapers survive. All others should have them kicking and screaming in very graphic death scenes(not sure how to do this) while the alliance pisses on their smoldering hulls. They're the biggest fascists of the entire universe. Their evil is so beyond conventional evil that you need a new word for it, I think I will call it 'reavil'.

Seriously Bioware. The reapers are baaaad, no matter what way you look at it. And trying to present an alternative suggestion would take at least another trilogy for me. Not five minutes with a glowing thingy that's melted advanced organics since we where an organic soup in some puddle on earth.

#5467
GimmeDaGun

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A few glitches and bugs I found half way through the game (and a few I can remember from my first playthrough) - I won't address any issues about the endings now.

1. The first reaper that you see landing – the one wich kills the commitie with the dark energy beam – simply disappears after the human dreadnought goes down and you fall down from the ridge because of the wave of the explosion. Before the explosion it’s there after that when you take a look back it’s gone, missing. :D

2. I know that it’s an eagle’s eye thing but when the little kid runs into the building where you see him int he vent the door of the building is closed: the lock is red… should be green and turn red after he got inside.

3. Another eagle eye thingy: When the kid gets on to the Shuttle the person next to him is a civilian who all of a sudden turns into an Alliance soldier (you only see his\\her leg: it’s on the boy’s left) – possible texture-skin bug.

4. When you catch your dog tag during saying good bye to Anderson, you catch it with your right hand while you hold your assault riffle with the left a second later you hold the riffle with the right hand… hmmm…

5. On Mars it happened to me several times that when you see Dr. Eva on a monitor for the first time (the one on which Eva is using a controll paner of some sort) 3\\4 of the monitor suffers some sort of texture glitch… it turns into a mass of RGB textures.

6. Again on Mars when you look up to the sky, you can see that there’s a strange round-shaped spot in the middle. It must be a background-skyline composition bug.

7. The first time you can talk to Liara on the Normandy there’s a glitch: When you ask her about the drone, Glyph (under the investigate option as far as I can recall), during the answer Shepard follows Glyph with his head, turning it left… after that his had remains in that position for the rest of the conversation.

8. Everybody in the Normandy – especially Traynor and Javik - can turn their heads back almost a 180 degrees when they talk to you and you stand behind them. Quite twisted… :D

9. During the Eclipse mission when you go to Bailey the animation of Shepard entering Bailey’s office is glitched: you arrive through the wall.

10. When you enter Udina’s office for the first time the door opens behind you, like you entered the room through a closed door – obviously and animation glitch.

11. Huerta Memorial: there’s an asari who asks for some AMP modifications in fron of a room next to the decontamination corridor. There’s and NPC walking back and forth between that room and the hospital rooms… well she can walk through Shepard like a ghost. It occured to me with other walking NPC-s on the Citadell (it must be a general problem).

12. During the Kasumi mission with the „big stupid jellyfish” there’s a sentence Shepard says at the Docks during radio conversation to Kasumi which is glitched: it’s the one which tells Kasumi that „I thought you still in love with Kaj Jee (spelling?).” or something like that. In the middle of the sentence Shep goes silent – that one is cut. It’s before the sentence where Kasumi says „I may be nostalgic but not dead.”

13. In Grissom Academy when you meet Khalee Sanders she’s holding a shotgun. Well when she’s walking towards you that shotgun disappears from her hands during your first meeting.

14. In Grissom Academy when you enter Orion Hall where Jack tries to protect her students you see 2 or 3 Cerberus troopers shooting at Jack and 2 of her students from a short distance. There’s no biotic barrier or anything… they should be dead, or there’s a biotic barrier missing. :D

15. When you enter an Atlas which is still intact (you didn’t shoot it’s windows) it’s windows are broken like you shot them (it’s especially obvious at the end of the Grissom Academy mission or at the main Cerberus Base where you can enter one which is not used by anyone).

16. Another general issue is that sometimes your squadmates get stuck at certain points – places of interest where they try to show you something, in front of ladders etc.). Not that annoying, but you still have to reload.
17. A general sound issue is that when you enter a room after loading (esp. in the Normandy) or you just loaded the game the first sentence they tell you (usually it’s autodialog) is mute – you can only see the subtitle if it is on. Especially obvious with Traynor’s comments.

18. In the Normandy you can hear footsteps at places where there’s no one around you (the captians cabin!!!, The main corridor at Engineering (above the Shuttle bay).

19. In the Normandy’s cockpit there’s a certain area behind Joker where Shepard gets stuck. You can’t move, so you have to reload.

20. In Sur’kesh, at the second checkpoint – where you have to give your approval for the container to go to the next one – during the cuscene your gun disappears from your hand. It’s pretty easy to notice because you hold up your gun.

21. Again in Sur’kesh when Mordin\\other guy talks to you via radio during action and you can see him through the containment shield, the person’s mouth does not move. (there’s only one ocassion when it’s obvious: when the container is stuck because the power grid is offline). Yeah I know, that it’s nitpicky.

22. Again in Sur’kesh there’s fire on the other side of the compound which has the same lighting effect as the sun: it creates a shaft. It’s the fire you can see from the room where the Varren kills a Cerberus soldier. You have a great view of it when you go to small balcony next to the ladder where you can find some salvageable materials.

23. I noticed it several times: when you kill an engineer the turret on his back may remain intact. It won’t activate and shoot you, but the map\\radar shows it as an enemy and your squadmates react on it accordingly – except they do not notice it and shoot at it.

24. There are times when turrets go invisible and you can only notice them by the red aiming frame.

25. There are times when enemys get stuck inside objects like trucks etc.. Unfortunately you can’t kill them then… so you have to reload.

26. In the MP there are ocassions when the enemies fall down a ridge and they don’t die but float in the air… you have to kill them somehow. If you push an enemy into the deep by biotic power or whatever they should die.

27. When an enemy jumps off a rooftop or ridge and you use concussive shot or push\\warp etc. on them they are pushed inside the wall… afterwads the reappear. Obivous graphical glitch.

28. There’s a salarian doctor in Huerta Memorial who ask for some kind of biotic enhancement. When you deliver the item to him there’s a heavily glitched animation which shows the doc. The camera angle seems out of place and sensless. The mission ends by gaining 90XP: I don’t know wether it’s a glitch or not, but you don’t get any war asset from him.

29. There’s a MAJOR ANIMATION GLITCH concerning Shepard when you talk to the salarian dalatrass via vidcom before the Genophage cure. I gave the pro-krogan answer to her. Shepard’s animation is glitched heavily…it’s pretty annoying.

30. When Wrex\\Wreav enters the „Hollows” in the cutscene after you kill the husks, his mouth\\nose slurs with or is in the lock-hologram. It’s an obvious animation glitch.

31. On Thuchanka when you get out of the truck during the cutscene where you see the Shroud for the first time you can’t see the reaper – it’s missing. After the cutscene you can see it clearly.

32. When you meet Balak, the whole conversation is poorly animated. Firts he points his gun to Shep’s head and the gun makes a slight position shift. Then you choose the renegade\\intimidate option, Shepard turns around and faces Balak. But when Balak leaves Shepard is shown in his original position, turning his back towards Balak and then turn around.

33. At the end of the Coup there’s a camera angle glitch: after Udina or the VS is killed everybody leaves the scene via the door: at the ending of the scene there are two pretty strange and senseless camera angles showing one of your squadmates leaving and showing an empty place with a bar.

34. During Thane’s dying scene: the music is glitched… it slides at a point if it makes sense.

35. Thane’s death: when Thane died his eyelids and eyes are still in motion and he’s still breathing. Hmm…

36. The one mission at the Docks about the documentary film given by the salarian film maker: it’s glitched. if you take some photos at the wrong places the mission can’t be finished – it won’t let you take a photo of the gambling table where Vega is playing poker.

37. When you meet Kaidan as you go back to the Normandy, after the Coup he salutes you. First with his left hand (profile perspective)… then the camera angel changes (Shepards over the shoulder perspective) and shows him saluting you with right hand. Obvious animation glitch! You salute only with your right hand!!! :D

38. During Jacob’s mission when you enter the Hangar with Jacob, there’s a strange camera angle glitch at the very beginning of the scene.

39. Another camera angle glitch during Jacobs mission is when you take Garrus with you and Jacob says hello to him. The camera angle is quite wrong. It shows you instead of Garrus. And when Garrus answers the camera does not show Garrus but an empty wall instead.

40. When you enter the shuttle after Jacobs mission Shepard is vibrating. It’s a lighting glitch.

41. Ending glitch: In the Citadell when you are in the control panel room with TIM and Anderson you see cars moving in the backround\\ on the Wards. It must be a huge texture bug.

42. Another ending glitch:”M1M” texture on the corridor of the Citadell. That’s a place which supposed to be untouched by living beings. M1M are human marks.

43. HUGE ending glitch: even those squadmates may get out of the Normandy’s hatch untouched and alive who were killed by Harbinger (you see them dead on the ground when Shep wakes up).

#5468
VinHikaru

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I also strongly recommend this video to the developers () as it is a calm and thorough examination of the reasons why the ending was so poorly received by a large portion of the fanbase. The author talks about large themes and, while the video is a bit long, he makes some very insightful observations.

#5469
Dasher1010

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Not regarding the ending at all but some DLC weapon mods like an SMG stability upgrade would be very nice to have.

#5470
FlyingSquirrel

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I've played through the game once, and while I agree with the most common complaints/suggestions that seem to be floating around (disappointing ending, too few dialogue choices, somewhat limited effects of past decisions), I have a few other suggestions that I'd like to throw out first.

Sidequests and Exploration
Overall, this was probably stronger in ME3 than it was in the previous two games, in that the sidequests avoided the problem of "here's some completely unrelated situation that you can go explore while time apparently stands still everywhere else in the galaxy." However, I have one gripe, and that's that neither the Galaxy Map nor the Codex actually tells you where the various races' home planets are. This was especially annoying with Dekuuna (the elcor homeworld) - the most I was able to find was by looking at the war map and determining that it's somewhere in the left-hand Council Space sector, and I'm not sure if the relevant cluster was even viewable at first. This sort of thing ought to be common knowledge for the ME characters, not something where you have to waste time flying around hoping to stumble across it. On a related note (and granted, this has been an issue all along), why do you have to orbit a planet to look up information about it?

Squadmate Issues
(DISCLAIMER - I was importing a playthrough where Garrus, Samara, and Kasumi had been killed in ME2.) By and large, I was actually OK with not having most of them rejoin the Normandy crew. However, I found Miranda's behavior kind of strange at first - unless she doesn't have any idea that Sanctuary is being used for Cerberus indoctrination experiments until she actually gets there herself, it seems odd that she doesn't tell Shepard about her suspicions at some point. Plus, her initial e-mail about the "nonsense" the Alliance must have told Shepard led me to suspect that she was still with Cerberus, but then you talk to her and she clearly isn't - so why would she have a problem with Shepard rejoining the Alliance? Also, since I never did Samara's loyalty quest with this character, I would have liked to see Morinth turn up since she's presumably still on the loose somewhere. And I thought there should have at least been a line with Joker, Chakwas, or Daniels & Donnelly about where Kelly Chambers and Rupert Gardner ended up.

Also, I let Ashley go with Hackett rather than persuading her to join the Normandy with the Paragon speech option, but I don't think she is even mentioned after that. At the very least, I'd have expected to see her somewhere during the final battle for Earth. (Unless I just missed her when walking around talking to the other squadmates/allies before the ground assault?)

Citadel Odds and Ends
The game generally succeeding at restoring the more expansive, vibrant feel of the Citadel from ME1, so these are just minor issues. Anyway, the Diana Allers character was a decent addition, but I was kind of surprised that there was no confrontation with Khalisah Al-Jilani at any point (I think she yells at Shepard outside Bailey's office but never actually attempts an interview), and Emily Wong seems to have just vanished unless it was mentioned somewhere that she left the Citadel (or had been killed). Not a big deal, but Al-Jilani and Wong were worthwhile recurring bits from the first two games and I kind of expected to see a little more of them. Also, I found it annoying that, after first talking to Aria, I couldn't even walk into Bailey's office without triggering the dialogue about getting that one merc leader out of jail.

Information Management
If I'm not mistaken, the Journal entries for the missions almost never updated to reflect recent progress, which sometimes left me unsure what I had and hadn't done, especially with the scan-and-retrieve sidequests (which, while fine conceptually, tended to run together in my head). It also wasn't clear if doing the Cerberus abductions sidequest on Benning meant that I had the information for the diplomat whose family member went missing there - I think I picked up a dog tag or something, but nothing popped up to tell me whose it was. (And then I guess the diplomat was killed in the Cerberus coup because he appeared to be gone when I got back to the Citadel.) Instead I had to rely on bringing up the map at the Citadel and seeing if any new names popped up as being accessible somewhere, and even that wasn't 100% reliable, I don't think - I believe there was somebody in Purgatory who gave me a sidequest that I later completed, but his/her name didn't show up on the map, and I probably would have forgotten that I'd done the character's quest if I hadn't happened to walk past the character and noticed that I could initiate dialogue.

On a somewhat-related note, it would have been helpful when using the weapon upgrades console in the armory to be able to see exactly how much the various upgrades would improve each weapon.

Modifié par FlyingSquirrel, 28 mars 2012 - 02:35 .


#5471
Devos

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I've found the recent talk of closure and clarification... worrying. The problem with the ending isn't that we simply didn't get it. I'm not going into details about what was wrong with it but this guy summed it up really well for me.

www.youtube.com/watch

It's a long video but sums up how a lot of us feel really well.

The important points are the sudden introduction of a new character, concept at the very last minute, the shift in mood and finally the way to resolve this isn't clarification. Lack of explanation and information is a problem but the more fundamental one is that the ending goes in completely the wrong direction.

Clarification isn't the answer. While it may be painful the ending is bad and it has been collectively rejected. But there is a real positive here, a chance to go back and redo. Not patch it up or try and paper over the cracks and holes but actually redo. How often does that happen?

I hope BioWare accepts our criticism,  accepts they need to do something new and does something that is their own. That means ignoring the more prescriptive suggestions but understanding what it is that caused the rejection of the ending.

Modifié par Devos, 28 mars 2012 - 02:39 .


#5472
chkchkchk

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I don't want Bioware to take point-by-point direction from us. (Ugh!) We all know they've got lots of great writers on staff. I'd love to see writing from the whole team and not just one or two people working in isolation.

#5473
FlyingSquirrel

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The important points are the sudden introduction of a new character, concept at the very last minute, the shift in mood and finally the way to resolve this isn't clarification. Lack of explanation and information is a problem but the more fundamental one is that the ending goes in completely the wrong direction.


I agree with this - sure, I'd like to see more about what happened to the characters, but my objection to the ending is more of a philosophical one (which I'll expand upon shortly). I doubt that Bioware will actually remove the current endings from the game, but if they do end up creating a DLC that changes the ending, it should include more and different choices in terms of what Shepard actually does and not just extra cutscenes with the Normandy crew and other important characters.

#5474
Omnicrat

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Also, this should definitly be viewed by the development team.



I consider reposting this link (as I have doen) to be a vote for the statements made in this video.

#5475
Omnicrat

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chkchkchk wrote...

I don't want Bioware to take point-by-point direction from us. (Ugh!) We all know they've got lots of great writers on staff. I'd love to see writing from the whole team and not just one or two people working in isolation.


Our comments will most likely be guidlines at best.  I doubt Bioware will pick any one post and use that to make the ending.