With respect madam this explains everything.
BTW listen to the fans but not the ones that are jerks. m-kay.
ME3 Suggested Changes Feedback Thread - Spoilers Allowed
Débuté par
RaenImrahl
, mars 17 2012 03:00
#6301
Posté 09 avril 2012 - 07:59
#6302
Posté 09 avril 2012 - 08:42
Finally worked up the courage to play through a second time as my other Shepard. Playing the PC version as before.
I realize the EC probably won't have anything like this, but anyways:
The Good Stuff:
I realize the EC probably won't have anything like this, but anyways:
The Good Stuff:
- The Tuchanka and Rannoch mission arcs are still great.
- Adepts are surprisingly fun to play, even more so than ME2.
- Javik. Didn't have him the first time around, I like his viewpoint because it's 100% opposite of this Shepard. His flashbacks during Eden Prime are excellent.
- The fetch quests are SO boring. Seriously, I don't even want to do them because they just kill the pacing. Scanning planets for a few War Assets is alright by me. But getting an item and then having to return to some mystery NPC that the journal/map doesn't even know about is incredibly immersion-breaking for me. If we're going I'd much rather have side missions akin to ME2 for these items (heck, even the Mako).
- Those animation bugs, especially in cutscenes in the second half of the game. Not very polished.
- Atrociously low-res textures in spots where ME2 really shined. This is especially noticeable with femShep protagonists and female NPCs. It's like they're half the size as the male equivalents.
- Javik. He should not have been DLC. Or he should have been free for people for a short time. He's an important story foil.
Modifié par OchreJelly, 09 avril 2012 - 08:42 .
#6303
Posté 09 avril 2012 - 08:49
I am a strong supporter of mass effect 3 getting a suicide mission similar to the one in mass effect 2. I do not conisder the London level a suicide mission. I'm not asking for an opinion on if there there will even be one or if it's a good idea or not, I just want to know what you would want to see in a mass effect 3 suicide mission.
for me, i would want it to be similar in structure to the one in me2. you would have to divide your crew, former crew, and maybe even certain war assets into specific teams to reach certain points/ objectives. hopefully you still have tali since she'd be the onyl tech left. you'll need a leader for alpha team so hopefully garrus or miranda are still alive. maybe you need to assign a diversion team to distract harbinger. who/ what war assets would you assign? do you send the normandy to distract harbinger? or do you send an entire fleet and have the normandy offer support somewhere else?
do you want a harbinger boss fight at the end? i know i would! how would you fight him? would it be like the human reaper fight in me2? would it take place inside of harbinger?
for me, i would want it to be similar in structure to the one in me2. you would have to divide your crew, former crew, and maybe even certain war assets into specific teams to reach certain points/ objectives. hopefully you still have tali since she'd be the onyl tech left. you'll need a leader for alpha team so hopefully garrus or miranda are still alive. maybe you need to assign a diversion team to distract harbinger. who/ what war assets would you assign? do you send the normandy to distract harbinger? or do you send an entire fleet and have the normandy offer support somewhere else?
do you want a harbinger boss fight at the end? i know i would! how would you fight him? would it be like the human reaper fight in me2? would it take place inside of harbinger?
Modifié par noobcannon, 09 avril 2012 - 08:50 .
#6304
Posté 09 avril 2012 - 09:09
Hello Bioware,
Before i get into my issues with the ending of ME3 i want to say how much i love the ME games/the universe
and the characters that are in it.Also i just love Bioware.It's honestly my love for the game that makes me
want to say something about it.Most of us on here truely love ME and Bioware.we feel that ME deserves
a better send off.Shepard deserves a better sendoff.
Up until the final level of ME3 my problems with the game are minimal at best.I was loving it,
If you look in this thread and youtube there are many people who can talk about the issues much
better than i.The 5 reasons why,IT clip,nerdrage clip etc.Im sure you have seen them by now so
no need to rehash those links.
To me the ending felt unfinsihed.A game that has so many cut scenes,builds tension and is a series
known to not hold back on voice acting,choices and lots of cenematic,the ending was a blink of an eye.
When i chose my ending and the credits hit i honestly was shocked,Thinking THATS ITS?!
Looking back i can tell you why i felt that way.
-The last level of the game had no boss or to me even a real point.Just survive some waves of
reapers.The reaper we killed should have been more important or something.This is a minor issue
but a small one.
-From charging the beam on.........
Its convoluted,contrived and confusing.(say that three times fast!)-
-The slow motion walking drove me up a wall.I get its for added drama but damn too much
-The fact that the last enemies Shepard fight are 4 generic reaper troops is pretty lame.
-Once you're in the citadel everything feels opposite and dreamish yet its supposed to be happening in
real time.No paragon inturrupts to save Anderson.You have to renegade inturrupt to live and to save him.
The talk with TIM is fine,i like how he is handled.Its the one part of the ending i thought fit in the ending.
-I really liked having anderson to talk to in the final minutes.Although to me its a big plot hole having him
beating you to the room and TIM being there but i could have forgiven that.
Had the game ended right here with anderson dying and Shepard setting off the catalyst i would have been
happy.
-Really if while you were talking to TIM and were given a choice to either help him control the reapers or
stop him and destroy the reapers i would have been happy.
We still could have gotten the destroy ending and control ending all while it making a little more sense.
Bioware keeps the concepts and it makes more sense.You could have even shoehorned in the synthesis
ending with TIM too maybe something goes wrong and it slowly starts rewriting dna somehow.I dont know
exactly but it might have worked.
Instead we get to the room with three colors.The starkid's conversation makes little sense and to me
it feels forced like they couldnt figure out how to make the ending work.in this room the paragon/renegade choices to me are flipped.Again the whole sequence following the beam feels like choices are flipped.
You can't disagree or protest you just have to say uhhh ok i guess i pick ______
Then after all this we dont really get an ending.The cenematics are under 4 minutes and dont really explain much.
You could have easily worked in the three ending as follows and to me it pretty spot on for the game lore
and
story.TIM-control ending/renegade,Starkid(should be harbinger) neutral
synthesis ending now backed into a corner broking for peace,Anderson
Paragon,Destroy the reapers once and for all(hopefully)
So while i was pretty annoyed at what i got out of the ending its what i didnt get that annoyed me just
as much.
-No closure on our love interest,our squad mates or really even shepard(if shep lived)
-Our war assests and our choices had zero to do with the final battle barring an arbritrary number
on the screen. You never hear or see what happens to all your former squad mates or to any of the
former npcs that you collected for the big assault,.
-No epilogue that explains anything that happens.Again zero closure.This is supposed to be the end
of the series,the final showdown and we dont know what happens.Endings need an epiloge.
Without any definitive endings it makes me feel everything ive done is for nothing.Thats how i feel.
I saved the rachni,cured the genophage,saved my squad mates,helped the geth become alive,
brokered a love affair between man and AI and it ment jack ****.Because i get
no resloution on how these things played out.To top it off if i choose to destroy the reapers all
the geth,edi and countless other things are destroyed.
Im ok with negative endings,id even be ok if shepard had to die no matter what.I had thought for
logest time Shep would have to be the one to make the ultimate sacrifce.Its not about those things
with me(or with most other fans).
As you can see my negative points are more about the LACK of ending then nessarly the ideas of
the one we got.I dont think the ending concepts are that bad just you guys had the worst execution
in recent ending history of them.Bioware has been given a "redo".In some way you fumbled at the
1 yard line and there was a penatly flag so please call a time out come up with a great idea
and win the game for us.
All us fans love what you do,please do this for us.
Thanks for reading
-Josh
Before i get into my issues with the ending of ME3 i want to say how much i love the ME games/the universe
and the characters that are in it.Also i just love Bioware.It's honestly my love for the game that makes me
want to say something about it.Most of us on here truely love ME and Bioware.we feel that ME deserves
a better send off.Shepard deserves a better sendoff.
Up until the final level of ME3 my problems with the game are minimal at best.I was loving it,
If you look in this thread and youtube there are many people who can talk about the issues much
better than i.The 5 reasons why,IT clip,nerdrage clip etc.Im sure you have seen them by now so
no need to rehash those links.
To me the ending felt unfinsihed.A game that has so many cut scenes,builds tension and is a series
known to not hold back on voice acting,choices and lots of cenematic,the ending was a blink of an eye.
When i chose my ending and the credits hit i honestly was shocked,Thinking THATS ITS?!
Looking back i can tell you why i felt that way.
-The last level of the game had no boss or to me even a real point.Just survive some waves of
reapers.The reaper we killed should have been more important or something.This is a minor issue
but a small one.
-From charging the beam on.........
Its convoluted,contrived and confusing.(say that three times fast!)-
-The slow motion walking drove me up a wall.I get its for added drama but damn too much
-The fact that the last enemies Shepard fight are 4 generic reaper troops is pretty lame.
-Once you're in the citadel everything feels opposite and dreamish yet its supposed to be happening in
real time.No paragon inturrupts to save Anderson.You have to renegade inturrupt to live and to save him.
The talk with TIM is fine,i like how he is handled.Its the one part of the ending i thought fit in the ending.
-I really liked having anderson to talk to in the final minutes.Although to me its a big plot hole having him
beating you to the room and TIM being there but i could have forgiven that.
Had the game ended right here with anderson dying and Shepard setting off the catalyst i would have been
happy.
-Really if while you were talking to TIM and were given a choice to either help him control the reapers or
stop him and destroy the reapers i would have been happy.
We still could have gotten the destroy ending and control ending all while it making a little more sense.
Bioware keeps the concepts and it makes more sense.You could have even shoehorned in the synthesis
ending with TIM too maybe something goes wrong and it slowly starts rewriting dna somehow.I dont know
exactly but it might have worked.
Instead we get to the room with three colors.The starkid's conversation makes little sense and to me
it feels forced like they couldnt figure out how to make the ending work.in this room the paragon/renegade choices to me are flipped.Again the whole sequence following the beam feels like choices are flipped.
You can't disagree or protest you just have to say uhhh ok i guess i pick ______
Then after all this we dont really get an ending.The cenematics are under 4 minutes and dont really explain much.
You could have easily worked in the three ending as follows and to me it pretty spot on for the game lore
and
story.TIM-control ending/renegade,Starkid(should be harbinger) neutral
synthesis ending now backed into a corner broking for peace,Anderson
Paragon,Destroy the reapers once and for all(hopefully)
So while i was pretty annoyed at what i got out of the ending its what i didnt get that annoyed me just
as much.
-No closure on our love interest,our squad mates or really even shepard(if shep lived)
-Our war assests and our choices had zero to do with the final battle barring an arbritrary number
on the screen. You never hear or see what happens to all your former squad mates or to any of the
former npcs that you collected for the big assault,.
-No epilogue that explains anything that happens.Again zero closure.This is supposed to be the end
of the series,the final showdown and we dont know what happens.Endings need an epiloge.
Without any definitive endings it makes me feel everything ive done is for nothing.Thats how i feel.
I saved the rachni,cured the genophage,saved my squad mates,helped the geth become alive,
brokered a love affair between man and AI and it ment jack ****.Because i get
no resloution on how these things played out.To top it off if i choose to destroy the reapers all
the geth,edi and countless other things are destroyed.
Im ok with negative endings,id even be ok if shepard had to die no matter what.I had thought for
logest time Shep would have to be the one to make the ultimate sacrifce.Its not about those things
with me(or with most other fans).
As you can see my negative points are more about the LACK of ending then nessarly the ideas of
the one we got.I dont think the ending concepts are that bad just you guys had the worst execution
in recent ending history of them.Bioware has been given a "redo".In some way you fumbled at the
1 yard line and there was a penatly flag so please call a time out come up with a great idea
and win the game for us.
All us fans love what you do,please do this for us.
Thanks for reading
-Josh
#6305
Posté 09 avril 2012 - 09:16
Akhara wrote...
Just an fyi, apparently this guy has some ability to elegantly sum up the opinions of the masses. His newest opinion does a great job of talking about how fans are feeling in regards to the extended ending DLC...:
Pretty good. Also a guy in the comments of the video has it right:
"I don't want to know why the **** smells, I just want something that isn't ****."
#6306
Posté 09 avril 2012 - 09:21
Words cannot adequately express the depth of my disappointment at the apparent decision to maintain the star-child and associated dialogue in its current state.
In ME2 we were introduced to Harbinger, which gave us some traction on the reapers' and provided the ideal vehicle for future exposition of their motivations. Then we never get to talk to Harbinger again, and instead the catalyst-god-child tells us the reapers are just tools? I can't think of a reason to do this. It cheapens the primary antagonists. Why introduce a new character when an existing one could be used to accomplish the same narrative feats and better fit the existing story? I simply don't care about the star-child, but I've been dying for a face-to-face with Harbinger.
Shepard's reaction to the child simply doesn't make sense, he created the reapers. Regardless of his motivations for doing so, he's responsible for untold suffering and Shepard doesn't seem to care.
Shepard can only react one way to the child - accept everything he says at face value and activate the crucible in one of three ways. At the very least let us bring up the geth-quarian situation as a counterexample to his claim that the created can't coexist with their creators. I liked the idea posted earlier that he should present only the synthesis/control choices, but Shepard can give him the finger and shoot stuff to choose destroy instead.
The 3 choices are equally disappointing. People complain about the tricolor cinematic, but the problems arise even before then. After the choices and consequences were laid out by the catalyst, my reaction was, "All three of these choices are identical in every way that matters to me as a player, why should I care which one I pick?" Shepard dies (ok there is that one scene but it contradicts what the catalyst says), the reapers are neutralized, and the relays are destroyed. Other than Destroy resulting in dead geth and dead EDI, Shepard and friends aren't affected by the choice in a way that has any meaning for the player. In order to make the choice meaningful for the player, there must be varying consequences that impact those things which matter to the player - galactic civilization, humanity, Shepard him/herself, and the people Shepard cares about. Anything else and the "choice" isn't a choice at all and the ending falls flat.
Via some combination of EMS score, the ending choice, and previous choices throughout the series, let the player determine what happens. Players don't need a perfect happy ending, there shouldn't be a set of "correct" choices - you can't save everyone/everything. But let the player determine whether Shepard lives or dies. Let the player determine whether Shepard's squadmates and other friends live or die, and whether they get to reunite. Let the player determine whether humanity survives, and whether galactic civilization can rebuild itself.
The best choices in the Mass Effect series have observable/imaginable consequences. Often the best outcome for preserving galactic stability has a cost associated with it - betraying/sacrificing a friend, or compromising principles in some other way. Other kinds of choices, like killing/sparing the rachni queen involve trust or uncertainty, which shapes Shepard's character according to the player's vision of what kind of person he is. These kinds of choices make us as players think about what to do, and care about the consequences of those decisions.
Since this is a suggestions thread, I suggest that the destroy ending lets Shepard and friends live and be reunited (depending on EMS), but the relays are destroyed and galactic civilization suffers. Let Shepard die in the control ending, but preserve the relays (at least partially so they can be reverse engineered).
The synthesis ending needs the most work by far. It takes the player's OMGWTFBBQ reaction to the god-child and compounds it with a borderline nonsensical reshaping of the universe. There are a million questions that need to be answered - how does the crucible accomplish this? Why would this even solve the problem of creations killing their creators? There is nothing in the ME universe which gives the player any inkling of what synthetic-organic hybrid life might be like. In order to make this a viable/compelling choice, the player needs substantially more information to go on. Otherwise this choice just seems like "Hey, destroy kinda sucks with the geth dying and all, and control seems sketchy, I have no idea what this third choice will be like, so I guess I'll try that."
The game needs a fleshed out "bad ending", and the pieces are already there to make it happen. As it stands, you can get a literal scorched-earth ending, but the reapers are still defeated. If you don't have high enough EMS, the reapers should win, complete with a scene where the galaxy burns similar to the visions from the Prothean beacons. Then show that Liara's black box is found by the next galactic civilization, giving the next cycle a chance to succeed where Shepard failed. Roll credits.
Additional scenes following the existing ending won't make the ending any better if it's just a static montage of "this is what happens to everyone/everything". I definitely care what happens to everyone after the crucible fires, but I'll still hate the ending if, regardless of which of the 3 choices I make at the end, everything turns out the same other than hybrid/nonhybrid life, and whether the reapers fly off into dark space or get blown into tiny pieces.
In ME2 we were introduced to Harbinger, which gave us some traction on the reapers' and provided the ideal vehicle for future exposition of their motivations. Then we never get to talk to Harbinger again, and instead the catalyst-god-child tells us the reapers are just tools? I can't think of a reason to do this. It cheapens the primary antagonists. Why introduce a new character when an existing one could be used to accomplish the same narrative feats and better fit the existing story? I simply don't care about the star-child, but I've been dying for a face-to-face with Harbinger.
Shepard's reaction to the child simply doesn't make sense, he created the reapers. Regardless of his motivations for doing so, he's responsible for untold suffering and Shepard doesn't seem to care.
Shepard can only react one way to the child - accept everything he says at face value and activate the crucible in one of three ways. At the very least let us bring up the geth-quarian situation as a counterexample to his claim that the created can't coexist with their creators. I liked the idea posted earlier that he should present only the synthesis/control choices, but Shepard can give him the finger and shoot stuff to choose destroy instead.
The 3 choices are equally disappointing. People complain about the tricolor cinematic, but the problems arise even before then. After the choices and consequences were laid out by the catalyst, my reaction was, "All three of these choices are identical in every way that matters to me as a player, why should I care which one I pick?" Shepard dies (ok there is that one scene but it contradicts what the catalyst says), the reapers are neutralized, and the relays are destroyed. Other than Destroy resulting in dead geth and dead EDI, Shepard and friends aren't affected by the choice in a way that has any meaning for the player. In order to make the choice meaningful for the player, there must be varying consequences that impact those things which matter to the player - galactic civilization, humanity, Shepard him/herself, and the people Shepard cares about. Anything else and the "choice" isn't a choice at all and the ending falls flat.
Via some combination of EMS score, the ending choice, and previous choices throughout the series, let the player determine what happens. Players don't need a perfect happy ending, there shouldn't be a set of "correct" choices - you can't save everyone/everything. But let the player determine whether Shepard lives or dies. Let the player determine whether Shepard's squadmates and other friends live or die, and whether they get to reunite. Let the player determine whether humanity survives, and whether galactic civilization can rebuild itself.
The best choices in the Mass Effect series have observable/imaginable consequences. Often the best outcome for preserving galactic stability has a cost associated with it - betraying/sacrificing a friend, or compromising principles in some other way. Other kinds of choices, like killing/sparing the rachni queen involve trust or uncertainty, which shapes Shepard's character according to the player's vision of what kind of person he is. These kinds of choices make us as players think about what to do, and care about the consequences of those decisions.
Since this is a suggestions thread, I suggest that the destroy ending lets Shepard and friends live and be reunited (depending on EMS), but the relays are destroyed and galactic civilization suffers. Let Shepard die in the control ending, but preserve the relays (at least partially so they can be reverse engineered).
The synthesis ending needs the most work by far. It takes the player's OMGWTFBBQ reaction to the god-child and compounds it with a borderline nonsensical reshaping of the universe. There are a million questions that need to be answered - how does the crucible accomplish this? Why would this even solve the problem of creations killing their creators? There is nothing in the ME universe which gives the player any inkling of what synthetic-organic hybrid life might be like. In order to make this a viable/compelling choice, the player needs substantially more information to go on. Otherwise this choice just seems like "Hey, destroy kinda sucks with the geth dying and all, and control seems sketchy, I have no idea what this third choice will be like, so I guess I'll try that."
The game needs a fleshed out "bad ending", and the pieces are already there to make it happen. As it stands, you can get a literal scorched-earth ending, but the reapers are still defeated. If you don't have high enough EMS, the reapers should win, complete with a scene where the galaxy burns similar to the visions from the Prothean beacons. Then show that Liara's black box is found by the next galactic civilization, giving the next cycle a chance to succeed where Shepard failed. Roll credits.
Additional scenes following the existing ending won't make the ending any better if it's just a static montage of "this is what happens to everyone/everything". I definitely care what happens to everyone after the crucible fires, but I'll still hate the ending if, regardless of which of the 3 choices I make at the end, everything turns out the same other than hybrid/nonhybrid life, and whether the reapers fly off into dark space or get blown into tiny pieces.
#6307
Posté 09 avril 2012 - 09:24
Dear bioware:
"I´m proud of you!" - Anderson and Sheppard ending dialogue
I found this dialogue - apparently cut from the current ending... (or at least not available in my playthrough)
I found it really moving... It really got to me... It would have fitted my story perfectly. But I´ve also heard other players say that they prefer the current shorter version (without the talk of family).
Suggested changes:
When you make the extended cut of the ending to ME3, I really hope there will be an option for all players (regardless of past LI choices) to get this full dialogue. To me its more about the relationship between Anderson and Sheppard than anything else. It could be made available as an option through a paragon interrupt... Those players who want it can use the interrupt, thos who dont can get the more neutral dialogue currently in the game.
"I´m proud of you!" - Anderson and Sheppard ending dialogue
I found this dialogue - apparently cut from the current ending... (or at least not available in my playthrough)
I found it really moving... It really got to me... It would have fitted my story perfectly. But I´ve also heard other players say that they prefer the current shorter version (without the talk of family).
Suggested changes:
When you make the extended cut of the ending to ME3, I really hope there will be an option for all players (regardless of past LI choices) to get this full dialogue. To me its more about the relationship between Anderson and Sheppard than anything else. It could be made available as an option through a paragon interrupt... Those players who want it can use the interrupt, thos who dont can get the more neutral dialogue currently in the game.
Modifié par Frakel, 09 avril 2012 - 09:47 .
#6308
Posté 09 avril 2012 - 11:03
Had this idea for an alternate ending... It's a pretty specific case. --was thinking of this as an offshoot fo the "F--- you catalyst, we'll fight you without space magic"... option if its ever given to us.
Mass Effect: November Protocol
Backstory (side mission???)
After the Alpha relay incident the Alliance began contingency planning. The November Protocol was meant to ensure the survival of extra solar human life, and life in general, should earth fall with all hope of retaking it, lost. In the event that this occurred, the Charon relay would be destroyed, obliterating all reapers in system, or at the very least, temporarily trapping them there. To this end, a bomb of incredible power would be deployed (thinking of the Halo books' "nova bomb"). The SSV Ain Jalut (Normandy class frigate) was deployed to covertly gather materials and components and deliver them to a secret Alliance facility on ------. Unfortunately, as the bomb neared completion the facility fell under attack. After a communications blackout, the facility was deemed to have been lost along with the SSV Ain Jalut which had responded to the base' distress call (and was subsequently destroyed by Cerberus cruisers).
Or so... everyone was meant to believe. The location of the base was leaked to Cerberus, and while the destruction of the base was real, it was largely empty, and the SSV Ain Jalut's destruction was staged so that it could continue its mission (to deploy the nova bomb near the Charon relay) in total secrecy.
Consequences: should Shepard refuse the catalyst's options (and have insufficient EMS to defeat the reapers... the bomb will detonate - wiping out, the fleet, earth, and the reapers - but sparing all the other mass relays) Whether Shepard would be aware of the protocol's existence or not ... I'm not sure. I suppose he/she'd be aware of the protocol's existence but not the specifics. Perhaps... in order to access this option, a piece of intel would need to be forwarded to the Ain Jalut from the spectre office. Or Maybe there would be a whole mission surrounding the retaking of the Alliance facility where the bomb was assembled to access a hidden quantum entanglement communicator (to speak directly with the commander of the Normandy's sister ship).
Mass Effect: November Protocol
Backstory (side mission???)
After the Alpha relay incident the Alliance began contingency planning. The November Protocol was meant to ensure the survival of extra solar human life, and life in general, should earth fall with all hope of retaking it, lost. In the event that this occurred, the Charon relay would be destroyed, obliterating all reapers in system, or at the very least, temporarily trapping them there. To this end, a bomb of incredible power would be deployed (thinking of the Halo books' "nova bomb"). The SSV Ain Jalut (Normandy class frigate) was deployed to covertly gather materials and components and deliver them to a secret Alliance facility on ------. Unfortunately, as the bomb neared completion the facility fell under attack. After a communications blackout, the facility was deemed to have been lost along with the SSV Ain Jalut which had responded to the base' distress call (and was subsequently destroyed by Cerberus cruisers).
Or so... everyone was meant to believe. The location of the base was leaked to Cerberus, and while the destruction of the base was real, it was largely empty, and the SSV Ain Jalut's destruction was staged so that it could continue its mission (to deploy the nova bomb near the Charon relay) in total secrecy.
Consequences: should Shepard refuse the catalyst's options (and have insufficient EMS to defeat the reapers... the bomb will detonate - wiping out, the fleet, earth, and the reapers - but sparing all the other mass relays) Whether Shepard would be aware of the protocol's existence or not ... I'm not sure. I suppose he/she'd be aware of the protocol's existence but not the specifics. Perhaps... in order to access this option, a piece of intel would need to be forwarded to the Ain Jalut from the spectre office. Or Maybe there would be a whole mission surrounding the retaking of the Alliance facility where the bomb was assembled to access a hidden quantum entanglement communicator (to speak directly with the commander of the Normandy's sister ship).
#6309
Posté 09 avril 2012 - 11:12
I really liked bringing everyone together and making peace between species and the cute dates you get with your LI and other social interactions.
We were promised no reaper off button or ABC choices but that's what we got. Please fix this. If my Shepard has to die I want her to go down fighting not just shoot a tube or whatever.
Get rid of the child catalyst. I don't like that some kid tells Shepard what to do, and why does it even look like the kid on Earth?
Why can't there be a happy ending? The Warden was allowed one and she and Alistair were going to succumb to the blight eventually. So why not our beloved Shepard?
Thane's romance was horrific. He wasn't treated properly. There was no tender goodbye and no one even cares he died. I would never leave him there to bled to death without a second glance. There needs to be interaction between the two. You don't even see him in the flashback. It feels like you went out of your way to screw over female gamers with taking away Thane and Jacob while adding new Love Interests for male Shepard.
Life is sad and depressing I don't need that in a game. I've never felt so passionate about a game before. The current ending still has me depressed. It's destroyed gaming as a whole for me.
We were promised no reaper off button or ABC choices but that's what we got. Please fix this. If my Shepard has to die I want her to go down fighting not just shoot a tube or whatever.
Get rid of the child catalyst. I don't like that some kid tells Shepard what to do, and why does it even look like the kid on Earth?
Why can't there be a happy ending? The Warden was allowed one and she and Alistair were going to succumb to the blight eventually. So why not our beloved Shepard?
Thane's romance was horrific. He wasn't treated properly. There was no tender goodbye and no one even cares he died. I would never leave him there to bled to death without a second glance. There needs to be interaction between the two. You don't even see him in the flashback. It feels like you went out of your way to screw over female gamers with taking away Thane and Jacob while adding new Love Interests for male Shepard.
Life is sad and depressing I don't need that in a game. I've never felt so passionate about a game before. The current ending still has me depressed. It's destroyed gaming as a whole for me.
#6310
Posté 09 avril 2012 - 11:18
Hi BioWare,
For the most part I have enjoyed Mass Effect 3, you guys certainly nailed it with the Squad Banter/Dialogue, the fun gameplay, the diversity of weapons/enemies and great missions. I would however like to list 3 things which I found dissapointing with this game which prevented it from being 100% perfect IMO:
1) Auto-dialogue - I felt most discussions needed to have mixed Paragon/Renegade dialogue (e.g. Surkesh, I wanted Paragon while talking to Eve prior to Cerberus attack, then switch to Renegade as it became urgent, but no I'm still forced to be Paragon!), this was a complete departure from ME1 & 2 even (which did have mild Auto-dialogue which was the right balance) and the fact that the dialogue wheel was taken away for "cinematic feel" is very silly considering it was achieved in ME2 (e.g. the start scene on Normandy SR1 where Ash/Kaiden/Liara tells Shepard about abandoning ship, Shep can wait there all day in the burning Normandy until that dialogue wheel is selected!)
2) The missions were good, but their structure & forced ordering/linear approach wasn't fun (ME1 & 2 you could pretty much do most of it in any order, recruit who you want in any order), it would have been nice to sort the Quarian/Geth issue before going to Surkesh so I could get Tali. Sure there were side missions that could be done in any order, but there was still too much linearity
3) BioWare were saying that because ME3 is the end they could go wild with the divergency of the contents because they don't need to worry about importing into a 4th game, however there is a distinct lack of "divergency" in ME3 (e.g. Rachnai are still there regardless of ME1 decision, very cheap, this mission should have been replaced with an alternative for those who killed the Queen). Additionally, BioWare stated you decide the fate of the other races... the implentation of this is very vague... granted I decide on the Krogan & Geth/Quarian future, but I would have expected scenarios where maybe you decide whether the Turians or Asari or Salarians get wiped out by the Reapers because you left their "save the planet" mission for last? BioWare, don't be afraid to lock out content (e.g. Rachnai if you wiped them out), it encourages re-playability!
Overall I did enjoy ME3 and am having fun with Multiplayer, but I hope you take this feedback into future games.
For the most part I have enjoyed Mass Effect 3, you guys certainly nailed it with the Squad Banter/Dialogue, the fun gameplay, the diversity of weapons/enemies and great missions. I would however like to list 3 things which I found dissapointing with this game which prevented it from being 100% perfect IMO:
1) Auto-dialogue - I felt most discussions needed to have mixed Paragon/Renegade dialogue (e.g. Surkesh, I wanted Paragon while talking to Eve prior to Cerberus attack, then switch to Renegade as it became urgent, but no I'm still forced to be Paragon!), this was a complete departure from ME1 & 2 even (which did have mild Auto-dialogue which was the right balance) and the fact that the dialogue wheel was taken away for "cinematic feel" is very silly considering it was achieved in ME2 (e.g. the start scene on Normandy SR1 where Ash/Kaiden/Liara tells Shepard about abandoning ship, Shep can wait there all day in the burning Normandy until that dialogue wheel is selected!)
2) The missions were good, but their structure & forced ordering/linear approach wasn't fun (ME1 & 2 you could pretty much do most of it in any order, recruit who you want in any order), it would have been nice to sort the Quarian/Geth issue before going to Surkesh so I could get Tali. Sure there were side missions that could be done in any order, but there was still too much linearity
3) BioWare were saying that because ME3 is the end they could go wild with the divergency of the contents because they don't need to worry about importing into a 4th game, however there is a distinct lack of "divergency" in ME3 (e.g. Rachnai are still there regardless of ME1 decision, very cheap, this mission should have been replaced with an alternative for those who killed the Queen). Additionally, BioWare stated you decide the fate of the other races... the implentation of this is very vague... granted I decide on the Krogan & Geth/Quarian future, but I would have expected scenarios where maybe you decide whether the Turians or Asari or Salarians get wiped out by the Reapers because you left their "save the planet" mission for last? BioWare, don't be afraid to lock out content (e.g. Rachnai if you wiped them out), it encourages re-playability!
Overall I did enjoy ME3 and am having fun with Multiplayer, but I hope you take this feedback into future games.
#6311
Posté 09 avril 2012 - 11:23
I wish I could say screw the crucible. Lets go kill reapers. I don't care if I loose. I just hate that stupid crucible.
#6312
Posté 09 avril 2012 - 11:30
If Bioware does not change the end of ME3 I will just play up until the part where I unite the Geth and the Quarians and stop playing.
#6313
Posté 09 avril 2012 - 11:34
This is the best comment about Mass Effect 3 I have ever seen.
#6314
Posté 09 avril 2012 - 11:37
Hey Mass Effect team.
I have been very critical in places, especially every moment someone opens their mouth and uses the Artistic Integrity defense. I have decided to put all of that aside and offer you suggestions as to how the 'clarification' dlc could be made better.
1. Show us all of the different races we rallied in the middle of the fight. Show geth ships fighting a reaper, show our Prime squad throwing down with brutes, bashees and mauarders in the ground war (this is the major thing I missed, I really wanted to see the geth fighting on my side for a change). Show batarian commandos unleashing the hate they have over their lost empire on the feild, and their ships along side human cruisers blasting destroyers out of the sky. I want to see the Destiny Ascention rip apart a "Soverign" in revenge for it's previous humiliation three years earlier. I want to see a Krogan wrecking crew pound the tar out of cannibals, asari chucking throw and stasis, Mercenaries demolishing an entire building to have it come crashing down on a reaper destroyer. let us feel like all of our actions matter... Oh and I wanna see a pack of vorcha use tooth and claw against a brute. I feel this was one of the major problems with the last parts of the game.
2. You can keep the Catalyst, so long as we have SOME path to getting shepard reunited with his LI and his squad without him dying. Bittersweet ending? Most of galactic society has been obliterated, it will take centuries to repair the damage, and even longer to rebuild galactic society. The future matters less then the present, and we need our shep to have the shot at his little blue children.
3. Let us interact with Harbinger. He is the villian, as established in the second game. Let us see the scum die as Hackett's dreadnaught moves into close range and tears him to shreds with it's Thanix cannons.
4. Think twice before you consider skimping on your budget for the ending sequences.
I have been very critical in places, especially every moment someone opens their mouth and uses the Artistic Integrity defense. I have decided to put all of that aside and offer you suggestions as to how the 'clarification' dlc could be made better.
1. Show us all of the different races we rallied in the middle of the fight. Show geth ships fighting a reaper, show our Prime squad throwing down with brutes, bashees and mauarders in the ground war (this is the major thing I missed, I really wanted to see the geth fighting on my side for a change). Show batarian commandos unleashing the hate they have over their lost empire on the feild, and their ships along side human cruisers blasting destroyers out of the sky. I want to see the Destiny Ascention rip apart a "Soverign" in revenge for it's previous humiliation three years earlier. I want to see a Krogan wrecking crew pound the tar out of cannibals, asari chucking throw and stasis, Mercenaries demolishing an entire building to have it come crashing down on a reaper destroyer. let us feel like all of our actions matter... Oh and I wanna see a pack of vorcha use tooth and claw against a brute. I feel this was one of the major problems with the last parts of the game.
2. You can keep the Catalyst, so long as we have SOME path to getting shepard reunited with his LI and his squad without him dying. Bittersweet ending? Most of galactic society has been obliterated, it will take centuries to repair the damage, and even longer to rebuild galactic society. The future matters less then the present, and we need our shep to have the shot at his little blue children.
3. Let us interact with Harbinger. He is the villian, as established in the second game. Let us see the scum die as Hackett's dreadnaught moves into close range and tears him to shreds with it's Thanix cannons.
4. Think twice before you consider skimping on your budget for the ending sequences.
#6315
Posté 09 avril 2012 - 11:48
Spacekid need to be cut completely, why? whats wrong with him. well read on below.
replacing the main villian, removing the protagonist choises, changing the theme of the game.by intruducing a "godlike entity" that renders the narrative so incoherence thats its unbelivable.and doing so with 14 sentences?!?!?!
And this is why people dont like the ending: "NARRATIVE INCOHERENCE"
expanding and clarifying that incoherence will not help. think about it bioware....
its not about "some people didnt get it, or some people didnt like it".
that is nothing more than a missreprecentation of what is generally making people upset.
the endings are simply so out of place and inconsistent with the rest of the narrative that its
embarrasing that you are hiding behind "art". seriously, bioware.. art?
the writers didnt make it consistant with the narrative of the triology! <-- that is the reasons people are upset, get it? and your writers failed to the point were the fanbase is furious over it.
and people saying: -what happened to this? and what happened to that?, and why did this happened?
asking about poltholes and inconsistant character actions etc
that is a reaction to Narrative incoherence. so dont try and expand and explain on the curretn ending.
it simply will not work since you are dealing with an intelligent fanbase.
You need to make the ending consistant with the narrative, theme and characters within the story
as they have been thruout the entire story arc of the triology or it will fail.
art,,, art... come on its not about art. its about NARRATIVE.
writers hiding behind art argument after failing to have the ending fit with the narrative of the story
is... honestly its an insult to my intelligence. to any fans intelligence.
im sorry if this sounds harsh, its not my intention to insult anyone.
but this is true, and the writers know this, I know they know becouse they are good at what they do.
replacing the main villian, removing the protagonist choises, changing the theme of the game.by intruducing a "godlike entity" that renders the narrative so incoherence thats its unbelivable.and doing so with 14 sentences?!?!?!
And this is why people dont like the ending: "NARRATIVE INCOHERENCE"
expanding and clarifying that incoherence will not help. think about it bioware....
its not about "some people didnt get it, or some people didnt like it".
that is nothing more than a missreprecentation of what is generally making people upset.
the endings are simply so out of place and inconsistent with the rest of the narrative that its
embarrasing that you are hiding behind "art". seriously, bioware.. art?
the writers didnt make it consistant with the narrative of the triology! <-- that is the reasons people are upset, get it? and your writers failed to the point were the fanbase is furious over it.
and people saying: -what happened to this? and what happened to that?, and why did this happened?
asking about poltholes and inconsistant character actions etc
that is a reaction to Narrative incoherence. so dont try and expand and explain on the curretn ending.
it simply will not work since you are dealing with an intelligent fanbase.
You need to make the ending consistant with the narrative, theme and characters within the story
as they have been thruout the entire story arc of the triology or it will fail.
art,,, art... come on its not about art. its about NARRATIVE.
writers hiding behind art argument after failing to have the ending fit with the narrative of the story
is... honestly its an insult to my intelligence. to any fans intelligence.
im sorry if this sounds harsh, its not my intention to insult anyone.
but this is true, and the writers know this, I know they know becouse they are good at what they do.
#6316
Posté 10 avril 2012 - 12:37
Indoctrination theory is dumb. I like vague endings where we need to use our imagination and put things together ourselves to come up with our own ending. Telling us everything just ruins the whole experience.
Just expand on it and that'll be okay.
Just expand on it and that'll be okay.
#6317
Posté 10 avril 2012 - 12:53
Broken record I know, but please change the endgame. I have to say the confrontation with the Illusive man was incredible, getting him to commit suicide was awesome.
The option to have helmets only on in hostile environments like in me1 would be nice, and more armor and weapon customization options would also be cool.
Most importantly give us more options, give us an epilogue and let us shoot Harbinger in his stupid, lying face.
I'd love to take back Omega.
Lastly, you told us we would get to revisit Noveria, Illium and such like that. Maybe give us something a bit more expansive than an N7 mission.
The option to have helmets only on in hostile environments like in me1 would be nice, and more armor and weapon customization options would also be cool.
Most importantly give us more options, give us an epilogue and let us shoot Harbinger in his stupid, lying face.
I'd love to take back Omega.
Lastly, you told us we would get to revisit Noveria, Illium and such like that. Maybe give us something a bit more expansive than an N7 mission.
#6318
Posté 10 avril 2012 - 01:43
Mine is a bit long to I apologize in advance, but I wanted it organized.
Companions - I liked that I got to interact with all of my companions from Mass Effect 2, but I wish I had been able to see more of them. Zaeed for instance, I saw for about 2 minutes and then he was pretty much gone until I say goodbye at the end. I would have liked to see them fighting in the Priority: Earth mission at least. (Eg it would have been cool to see Samara with all the justicars, Grunt with the Krogans etc.)
Cut scenes - Too many cut scenes. Please understand that I thought they were done very well, however this
is still a game, and there was so much auto scenes/dialogue that I often felt like I was watching a game instead of playing a game.
Not enough side quests- There were A LOT of scanning missions, and I definitely preferred the scanning technique used in this game to the scanning in Mass Effect 1 & 2. But the amount of scanning missions eventually just seemed like a lazy substitute for actual side missions.
Readiness Percentage-This goes along with the side quests, I wasn’t happy to discover that the only way to increase my readiness percentage was to do multiplayer. Adding more side quests could have given the game extra action and increased readiness percentage. I remember Bioware stating that multiplayer wouldn't be required, but in theory, for a game such as this it is. Especially if you want the "good" ending.
Priority: Earth- The final battle was the biggest disappointment for me. I’m not talking about the ending here, I’m talking about the entire Priority: Earth mission. I thought the fleet showing up was cool, however we never got to see all the war assets we spend hours gathering and all our companions fighting. What about Aria and her mercs? The Krogans, Quarians, my former squadmates and their teams? Even my current squadmates that weren't with me? This could have had some really epic battle sequences, but it was very disappointing that there were none.
Boss fight? There was none. How can such an amazing and epic game, heck trilogy, not have a boss
fight in the final one? I was expecting to fight Harbinger or maybe the elusive man, but I have to admit I was disappointed there was no boss, especially when the previous two had boss fights.
Choices impact who survives- A way I would have liked to see my choices matter is the way the final mission in ME2 was constructed. If you had companions that were not loyal in ME2 then they would die if you used them on your team when you did the final mission. If you didn’t acquire all the ship upgrades you would lose squad mates during landing. I liked this in ME2 and I wish this kind of thing would have been implemented in ME3.
“The Crucible Brat” I wasn’t a fan of the whole Crucible kid at all, but it was more the fact that Shepard almost gave up. She/he offered no argument or protest to the choices the kid presented. To me this went against who Shepard has been throughout all three games. Shepard was always about defying the odds and doing the impossible. He/she never accepted the option of the Reapers winning, or them doing anything less than destroying the reapers once and for all. So it did not make sense that Shepard would even be willing to pick the option of controlling the reapers or combining synthetic and organics. Maybe as a renegade, but those should have been onlyrenegade ending options.
Ending- I did every single side mission, scanning almost every system to 100% for extra assets, and did multiplayer so I could get the “best” ending. However there were WAY too many plot holes especially relating to my companions, the fleet, Shepard living or dying (In the secret ending), the Normandy randomly crashing for whatever reason on some random planet. Not to mention companions coming out of the Normandy that made no sense because a. all your companions came with you to Earth and 2. One of them was in your team when you were running towards the Conduit and everyone supposedly got killed.
Victory? I wasn’t entirely sure if this was a victory or not. I saw soldiers cheering during that shot of London, however you can’t have a game as big as this building up to a final battle and leave it so vague as to who won and whether or not Shepard is in fact alive. I think after spending 100+ hours on these characters that players deserve some sort of clarification so we can see what happens to everyone.
Indoctrination theory- Honestly I'm not convinced Shepard was indoctrinated. I mean even the kid said that the Illusive Man wouldn't have been able to control the reapers because they were already controlling him, but Shepard could (Presumably because they weren't controlling Shepard). However, if Shepard really was indoctrinated, that should have been explained how it would even be possible, when it happened etc.
Ending Shepard’s journey- In the one choice where Shepard does live, it would have been nice to have a reunion with Shepard and his/her companions (That are still alive). This doesn’t make it a Disney fairytale ending by any means and it shouldn't be, but I think after putting all that work into preparing for this fight that if you do get
that “best ending” you are able to actually see them recognizing that, or at least Shepard meeting up with his/her companions (Similar to the Lord of the Rings: Return of the King scene when the original fellowship is reunited). If you have the endings where Shepard dies, what about the heroes funeral Diane Allers promised she would give Shepard? Or an epilogue showing the synthetics and organics living in peace? In this case I wouldn’t have minded more extra cut scenes!
Overall it was a great game. This is also my favorite game as far as character interaction. I LOVED how many conversations I got to have with my team members and that I was able to patch up old relationships and develop new ones. If the final mission had been fixed with ending choices that made sense to Shepard’s character as well as wrapping up the “Shepard Saga,” with a renunion or funeral plus an epilogue it would have gotten a perfect score despite the other things I mentioned.
Companions - I liked that I got to interact with all of my companions from Mass Effect 2, but I wish I had been able to see more of them. Zaeed for instance, I saw for about 2 minutes and then he was pretty much gone until I say goodbye at the end. I would have liked to see them fighting in the Priority: Earth mission at least. (Eg it would have been cool to see Samara with all the justicars, Grunt with the Krogans etc.)
Cut scenes - Too many cut scenes. Please understand that I thought they were done very well, however this
is still a game, and there was so much auto scenes/dialogue that I often felt like I was watching a game instead of playing a game.
Not enough side quests- There were A LOT of scanning missions, and I definitely preferred the scanning technique used in this game to the scanning in Mass Effect 1 & 2. But the amount of scanning missions eventually just seemed like a lazy substitute for actual side missions.
Readiness Percentage-This goes along with the side quests, I wasn’t happy to discover that the only way to increase my readiness percentage was to do multiplayer. Adding more side quests could have given the game extra action and increased readiness percentage. I remember Bioware stating that multiplayer wouldn't be required, but in theory, for a game such as this it is. Especially if you want the "good" ending.
Priority: Earth- The final battle was the biggest disappointment for me. I’m not talking about the ending here, I’m talking about the entire Priority: Earth mission. I thought the fleet showing up was cool, however we never got to see all the war assets we spend hours gathering and all our companions fighting. What about Aria and her mercs? The Krogans, Quarians, my former squadmates and their teams? Even my current squadmates that weren't with me? This could have had some really epic battle sequences, but it was very disappointing that there were none.
Boss fight? There was none. How can such an amazing and epic game, heck trilogy, not have a boss
fight in the final one? I was expecting to fight Harbinger or maybe the elusive man, but I have to admit I was disappointed there was no boss, especially when the previous two had boss fights.
Choices impact who survives- A way I would have liked to see my choices matter is the way the final mission in ME2 was constructed. If you had companions that were not loyal in ME2 then they would die if you used them on your team when you did the final mission. If you didn’t acquire all the ship upgrades you would lose squad mates during landing. I liked this in ME2 and I wish this kind of thing would have been implemented in ME3.
“The Crucible Brat” I wasn’t a fan of the whole Crucible kid at all, but it was more the fact that Shepard almost gave up. She/he offered no argument or protest to the choices the kid presented. To me this went against who Shepard has been throughout all three games. Shepard was always about defying the odds and doing the impossible. He/she never accepted the option of the Reapers winning, or them doing anything less than destroying the reapers once and for all. So it did not make sense that Shepard would even be willing to pick the option of controlling the reapers or combining synthetic and organics. Maybe as a renegade, but those should have been onlyrenegade ending options.
Ending- I did every single side mission, scanning almost every system to 100% for extra assets, and did multiplayer so I could get the “best” ending. However there were WAY too many plot holes especially relating to my companions, the fleet, Shepard living or dying (In the secret ending), the Normandy randomly crashing for whatever reason on some random planet. Not to mention companions coming out of the Normandy that made no sense because a. all your companions came with you to Earth and 2. One of them was in your team when you were running towards the Conduit and everyone supposedly got killed.
Victory? I wasn’t entirely sure if this was a victory or not. I saw soldiers cheering during that shot of London, however you can’t have a game as big as this building up to a final battle and leave it so vague as to who won and whether or not Shepard is in fact alive. I think after spending 100+ hours on these characters that players deserve some sort of clarification so we can see what happens to everyone.
Indoctrination theory- Honestly I'm not convinced Shepard was indoctrinated. I mean even the kid said that the Illusive Man wouldn't have been able to control the reapers because they were already controlling him, but Shepard could (Presumably because they weren't controlling Shepard). However, if Shepard really was indoctrinated, that should have been explained how it would even be possible, when it happened etc.
Ending Shepard’s journey- In the one choice where Shepard does live, it would have been nice to have a reunion with Shepard and his/her companions (That are still alive). This doesn’t make it a Disney fairytale ending by any means and it shouldn't be, but I think after putting all that work into preparing for this fight that if you do get
that “best ending” you are able to actually see them recognizing that, or at least Shepard meeting up with his/her companions (Similar to the Lord of the Rings: Return of the King scene when the original fellowship is reunited). If you have the endings where Shepard dies, what about the heroes funeral Diane Allers promised she would give Shepard? Or an epilogue showing the synthetics and organics living in peace? In this case I wouldn’t have minded more extra cut scenes!
Overall it was a great game. This is also my favorite game as far as character interaction. I LOVED how many conversations I got to have with my team members and that I was able to patch up old relationships and develop new ones. If the final mission had been fixed with ending choices that made sense to Shepard’s character as well as wrapping up the “Shepard Saga,” with a renunion or funeral plus an epilogue it would have gotten a perfect score despite the other things I mentioned.
Modifié par secretagentbw, 10 avril 2012 - 01:47 .
#6319
Posté 10 avril 2012 - 02:02
I hope this doesn't get lost in the shuffle because I found it annoying.
The bits trying to scan planets when reapers could invade were a little annoying. I would always scan if I had to, even if the reapers came, and then keep scanning until I cleaned out the system, even with reapers chasing me to the ends of the star system, no matter how long it took to find all the resources. The game says that the reapers will go away once I do a mission, but in reality the reapers didn't make it impossible to do, just more tedious.
This mechanic with reapers is a nice touch but it just feels awkward because if you're patient enough, you will be able to clean out a system even with reapers and not have to wait for them to go away. If you want to gate these quests, make it more rigid because this allows patient players to continue regardless. The game wants you to stop, but does so in a way that makes it frustrating, not impossible, and even then it would probably feel like the very artificial gating mechanic it is because it would be based on how good you are at guessing where to scan.
I don't have any suggestions on how to change it, I just know why it doesn't feel right to me.
The bits trying to scan planets when reapers could invade were a little annoying. I would always scan if I had to, even if the reapers came, and then keep scanning until I cleaned out the system, even with reapers chasing me to the ends of the star system, no matter how long it took to find all the resources. The game says that the reapers will go away once I do a mission, but in reality the reapers didn't make it impossible to do, just more tedious.
This mechanic with reapers is a nice touch but it just feels awkward because if you're patient enough, you will be able to clean out a system even with reapers and not have to wait for them to go away. If you want to gate these quests, make it more rigid because this allows patient players to continue regardless. The game wants you to stop, but does so in a way that makes it frustrating, not impossible, and even then it would probably feel like the very artificial gating mechanic it is because it would be based on how good you are at guessing where to scan.
I don't have any suggestions on how to change it, I just know why it doesn't feel right to me.
Modifié par Mystiq6, 10 avril 2012 - 02:05 .
#6320
Posté 10 avril 2012 - 02:23
Please excuse my interuption to the original subject of this thread. I just started a poll, asking people to state if people liked or disliked the ending AND what type of game platform they played it on. http://social.biowar...90/polls/31865/ Would appreciate it if everyone took a moment to vote once. Thanks....now back to your regularly scheduled thread.
#6321
Posté 10 avril 2012 - 04:07
Would prefer ending where Shepard survives and you don't have to cause genocide in order to do it. I can't believe they call that ending the "best"
#6322
Posté 10 avril 2012 - 04:26
Here is a real ending.
#6323
Posté 10 avril 2012 - 05:18
I thought I'd finally speak up and post this, as this is an issue I haven't seen being brought up much, but its one I feel fairly strongly about:
Bioware, if you could give this fan one thing from DLC, I would ask that it be Female Turians.
The rest of the stuff I can handle: Tali's face? That's what mods are for! The endings? Bah, in due time fanfiction will give us all the endings we could ever hope for! The thing I really wanted, and still determinedly desire, is a chance to see a female Turian.
It's getting really weird that we haven't seen one in game yet. You could've gotten away with not showing female Krogans or female Salarians - After all, Krogan females are jealously guarded, and the Salarians have, I believe, a 10-to-1 Male to Female ratio, so it makes sense we don't see them anywhere. Still you showed us the females of those two races first, and while that's not necessarily a bad thing - Eve was great - I get the feeling that Female Turians are being... excluded. There's no reason to hide female Turians - Turians are a council species, and I haven't heard anything about a 10-to-1 Turian male to female ratio - so I hope you have them as future DLC.
You've probably already gotten requests or ideas on DLC that has you saving Garrus's sister from Reaper forces - it's a big fanbase, and I'd be shocked if no one else has suggested it already - and if so, I really hope you go along with it. It's be the perfect opportunity to at least show us what in the heck they look, act, and sound like! I mean, if you can design a Prothean from a collector, you can probably design a Turian Female from a Turian Male. It'd really help flesh out the Galaxy.
Also, if you do do a DLC like that, you should totally throw in Sidonis, as well, and make him an evil turncoat! Ha! Oh, the harsh repercussions! Beautiful! I'd love it!
...And that's all I have to say. Like I said, FEMALE TURIANS. A lot of us would appreciate it. And those are my two bits for today, thanks for listening.
Bioware, if you could give this fan one thing from DLC, I would ask that it be Female Turians.
The rest of the stuff I can handle: Tali's face? That's what mods are for! The endings? Bah, in due time fanfiction will give us all the endings we could ever hope for! The thing I really wanted, and still determinedly desire, is a chance to see a female Turian.
It's getting really weird that we haven't seen one in game yet. You could've gotten away with not showing female Krogans or female Salarians - After all, Krogan females are jealously guarded, and the Salarians have, I believe, a 10-to-1 Male to Female ratio, so it makes sense we don't see them anywhere. Still you showed us the females of those two races first, and while that's not necessarily a bad thing - Eve was great - I get the feeling that Female Turians are being... excluded. There's no reason to hide female Turians - Turians are a council species, and I haven't heard anything about a 10-to-1 Turian male to female ratio - so I hope you have them as future DLC.
You've probably already gotten requests or ideas on DLC that has you saving Garrus's sister from Reaper forces - it's a big fanbase, and I'd be shocked if no one else has suggested it already - and if so, I really hope you go along with it. It's be the perfect opportunity to at least show us what in the heck they look, act, and sound like! I mean, if you can design a Prothean from a collector, you can probably design a Turian Female from a Turian Male. It'd really help flesh out the Galaxy.
Also, if you do do a DLC like that, you should totally throw in Sidonis, as well, and make him an evil turncoat! Ha! Oh, the harsh repercussions! Beautiful! I'd love it!
...And that's all I have to say. Like I said, FEMALE TURIANS. A lot of us would appreciate it. And those are my two bits for today, thanks for listening.
#6324
Posté 10 avril 2012 - 06:20
Bioware the thing that I hate about ending is this the choices are bad hell the
choices feel like Sheppard die in me3 but not in me2 the choices i made in the last part of the game help Sheppard and his or her team alive or get them all k.i.a but in me3 all of the choices Sheppard die well in Destroy choice Sheppard can survives but i had to have high EMS to get it but in the Control or Synthesis choices Sheppard die now i not ask for a happy ending that I can get just like that no all I ask for is the Option of a happy ending I like to work for my Sheppard’s happy ending i like to know that all the war assets I got help got my Sheppard’s out of the war alive to see his or her love interests
choices feel like Sheppard die in me3 but not in me2 the choices i made in the last part of the game help Sheppard and his or her team alive or get them all k.i.a but in me3 all of the choices Sheppard die well in Destroy choice Sheppard can survives but i had to have high EMS to get it but in the Control or Synthesis choices Sheppard die now i not ask for a happy ending that I can get just like that no all I ask for is the Option of a happy ending I like to work for my Sheppard’s happy ending i like to know that all the war assets I got help got my Sheppard’s out of the war alive to see his or her love interests
Modifié par clone wars, 10 avril 2012 - 09:29 .
#6325
Posté 10 avril 2012 - 07:48
I want to focus on the GAMEPLAY issues in the final segment. I'll list the jarring mechanical changes and omissions that occur, and fixes that should occur.
(I will note that Indoctrination Theory being true would actually turn some of these mechanical problems into "clues" rather than problems.)
1) The Total Pointlessness of EMS --
How the heck does high EMS unlock particular endings? Seriously, how exactly do the extra points from, say, Zaeed, cause the StarChild to give me an extra option? Why does playing a few multiplayer missions mean that Shepard gasps for air in a pile of rubble? There is zero logic here connecting the gameplay to the story. This is bad design.
I spent all of ME3 thinking that the ending would involve assignment of forces to particular tasks sort of like the ME2 suicide mission or the allied forces in Dragon Age: Origins during the battle for Denerim. When I got to the end and found out it was pass/fail with zero explanation for how these points made particular endings possible, I was very disappointed.
TO FIX THIS, you need to translate the EMS values into gameplay choices. Fleets should need to be split between blocking Harbinger from getting to the beam vs. defending the Crucible. The Crucible points should relate to how much time you have to make decisions or finish tasks on the Citadel. The ground unit points should have to be split between supporting the assault in London versus an attack force for when the Citadel arms are opened. Etc.
2) Convo Interupts Should Not Be Mandatory --
It is possible to die in the end sequence due to failure to use a Renegade prompt. This is the only case of this that I know of in the entirety of ME2 or ME3. Turning an optional feature into "pull right trigger to not die" is bad design. This should be outright removed from the game (unless IT is true, in which case it's kind of clever).
3) Game Save Paradigm Should Not Change --
It is not possible to save the game at any point from the beam run all the way to the credits. Normally, you can save a ME game anytime you are not in combat, convo or cutscene. If the end sequence is within reality, allow me to save while inside the Citadel hallway at least. (If Indoctrination Theory is true, then this entire sequence is "combat" and a lack of saves is actually appropriate.)
4) The Magic Pistol --
After the beam run you have a pistol which is A) not likely to be the pistol you took with you on the mission,
has infinite ammo and c) can't affect anything except four random enemies that spawn between you and the beam. Just get rid of it. Ditch the three husks, marauder shields, and don't even let Shep draw the weapon on the Citadel except as part of cinematics. (Again, if Indoctrination Theory is true, the magic pistol is a "clue.")
5) StarChild Convo Lacks Investigate Options --
Assuming we aren't rid of this Deus Ex Machina cringefest, this convo at the very least needs some investigate options where you question the StarChild's assertions. The integrity of Shepard as a character and the freedom of the player is damaged when Shep can't ask "What about my combined Geth and Quorian fleet?" or "Why didn't you just let the Reapers arrive during ME1 if you were right here this whole time?" or "Won't blowing up Mass Relays kill tens of billions of people including everyone in the Sol system?" Also if you do include these convo options the StarChild needs to have a response that actually makes sense.
6) How You Select the Endings is Unclear --
I got the Synthesis ending the first time because I went looking for things to "Activate" in the manner of most other interactions in the entire game. Once I got a certain distance down that walkway, I was just about to turn back (having convinced myself that it was just a beam) when the cut scene started. Oops. A similar problem exists with the Destroy ending. Why is there an invisible wall and a tube to shoot? Because that's what the following cinematic dictates. How does the PLAYER know that? **** if I know. (I don't really know how to fix this. It seems like you just tried to disguise the "Press A, B or C" aspect of the ending by having the mechanics be different and opaque.)
***
The gameplay is so jarring at the end that it seems like it was designed by a different company. This exacerbates the problems with theme and canonicity that everyone has already gone over dozens of times in this thread.
MY IDEAL FIX WOULD BE:
(I will note that Indoctrination Theory being true would actually turn some of these mechanical problems into "clues" rather than problems.)
1) The Total Pointlessness of EMS --
How the heck does high EMS unlock particular endings? Seriously, how exactly do the extra points from, say, Zaeed, cause the StarChild to give me an extra option? Why does playing a few multiplayer missions mean that Shepard gasps for air in a pile of rubble? There is zero logic here connecting the gameplay to the story. This is bad design.
I spent all of ME3 thinking that the ending would involve assignment of forces to particular tasks sort of like the ME2 suicide mission or the allied forces in Dragon Age: Origins during the battle for Denerim. When I got to the end and found out it was pass/fail with zero explanation for how these points made particular endings possible, I was very disappointed.
TO FIX THIS, you need to translate the EMS values into gameplay choices. Fleets should need to be split between blocking Harbinger from getting to the beam vs. defending the Crucible. The Crucible points should relate to how much time you have to make decisions or finish tasks on the Citadel. The ground unit points should have to be split between supporting the assault in London versus an attack force for when the Citadel arms are opened. Etc.
2) Convo Interupts Should Not Be Mandatory --
It is possible to die in the end sequence due to failure to use a Renegade prompt. This is the only case of this that I know of in the entirety of ME2 or ME3. Turning an optional feature into "pull right trigger to not die" is bad design. This should be outright removed from the game (unless IT is true, in which case it's kind of clever).
3) Game Save Paradigm Should Not Change --
It is not possible to save the game at any point from the beam run all the way to the credits. Normally, you can save a ME game anytime you are not in combat, convo or cutscene. If the end sequence is within reality, allow me to save while inside the Citadel hallway at least. (If Indoctrination Theory is true, then this entire sequence is "combat" and a lack of saves is actually appropriate.)
4) The Magic Pistol --
After the beam run you have a pistol which is A) not likely to be the pistol you took with you on the mission,
5) StarChild Convo Lacks Investigate Options --
Assuming we aren't rid of this Deus Ex Machina cringefest, this convo at the very least needs some investigate options where you question the StarChild's assertions. The integrity of Shepard as a character and the freedom of the player is damaged when Shep can't ask "What about my combined Geth and Quorian fleet?" or "Why didn't you just let the Reapers arrive during ME1 if you were right here this whole time?" or "Won't blowing up Mass Relays kill tens of billions of people including everyone in the Sol system?" Also if you do include these convo options the StarChild needs to have a response that actually makes sense.
6) How You Select the Endings is Unclear --
I got the Synthesis ending the first time because I went looking for things to "Activate" in the manner of most other interactions in the entire game. Once I got a certain distance down that walkway, I was just about to turn back (having convinced myself that it was just a beam) when the cut scene started. Oops. A similar problem exists with the Destroy ending. Why is there an invisible wall and a tube to shoot? Because that's what the following cinematic dictates. How does the PLAYER know that? **** if I know. (I don't really know how to fix this. It seems like you just tried to disguise the "Press A, B or C" aspect of the ending by having the mechanics be different and opaque.)
***
The gameplay is so jarring at the end that it seems like it was designed by a different company. This exacerbates the problems with theme and canonicity that everyone has already gone over dozens of times in this thread.
MY IDEAL FIX WOULD BE:
- Add in choices involving your War Assets, and create cut scenes regarding the consequences of those choices.
- Indoctrination Theory is true. Shep lives and is rescued in all cases. His choice in the "ending" does effect future convos with the actual TIM and/or Harbinger. This has the advantage of meaning that the original "ending" can be left virtually intact. You just make NEW content.
- If you chose Control, in the end Shep must "pull a Saren" to save the galaxy (or be knocked out) and you play as your LI in a final boss battle.
- if you chose Synthesis, the Reapers try to reason with Shep and reveal their motivations (which should be the Dark Energy problem that Karpyshyn came up with)
- if you chose Destroy, then there is automatically a boss battle and Reaper motivations go totally unexplained.
- Unless good War Asset choices are made and EMS is high, Shepard should have to sacrifice himself to save others. I actually want the character to go away so that other stories in the ME world can be told. Even if he lives, it should be absolutely clear that he is done adventuring.
- I am OK with the Mass Relays being destroyed (as long as the lack of system destruction is addressed). They didn't know what the Crucible would do. If the price of beating the Reapers is a major setback to civilization, that's great. The Reapers are terrifying and powerful.
The cost of victory should be enormous.





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