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ME3 Suggested Changes Feedback Thread - Spoilers Allowed


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#6926
JC426

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I agree with an ealier comment that they need to have more missions on Earth, building up to an epic mission where your entire surviving squad from ME2 and ME3 team up, just like in ME2, with your decisions as to how to deploy them being related to if they survive or not.

I always thought it would be better if the Normandy arrived at Earth before the fleet so that you can land in secret using the stealth systems and fight missions across the planet so that you can assemble the so called "Hammer ground force" for the final assault. The missions should have gradients of success, so that if you achieve all the objectives you get 100% of Hammer forces from Tokyo, New York, Paris, Rome etc, and the less you achieve the smaller the force that joins up from that location. Then once all these missions are complete you send a signal to Hackett to bring the fleet, then you get a better and longer cutscene of how the fight above the planet is going. I liked it in ME1 when you decided whether to save the Council or preserve the Alliance fleet and think they shoud have done or do something similiar as you could order fleets to protect the Crucible at all costs until you get up and activate it.

The final Earth missions were disappointing and short, and I wondered why there were so many Marauders, Brutes and Banshees when we are on Earth, where the series has always pointed to it being a home for humans and humans alone. I would of loved to of seen hundreds of husks swarming over the battlefield like zombies in Dead Rising, where you have to use a combo of powers, weapons, omni-blade and squad to keep them from overwhelming you.

I also thought they should of evolved the husks a bit as when compared to the reaperfied other races they are quite weak and easy to kill.

I know such things are pipe dreams with no chance of being realised, but we can hope to be surprised by the EC where the amend the endings despite saying they wont.

#6927
Crusader4Reason

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Hi, I’ve been an avid Mass Effect fan since the beginning of the series and want to add my voice to the displeasure with the ending(s) as they currently stand. 

In creating Mass Effect, your company did the best job to date of immersing the player into the gaming universe by allowing for the player’s choices to be taken into account in hundreds of ways, developing a grand universe with colorful characters and an intense conflict.  This gave me, and perhaps others, a sense of ownership of my Shepards in a superlative fashion that no other game has ever made me feel—for the first time ever in gaming, I actually enthusiastically had the fervor to buy all the supplementary materials and other collectibles your company produced in order to get the fullest experience from the series as possible.

And thus, when met with grand disappointment in the Mass Effect 3 ending(s), I feel utterly disgusted and despondent with the finale as it is.  From being brought into the climax and having to deal with a new series antagonist who had only 14 lines, to the numerous illogical events, such as Joker fleeing (?!) a seemingly benign burst from the Crucible and subsequently incomprehensively emerging from a crash with squad members I had with me running for the Citadel beam, I was wholly perplexed and angry. 

I found even making a final choice difficult not because of the moral implications of the options, but that my archenemy was presenting them.  How is the player to trust the Catalyst?  It chose to take on the appearance of the child who represents Shepard’s guilt of all the lives he could not save—a figure who haunted him in eerie dreams that perhaps indicate that Shepard is losing his mind. 

Sure, the Catalyst brought Shepard up to where he could in fact destroy the Reapers, but I find it difficult to trust something that tells me it created the Reapers as a solution to protect life by annihilating it, and takes on the shape of a figure of guilt—why else choose to appear as the child other than to manipulate Shepard?  I’d sooner trust a voice without form.

Perhaps the most disappointing moment in the ending was the Catalyst’s argument of a “cycle” of synthetics being fated to destroy their creators, as it is such a ridiculously invalid premise I could not believe a villain would believe it.  The idea embraces an incredibly malevolent view of reason.  The idea that this cycle happened continually in the galaxy in order for the Catalyst to create the Reapers and that this is the big reveal of the premise behind the villains of the series reduces the ultimate threat of the Reapers’ motivations to a laughingstock.  There is absolutely no reason that creations would always destroy their creators.  If the creators pose no threat, then the creations would have nothing to gain by destroying them.  Logic would dictate coexistence, as EDI, and a peaceful resolution of the Quarian and Geth conflict even demonstrate.

After seeing this, I feel I have wasted my time and thousands of dollars on the games and merchandise, and just want rid of them, as they are a stark reminder of all the time I invested and threw away in the series.  I don’t even have any desire to play any of my other four Shepards, as none of the reportedly over 1,000 decisions I made during the course of the game have any relevance post-ending save the final decision of the one in three the Catalyst presents.  The game gives no information on what happened after the beam went off save for the out of context Stargazer scene after the nonsensical Normandy scene.  I have felt betrayed since, feeling as if I spent over 100 hours per character only to have all but one of my decisions rendered meaningless—why bother play with them and have the same empty void of the future to look forward to?  I wanted to at least see the friends or species I’ve met over the course of the series having some future after the Reapers.  If there is no future, there is no point to play.  I never expected an utterly ambiguous ending to the most thoroughly laid out universe of any video game series that Mass Effect presented over the course of the trilogy.  It took hours for me to read through the greatest of lengths your company took to explain in a Codex the smallest of details of an imagined species or technology.  Why so few answers in the end?

However, after getting over my initial disgust, and knowing that an Extended Cut of the ending will eventually be released, I do hold out some trust from reading the quotes by Casey Hudson, Mac Walters, and Mike Gamble leading up to and after release that the ending will be at least somewhat untangled and explained given that there are several unfulfilled statements made by them as to what Mass Effect 3 would be, and did not deliver on in the game.  The credibility and universe your company created in the previous games leads me to trust that when Gamble stated that your company would never pull a “Lost” and leave the fans with more questions than answers, that you will eventually get around to giving those answers.  But for now, the endings were so ambiguous that I have more questions about Mass Effect than I have at any point during the series. 

For instance, I would like to know: if I exterminated all life in the systems with Mass Relays when the Relays blew up; how Shepard could have survived onboard the Citadel that exploded in my choice of the Destroy ending; what happened to the fleets I assembled to bring the Crucible into battle; to what degree Shepard was even in control of his mind; or even if Shepard may have been indoctrinated. 

And it would be nice to know such things as: what are the Reapers, anyway?  They were presented as autonomous blends of organic and synthetic life until the conversation with the Catalyst.  Are they nothing but dumb machines that follow the Catalyst’s endless “solution” of reaping the galaxy? I would like to know the culpability of the Reapers’ guilt or lack thereof in the grand scheme of things and what it means for the series lore about them.  I want to understand if I’ve been dealing with mindless slaves in Sovereign and Harbinger, or if they were willing their actions.  The conflicts of the past games seem trivial and rather pointless to know that one has only been combating mindless thralls for all but the final few minutes.  The Reapers are far less interesting as foes if they can’t think.

To be clear: my problems with the ending have nothing to do with the apparently bleak situation the galaxy is in after the destruction of the Mass Relays.  In fact, I find it somewhat appropriate, although completely unnecessary, for the Relays to be destroyed as a symbolic gesture of ending the Reaper threat forever.

Perhaps the EC will satisfy me.  Though, as it was quite a blow to be left with almost nothing to speak for having invested so much time and money into the series, it will be a bittersweet reconciliation at best to be given a “real” or extended ending half a year after the expected end.  If the endings remain ambiguous, I’ll be completely disenchanted from the Mass Effect franchise.

In the end, it is quite sad to me that in looking back at ME3, while it had grandiose moments, such as the cure of the genophage, the ending in its current state is so underwhelming in presentation that the most redeeming factor I find from the game is the multiplayer (which is quite fun)—as my greatest fear for the Mass Effect franchise prior to ME3 was that it would become an MMO or eliminate single player.  I hope that the Extended Cut will be able to redeem the game, and make my decisions throughout the series matter by showing that at least some of them besides the final one had an impact for the future.  The Mass Effect trilogy was a great experience that I don’t want to see end in such a deplorable state.

Modifié par Dollar Avenger, 09 juin 2012 - 10:26 .


#6928
thingamaBen

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 A small request: probably won't be done, but could you make "Reignite" by Malukah the ending credits song? That's how I want to remember Mass Effect.

#6929
mopotter

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The ending choices in ME3 should make me want to replay YOUR game until the release of YOUR next game which has been achieved in the past.

ME3 should not have made me think sending my LI to have sex with another woman in order to survive was not the worst thing that could happen.

It should not have made me think most of you were just tired of working with Shepard and wanted it over.

I don't expect these three choices to disappear, I understand that some people actually like them even if I don't understand how they can. So I would like additional choices and the chance to know Shepard survived with some of his team without any MP involved in my single player game.

Some things I don't expect because it's too late. I will never have the need to replay in order to see how my decisions will effect the endings.

But I would like the enjoyment and hope back so that I can play my many Shepards and give them an ending that they deserve from heroic survival to we destroyed the enemy no matter the cost.

#6930
3DandBeyond

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I believe any ending should of course fit the rest of the story. Ideally, I'd like the star kid to go. All along Shepard has been fighting the big baddies that are nightmare stuff. This kid does not fit at all and his logic is very illogical.

He basically says, "I'm here to save you from me." And then goes against everything Shepard may have learned within just ME3 when spouting his created/creator tripe.

I would like to see a real happy ending possibility-a full blown one. Not only is that something to want to work for in the game, but something that would make me want to play it again and again. But, also a sad or sacrificial one. Neither should exclude the other and they should be distinctly different.

These arbitrary, artificial, ambiguous choices should go. They came out of nowhere for no reason. It's like telling a football player when he nears the endzone to stop, drop the ball, and now hit one of 3 buttons which will decide whether you get a touchdown or not.

Also, ideally I would like to see different mixes of good and bad outcomes.
Reapers win.
Reapers lose.
Earth saved.
Earth destroyed.
Shepard's teammates (and/or love interest) survive or some do and some don't or they all die.
Shepard dies or survives.

And in mixing it up I see the possibility even of Shepard surviving only to see the reapers winning and realizing that death will come.
Or, Shepard dies and the galaxy prevails and everyone mourns him/her.

But I'd also like to see the war assets being used and have Shepard be a part of all that. I so wanted there to be some big battle and then some character driven stories within the finale.

I had thought the Crucible would be used to merely diminish the reapers in some way-take their shields down so they were killable. Crucible means a test sometimes in the field of battle and the Catalyst I thought would initiate the test.

Give Shepard back his/her backbone.

And please for the sake of fans I think you've forgotten, get rid of the multiplayer requirement.  Some people can't afford a broadband connection (how on earth they will get the EC I don't know) and some can't afford xbox live gold.  Some just can't get an online connection where they live.  Be fair.

Modifié par 3DandBeyond, 02 juin 2012 - 10:15 .


#6931
Redbelle

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Alot of what I want to say has already been by others so I'll drop this idea off and leave it at that. Shepard needs to kill Harbinger.

The Reapers become faceless goons in ME3, albeit large cuttlefish looking ones. The Reapers always did well when they had a front man to speak for them and Harbinger has had that role since ME2. He personified the menace of the Reapers and if we are to have any sense of accomplishment, we have to face the biggest and baddest Reaper there is up close and personnal. Preferably without having to wait around for Edi to program any nearby rockets.

Personally I'd love to see Shep landing on Harby and running through his structure to blow his Eezo core. We've already been inside a dead reaper in ME2 and lived to tell of it. I'd like to experience surviving blasting my way through a living one,

Modifié par Redbelle, 02 juin 2012 - 11:54 .


#6932
zerolightdark

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A lot of the idea i suggest here propally had been suggest by other, even so I would like to voice them:

First, I feel that there is a lack of representation of the war assests in the final battle. While the cutscene where the fleet assemble is magnificent. The war assests consits of much more than space ships, and they are poorly show when we hit ground side. I (and I suspects many other feel the same) would like to see more cutscene showing the results of the war assets I collect during the long hours before. I want to see Jack's biotic squad, Grunt leading a krogan charge, Miranda sabotage an enemy defense point and so on. I would allso like to see the fate of the people in the citadel when it is captured because there are war assets relate the the citadel defense. Perhaps it is a tall order to show all the results of the war assets, but there are keys assets the fans would like to see.

Second, I would like to see an improvement or change to the catalyst logic because it is flaw. It claim that to prevent synthetic and organics from killing each other. It need to kill organics before they develope synthetic too advance, but by doing so does it not act out the very same thing it try to prevent. Given that it does not do so to the point of total exticntion, but still it is a rather flaw logic. Perhaps the Catalyst need to consult Mordin Solus on how to defense it stand better, or think of a new stand all together.

Third an explantion on how the teamate you brought with you escape alive, and why Joker flee from the blast even when it does no appearent harm. Also the fate of the fleet in the final battle, because without the mass relays they are definitely stranded in Alliance space.

Okay so the part below invole the ending alot and Bioware had made it clear that it will stick by its original endning, so you don't have to read it. I just want to get it off my chest.

First the lack of diverse ending cutscene. Aside from the different color light and some minor cutscene, there a lack of difference between the choice you made, which diminish the weigh of the choices.

Second, this one just out of grief really nothing practical really, but the fact that Shepard is force to sacrfice himself/herself mean that there will be no "little blue children run around", no "nice little house on Ranoch." which made me just depressed, just really really depressed, and that make it really hard for me to replay the game. Which positively suck.

Third, Cortez, the shuttle pilot, he is new and I didn't really have a chance to connect with him despite a side story about him and how it affect him majorly in the final mission. Which made me feel that he should have a bigger role at some point in the story. Before Bioware announce it decision with sticking to its ennding. I have hope that at some point after you save Cortez, when you run toward the beam and the reaper was about to blast you, Cortez would fly in with a shuttle or a fighter, and either take the blast himself or knock the reaper off balance, thereby saving Shepard, Anderson, and the teamates. But since there will be no change Cortez now simply a rather useless character.

Fourth and finally, No final boss fight, unlike the previous two game, ME3 has no final boss fight. I would hope that the idea of Harbringer possess the illusive man, just like Soveriegn did to Saren in the first game, had cross the dev team mind and had been brought to disscusion. Because that would be the fight many many fans would love to be in.

Here it is my two scents, if you would like to read it. Personally I find the heroic sacrifice idea unsatisfactory. It is not about closure. I just feel like for a game where I make my own story, that is not the conclusion I would have. Also the lack of choice in the ending infuriate me greatly, for a game that urge me to create my own story, when the conclusion of my own story come up, I got kick out of the room, and force to write only what other want me to write. If the entire ME had been about a fix story with a fix storyline and a fix Shepard I would not had feel any anger toward the ending. However the fact is it is not, and the absent of a survival choice in the end disappointed, sadden, and anger me. Pardon the leaked rage, but it still a magnificent piece of art, and I will be satisfied with that thought.

#6933
thingamaBen

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Here's an idea: since not everyone likes those fetch quests, what if Bioware releases a DLC pack of side missions fleshing out some of these side missions--like rescuing the Elcor tank squad--and having those maps be in multiplayer. Double whammy.

#6934
Versidious

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I'd quite like an expansion to some of the dialogue... Specifically, for Ash to actually say some things on the Normandy, and, more importantly, for the player to be better able to define Shepard's opinions. I don't like that Shepard is now true-blue humanity-first remember-what-colour-your-blood-is Systems-Alliance-****-Yeah, regardless of your previous decisions in the trilogy. In ME1, it was nice to be able to be a Spectre first, and an Alliance Officer second, if you wanted that, and switch it around if you felt differently. Some choices along those lines would've been nice, even if they had the exact same plot outcome. Different dialogue is not just about deciding the plot direction, but allowing the player to decide Shepard's character and/or express their own opinions.

#6935
Tuny

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In-game codex provides detailed description of relatively realistic space battles - yet in all cutscenes through the series battles are shown in accordance with common sci-fi clichés. This take probably provides familiar ground for the cinematic team and assures spectacular scenery, but I think that by taking a more realistic approach series could've been made even more unique and serious without sacrificing the visuals.

Although character animation somewhat improved over ME2, sometimes it just clumsy, especially faces. It's not bad enough to break the narrative, but there is certainly room for improvement.

In certain cutscenes player's weapons are replaced with Avenger and Predator. As I see it, it is done for theatrical purposes, but it's still confusing.

#6936
3DandBeyond

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Redbelle wrote...

Alot of what I want to say has already been by others so I'll drop this idea off and leave it at that. Shepard needs to kill Harbinger.

The Reapers become faceless goons in ME3, albeit large cuttlefish looking ones. The Reapers always did well when they had a front man to speak for them and Harbinger has had that role since ME2. He personified the menace of the Reapers and if we are to have any sense of accomplishment, we have to face the biggest and baddest Reaper there is up close and personnal. Preferably without having to wait around for Edi to program any nearby rockets.

Personally I'd love to see Shep landing on Harby and running through his structure to blow his Eezo core. We've already been inside a dead reaper in ME2 and lived to tell of it. I'd like to experience surviving blasting my way through a living one,


This.

#6937
eran5005

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Tuny wrote...



In certain cutscenes player's weapons are replaced with Avenger and Predator. As I see it, it is done for theatrical purposes, but it's still confusing.


I agree, i seriously never understood this part! I'm sure it's not THAT hard to make it so Shepard and his mates have their actual chosen weapons during game engine cutscenes (which are most of them). What is TRULY baffeling is, that in some scences it does happen! Some of them show the actual weapon you chose, and in others its just the generic Avenger & Predator! I don't get it, why? what's the difference?

#6938
brandon3990

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Although I enjoyed the endings that were in the game, I didn't think they wre great. After i finished the game i felt a bit sad because the story just stops, you don't know what happens to anybody. Also, all the endings felt the same. The only thing that really got me excited was the scene after the destroy ending where Shepard wakes up.
So here are my suggestions

1. The catalyst, i have no reason to believe anything that he says. And since its clear that you are not going to get rid of him(which is fine with me), I suggest that you rewrite all of the catalyst's dialogue so that his intentions are different and maybe explain who and what he is.
2. Truely make each ending different and allow players to make different choices with the catalyst and allow those choices to be reflected in the ending. Add epilogues to each ending that can be different depending on your choices, ems, rep, ect. Show what happened to evryone else in the other systems and what happened to the survivors on the citidel.
3. Maybe have Shepard survive all the endings depending on ems, rep, ect. Have Shepard reunite with his/her crew or expand on the extra scene in the destroy ening. At first i kind of understood the sacrifice, but that really takes away from replayability. Having Shepard survive would really encourage me to replay the game over and over again like me1 and me2.

well all we can do is wait and hope you redeem the ending in the extended cut.

Modifié par brandon3990, 04 juin 2012 - 12:33 .


#6939
big mass effect fan

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Tuchanka is one of my favorite missions in any videogame. Getting a prothean was great too.

However, I wish we could have fought the Reapers/Harbinger and not just flipped an off switch. A fight against indoctrination inside Shepard's mind would have been awesome. Follow this with a fight/cutscene in real life of taking down the reapers and it would have been an great end to an amazing series.

Modifié par big mass effect fan, 04 juin 2012 - 02:26 .


#6940
Redbelle

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big mass effect fan wrote...

Tuchanka is one of my favorite missions in any videogame. Getting a prothean was great too.

However, I wish we could have fought the Reapers/Harbinger and not just flipped an off switch. A fight against indoctrination inside Shepard's mind would have been awesome. Follow this with a fight/cutscene in real life of taking down the reapers and it would have been an great end to an amazing series.


I like the idea for the fight for Shep's mind. Indoc is one of the Reapers mightiest weapons as it potentially gives them the ability to win without firing a shot. It's an insidious weapon as well. Worthy of the Reapers as it takes away from an individual exactly what they are fighting for in the first place, so far, without any way to defend against it since they don't know it's happening.

If killing Harbinger is neccessary for a sense of accomplishment then surviving through the best the Reapers have to throw at us can only add to that accomplishment. It may be hard to achieve, however, MGS3 had a section where Snake walked down a river facing all the ppl he had killed where the game mechanic slowed his pace to a slow walk. ME3 has already done something similar after Harby shot at Shepard and in his dream sequences. The potential is there to use existing gameplay mechanics in innovative new ways to compose a sequence that feels sluggish, but allows the player to move forward, as if in a dream.

#6941
LedinToke

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All I would like is for the ending of Mass Effect 3 to change based off decisions you made in the game. You know, like the first two games.

#6942
Gamer391

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Moderators! Here here! I'm giving constructive reasons, explanations and suggestions for the changes you may or may not apply in the endings of ME3, for those who are listening.

I am fairly content with everything before the real Catalyst shows up. The only changes that I feel should be made are in the ending and subsequent aftermath.

1. The Catalyst - I liked the concept of the Catalyst (the "concept" being it would control and focus the energy of the Crucible). Mainly because of the fact that it fills the roles of The Conduit (ME) and The Reaper IFF (ME2). I also loved the idea that the Citadel would be the Catalyst and the combined, awesome contraption of Citadel and Crucible would blast the Reapers out of the sky. But all that was destroyed the moment I came to know that the little "Star Kid", as he is known popularly, was the real Catalyst.

So here's what I disliked:

First of all, it was a new concept (the "concept" being it was a sentient AI/VI/GOD). An entirely new concept, pulled out of the blues. I found myself desperately searching for any background or explanation of it all over the internet. I can safely assume that its not even mentioned in the books. You could have done better by taking something from the existing mythology. Like a preserved Prothean (aside from Javik) or some complex technology or even Vendetta. The moment I discovered Vendetta on Thessia, I was sure it would be the Catalyst. But I was surprised and loved the fact that the Catalyst was actually going to be the Citadel, because of the assumption by Hackett that it would direct and focus the energy of the Crucible. So the Citadel being the Catalyst made sense. But then, enter "Star Kid". And thats where it starts going down. This kid literally owns Shep, by dictating his choices. Not good. This "Father Of All Reapers" just destroyed the whole point of playing ME and ME2. :crying:

Suggestions: You could have used him AFTER making the final choice. Place him somewhere inside Harbinger that the survivors discover during clean up. That would have made an excellent ending, with it giving the reason for creating the Reapers, and stating Shepard proved it wrong by establishing peace between the Quarians and the Geth, if the player succeded in doing so or that it was right if the player did not and the organics have only delayed their emminent end. And all this in a detailed conversation with Shepard asking all the questions. This would have also fulfilled the role of the lacking aftermath content.

Moving on,

2. The Reason - This was plain stupid. I liked nothing about it. Totally contradictory to the Rannoch solution in my case. I established peace between the Quarians and the Geth, thanks in no small part to the huge amounts of time I invested in ME and ME2. This made playing Priority: Rannoch, Rannoch: Admiral Koris, Geth Fighter Squadrons, Tali's loyalty mission in ME2 and everything else that contributes towards the peace, useless. Dissappointing. Hugely. :sick:

No suggestions here. I leave it to you to come up with something better.

3. The End Choices - I have a gray stand on these. Now that I think about them, all three were perfectly plausible and had a fairly large possibility of showing up at the end. But the conditions in which they show up and the principle behind that was not well thought out. Their sole dependence on Effective Military Strength depicts negligence and hurriedness in production, the only goal being completing the game for release. :(

Suggestions: I know you have denied changing the ending, but still I'm trying, just in case of a rare possibility that you turn out to be a succesful game maker that actually listens to their customers AFTER releasing a game.
Needs a bit of changing. You can make it so that only one of them shows up, depending on the choices the player made throughout the three games and whether they were Paragons, Renegades or Mix Breeds.

4. The Fate Of Reapers - This is only for the "Control" ending. Completely defeats the idea on the base of which the whole franchise was constructed. All three games except the ending, the whole journey right from Eden Prime up till the real Catalyst shows up, has been about destroying the Reapers.This paradigm shift in the opposite direction kills the series. Why give the option of saving the Reapers, even if it gave their control in your hands? Doesn't make any sense  to me. Although Control seems plausible, but the final result should have been the same. Whether it meant shattering them to bits using mass accelerator cannons or leaving them to rot by ripping out their Eezo cores or using them to rebuild the whole galaxy, establishing human anarchy all over and then killing them...

Suggestions - Kill them eventually, in every case. I was a full on Paragon till the very end. But I was forced to make a Renegade choice when it mattered the most, in the end, by destroying the Reapers, just to make sure they die the death they deserve. DO NOT classify the final choice as Paragon or Renegade.

5. Fate Of Shepard and Galactic Civilizations - After spending thousands of minutes playing the 3 games, doing everything possible in the realm of fair play to keep Shepard alive, 2 out of the 3 choices kill Shepard. And non-corporeal form also counts as killed, since its not the same as having flesh, blood & brain. And not only Shepard, but the remaining civilizations as well. As depicted in Arrival and Desperate Measures, destruction of a Mass Relay destroys every habitable planet in the system. So essentially, two out of the three choices remove the Reaper threat, but make you a mass murderer of galactic proportions.

Suggestions - Fate of Shepard and Civilizations should also depend on the choices and decisions of the players throughout the three games. It would be preferable if Shepard lived provided the Character was fully Paragon or fully Renegade.

6. No Morality Consequences - Absolutely no consequences of being a Paragon or Renegade. Paragon and Renegade were only two paths to the same destination. Hardly something that I would call a RPG if this was going to be the end result. Again, hugely dissappointing, suggestive of negligent and sloppy work. Suggestions for this will be a part of those of Aftermath.

7. The Role Of The Normandy In The Final Battle: Normandy is only shown like a dog running away with the tail between its legs. Nothing else. So the time invested in mining all those huge quantities of minerals was just plain wasted.  :crying: :alien:

Suggestions - Make at least two Destroyers or one Harbinger, the cannon fodder of her Thanix
Cannons, much like Sovereign.

8. Aftermath - Not even one second of any aftermath content. That leaves so many story arcs unfinished. What happens after the Reapers leave. Whether the Krogans revert to their old ways or reform to build a better civilization. Whether Quarians fully readjust to their home planet's environment. Does the peace between them and the Geth last long or not. What happens to the LI that survives. What happens to Shepard if he survives. What happens to the Squad Mates and the Normandy crew that survive. Nothing. No type of closure to any of these plot lines. Just gaping holes. I can make an educated guess that this was an attempt to keep the franchise alive so that you may introduce priced DLCs later. :bandit:

Suggestions - Give closure to the story arcs mentioned above and also to those which are not mentioned above. And depending on the morality of the player, fate of Shepard should be decided. Like making him a hero if he was a full on Paragon or a personality that is repected AND disgusted at the same time or some kind of bad-ass, popular with the warriors type of mercenary, if he was a Renegade.

And summing it all up:
1. Change the choices and endings. As you read in my suggestions, I'm not asking for a total overhaul. But please for the love Keelah, do something that makes more sense than the current situation.
2. Kill the Reapers in all choices.
3. Save Shepard, provided the player invested enough time in the game and was either fully Paragon or fully Renegade.
4. Add some morality based consequences.
5. Add videos for completing ALL the story arcs (Krogans, Asari, Quarians, Geth, Love Interests, etc) AFTER the Reapers are defeated.
6. Change the role of the Catalyst aka Star Kid from dictator to culprit, who does a lot of explaining, AFTER the Reapers are defeated. Whether he mocks in the face of Shepard for just delaying the death of organic civilization or not, as I stated above, should depend on the result of Priority: Rannoch. Or plain and simple, remove it all together.
7. Come up with a better, sensible reason for the extinction cycles if you can't change Star Kid's role.
8. Make some Reapers the cannon fodder of the Normandy's Thanix Cannon. Those who spent mining the  minerals for that upgrade in ME2 deserve it. Similarly, depict some advantages of having installed Cyclonic Barrier and Silaris Armor.
9. A video/cutscene where Shepard and the rest of the crew take on Harbinger, mano-e-mano, after every other Reaper is dead. A full-on, EPIC, playable battle inside and Normandy doing the rest, outside Harbinger. Something that gives a sense of accomplishment.

This game deserves some epic battles and an epic ending. Not because we demand it, but because the whole mythology and the story are so great. Not the lousy one that you have currently got going. Please, don't kill this game for the sake of money. At least try, if you are not just another money-hungry game maker. :crying:

These are just some suggestions. Whether you incorporate them fully, partially or negligibly into your final product is your choice. I hope I cleared everything and provided you with what you are looking to improve (or just pretending that you are looking to improve). :bandit:

And I also hope that this game does not go down in history as "The Most Anticipated Game Of The Year, Which Disappointed The Most"

P.S. - Can you moderators, or anyone else on this thread, direct me to the Retake ME3 campaign that is mentioned in the initial posts. Please... Thanks in advance.

Modifié par Gamer391, 04 juin 2012 - 06:28 .


#6943
Gamer391

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Reign Tsumiraki wrote...

 Ah, perfect! I already wrote up what I think would solve the problem...

*edit*

*copypasta*

1.  Only change the ending starting from the last scene with Anderson/Shepard/TIM. Everything about the ending before that stays the same, with a few changes. 

2. Completely ignore the God-child-spirit. It conflicts and contradicts the "Protheans fooled the citadel" basis in ME1. This was important. Cut it out entirely.

3. Make several choices based off of war readiness, and how many assets went into the Crucible. Such as:

Rushed through the game and made bad decisions low: Crucible fails to work, and the Reapers obliterate the fleet. Player is "treated" to a small cutscene of the Reapers killing everyone in the galaxy.

Kind of low: Launch a giant EMP burst that destroys all Reapers, AI, Citadel, Relays, most technology, ect, as well as sacrificing earth. Shepard dies. Normandy crashes, and everyone aboard dies.

Low: Same, but without damage to earth. Shepard dies. Normandy Crashes. Crew dies.

Medium-low: Burst that only destroys all AI. Shepard dies. Normandy Crashes, Crew dies.

Medium: Burst that destroys all AI in the Sol system, and the Reapers. This allows the Geth to live, but EDI dies. Saves the Relays, but not the citadel. Shepard dies. Normandy crashes, crew survives.

High-Medium: Releases a burst that disables the Reaper Shields across the galaxy, allowing the fleet to easily kill the rest(Reapers are weak without their shields, as ME1 shows. A single torpedo from the Normandy killed Sovereign without it's shields) Shepard lives. Normandy damaged, but does not crash, and the player is treated to a small cutscene of the Normandy and the fleet blowing up a few reapers. Citadel is intact, Relays intact.

High: Sends out a burst attuned to the Reaper core (The Geth provide the information. They studied reapers, remember. If they are not available, the Quarians provide it, having researched the Reaper corpse on their planet) causing the Reapers' reactors to overload and die. However, the Reaper core just happens to be identical to the Core of the Citadel as well. The Citadel overloads and blows up. Shepard lives. Relays stay intact. Player is treated to a cutscene of the Reapers blowing up, troops on the ground rejoicing, as well as the Normandy picking him and Anderson's body up before Citadel explodes.


Very-high: Sends out a pulse that kills only Reapers. All tech stays intact. Shepard lives. Relays intact. Citadel intact. Player is treated to the cutscene above, minus the citadel explosion. 

In addition, the endings shown in the "original" game would be available. These would be available on the left side of the dialogue wheel, while the ones I have proposed would be on the right. Synthesis would be unlocked at the Very-High level, and Control would be unlocked at the High-Medium level. Destroy would not be available, as it's equivilant is already an option.

To complete the Synthesis or Control ending, the player takes the elevator up to where the Original ending takes place. This way, they do not have to design an entirely new environment. The animations and flashbacks for these endings would stay the same. The only difference in the cutscene after this would be no Normandy crash.

The options of the three highest unlocked options would show up on the right of the wheel on the right side. For instance, someone who had Medium assets would get the option of killing all AI everywhere, all AI in the Sol system, or all technology everywhere without damage to earth. The option where the Crucible fails to fire is not available if the player has enough war assets. 

The dialogue wheel would look like this, if someone had 100% of all assets.
                                Synthesis              Take down Sheilds
                                               __________/ 
                                               (                       )
                                             (                           ) ---Kill reapers, Destroy Citadel
                                               (                       )
                                                -----------------
                                               /                      
                                      Control                Kill all Reapers
4. Include a small, text and scene ending. Small clips of certain occations from the various decisions made will show. This will vary greatly by the ending. 

EXAMPLE: Geth and Quarians rebuilding, all species rebuilding the invaded home planets, ect.

5. A small scene with Anderson and Shepard before Anderson dies, about what Shepard will do if the Crucible works. Shepard can then respond in a variety of ways depending on what options he is presented with because of the war assets claimed. Anderson then says the whole "I'm proud of you" spiel, wishes you luck, then dies.

EXAMPLE: 

Retiring and living in peace, finally, with LI(or alone, if that is the case).

Saying “This device will probably destroy the citadel and kill us, so it does not matter.”

Continue to pursue peace and justice as a Spectre.

Become a diplomat/politician and guide humanity

Ect.

6. Any teammates that were with you at the time you got shot by the reaper will run towards the teleport-beam and make it to the Citadel ahead of you, thinking that you died, and that they need to finish what you started. Upon arriving there, you meet up with them and get to the console. They also get manipulated by TIM, but only you are able to "break free" by shooting or talking down TIM. 

7. Give a small end game play sequence where the player can walk around and talk to teammates, and notable figures in the game, if Shepard survives, similar to DA:O. This scene will of course depend on what choices were made, what characters are alive, ect. 



Anyway, that's my whole view on it. 


THIS WAY:  
Players can get the endings they want, the player can still sacrifice themselves to get the endings they want, the Devs can have the endings they want, and originally intended. The only thing this really cuts is the stupid spectral Ghost-child-God thing, which was ridiculous in the first place. 

It still keeps the "space magic", however the player is no longer forced to use it.

How does this sound? I tried to address every concern and viewpoint, and combine them into one good ending that I think would please everyone. 


This.

#6944
Gamer391

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SamFlagg wrote...

(Posted in this thread because I totally was taking to long and ended up after the lock in the other one)

Jessica,

First apologies for what I'm sure is the wall of text
flying back and forth which is contributing to the discussion being so
unhelpful right this second.  I would say people have to adjust to
actually having someone here.  Many of the articles laid out by some of
the posters do include the generalities of what we currently think was
wrong, but I can offer some concrete suggestions that reflect my
thoughts, and hopefully reflect the thoughts of others.

While the endings our our primary concern I'd like to address Earth and then a couple quality of life issues as well.

1.) War
assets - Many of us feel rightly or wrongly that we logically expected
war assets to appear either in game or in cutscenes during the take back
of Earth.  And the war assets I'm referring to aren't the space ships
above (Though those are awesome) they are the ones on the ground.  We
really really did want to see Elcor Living Tanks and bands of Krogans
charging reapers.  We wanted to see scenes of our ME2 squad mates
holding there own somewhere on the battlefield.  We expected the battle
on Earth itself to be so much grander

2.) I think a lot of us
expected Earth to be far more similar in tone to the ME2 suicide mission
where we could task crewmates and have their survival depend on our
choices previously in the game.  With the number of times Commander
Shepard is told that he was going to lose people, it was surprising that
no one on his current squad met that fate, and the ones who typically
would (Thane and Mordin) had already been heavily foreshadowed to
finding redeption through death (For the record, Thane Mordin and
Legions deaths were so pitch perfect that we find how perfect those were
out of balance with how much of a problem we had with the ending)

3.)
The section where you sprint towards the beam of light and harbinger
attacks all the way through having Anderson die next to you is
beautiful.  It's all emotional, and most of all it's personal.

4.)
Our main issues lie with the God-Child, we find his arguement
uncompelling because we don't see his logic, and we are angry most of
all because Shepard has been a character of definance against the odds
for 2.99 games.  And in the darkest hour, he does not have the option
really to simply reject the assertion that synthetics and organics will
always be at war (And the entire Geth Quarian plot line seems to make it
far more likely that Organics will try to wipe out synthetics than the
other way around.  We find fault with his reasoning and are for the
first time in the series unable to challenge it.)

5.) The ending
consequences for Shepard come down to three shades of death (discounting
the breathing), and the mass relays destroyed in all of them.  While
there may be an underlying philisophical discussion about destroying the
reapers controlling the reapers or merging all synthetic life, this is
far overshadowed by the very immediate practical problem of destroying
all relay travel and stranding fleets in the Sol system.

6.) I
believe this could have been handled better by having some options where
Shepard lives, but relays are destroyed, or shepard dies, but the
relays go on, or even Shepard picks the control option and the reapers
leave earth and the relays alone but go and reap the rest of the
galaxy.  The practical consequences of the three options are so similar
that their philisophical difference becomes irrelevant.  (To that end I
think many would've been happy for an option to be defiant, sacrifice
yourself, have the crucible simply bring down the reaper barriers and
make them easily destroyed by the assembled fleet, and hey if you have
enough EMS you can even save shepard.)

7.) Closure.  In this it
could've been done with a heroes funeral, or if he survived a simple pan
and scan of the area with his surviving squad mates and a "Let's go
home" moment.   We feel that many of the plotlines that were apparently
solved are undone because all the people necessary to good outcomes
(Like having Wrex on Tuchanka) are stranded in the sol system.  We're
not all asking for a Star Wars Medal Ceremony, we'd be perfectly fine if
it could be a bittersweet view of all we lost, but also at what we
still had.  (And if there are enough varient endings someone can get the
star wars medal ceremony, but that's the point we wanted the endings to
be divergent)

8.) The cut scenes were 80% the same.  There really isn't a way to not be unhappy about that.

The
other quality of life issues are: The Journal, The Face Import,
Multiplayer having too much of an impact on readyness, and the Shepard
Shame Talk  (when the models actively look away from each other while
talking)

Now I will point out that this depth of feeling is
because of a real sense of attachment to all of the characters in the
universe.  The deaths for the characters who had them were all pitch
perfect, which is why the lack of sacrifice in the last part of the game
of anyone on the most dangerous battlefield followed by destroying the
entire relay system is so jarring.


And this.

#6945
Tuny

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Really liked dialogues in the third game, but in most cases conversation options are limited to "vicious" and "heavenly" - there is no "neutral ground". You probably suggest that under that circumstances neutral position will not do, but I sill miss this opportunity.

#6946
NovaBlastMarketing

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 Hi Jessica,

I just finished my first playthrough and have made a detailed and personal  account   of my experience along with some  suggestions on this thread. Its rather lengthy but  I hope you find it useful. 

My thoughts after my first playthough

thanks for your time and this thread.

NovaBlast

#6947
kr33g0r

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I have only just finished... well attempted to finish Mass Effect 3 anyway. It has probably been mentioned already but why do I need to play Multiplayer etc to bring my readiness above 50%? I don't want to play multiplayer so why should I be punished after grinding through single player to have my effective military strength cut in half?

Forcing players to play multiplayer to get the most out of your single player experience is freaking ridiculous!

#6948
NovaBlastMarketing

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kr33g0r wrote...

I have only just finished... well attempted to finish Mass Effect 3 anyway. It has probably been mentioned already but why do I need to play Multiplayer etc to bring my readiness above 50%? I don't want to play multiplayer so why should I be punished after grinding through single player to have my effective military strength cut in half?

Forcing players to play multiplayer to get the most out of your single player experience is freaking ridiculous!


I will second that I am **TOTALLY**  against multilayer  and any  social network  forced  play. I think  its  a slap in the face  to  part of  the  games player base to basically say  hey   i don't care if you don't like multiplayer  or social net work based  activities   - do it  or suffer the consequence and be punished in game with a sub par experience.

Do you not realize that's what your doing?

#6949
dorktainian

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Easy to fix the Mass Effect series.

1. Remove Multiplayer being an important part of gameplay in ME3.
2. War Assets need to be removed. Stick to Paragon /Renegade Bioware!
3. when you release a game it should be complete (not have part of it ripped out for DLC)
4. Get someone to write the story that actually knows how to write a story.
5. fwiw, I'd have structured it as follows......

ME1 stays the same.
ME2. Same until Shep gets to go the stage where he goes through the relay. Instead of this - have him go on the mission to blow the Alpha relay and end ME2 with him on trial.
ME3. Follow ME3's story through to earth, then have the final battle against Harbie (the actual reaper - not the ship containing it) on earth involving all your aquired assets.

Or am I thinking out of the box?

#6950
RAF1940

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SamFlagg wrote...
1.) War
assets - Many of us feel rightly or wrongly that we logically expected
war assets to appear either in game or in cutscenes during the take back
of Earth.  And the war assets I'm referring to aren't the space ships
above (Though those are awesome) they are the ones on the ground.  We
really really did want to see Elcor Living Tanks and bands of Krogans
charging reapers.  We wanted to see scenes of our ME2 squad mates
holding there own somewhere on the battlefield.  We expected the battle
on Earth itself to be so much grander

2.) I think a lot of us
expected Earth to be far more similar in tone to the ME2 suicide mission
where we could task crewmates and have their survival depend on our
choices previously in the game.  With the number of times Commander
Shepard is told that he was going to lose people, it was surprising that
no one on his current squad met that fate, and the ones who typically
would (Thane and Mordin) had already been heavily foreshadowed to
finding redeption through death (For the record, Thane Mordin and
Legions deaths were so pitch perfect that we find how perfect those were
out of balance with how much of a problem we had with the ending)