- Multiplayer part. Hate multiplayer in general and I am afraid it will deminish the attention (=quality?) they have for the singleplayer part
- The influence of the multiplayer on the EMS in singleplayer. Found that really annoying and I did NOT play mulitplayer to raise my EMS.
-The quest log. The one in ME2 was much better
- I found the reason behind and the time-line of the side-missions (when you were and wen you weren''t able to do them any more) often very unclear. In other words, chaotic (side)mission progress
-Citadel was very goodlooking, but I felt something was missing to give it a real "Citadel-feel"
- Too little HUB's. No Illium. No Omega.
Ending aside - What irritated you most about ME3?
Débuté par
Lavans6879
, juin 28 2012 04:45
#176
Posté 01 juillet 2012 - 06:34
#177
Posté 01 juillet 2012 - 06:37
1.The overall lack of polish Mass Effect 2 had like the import bug (what a screw up that was), glitches and animation errors. It had more bugs than ME1 or at least I noticed them much more. It felt like it was rushed to be honest.
2. The implementation or lack thereof of war assets. We don't get to see them in action unlike, once again, Mass Effect 2 where are hard work was shown to directly affect outcomes. Furthermore linking multiplayer and thus halving single player assets was shameless really. Especially for offline players who bought the game but were punished for not getting an online pass.
3. Priority Earth. It never bothered me all that much the first time. But the next playthrough was more of a chore and playing through it again for the EC was pretty insufferable. I had expected them to add cutscenes in the EC to break up the dull environments (the level design for earth was very generic IMO) but they didn't. Remember the "Take Back Earth" trailer? Those two minutes of Earth based heroics were more exciting than anything the battle on earth actually produced.
2. The implementation or lack thereof of war assets. We don't get to see them in action unlike, once again, Mass Effect 2 where are hard work was shown to directly affect outcomes. Furthermore linking multiplayer and thus halving single player assets was shameless really. Especially for offline players who bought the game but were punished for not getting an online pass.
3. Priority Earth. It never bothered me all that much the first time. But the next playthrough was more of a chore and playing through it again for the EC was pretty insufferable. I had expected them to add cutscenes in the EC to break up the dull environments (the level design for earth was very generic IMO) but they didn't. Remember the "Take Back Earth" trailer? Those two minutes of Earth based heroics were more exciting than anything the battle on earth actually produced.
Modifié par NUM13ER, 01 juillet 2012 - 06:47 .
#178
Posté 01 juillet 2012 - 06:57
Auto-dialogue. So much.
This prevents you from role playing in the role playing game.
This prevents you from role playing in the role playing game.
#179
Posté 01 juillet 2012 - 07:08
Crucible, War Assets = arbitrary numbers that end up meaning little, Auto-Dialog. The End.
Still the best overall game of the 3 IMO.
Edit: And then the end happened. Its been said to death, but it didn't just make it the worst game of the trilogy, it severely diminished the previous two games on top of that. I don't think bioware understands the magnitude of their epic failure. How can you screw up an ending (OF A TRILOGY) so badly??????
Still the best overall game of the 3 IMO.
Edit: And then the end happened. Its been said to death, but it didn't just make it the worst game of the trilogy, it severely diminished the previous two games on top of that. I don't think bioware understands the magnitude of their epic failure. How can you screw up an ending (OF A TRILOGY) so badly??????
Modifié par Me1mN0t, 01 juillet 2012 - 07:11 .
#180
Posté 01 juillet 2012 - 07:10
Chocies didn't change much in the story, side missions largely replaced with boring fetch quests that had no gameplay, the game feeling rushed like there should of been more in it.
Auto dialog didn't bother me as much as I thought it would since Shepard finally started feeling like a human being instead of a robot incapable of independent thought. ME3 made him/her seem human in regards to facial expressions and vocal performance. If I had to ditch choose-every-dialogue-option to get the feeling of playing as a living person, then I'd ditch it in a heartbeat.
Should of been more sidemissions. I fully expected loyalty missions to make a return, such as saving Garrus' family, and that even branched into non-squadmates eg. Rescuing Jokers sister from Tiptree or doing something for Traynor and Dr Chakwas.
I still enjoyed the game. It just felt like it could of done with another year in development to get actual gameplay content in there.
Auto dialog didn't bother me as much as I thought it would since Shepard finally started feeling like a human being instead of a robot incapable of independent thought. ME3 made him/her seem human in regards to facial expressions and vocal performance. If I had to ditch choose-every-dialogue-option to get the feeling of playing as a living person, then I'd ditch it in a heartbeat.
Should of been more sidemissions. I fully expected loyalty missions to make a return, such as saving Garrus' family, and that even branched into non-squadmates eg. Rescuing Jokers sister from Tiptree or doing something for Traynor and Dr Chakwas.
I still enjoyed the game. It just felt like it could of done with another year in development to get actual gameplay content in there.
#181
Posté 01 juillet 2012 - 07:14
1. Science used wrong, they should have reaserched dark energy before
putting it in the me universe (thy could have used negative matter
insted or something else that make sense)
2. Plot holes (why did the
reaperd take the citadel last why didn't they take it at the begining,
the reapers could have taken controll of the realeys & shut them
down)
3. Lazy writing (like Bioware forgot ME1 or ignored it)
4. Choices didn't matter
5. Too much emphasis on MP
6. Day 1 DLC
7. No exploration (the game didn't feel like a rpg)
8. The side missions felt empty
9. Broke the agrement
10. The game felt rushed out
11. Was the game even wttten as a trilogy didn't felt that way, it felt more like a standalone game.
The agrement
(It was biowares rules they introduced them before me2 came out)
*Interface for choice is predictable
*Choice produces results the player expects
*Give the player the choices they want
*It’s the player’s story
The story belongs to the player, not the writer. The writer builds
the sandbox but we leave it up to the player to figure out how they want to
experience their own fun. This is both the boon and the bane of BioWare interactive
storytelling, because it means that there is room for absurdity in the
narrative with no guarantee each player will have an optimum story experience.
An
example of this is when you’re about to go on a critical, universe-saving
mission at the end of the game – and then you decide to go to the Citadel and
buy some fish for your tank. A film writer would go nuts as this removes all
the tension and drama from the situation. But that’s part of the agreement we
make with the player and we need to stand by that choice.
On
ME2 we did a lot of things to make the game unique to the player through level
design, story design and mission structure. But one feature stood out amongst
all the others in our attempt to personalize the story to each player….
page 48
http://www.google.se...Fw_0fMLhsCY1HBw
The onlu thing i liked was yhe ending of Tuchanka & the geth/quarian ending.
One more thing when u call liara to your room & see ehat has happend through the series
putting it in the me universe (thy could have used negative matter
insted or something else that make sense)
2. Plot holes (why did the
reaperd take the citadel last why didn't they take it at the begining,
the reapers could have taken controll of the realeys & shut them
down)
3. Lazy writing (like Bioware forgot ME1 or ignored it)
4. Choices didn't matter
5. Too much emphasis on MP
6. Day 1 DLC
7. No exploration (the game didn't feel like a rpg)
8. The side missions felt empty
9. Broke the agrement
10. The game felt rushed out
11. Was the game even wttten as a trilogy didn't felt that way, it felt more like a standalone game.
The agrement
(It was biowares rules they introduced them before me2 came out)
*Interface for choice is predictable
*Choice produces results the player expects
*Give the player the choices they want
*It’s the player’s story
The story belongs to the player, not the writer. The writer builds
the sandbox but we leave it up to the player to figure out how they want to
experience their own fun. This is both the boon and the bane of BioWare interactive
storytelling, because it means that there is room for absurdity in the
narrative with no guarantee each player will have an optimum story experience.
An
example of this is when you’re about to go on a critical, universe-saving
mission at the end of the game – and then you decide to go to the Citadel and
buy some fish for your tank. A film writer would go nuts as this removes all
the tension and drama from the situation. But that’s part of the agreement we
make with the player and we need to stand by that choice.
On
ME2 we did a lot of things to make the game unique to the player through level
design, story design and mission structure. But one feature stood out amongst
all the others in our attempt to personalize the story to each player….
page 48
http://www.google.se...Fw_0fMLhsCY1HBw
The onlu thing i liked was yhe ending of Tuchanka & the geth/quarian ending.
One more thing when u call liara to your room & see ehat has happend through the series
Modifié par Troxa, 01 juillet 2012 - 07:15 .
#182
Posté 01 juillet 2012 - 07:21
Very easy - the log system.
So much better in ME2, in terms of both tracking what you had/needed and also providing a little summation of what had happened after completion.
So much better in ME2, in terms of both tracking what you had/needed and also providing a little summation of what had happened after completion.
#183
Posté 01 juillet 2012 - 07:49
-First thing that comes to mind: Why is the Rachni Queen still alive? I was told numerous time I killed the last Rachni and now that.. just cheap. Should've been an alternate mission here.
-Missing choices. Why do I have to accept EDI? Why do I have to listen to that Geth?
- Cerberus being to important regarding their history
-Missing choices. Why do I have to accept EDI? Why do I have to listen to that Geth?
- Cerberus being to important regarding their history
#184
Guest_JulyAyon_*
Posté 01 juillet 2012 - 08:06
Guest_JulyAyon_*
The nauseating way a perfectly good franchise got murdered by moronic marketing practices. Fancy to cripple a decent intelligent rpg game and degrade it into a button masher, devolution is so out! The most irritating fact is that they still haven't noticed what they did wrong! Second is the ec..what a dirty cheap trick. Not fooling me with copied pictures of favourite characters to pacify me into buying more dlc.
#185
Posté 01 juillet 2012 - 08:11
Forgot some things in my earlier post.
Plot repetition. I can forgive plot armor for characters. But really, couldn't they come up with a new idea here and there? I can't have been the only one screaming "Don't put Dr Eva in the computer core!" Did everyone forget what happened the last time we put a piece of advanced humanoid machinery in there? It's the same plot device.
Likewise, repetition. The Rachni queen gets captured... again!
Repetition. Ashley doesn't trust us... again!
Other dislikes:
The guards at the security checkpoint prattling all the time instead of doing their damn job. And what was with that, anyway? It's my bloody ship, I shouldn't need to be scanned. Just how did I get in their in the first place...oh yeah, I walked through MY ship from the shuttle bay to get there. Good job I didn't need scanning during that bit! Who designed that piece of silliness?
Legion: Couldn't he spend a few moments fixing that hole in his side? It's been months since ME2! They can make Ashley all shiny and new (and plastic and tacky), why didn't they give Legion a new coat of paint, as it were.
Plot repetition. I can forgive plot armor for characters. But really, couldn't they come up with a new idea here and there? I can't have been the only one screaming "Don't put Dr Eva in the computer core!" Did everyone forget what happened the last time we put a piece of advanced humanoid machinery in there? It's the same plot device.
Likewise, repetition. The Rachni queen gets captured... again!
Repetition. Ashley doesn't trust us... again!
Other dislikes:
The guards at the security checkpoint prattling all the time instead of doing their damn job. And what was with that, anyway? It's my bloody ship, I shouldn't need to be scanned. Just how did I get in their in the first place...oh yeah, I walked through MY ship from the shuttle bay to get there. Good job I didn't need scanning during that bit! Who designed that piece of silliness?
Legion: Couldn't he spend a few moments fixing that hole in his side? It's been months since ME2! They can make Ashley all shiny and new (and plastic and tacky), why didn't they give Legion a new coat of paint, as it were.
#186
Posté 01 juillet 2012 - 08:12
Yeah, that scanning in the Normandy was also very annoying!
And the fetching...
And the fetching...
Modifié par Forbry, 01 juillet 2012 - 08:16 .
#187
Posté 01 juillet 2012 - 08:14
The inane fetch quests and cluttered journal. They were tedious and time-consuming (not in a good way). It required more sensible organization.
#188
Posté 01 juillet 2012 - 08:15
And I hated that "scanning-game" eith the Reapers trying to hunt you down also.
And I missed that flying thing (forgotten it's name right now, that thing that replaced the Mako).
And I missed that flying thing (forgotten it's name right now, that thing that replaced the Mako).
#189
Posté 01 juillet 2012 - 08:22
I got stuck with the B squad crew
Characters left to wilt for no good reason
Khai Lang, square peg villain in a round hole
Being TOLD to care about too many things by the damn game. Including people I don't/wouldn't care about.
LOLthatoriginalending
Liara forcing me to petition for a restraining order
Edi/Joker rather creepy romance *which I still supported in game for the lulz*
London
Oh yeah... worst Journal in an 'RPG' ever
Characters left to wilt for no good reason
Khai Lang, square peg villain in a round hole
Being TOLD to care about too many things by the damn game. Including people I don't/wouldn't care about.
LOLthatoriginalending
Liara forcing me to petition for a restraining order
Edi/Joker rather creepy romance *which I still supported in game for the lulz*
London
Oh yeah... worst Journal in an 'RPG' ever
Modifié par Shaleist, 01 juillet 2012 - 08:23 .
#190
Posté 01 juillet 2012 - 08:49
Kai Leng (although I've got to hand it to Bioware, killing him was pretty damn satisfying)
Things getting weird after Thessia
Rachni mission, Shep acting like ME2 never happened ("You were supposed to disappear!" Uh, hello, didn't you talk about joining forces against the Reapers?)
Legion's WTF/outofnowhere death (seriously, Bioware? Not even a useless interrupt like with Mordin? By the time I realized what was going on, he was already dead... and it was so obviously thrown in just for the heck of it, so that we never get to win without someone dying. NOT COOL.)
Cerberus doing random stuff that never got explained
Hackett stealing Shepard's spotlight before the battle (note that afterwards, the entire fleet is under Shep's command anyway--I honestly can't figure out what the point of that one scene was)
On that note, did you guys notice that instead of getting bigger and bigger, the last mission got smaller and smaller? Epic space battle -> Hammer landing -> squads fighting through no-man's-land -> people running towards the beam -> alone with Anderson on the Citadel -> alone at the Crucible
Must've been a deliberate design decision, but I hated it. Give me a final battle as awesome as the Suicide Mission. This was simply weak.
Things getting weird after Thessia
Rachni mission, Shep acting like ME2 never happened ("You were supposed to disappear!" Uh, hello, didn't you talk about joining forces against the Reapers?)
Legion's WTF/outofnowhere death (seriously, Bioware? Not even a useless interrupt like with Mordin? By the time I realized what was going on, he was already dead... and it was so obviously thrown in just for the heck of it, so that we never get to win without someone dying. NOT COOL.)
Cerberus doing random stuff that never got explained
Hackett stealing Shepard's spotlight before the battle (note that afterwards, the entire fleet is under Shep's command anyway--I honestly can't figure out what the point of that one scene was)
On that note, did you guys notice that instead of getting bigger and bigger, the last mission got smaller and smaller? Epic space battle -> Hammer landing -> squads fighting through no-man's-land -> people running towards the beam -> alone with Anderson on the Citadel -> alone at the Crucible
Must've been a deliberate design decision, but I hated it. Give me a final battle as awesome as the Suicide Mission. This was simply weak.
#191
Posté 01 juillet 2012 - 10:15
-Auto-dialogue
-The journal
-Liara's forced interactions and friendship. At least the EC fixed the flashbacks.
-Single key for use/cover/storm. As a PC gamer who has several keys to work with, being unnecessarily stuck with one for all 3 of those actions drives me crazy. Is there some reason why they can't be reliably separated?
-The journal
-Liara's forced interactions and friendship. At least the EC fixed the flashbacks.
-Single key for use/cover/storm. As a PC gamer who has several keys to work with, being unnecessarily stuck with one for all 3 of those actions drives me crazy. Is there some reason why they can't be reliably separated?
Modifié par Neria Rose, 01 juillet 2012 - 10:16 .
#192
Posté 01 juillet 2012 - 10:22
Legion dying could have been given much more attention.
#193
Posté 01 juillet 2012 - 10:29
Misappropriated resources.
#194
Posté 01 juillet 2012 - 10:29
The whole plot.
#195
Posté 01 juillet 2012 - 10:33
Heretic_Hanar wrote...
The whole plot.
#196
Posté 01 juillet 2012 - 10:58
all the ****ing fetch quests that added nothing to the story, would have rather just not had them to be honest.
wasda keys freezing up on the bridge with joker or during combat when the environment had clutter. I died so much because Shep just stopped responding to the wasd keys. Its not my keyboard and its not any other game its just ME3.
Garrus declaring his love and the graphics going wonky its the only part of the game where the graphics mess up except for if I fall off the citidel into nothing.
Finally I was annoyed because many npc's had nicer lip gloss than me. especially Brynne Cole.
wasda keys freezing up on the bridge with joker or during combat when the environment had clutter. I died so much because Shep just stopped responding to the wasd keys. Its not my keyboard and its not any other game its just ME3.
Garrus declaring his love and the graphics going wonky its the only part of the game where the graphics mess up except for if I fall off the citidel into nothing.
Finally I was annoyed because many npc's had nicer lip gloss than me. especially Brynne Cole.
#197
Posté 01 juillet 2012 - 11:00
Nothing really. The game is pretty much perfect.
#198
Posté 01 juillet 2012 - 11:01
Auto dialogue.
Hated it. HATE ALL MY HATE.
Hated it. HATE ALL MY HATE.
#199
Posté 01 juillet 2012 - 11:04
The dialogue. It didn't have all of the in-depth conversations that ME1 had. I remember in ME1 you could spend about 30 minutes just talking to your crew after some missions. Plus there's too much auto-dialogue, and most of the choice dialogue contains just two options (which are really nice and really douchebag).
That, and the fetch quests. I feel like they sacrificed the interesting side-missions we got in Mass Effect 2 for the sake of the main story (which I suppose makes sense because there is in fact a galactic invasion going on). I just wish that they made more real side quests than "beat Cerberus up at this location" instead of the copy-and-paste fetch quests that differed only by a few strings and images. Not to mention the fact that the journal never bothered to let you know which quests you had completed the objective for.
That, and the fetch quests. I feel like they sacrificed the interesting side-missions we got in Mass Effect 2 for the sake of the main story (which I suppose makes sense because there is in fact a galactic invasion going on). I just wish that they made more real side quests than "beat Cerberus up at this location" instead of the copy-and-paste fetch quests that differed only by a few strings and images. Not to mention the fact that the journal never bothered to let you know which quests you had completed the objective for.
#200
Posté 01 juillet 2012 - 11:33
There was a whole lot wrong with it.
-Minimal side missions (The measly "missions" on multiplayer maps don't count)
-Autodialogue, autodialogue everywhere...
-Middle dialogue removed almost entirely
-Cerberus/TIM delegated to cartoon villains with simplistic motives
-Day One DLC
-Every LI but Liara, VS, and Garrus being severely reduced in content
-ME2 squaddies (save Garrus and Tali) delegated to cameos
-God awful journal
-Harby's absence
-Choices (I.E. Rachni) are only aesthetic, and have no consequences
-Tali's face
-No FemTurians
-Elcor/Volus/Hanar/Drell practically not existing
-Stupid ventkid
-Lack of enemy diversity
-etc.
Like many other have said, this game needed at least another year, maybe more, in development. A shame EA gave them such unreasonable budgets and time constraints.
-Minimal side missions (The measly "missions" on multiplayer maps don't count)
-Autodialogue, autodialogue everywhere...
-Middle dialogue removed almost entirely
-Cerberus/TIM delegated to cartoon villains with simplistic motives
-Day One DLC
-Every LI but Liara, VS, and Garrus being severely reduced in content
-ME2 squaddies (save Garrus and Tali) delegated to cameos
-God awful journal
-Harby's absence
-Choices (I.E. Rachni) are only aesthetic, and have no consequences
-Tali's face
-No FemTurians
-Elcor/Volus/Hanar/Drell practically not existing
-Stupid ventkid
-Lack of enemy diversity
-etc.
Like many other have said, this game needed at least another year, maybe more, in development. A shame EA gave them such unreasonable budgets and time constraints.





Retour en haut




