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#1
1337haxwtg

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With another patch in the works for ME3, I thought I would type up this thread, putting in changes that I feel the game needs for balancing, practicality, and refreshing purposes.  Feel free to disagree with my ideas in a CONSTRUCTIVE manner. Also note that new HUD changes are OPTIONAL and will default to off unless activated in the options menu. This way, you won't even know they were added if you didn't care. Nobody loses.

Misc. Features:

----------------------

Text chat for PC players

Visual Display Changes:
---------------------------------

Opacity settings in options menu (did I see this mentioned as in the works or something? either way, much needed for players with certain TV types)

Visual overlay intensity settings in options menu (Hunter Mode, Bloodlust [see buff icons], Rage, low health, etc.)

Removal of low health effect when downed (unseen executions are annoying)

HUD Improvements (ALL optional, toggled in menus):
--------------------------------------------------------------------------

Squad member directional arrows while downed (with attached distance readout). We are currently lacking a way to know if people are near if they don't talk. I often see people waste medigel when I am almost there and they are not close to bleeding out yet.

Buff icons at the top-right / right of the screen, only visible if enabled in options AND present (no damage resistance display if 0%). These are shown in the picture, with bracketed numbers representing extra spots. I would also include an option to have additional buffs move horizontally, from the original spot towards the enemy health readout, as opposed to down the side of the screen. This would allow players to display buffs in  a way they prefer, which limits clutter and obstruction. Each buff would be represented by an icon, the example being a shield, with a percentage value overlay. This player has 40% damage resistance active.

Turret / Drone health display withs small directional arrow, pointing towards drone (represented by a red dot in my example).

Rearranged equipment readouts, with smaller indications for the assigned button (for consoles, not sure how it looks on PC, but it is in the way for the next addition).

Allied health readouts.

(keep in mind that I made this in MS Paint in a few minutes to sample my ideas, BioWare would be able to make these look better and fit in much smoother than I can. These changes may look cluttered from how I showed them, but this screenshot itself seems distorted. Go in-game and visualize these additions where they should be and at a size that makes them readable without being obstructive. There is plenty of room for them if they are done correctly. Also, they would be completely optional, toggled in the options menu, so why not support the idea?)

Larger Image

Image IPB
(Thanks to the uploader of this image, pulled off of google images)

Gameplay Changes:
----------------------------


class-specific passive bonuses for objectives. My full system is outlined here.

Credit bonuses for extractions (perhaps 2.5k, 5k, and 7.5k, by difficulty).

Add a brief stun AND sync-kill immunity after revives or medigel use (2-3 seconds, once we are standing).

Make auto-aim capable of being disabled in the options menu AND fix it to scope in on targets closest to the center of the screen, rather than those physically closest to the player.

Add "hop" X-axis dodge to turians (no foward or backward rolling).

Add Krogan frontal and side stun immunity and a rear stun resistance of 25%.

Add Batarian frontal and side stun immunity.

Swap base drell health and shield values from 500H / 250S, to 250H / 500S (buffs the survivability of the drell vanguard by making the larger portion of his effective health regenerable and restored through charge, instead of having paper shields and losing health bars in each encounter).

1 - Reduce krogan health bars from 5 to 3, for better regeneration after combat.

1 - Swap base krogan health and shield values from 750H / 1000S, to 1000H / 750S (the hit to regenerable effective health is compensated for by the previous change, makes shield bonus gear and consumables less ridiculous, fits the lore better).

OR

2 - Change krogan base health and shield values to 900 / 600 (1440 / 960 with 6 fitness).

2 - Add an always-active health regeneration value of 100 (for a comparison,
vorcha can have up to 420 with full stacks from Bloodlust).

2 - Change the damage reduction in the rage tree to additional health regeneration. 50 base, 25 for evolution 2, and 25 for evlution 6.

Damage modifiers for full-auto weapons against barriers and shields, buffing ARs and SMGs and promoting use of multiple weapons (15-25% is enough, maybe modify existing weapon stats to compensate on the stronger full-autos, such as the Hurricane).

Reduce stun chance from Primes and Hunters by 50% (not rocket troopers, because I expect their modified Vindicators [joke] to be fixed next patch).

Add in TWO new heavy units to the Geth. There are too many infantry-type units. It leads to boring gameplay and seeing those units far too often. These are heavier units that could replace some of the masses upon masses of Hunters, Pyros, and Rocket Troopers we see thrown at us. The health pools and utilities I came up with are simply guidelines for where I think the unit needs to fit in, compared to others (stats are for gold difficulty).

     - Armature:  8,000 Armor / 6,000 Shields
Maybe about the size of a Ravager, but a little bigger. Two mounted machine guns on the sides of the head, each with similar damage to Cerberus turrets. Can only fire in a 145-degree cone in front of the Armature. 2-second audible buildup before opening fire, similar to a minigun. Turns slowly, easily flanked.  Secondary weapon; 200 damage radial energy pulse on players that get too close, 3 second cooldown, staggers if it breaks shields.

     - Juggernaut: 5,000 Armor / 3,000 Shields
Size is midway between smaller platforms and a Prime. Has a stronger version of the Trooper's pulse rifle. Has a lunging melee, similar to krogan heavy melees. Can place proximity mines on the ground within 5 meters of himself (not like lolturret of Primes). Mines have a 3 meter blast radius, 500 damage, and a 1.5 second detonation delay with audible warning when triggered, like grenades have.

Modifié par 1337haxwtg, 03 juillet 2012 - 03:23 .


#2
mrcanada

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Bump and your sig is full of incredible amounts of win.

#3
Kain_Pure_evil

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 Very nice ideas for once. Most suggestions are nerfs/buffs. Might i add one thing thats been bothering me since day 1?
Add character control while sprinting. PC version has it, why not consoles? When im running it feels like im on a fkin train rail or something. All i can do, is slowly list of the left. I know some maneuvers xD!

#4
Greyfrogx

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Some good ideas man, think the new enemies are an ask, don't think bioware is prepared to spend too much money and programming time on these things despite giving us new species to play with.

Turian side step with roll options is s good idea, marauders roll ffs

#5
1337haxwtg

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Kain_Pure_evil wrote...

 Very nice ideas for once. Most suggestions are nerfs/buffs. Might i add one thing thats been bothering me since day 1?
Add character control while sprinting. PC version has it, why not consoles? When im running it feels like im on a fkin train rail or something. All i can do, is slowly list of the left. I know some maneuvers xD!

You mean greater directional handling while sprinting on PC? If that is the case, got a video link for me to see it? If so, I will add it.

#6
Creakazoid

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I'll start with them fixing all the things that were supposed to be fixed from the first patch. Beyond the obvious ones like Vanguard glitching and ULM, one thing that still really bugs me is the disappearing shots. I know they said they fixed "fake walls" and oblique angles causing shots to stop at thin air, but it still happens just as much as it ever did.

#7
mybudgee

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Fix the skill trees before X-mas..

#8
1337haxwtg

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Creakazoid wrote...

I'll start with them fixing all the things that were supposed to be fixed from the first patch. Beyond the obvious ones like Vanguard glitching and ULM, one thing that still really bugs me is the disappearing shots. I know they said they fixed "fake walls" and oblique angles causing shots to stop at thin air, but it still happens just as much as it ever did.


I agree I'd like those more, but most of these changes are very simple. The HUD changes are simple enough for the graphic design team to tackle in an afternoon, and the numbers simply draw from active variables.

The health values are a simple number change (weekly balance change, even), stun immunities should be easily added, and dodges are also easily added, assuming the dodge animation is compatible with the race.

The only real challenge would be the new Geth units. They would require fresh coding, models, textures, animations, and perhaps weapons.

Modifié par 1337haxwtg, 01 juillet 2012 - 06:20 .


#9
1337haxwtg

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mybudgee wrote...

Fix the skill trees before X-mas..

I didn't include bug fixes in my post, because it would be too much to list off the top of my head, and they are probably already aware of the most bothersome ones.

#10
Kain_Pure_evil

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1337haxwtg wrote...

Kain_Pure_evil wrote...

 Very nice ideas for once. Most suggestions are nerfs/buffs. Might i add one thing thats been bothering me since day 1?
Add character control while sprinting. PC version has it, why not consoles? When im running it feels like im on a fkin train rail or something. All i can do, is slowly list of the left. I know some maneuvers xD!

You mean greater directional handling while sprinting on PC? If that is the case, got a video link for me to see it? If so, I will add it.

What i mean is the ability to look left and right while sprinting. Pcs users can look around while sprinting giving them a better idea as to WHERE theyre sprinting. I cant count the times ive ran into a hoard of enemies cause my camera was to sluggish to look left or right.

#11
1337haxwtg

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Kain_Pure_evil wrote...

1337haxwtg wrote...

Kain_Pure_evil wrote...

 Very nice ideas for once. Most suggestions are nerfs/buffs. Might i add one thing thats been bothering me since day 1?
Add character control while sprinting. PC version has it, why not consoles? When im running it feels like im on a fkin train rail or something. All i can do, is slowly list of the left. I know some maneuvers xD!

You mean greater directional handling while sprinting on PC? If that is the case, got a video link for me to see it? If so, I will add it.

What i mean is the ability to look left and right while sprinting. Pcs users can look around while sprinting giving them a better idea as to WHERE theyre sprinting. I cant count the times ive ran into a hoard of enemies cause my camera was to sluggish to look left or right.


I guess the only problem I see with that is that I only have one thumb on my right hand. It would be kind of hard to sprint while aiming. That is, unless they let us remap our keys...

#12
ZephyrAM

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I would have to argue against the additional interface readouts, unless they were flagged as optional. The less UI there is cluttering up the screen, the better. Especially seeing as we can't do much about allies health/shields anyway... run over to back them up, but an awareness of the other players lets you do this now anyway, and you feel more like you're responding to the ongoing combat, rather then playing a game with shifting color bars.

#13
Kastrenzo

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That hud is awfully Cluttered. No thanks

#14
Mgamerz

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1337haxwtg wrote...

With another patch in the works for ME3, I thought I would type up this thread, putting in changes that I feel the game needs for balancing, practicality, and refreshing purposes.  Feel free to disagree with my ideas in a CONSTRUCTIVE manner. Also note that new HUD changes are OPTIONAL and can be disabled in the game menu.

Visual Display Changes:

---------------------------------

Opacity settings in options menu (did I see this mentioned as in the works or something? either way, much needed for players with certain TV types)

Visual overlay intensity settings in options menu (Hunter Mode, Bloodlust [see buff icons], Rage, low health, etc.)

Removal of low health effect when downed (unseen executions are annoying)

Squad member direction arrows while downed (with attached distance readout)

HUD Improvements (ALL optional, toggled in menus):
--------------------------------------------------------------------------

Buff icons at the top-right / right of the screen, only visible if enabled in options AND present (no damage resistance display if 0%). These are shown in the picture, with bracketed numbers representing extra spots. Each buff would be represented by an icon, the example being a shield, with a percentage value overlay. This player has 40% damage resistance active.

Turret / Drone health display withs small directional arrow, pointing towards drone (represented by a red dot in my example).

Rearranged equipment readouts, with smaller indications for the assigned button (for consoles, not sure how it looks on PC, but it is in the way for the next addition).

Allied health readouts.

(keep in mind that I made this in paint in a few minutes to sample my ideas, BioWare would be able to make these look and fit in much better than I can)

Larger Image

Image IPB
(Thanks to the uploader of this image, pulled off of google images)

Gameplay Changes:
----------------------------


Add "hop" X-axis dodge to turians (no foward or backward rolling).

Add Krogan frontal and side stun immunity and a rear stun resistance of 25%.

Add Batarian frontal and side stun immunity.

Swap base drell health and shield values from 500H / 250S, to 250H / 500S (buffs the survivability of the drell vanguard by making the larger portion of his effective health regenerable and restored through charge, instead of having paper shields and losing health bars in each encounter).

Reduce krogan health bars from 5 to 3, for better regeneration after combat.

Swap base krogan health and shield values from 750H / 1000S, to 1000H / 750S (the hit to regeneratable effective health is compensated for by the previous change, makes shield bonus gear and consumables less ridiculous, fits the lore better).

Damage modifiers for full-auto weapons against barriers and shields, buffing ARs and SMGs and promoting use of multiple weapons (15-25% is enough, maybe modify existing weapon stats to compensate on the stronger full-autos, such as the Hurricane).

Reduce stun chance from Primes and Hunters by 50% (not rocket troopers, because I expect their modified Vindicators [joke] to be fixed next patch).

Add in TWO new heavy units to the Geth. There are too many infantry-type units. It leads to boring gameplay and seeing those units far too often. These are heavier units that could replace some of the masses upon masses of Hunters, Pyros, and Rocket Troopers we see thrown at us. The health pools and utilities I came up with are simply guidelines for where I think the unit needs to fit in, compared to others (stats are for gold difficulty).

     - Armature:  8,000 Armor / 6,000 Shields
Maybe about the size of a Ravager, but a little bigger. Two mounted machine guns on the sides of the head, each with similar damage to Cerberus turrets. Can only fire in a 145-degree cone in front of the Armature. 2-second audible buildup before opening fire, similar to a minigun. Turns slowly, easily flanked.  Secondary weapon; 200 damage radial energy pulse on players that get too close, 3 second cooldown, staggers if it breaks shields.

     - Juggernaut: 5,000 Armor / 3,000 Shields
Size is midway between smaller platforms and a Prime. Has a stronger version of the Trooper's pulse rifle. Has a lunging melee, similar to krogan heavy melees. Can place proximity mines on the ground within 5 meters of himself (not like lolturret of Primes). Mines have a 3 meter blast radius, 500 damage, and a 1.5 second detonation delay with audible warning when triggered, like grenades have.

All allies have 5 bars of health, its universal and woudl require a considerable amount of work to change since it's pretty integrated, so that'd not goign to change.
Would love to see some new bosses... new enemies of any kind really. Got a feeling it won't be happening, not sure how much longer the same three enemies are going to keep me entertained.
I don't think there is a front/side/back stun chance, just a stun chance and it's direction.

Also, another bug to fix would be that when you are down, and the death flourish is there (the blood texture), allies using medigels and survival packs shoudln't make it so that your flourish goes away. It looks weird.

Modifié par Mgamerz, 01 juillet 2012 - 06:41 .


#15
SkreeMalicious

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Turians could really use a dodge or sidestep yup

#16
1337haxwtg

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Kastrenzo wrote...

That hud is awfully Cluttered. No thanks


Two people in a row that missed the "optional, toggled in menus" and "BioWare could make it look better than I did" parts.

Also, this screenshot seems cluttered. Notice how the kill feed is covering the health bars. It would look much better in-game and to better scale.

Each added element could be enabled / disabled through the menu, so why would you ever say no? That reminds me of the people that got really mad when BioWare announced OPTIONAL kinect support without changing the original system. It just doesn't make sense.

I'd also say the buffs could be put horizontally from the corner instead of the verticle layout I have there. I did the verticle because horizontal didn't look quite balanced with the other additions I made.

So if it could be horizontal, it would be very much out of the way. You could even disable the allied health readouts and have that side cleared, or with a drone health readout in the corner.

There are just too many ways to make optional additions that look good and fit well to simply say "awfully cluttered, no thanks."

Modifié par 1337haxwtg, 01 juillet 2012 - 06:48 .


#17
mkenney29

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I just wish they would make the HUD elements more transparent. Then i would'nt have to run the screen wipe on my plasma after every match. I would also like for them to gamma correct the 360 version.

#18
Cundu_Ertur

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Missing:
ULM is busted.

GET.
RID.
OF.
AUTO.
AIM.
It's especially bad against reapers where repeatedly when scoping at something meaningful (like the banshee) you instead end up zooming on a swarmer half a map away. ZOOM WHERE I AM POINTING, DO NOT ZOOM WHERE I AM NOT POINTING. Even if you waste a shot on that swarmer, your next attempt at zooming takes you to ANOTHER swarmer.
This cannot be over-emphasized enough.

If the hud options you include are optional like you suggest, then fine. If they aren't then I'd suggest against. The hud tells me enough. Too much information gets in the way. Also, button cues aren't really needed for the powers. LB, Triangle/Y, RB can be gleaned from the positions already.

#19
1337haxwtg

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Cundu_Ertur wrote...

Missing:
ULM is busted.

GET.
RID.
OF.
AUTO.
AIM.
It's especially bad against reapers where repeatedly when scoping at something meaningful (like the banshee) you instead end up zooming on a swarmer half a map away. ZOOM WHERE I AM POINTING, DO NOT ZOOM WHERE I AM NOT POINTING. Even if you waste a shot on that swarmer, your next attempt at zooming takes you to ANOTHER swarmer.
This cannot be over-emphasized enough.

If the hud options you include are optional like you suggest, then fine. If they aren't then I'd suggest against. The hud tells me enough. Too much information gets in the way. Also, button cues aren't really needed for the powers. LB, Triangle/Y, RB can be gleaned from the positions already.


Like I said, not adding bugs to the list. Auto-Aim is something I will add after this post.

Also, BioWare would probably never add in a new HUD option post-release and not make it optional. Too many people are too used to what we have now to force something on us. That doesn't mean players that want these options shouldn't have them. This is one of the rare cases where you CAN please everyone.

#20
RaueDrakenhaart

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 As for the rapid fire weapons, the easiest fix would be to simply cause Sheilds/barriers to have a negative DR vs. X, Y, and Z weapons so that they are actually useful and worth carrying. If the Geth Pulse Rifle had essensially even a +30 dmg vs. shields/barriers, it would be worth carrying as a side-arm.

#21
1337haxwtg

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RaueDrakenhaart wrote...

 As for the rapid fire weapons, the easiest fix would be to simply cause Sheilds/barriers to have a negative DR vs. X, Y, and Z weapons so that they are actually useful and worth carrying. If the Geth Pulse Rifle had essensially even a +30 dmg vs. shields/barriers, it would be worth carrying as a side-arm.

Well, that is essentially what I suggested, just implemented differently.

#22
Endcat

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Really, shields should just have a small negative DR, period, and then the better your ROF, the better you are against shields (and the worse you are against armor, giving both low and high ROF advantages).

#23
someN7orother

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Mgamerz wrote...
All allies have 5 bars of health, its universal and woudl require a considerable amount of work to change since it's pretty integrated, so that'd not goign to change.

Much as I like the idea of krogan having 2-3 health bars instead of 5, and without actually knowing how it's coded, I'd have to agree. It's probably more feasible to give krogan a flat regeneration rate like vorcha. Then the problem becomes balancing the already unstoppable behemoth that is the kroguard, though...

HUD changes are nice, but I'd rather they concentrate their efforts on fixing what we already have and things like rolls for turians and stunlock resistance for batarians and krogan.

#24
Magicman10893

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1337haxwtg wrote...

Kain_Pure_evil wrote...

1337haxwtg wrote...

Kain_Pure_evil wrote...

 Very nice ideas for once. Most suggestions are nerfs/buffs. Might i add one thing thats been bothering me since day 1?
Add character control while sprinting. PC version has it, why not consoles? When im running it feels like im on a fkin train rail or something. All i can do, is slowly list of the left. I know some maneuvers xD!

You mean greater directional handling while sprinting on PC? If that is the case, got a video link for me to see it? If so, I will add it.

What i mean is the ability to look left and right while sprinting. Pcs users can look around while sprinting giving them a better idea as to WHERE theyre sprinting. I cant count the times ive ran into a hoard of enemies cause my camera was to sluggish to look left or right.


I guess the only problem I see with that is that I only have one thumb on my right hand. It would be kind of hard to sprint while aiming. That is, unless they let us remap our keys...


I think they should really either give us the option to remap our buttons or make clicking the left stick also sprint (it doesn't do anything else other than going around a corner while in cover which is something I have never used in the history of ever).

#25
1337haxwtg

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someN7orother wrote...

Mgamerz wrote...
All allies have 5 bars of health, its universal and woudl require a considerable amount of work to change since it's pretty integrated, so that'd not goign to change.

Much as I like the idea of krogan having 2-3 health bars instead of 5, and without actually knowing how it's coded, I'd have to agree. It's probably more feasible to give krogan a flat regeneration rate like vorcha. Then the problem becomes balancing the already unstoppable behemoth that is the kroguard, though...

HUD changes are nice, but I'd rather they concentrate their efforts on fixing what we already have and things like rolls for turians and stunlock resistance for batarians and krogan.

I'm just not seeing how a change like this would be so hard to pull off. I'd have to see the code, which would certainly never happen.