What makes Multi-Player fun for you?
#51
Posté 04 septembre 2012 - 05:54
#52
Posté 04 septembre 2012 - 05:55
Derek Hollan wrote...
Hey Folks,
My question this time around is fairly straightforward if outright subjective.
The question comes down to what is it that you find most enjoyable about Mass Effect 3 Multi-Player? Is it the powers? The weapons? The races? Derek?
Cheers
Being able to solo and hoping the current team working on multiplayer goes away.
Because you professional devs buff in all the good games and the rest... they nerf.
Female versions of the male humans would be nice. Like female destroyer, female slayer (shadow doesn't count for me), Paladin.
Modifié par Madeline Lightning, 04 septembre 2012 - 05:59 .
#53
Posté 04 septembre 2012 - 05:56
#54
Posté 04 septembre 2012 - 05:56
I love when new classes appear, with new powers/combinations of powers. In all the time i had me1-3 i never tried anything bar soldier and adept. Multiplayer made open and accessible an entire world of play possibility i never knew existed in the ME universe.
Though the way they are handled sometimes breaks my balls, the weekend operations are something i really love, because they amplify what i love playing the game for normally. Working with others towards a goal, teamwork.
Running into the open to revive a stranger. Having that stranger do the same for me later in the match. I love these moments that playing the game allows me to experience.
#55
Posté 04 septembre 2012 - 05:56
#56
Guest_Aotearas_*
Posté 04 septembre 2012 - 05:57
Guest_Aotearas_*
But mostly just killing stuff (BLOOD FOR THE BLOOD GOD!!!).
Sure I like unlocking new weapons, gear, characters, weapon mods and whatnot, but using them i the real thrill. They're just tools for me to increase the level of PAIN on my enemies.
Are you asking this because you think of adding new gaming modes? Because if you do ... just wait a second ... *scurry around old notes* there it is:
1.) King of the Hill
Basic premise:
Get to that one/two/three positions (Bronze requires holding a single position, Silver requires holding two and so on), then fortify them and hold them a set amount of time (say ten minutes on Bronze, twenty minutes on Silver, thirty minutes on Gold/Platinum) against endless spawning enemies for command to drop reinforcements and establish a beachhead.
Beneficial/required map designs:
Large enough maps to field large enemy numbers with a few predestined holding positions.
Different map designs to enable different approaches: wide open layouts that enable clear line-of-sight for yourself in a straight up defence, maps with twisted ruins building a labyrinth-like environment diverting enemy forces into smaller numbers that will be coming from multiple directions. Advantages obviously go both ways.
Victory requirements:
First you have to conquer an overrun position. The moment you cleansed the marked holding position from enemies, the timer will start. Whenever a set amount of enemies breach the parameter (Four in Bronze/Two in Silver/A single one in Gold/Platinum) command will assume the position too hot for the attempted drop.
Remarkable differences to the standard horde mode:
-No waves but continious enemy spawning with alternating attack patterns.
-Regular supply drops around the map that you can retrieve to aid you in your defence. Items of note will be ranging from supplykits (additional Medigel/Cobras/Thermal Clip Packs/Ops Survival Packs for everyone), to heavy weapon assembly parts (retrieving all parts allows to place a heavy gun (heavy machine gun/mortar/AP rail cannon emplacements) and explosives that can be set to rig pathways.
-Objectives require the team to retrieve intelligence packages. They are completely optional and will always be deep behind enemy lines, but succesfull retrieval will persuade command to mark this combat area a priority interest, gaining your team the ability to call in limited Orbital bombardment (a single bombardment per intelligence package/At least half the team will have to mark the about-to-bombarded area for the strike to come in).
-Big boss enemies will occasionally spawn: Harvesters for Reapers, Geth Colossi and maybe a tank for Cerberus. Those bosses will have the ability to change the battlefield, like the Harvester picking up Reaper troops, flying over the map and dropping them in your back or the Colossi and tanks being able to plow through obstacles to pave a way for other troops, hence making them high priority targets. Killing a big boss enemy will immediately start an objective to retrieve intelligence from their husk.
2.) Base Assault
Basic premise:
Your commando team has been chose to lead the assult on a fortified enemy position. The enemy will be heavily dug in with heavy weapon support, set up defence lines of various strenghts against your comparatively limited ressources. Your team will have to breach the parameter and disable key structures, then disengage for exfiltration to complete the mission.
Beneficial/required map designs:
Maps will basically put you in front of a heavily fortified base. Layouts can differ between favouring open ground for large scale, long distance engagements, or close quarters combat, or alternate between those two basic concepts with the various parameters. The maps should feature hidden pathways you can unlock by seizing certain positions that will bypass some potentionally dangerous areas for either a quick assault or a save exfiltration. Unlocked passages will after time be discovered by patrol and from then on be explored/defended.
Victory requirements:
Your team will have to succesfully breach the base's parameters and disable a number of key structures, like CIC, fire-control, damage-control, hangar(-bay/s) and/or main access routes. Disabling those structures requires reaching and subsequently holding them for a period of time to have a squadmember sabotage the systems (about two minutes on Bronze, three minutes on Silver and four minutes on Gold/Platinum). Said squadmember will be unable to participate in any defence. Breaking the sabotage process before completion will slowly drain achieved process until someone resumes the process.
Remarkable differences to the standard horde mode:
-No waves. The team will face a set amount of enemies patrolling the parameters. After the first successful parameter breach, enemy command will hail for reinforcements that will take varied amounts of time to arrive. First breach, small number of reinforcements arriving after three minutes through intact access routes. They will bolster intact positions. Second breach, a larger number of reinforcements arriving after five minutes through intact access routes. They will further strenghten intact positions with additional troops and start patrolling breached parameters, backtracking any routes you might have taken. Third breach, a large number will arrive after seven minutes, from basically every direction. They will actively search for your team and engage.
-Your team can block access routes by disabling doors, detonating pathways, etc. That will narrow down the possible pathways for reinforcements and delay their arrival a bit. The last reaction force however will come via main access routes and breached parameters and can not be delayed.
-Your team starts with a set amount of explosives you can use to breach strongpoints or to scuttle pathways (blocking the path behind you, entrances or access routes). Additional supplies can be salvaged from enemy armories and med-centers, both however being heavily guarded from the very beginning and a priority position for reinforcements.
-No objectives.
-Use your enemies equipment against them. Pre-set up emplacements can be seized to use against incoming enemies, barricades activated to block their paths and defense mechanisms (talking barrier/shield generators) rewired to strenghten your team.
3.) Last Stand
Basic premise:
Your team is stranded in enemy territory. No chance for extraction, no reinforcements enemies everywhere. Just survive as long as you can and tie up enemy forces in your vicinity to give other people more of a fighting chance, the noble sacrifice a stranded soldier can give for his comrades elsewhere. You may die here, but all hell shall break lose if you aren't going to make them pay. For every drop of blood you shed, shed a gallon of theirs.
Beneficial/required map designs:
Works with basically everything.
Victory requirements:
Erm, ... hello? Last Stand? No victory achievable, but since this is a game meant for fun, you get boni depending on how long you last (credits/XP, think of it as post mortem rewards).
Remarkable differences to the standard horde mode:
-Basically there are none. It just like horde mode, just without waves and no ending. That means no auto revive after you fell, if you bleed out, you're done. You think that'd be unfair? Tough luck sucker.
-Difficulty is adaptive. You start with Bronze-like difficulty and the longer you survive and the more enemies you kill, the harder the game will get as it progressively increases the difficulty until sometime later you are practically fighting Platinum difficulty. And if you survive that long enough, you'll just end up fighting against Platinum difficulty again ... with twice the enemy numbers. However, low tier enemies will still be spawned in great numbers, so it's not simply boss enemies only (that would make it easy and we can't have that).
-No objectives, just an endless fight
You now you want this Mr. Hollan, because it would make us happy. And when we're happy, then you're happy. And even if that isn't the way you might think, when we're happy we buy more stuff from you and THAT definately makes you guys happy. If not, I'll send you cookies.
#57
Posté 04 septembre 2012 - 05:57
#58
Posté 04 septembre 2012 - 05:57
#59
Posté 04 septembre 2012 - 05:57
#60
Posté 04 septembre 2012 - 05:57
#61
Posté 04 septembre 2012 - 05:57
#62
Posté 04 septembre 2012 - 05:58
But at the moment it's not that fun. I tried to play today just to get four different glitches and ended up not being able to play. :|
Modifié par Arcataye, 04 septembre 2012 - 06:01 .
#63
Posté 04 septembre 2012 - 05:58
Pedactor wrote...
NPlewes.
srsly, the best part of this game.
#64
Posté 04 septembre 2012 - 05:58
I played all three ME games and the combat mechanics are simply the best in ME3.
Hadn't MP been implemented I'd have missed more combat. MP is like a sandbox where you can try out stuff and simply rock your character. Without MP, I wouldn't have re-played the SP much and I would have foregone to try out other characters than adept and soldier (the two classes I exclusively used throughout the series). I also doubt I would have bought DLC stuff. Would have most likely moved to other games.
Why do I like the gameplay?
It's the powers and the possibility to make different builds emphasizing on different tactics. The powers add greatly to the gaming experience and I like that the targetted ones do not auto hit something when you activate them (with the exception of the instacasts).
There are insane things you can do with those powers: Flinging around stuff is one of my favourites.
All in all it's rich in variation and that probably saves the day, given we only have horde mode.
I also like coop gaming and a good portion of humour in the games I play.
Modifié par dr_random, 04 septembre 2012 - 06:10 .
#65
Posté 04 septembre 2012 - 05:59
#66
Posté 04 septembre 2012 - 05:59
I also like the customizability, though I wish it was more like ME1 with a bejesus amount of options. I also like the teamwork.
Things I dislike? The repetativeness of it, and to a small extent the store. Though the repetativeness can't really be fixed, its a game.
Modifié par Mgamerz, 04 septembre 2012 - 06:00 .
#67
Posté 04 septembre 2012 - 06:00
And those epic moments that only coop horde mode can create ("i'll revive that guy, cover me!").
#68
Posté 04 septembre 2012 - 06:00
Derek Hollan wrote...
Is it the powers? The weapons? The races? Derek?
It's all of these things for me. The different builds and different ways to play make the game more interesting than a basic horde mode would normally be. More game mode would certainly improve the experience, but the sheer number of different combinations of race/class/weapon that can be explored have kept the game interesting.
Also, the community is much more mature and friendly than that of many other games' MP. Sometimes it may not seem so here in Xbox land, but give any of the FPS's a shot and you'll notice the difference immediately.
#69
Posté 04 septembre 2012 - 06:01
#70
Posté 04 septembre 2012 - 06:02
Seeing good usage Kroguards by other players(it is beautiful to watch a bunch of kroguard kick a lot of ass on gold and being just epic every way a krogan should be).
Unlocking Good gear and weapons
Solid Character classes
#71
Posté 04 septembre 2012 - 06:04
Unfortunately, both have their downsides as well: the inexplicable refusal of the store to unlock or upgrade certain weapons or (particularly) characters and gear, and the frequent degradation of matches into disorganized, death-spiraling free-for-alls.
EDIT: I should also note that, like most RPGs and hybrid RPGs, I find the character-creation minigame to be a ridiculous amount of fun. I spend almost as much time planning and building characters as I do playing them--hence the enthusiasm for unlocking new options. However, Bioware could support that aspect of the game better by providing a ready (even if costly) source of Power Reset Cards in the game's store--or by providing better incentives for promotion, so that promoting doesn't feel like an endless slog to get back to rebuild interesting and capable characters.
Modifié par rmccowen, 04 septembre 2012 - 06:07 .
#72
Posté 04 septembre 2012 - 06:04
Community challenges.
It is fun but it does get tedious at times, yet I still come back lol
#73
Posté 04 septembre 2012 - 06:05
#74
Posté 04 septembre 2012 - 06:06
There's thrill in unlocking stuff, but it can be rather inconsistent and you eventually get to the point where you already have everything.
What's been really fun recently is doing 'specialty' games where you can only do or use a specific thing. ie: Only melee. Only Lash. Only snap freeze and melee. Salarians + Salarian weapons. This, and I cannot emphasize this part enough, would be magnitudes better if we could customize the game and/or enemies that spawn. For example: setting it so that only husks spawn or something like that. Having the option to restrict certain weapons, classes and powers for players and customize what enemies spawn and what missions are done would be fantastic. It would have to be balanced, of course. Like, a significantly less xp/credit drop for custom games.
Modifié par Spartanburger, 04 septembre 2012 - 06:06 .
#75
Posté 04 septembre 2012 - 06:07





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